Crowman
Crowman
About
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- Crowman
- Joined
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Comments
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@Kellie said:
Why the hell has there been such an influx of tunneling and camping threads?
There's a good chance it's the same person making them all.
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It's a perk I usually run, because sometimes it's just necessary.
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Depends on the map honestly.
Large maps with spread out fountains are pretty safe for cleansing as Plague has to waste time walking up to a fountain to get her Corrupt while you can be on the otherside of the map. She also has a charge up time plus slowdown and she can't hit through walls so a some tiles can be hard for her to even get corrupted hits if she keeps trying to charge it up similar to Huntress trying to wind up her hatchet at a rock tile.
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@FlameGNG said:
https://forum.deadbydaylight.com/en/discussion/comment/2056352#Comment_2056352
his power should be used to stop vaults and pallets and shorten loops not hinder generators you got perks for that i mean ruing chilling tremors and a shock can regress a generator quite a bit
Oh no you can't work on a gen for 12 seconds. What a huge deal.
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@KrazyAce13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2055238#Comment_2055238
yeah but even so a game going on 5 years old with only a max of 45k and 75k peak which was right after gf was released still imo not a very thriving game there ois only 1 real reason pc ports to console, its when the game is dying and they are trying to milk the cash cow.
also maybe if pc and console players can unite and maybe get it so one console can access ptb and not listen to the excuses bhvr has those strats could be eaier to achieve.
The game has been out on xbox and playstation since 2017.
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@KrazyAce13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2055126#Comment_2055126
lol 30-45k people isn't good for a game with 15 million registered users...
You do know that's only steam users.
There are far more players on consoles which we don't have an easy way to gather player data unlike steam.
Still if Steam is not declining in players, then there's no reason to believe a decline is happening on console either.
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Because SWF tends to be more popular in the later hours when people are home from work and want to hop on a game to play with friends.
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He's usually ranked around b tier which is average.
He still lacks mobility meaning spread out survivors are hard to deal with. His static blast has a 60 second cd meaning it still takes 3 minutes to get a survivor you aren't chasing to t3 madness for 12 seconds they have to spend to snap out of it. Lockers also counter his static blast.
The skill checks can be annoying but not harder to hit. You can combo it with unnerving and lullaby but that build falls apart when lullaby gets cleansed.
While well timed shocks can prevent pallets and vaults it doesn't stop survivors already engaged in the action. Also you can pre-drop pallets as well. Just don't camp pallets as that's an easy way to get caught against a doctor.
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You just need to get better at wasting the killer's time. Killers are much less likely to tunnel you off hook, if they know it'll take too much time to down you again.
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Sounds like a you problem
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Rank 1 on both sides
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By the logic that some killers deserve BM, then some survivors also deserve BM.
In which case you got what you deserved.
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Trickster and Oni were pretty close.
I voted Oni, but I do like Trickster's mori for having flair.
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@[Deleted User] said:
Oh whoa can you really not hide in a locker? That feels like it might be a bug actually.
What's probably happening is that he's hiding in the locker while Wraith is close enough to see his aura before getting into the locker.
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Franklin's is fine. Losing an item sucks, but if you are suiciding to get your item back then you would have lost that item regardless. You can also counter Franklin's by manually dropping your item.
Besides items themselves can be looted in chests. They are only thing in the game that can be gotten for absolutely free inside the trial itself so it's fine if a perk exists that deletes them.
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They just need to make it so kicking a generator applies a small % of immediate regression.
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The problem with exhaustion addons is that powers that already good in chase don't need them and for non-chase powers there's generally better options to pick from.
I would like to see more exhaustion inflicting perks over addons.
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The map reworks have made a lot of totem spawns less noticeable at a distance. However, there is still the issue that a lot of totem spawns are obvious and easy to remember.
Running by a LT wall? There's a totem spawn there.
Running by a hill? There's a totem spawn there.
Jungle Gyms have totem spawns.
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@SMitchell8 said:
https://forum.deadbydaylight.com/en/discussion/comment/2045460#Comment_2045460
I would have thought Nurse would do well on Game being able to go between levels.
One nurse tech is to aim down towards the ground to cut blinks short if the survivor runs back at you. But you can't do that if you are on the top floor of the game or midwich as you'll just blink down below.
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You could easily avoid losing DS in those situations by waiting a little bit for starting an action that progresses the game.
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If it just happened, the killer might have been PC and got hit with Steam's Tuesday Maintenance.
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Tuesday Maintenance.
It sucks, because I also got d/ced mid game too and it was a good one.
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You need to finish the last gen before the hatch is closed.
As for a tip, best option is to 99% a gen close to a gate. Play with a group of friends so they can sac themselves to the killer on the otherside of the map then you can just tap finish the last gen and open the exit gate.
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The 60 second timer is fine. There's a lot that can be done in 60 seconds so if you get chased by the killer for the full duration, you've already helped your team a lot. If you really want to use the DS, just jump into a locker and force the killer to have to grab you out of it or have to leave you.
As for being slugged, it gives you an opportunity to get back into the game without taking a hook state. Either you use unbreakable to pick yourself up or a teammate picks you up.
Also stop suggesting the timer pauses while you are slugged. It's only going to result in people dying on the ground as the killer can't pick you up anymore and people are going to complain more about spending 4 minutes on the ground.
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I don't fault people for thinking the chapter release was this week.
For starters, the devs at one point had a blog about how they were increasing the duration between ptb and release from 2 weeks to 3 weeks. And until recently with the Twins, the devs have kept that 3 week release window.
Last week they also posted two trailer videos. One for the survivor and one for the killer. They also made the tweet about changes they were making from the ptb to live.
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Survivors stay exposed for a duration after leaving the terror radius or you hook/drop the carried survivor. So this is less a perk like Mad Grit where you get a benefit against survivors trying to body block and more a perk to pick up a down shortly after hooking another survivor.
I think a lot of people will think the perk is worse than it is, because survivors don't try to body block while exposed. I do plan to experiment with Doc as I can static blast immediately after hooking a survivor to find nearby exposed victims.
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The two things I'm glad will be gone is vacuuming into a grab on a survivor with ds doing a gen in your face and watching a recently unhook survivor run back with DS active for the save on the person who just unhooked them.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2038885#Comment_2038885
I do love that office area on Lehry's, you can do some fun stuff there and in the hallways. Trapping the desk is a fun one too, lot of dead end things you can do in that spot.
There are good areas to trap on Lery's. I remember having a solid Trapper game on Lery's without addons because for some reason Trapper always unequips addons after games regardless of how many I have.
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@Shenshen said:
I always said that Hawkins is a good trapper map. Sure there are better ones but Trapper is one of few killers where I always have a good experience on maps like Haddonfield for example.
Hawkins is generally pretty good for all killers since there's a small area you need to defend. There's no point in trying to defend the isolation room or the gen by the portal so that leaves you 5 gens that are pretty easy to rotate between.
You can get some bad door spawns that force you to have to walk all the way around which is annoying.
Trapper just has the issue that indoor maps are hard to hide traps so they are easy for survivors to spot and avoid. Dark trap addon don't help either as make them more noticeable on the white surface that Lery's, Hawkins, and The Game have.
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Creating 2 queues to have a mode where survivors can ban killers is just going to create a situation where survivors pick the queue to ban killers and killers pick queue where they don't have to worry about their killer being banned.
You are not solving a problem, you are just creating problems.
There's no reason why there needs to be bans in an asymmetrical game.
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If a ghostface was able to 99% stalk you without you noticing him stalking you, then he's literally playing the killer correctly.
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Nothing has changed with hooks, afaik. There are some maps tho that have pretty bad hook spawns. Midiwch from experience can sometimes just not spawn a single hook in a hallway, because the hallway on the floor above/below got all the hook spawns.
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@Dizzy1096 said:
It's ironic you use an Otzdarva video to prove your point, if you've seen him going for the 50 winstreak with Clown the past week he barely uses the bottles himself.
They can be useful in some situations but overall the Clown update fixes none of his weaknesses that have plagued him for years and he was hardly terrible in chase before so it's not like these were an essential update. Most people tend to agree the rework was a huge flop and even Otz has struggled to make clown work, over 5k hours and he's having to hard camp, tunnel and rely on the pure luck of devour hope to make him work.
The thing with the Otz vid is that he's showing off uses for the yellow bottle in ideal situations. The reality is that these ideal situations are not that common.
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I don't the antidote is bad per say. I just think the use cases where the antidote will make a difference are very small. Doesn't help that using both antidote and tonic at a loop use half of Clown's base ammo.
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Teabagging stopped bothering me after a while. Largely that teabagging survivors are usually pretty cocky so it's pretty sastifying crushing them. A lot of the time they end up d/cing or suiciding on hook when you get them.
Coordinated squads who are efficient with doing gens are the only thing that scare me.
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@Tillablerhino44 said:
https://forum.deadbydaylight.com/en/discussion/comment/2032513#Comment_2032513
https://forum.deadbydaylight.com/en/discussion/comment/2032443#Comment_2032443
It would stop tunneling n camping if killers had to play fair what is the problem with that if someone plays toxic why should I be forced to play with them if they don't want to play fair it's bull killers could block swf and no one would play like a bunch of jackass's the only people I see disagreeing with this is skilless people who should not be playing the game in the first place teams of swf that run prove thyself think about it killers complain about ds but it last maybe 60sec why would you tunnel ds is to prevent tunneling stop tunneling n camping or what is the point of the game
Here's the problem with that.
Survivors already say you tunneled and/or camped even if you were constantly downing and hooking different survivors all game.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/2031219#Comment_2031219
https://forum.deadbydaylight.com/en/discussion/comment/2031221#Comment_2031221
https://forum.deadbydaylight.com/en/discussion/comment/2031226#Comment_2031226
So they should update the perk description then. Got it
Why would they need to update the perk description?
Brutal Strength increases the speed it takes to break a pallet. Killer powers that break pallets do so instantly then suffer a cooldown. Brutal Strength does not say it reduces the cooldown of powers.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/2030976#Comment_2030976
Because Red Forest is way worse for certain Killers than Backwater Swamp ones so depending on who you play you will have more trouble with certain realms than with others.
As someone who plays Myers and Jigsaw almost exclusively I find Mother's Dwelling to be the hardest map of all by far, even worse than current The Game and Haddonfield, gens are way too spread out and its almost impossible to sneak up on Survivors except on the main building and the outer ring gyms.
Let's not forget that the tiles on Mother's Dwelling are all pretty safe as well.
Swamp maps have their issues, but most of the time rng spawns not much for survivors.
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I didn't think this challenge was that bad.
I was working on a gen in midwich, saw a pallet nearby so I dropped it and resetted it. Then later got the pallet stun on the Myers with that pallet. I actually got a chance to reset that pallet again and got another stun with it too.
The only real luck factor is whether or not you get a killer you can realstically pallet stun. Face nurse or huntress? Good luck.
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You never see these addons for two reasons.
- The spirit player has no idea if they are doing anything
- Spirit has stronger addons
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I know Hackers exist, I just doubt the frequency some people claim to have encountered hackers.
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It's because of the unbalance of players for each side.
Around this time a lot of people are home queueing up to play with friends meaning there are more survivors in queue and far less killers. So you get long queues as survivor and eventually the game just throws you into the next available lobby.
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Farming matches are boring so I don't farm over BPS/Cakes being used.
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@Kyledbd said:
https://forum.deadbydaylight.com/en/discussion/comment/2028903#Comment_2028903
I agree a disadvantage would make sense. Any chance of escape being completely denied by poor game design and exploits is another. They could double progression time on exit gates to balance it out but the lights don't just make it hard it makes it impossible if the killer plays this way.
It's not like it's currently impossible to open an exit gate and escape in the final 1v1 scenario after hatch is closed.
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If you are in a 1v1 situation, you are suppose to be at a major disadvantage.
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The only Mori that would be fine to become basekit would be Cyprus Mori.
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@Beefmur said:
okay heres an examplwe bubba can down actaully down the whole team if theyre together and hes faster deathslinger gets a quickscope and gets to be sad
Those aren't really comparable.
If a team of 4 survivors all stick together and get downed by a single chainsaw sweep by bubba, that's a huge misplay on the survivor team.
Deathslinger quickscoping has very little to do with survivor misplay.
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Are you using a controller?
Because on keyboard the buttons are different.
M1 - Disarm Trap
Spacebar - Throw Pallet
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2028650#Comment_2028650
Quick scoping is a thing, but if you read what I said when you go to quick scope your ads is off where you were pointing it.
This means they have to readjust it. And that takes time.
That is meaningless. I play a lot of Deathslinger and you get a feel for where your shoots will go with practice.
Good Deathslingers quick scope majority of their shots.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2028620#Comment_2028620
His terror radius is average size isn't it?
And also his shots are off centre again, so quick scoping isn't a thing. Just make him predict a false move in the start of the chase, it'll help you gain distance early.
Am I saying he's not powerful in the chase, no. But I am saying he's not oppressive or broken.
Also dbd is a 1v4 game, so whilst he does great in a chase, he sucks at map pressure and you can easily beat most deathslingers by staying on gens and only going for a save when necessary.
He could use a slight nerf, maybe give him a time to lift his gun, or make it so he is very slow when aiming (slower than survivor) so a missed shot is crippling. Same with reloading. Outside that he doesn't need anything.
Quickscoping is a thing. It takes 0.5 seconds for him to be able to shoot once he starts ADS. Also nerfing his ability to quick scope by increasing the time to lift his gun, would just make him a worse huntress. Right now his main thing over Huntress is his better 1v1 due to quick scoping.
Also Deathslinger already moves slower than survivors when in ADS.