Crowman
Crowman
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2090336#Comment_2090336
Sure, but look at a company like Riot Games. They had around 600 employees 10 years ago and even back then LoL was the most played game in the WORLD and that included everyone as well. BHVR is huge compared to the size of their game.
Riot Games also only had LoL as their only game for the longest time.
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The changes the devs are making in the first hotfix are just to help remove some of the frustrations that currently exist playing him. He's still going to be the worst killer in the game after the changes, but at least he might be playable into average survivors now.
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@ALEXISDIMOU01 said:
And when is that? I mean do we know a date?
Probably next week on Tuesday.
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@Swampoffering said:
Blizzard was an efficient company Since WoW Vanilla, when they were Blizzard North, not Activision Blizzard.
The difference betwen BHVR and Blizzard is that one priorizes making money and the other priorizes users.
If the Game is full of bugs and they release new skins but not Hotfixes, there is nothing more to say about them, the are just trying to do minimal services untill DBD dies and they Will ignore the game as they did with Payday.
BHVR is not a good example of videogames company, and compare It with Blizzard is a joke.
The Payday series is done by Overkill.
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Or just don't listen to when other people try to lecture you on how to play the game you paid for?
I've had people complain about meme perk builds so it's basically just people satly they didn't win.
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Even if BHVR got the fix done the same day of the patch, they couldn't push out a patch til console verification succeeds due to crossplay which basically delays all patches by a week.
As much as the bug does suck being around, it not being fixed immediately is not completely BHVR's fault.
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Bully squads become much less of a problem with experience, because they are easy to punish as they spend more time trying to bother you than doing the objective.
Unfornately a lot of bully squads will try to keep themselves at lower ranks so they can get matched against newer killers, because they know good killers will destroy their attempts to bully them.
Best thing to do is not to take it personally and just try to improve yourself.
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A perk that affects addons shouldn't exist as it will never be healthy for the game. It's far better to balance addons themselves.
It's why enduring got changed to only affect pallet stuns, because balancing perks like DS and Head On around the existence of Enduring was a hassle.
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Because Inner Strength is not you initiating the healing action.
I also don't see how it's a problem as a survivor unhooking you with We'll Make It will heal you in the same time as Inner Strength and also not cancel your DS.
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Slugging is still going to be vital for building pressure against good survivor teams.
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Pallets are bugged. They will get fixed, we just don't know when.
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@Phasmamain said:
No killer is useless but trickster is the worst for the sole fact that huntress and slinger exist
I would say Trickster in their current state is useless. You would be better using any other killer in the game as his power gives him no advantage over any other killer.
Even Trapper and Clown who are also considered weak killers have advantages with their powers.
Trickster is also the only killer I would say is unviable against a group of average survivors.
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@tak47888 said:
Devs are super scared to release strong killers cause they fear the backlash of survivor community. What they tend to forget about is the killer's level of fun. If a killer is simply too limited in his power to be viable (depipster, I like the name because it's true), playing him ain't fun and equals self-torture. All these movement speed restrictions and cooldowns make killer gameplay feel awful imo. Doesn't matter if they will buff him (in two years), he will always be remembered as the weakest trash can of all times. Not viable at all, don't know who is responsible for releasing him in this state. I am just glad that I did not pay any money to behaviour for the last two chapters (which were bs, let's be honest).
This isn't true considering a couple Chapters ago we got Blight who is considered to be a top tier killer.
Twins while more controversial is also really strong when you commit to slugging and camping as that is what she excels at.
Trickster is an exception as even the weakest killers currently in the game have a power worth using and viable against average survivors.
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We have gotten some hotfixes on days that weren't Tuesday, but unless they explicitly say something about the hotfix dropping this week, best to assume it's coming next week.
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The pallet certainly didn't spawn before this chapter and since this chapter I don't think I've never not seen it spawn.
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Nothing like taking a DC penalty and getting no BP to spite the killer who was going to kill you anyways.
D/Cing when you are about to die accomplishes nothing and it's not like the killer is going to care that much.
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@Sonzaishinai said:
I wonder if they use skillchecks instead if perks will work on it.
Impossible second hookstage doctor here i come
Perks don't work on PH cages so they won't work with hooks.
Plus most perks already specify healing and generator skillchecks
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@aroell said:
But what if I want to kill myself? I like this idea but I would like instant death too.
With instant death survivors were absuing it to get around the d/c penalty. So if you really must get out the trail earlier, just d/c and eat the penalty.
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@Dwight_Fairfield said:
What are they doing regarding suicides on hooks?
With the change to skillchecks, failing a skillcheck only reduces the bar a little bit meaning survivors can't instant die on 2nd state anymore.
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BHVR on twitter confirmed it's exactly like PH's cages where missing a skillcheck reduces the bar a little bit. No longer instant deaths on 2nd hook.
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@Moxie said:
As a veteran player, I am fine with this.
This will disproportionately affect new players that struggle with skill checks though.
Not sure how it would work with "giving up" (Ex: For last survivor to get hatch, etc.).
A lot of new players struggle with the current struggle mechanics and sometimes unintentionally die on 2nd hook. This at least doesn't instant punish them.
Also this should reduce hook suicides as it's no longer instant.
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Most Killer Iri addons are pretty balanced.
A smaller amount of iri addons are really weak and hard to justify using.
And an even smaller amount of iri addons are actually broken and many like Iri Hatchets are going to get nerfed in the future.
Also fun fact, Myer's most broken addon is purple (Tombstone Piece).
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/240356/a-small-ds-buff
Have the timer refresh when getting chased and pause while dying, but cut the timer in half so that it can't be abused.
And now survivors are going to complain that they are bleeding out to death.
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You can hear the corrupt intervention tentacles. This would make it easier for survivors to locate your totems.
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Killer is really only easy right now, because of survivor skill being so varied.
Crossplay On is default which gives you the casual dbd players and the rank reset setting you back only 1 color on top of depipping as survivor being difficult means that survivors get stuck at higher ranks even if their skill is not there.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2082724#Comment_2082724
Are you sure?
Thats definitely a bug then, because that’s NOT meant to occur at all.
So here's the end game screen of the match:
You can see that Jake has Calm Spirit (and likely doing Adept Jake)
Here's a clip at the start of the match where I static blast two people (A Meg and a Jake) and get two noise notifications for it. I also hit him later in the clip to confirm he had calm spirit.
https://clips.twitch.tv/GoodCoyLouseStoneLightning-UuVbjYW9S2KYZxZ-
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Dragon's Grip and Starstruck each individually have their own cooldowns. Haunted Grounds is a one time use without Undying.
I don't see an issue with a killer making a build around expose status as it means they are lacking tracking perks and slowdown perks.
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I faced a calm spirit jake as doctor in a game and I noticed I would still see the scream notification when he tiered up.
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@Friendly_Blendette said:
didnt almol say itll be 2 months before they even consider it
Almo said he wasn't going to look at data for the killer until at least a month later. Of course that doesn't mean the devs can't change Trickster before then.
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No news on whether or not we'll see any Trickster changes in the upcoming hotfixes. We could see something mid-chapter if we get nothing with the hotfixes, but I wouldn't hold my breath on it.
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Her lullaby used to be directional and then the devs made a change to change all lullabies to be non-directional.
I would also say it fits the horror atmosphere more of hearing the lullaby and being unable to tell where it's coming from.
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Huntress has a better 1v4 game and her 1v1 chase is not much weaker than Deathslinger which makes her better than Deathslinger.
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@Zamblot said:
https://forum.deadbydaylight.com/en/discussion/comment/2079052#Comment_2079052
If you think the game is survivor sided you should try looking at the stats, the guys right. The last official stats showed the killer with an above 60% winrate. I'm red ranks both sides and can say with certainty that killer is easier and the only reason survivor gameplay is remotely fun is because you can play with friends. All the perks are boring as ######### because only a few are actually good and you don't have much to shake your kit up with if you don't want to screw your teammates over (or more commonly, get screwed over by your teammates)
Based on stats, buff nurse.
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2080850#Comment_2080850
right and keys run rampant
it's not balanced.
I honestly don't see that many lobbies with keys.
But one thing being unbalanced is not an excuse to keep something else unbalanced.
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I faced against like 5 Tricksters in total since he came out him. Probably, because anyone still playing Trickster has depipped so much that matchmaking doesn't match me against them.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2072610#Comment_2072610
I wonder if spirits stand still mindgame would be considered a tech or a exploit since her shards are supposed to glow when phasing but skins cover it up. That or its just not considered either.
Considering on the loading screen when playing spirit it even suggests you stand still to mindgame survivors. It's clearly intended and thus not an exploit.
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@indieeden7 said:
I honestly wish they'd just remove the cooldown on this perk, unless you're chasing a Meghead who camps pallets, it most likely isn't going to give you much value.
Considering Hex: Crowd Control is just unlimited window blocking. I also don't see why Hex: Blood Favor can't do the same thing. It's already a hex that can be cleansed.
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@Nos37 said:
Imagine punishing killers for being good at the game and efficiently killing survivors... (Oh, wait. Decisive Strike does just that)
https://forum.deadbydaylight.com/en/discussion/comment/2079067#Comment_2079067
https://forum.deadbydaylight.com/en/discussion/comment/2079074#Comment_2079074
https://forum.deadbydaylight.com/en/discussion/comment/2079111#Comment_2079111
And DS was recently changed so it only punishes killers who tunnel a survivor immediately off hook.
At this point it just sounds like you really just want survivors to be bots you can slaughter.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2079055#Comment_2079055
Sounds great. If Dead Hard isn't needed, you get to run other more worthwhile perks, like Prove Thyself or Fast Track. Shakes up the meta a bit. It also levels out the skill range a little.
Survivors who are so good that they can go minutes in a chase without needed to use Dead Hard, don't then also get to use Dead Hard on top of it. But survivors who aren't quite that good, can use Dead Hard (or Sprint Burst or Lithe, or Smash hit) to bring themselves up to that sort of level.
I'm sure punishing good survivors for being good at the game will work out wonderfully.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2078910#Comment_2078910
Yeah that and Gearhead getting nerfed genuinely confused me. Nobody was going to use them anyway
PTB Gearhead was actually a bit usable. It was still mediocre, but the longer duration and any skillcheck requirement meant you could get some good value from the perk.
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/2078755#Comment_2078755
"The reason we don't have an in-game crosshair is along the lines of "it doesn't fit with the aesthetics," but gameplay is way more important, and on console we're just getting screwed every which way."
New hud though lmfao
The devs do have a crosshair built into the game already. When you are intoxicated by Clown's pink bottles it shows up.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2078891#Comment_2078891
Hoarder is actually decent with Franklin’s since you get constant info about where people are
Oppression is great with pop or surveillance
Coup de grace is pretty bad tho can’t say anything here
But if we're talking adepts. Twins has one of the worse adept perks to use. Honestly Trickster's adept wouldn't be so bad if he wasn't so bad.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2078864#Comment_2078864
Twins are better and have decent perks but at launch they were almost unplayably buggy
Twins have decent perks?
Oppression is alright, but it has issues where the long cd plus the fact it can go on CD with no value means it often is wasted.
Coup De Grace and Hoarder are both pretty bad. If you are getting Coup De Grace value, you are losing gens. Hoarder is just bad on it's own and is only somewhat usable with Franklin's due to the notification when survivors pick up items.
Trickster's perks are far better in general, but Trickster himself has a hard time using his own perks effectively.
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@smappdooda said:
I'm not a fan of it activating after deliverance personally. I've seen that combo run a few games now and it totally screws people over at the end game and I feel it's just gonna increase in general.
Both perks are honestly fine. Delierance while a strong perk will unlikely see much increase in usage because it's a perk that can do absolutely nothing if you got hooked before unhooking another survivor.
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Huntress and Deathslinger are also taller than Trickster so they have higher cameras. You likely feel slower than them, because your camera is lower.
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@Dimek said:
I love how everything in dbd is called "tech". Hold m1 TECH, look around TECH, move TECH, hold m2 TECH, use keyboard/controller TECH, turn on/off dbd TECH like this is some "pro gamer" move.
Because calling something a tech makes it sound more legitimate than calling it an exploit.
The devs do silently address these exploits unless it's something major like Legion's knife addons that created infinite mending where they explicitly told us they were fixing it and would ban anyone exploiting it.
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I think BHVR just needs to ask their fog whispers to playtest upcoming killers and have them sign a NDA.
I know LoL has been inviting streamers to play upcoming champions before they release and even give them trailer videos they can share after a certain point in time.
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Only if we can report survivors for rushing all the gens and escaping not giving killers a fair chance to play the game.
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If someone wants to use a J-Flick, go ahead. It's getting removed and if they want to rely on an exploit to win that says more about them.
I'm just sick of people constantly trying to justify an exploit the devs have said is not intended and will get removed.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2072975#Comment_2072975
But that's the problem with these perks. Yes, built to last is a decent perk -if- you drop in with an item that's been kitted out to the max. Desperate only beating Botany -if- literally the entire team is injured, which is probably only going to happen if it's Legion, Plague (And then you can't use it because of Broken) or Hag (And then you can't use it, because you can't move due to traps). Botany, for comparison, is about equal if there's 3 injured, and better if there's only one or two. We'll Make It blows both out of the water as long as it's up, which only requires an unhook.
And I mean, your defence of Power Struggle is that it could work, -if- combined with two other perks and help from your team. That's not what I call a good perk. That's an entire build dedicated to making the killer drop you, once. And it's hard countered by getting picked up.
There's a lot of perks that, under ideal circumstances could get some moderate value out. But a lot of them have too many requirements, or too harsh ones, or they don't have that much output, or they are overshadowed by a similar perk that's more consistent or more powerful.
Your math is a bit wrong.
Botany is 33% heal speed.
Desperate is 14% per an injured survivor (14/28/42/56). Botany and Desperate are pretty equal at 2 survivors injured, not 3. It's only when you get to 3 or 4 survivors that Desperate outshines it.
But there are different reasons to use them as well.
Botany also improves your med-kits allowing you get more charges out of them. I think a fully kitted purple med-kit and botany can give you around 5 heals.
Desperate Measures gives you faster unhooking speed which can allow you to finish unhooking before a killer would otherwise grab you.
