Crowman
Crowman
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Unless there's a game breaking bug on the map, BHVR isn't going to disable it.
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I guess if you really enjoy waiting for lobbies.
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Hillbilly is still a solid killer, but Leatherface is much easier to use comparatively after their changes.
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@Boss said:
Kinda hard for me to say, Ghost Face's reveal mechanic is so finicky.
Maybe you could say because it is finicky, that's why Wraith will be better now cause it's more reliable, but i myself can't say.
Absolutely gonna prefer Wraith still, i've never been the kind of Killer to just stare at Survivors, i like to go in and WHACK!
While the reveal mechanic is finicky, that's not really Ghostface's biggest issue.
Ghostface is just map dependent. He struggles on open maps as being undetectable doesn't do much if survivors still see him coming a mile away.
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Technically we have many already.
Bloodwarden, No Way Out (new Trickster Perk), Remember Me - All perks that help keep survivors stuck in the trail once gens have been finished.
NOED, Rancor - Gives killer the ability to instant down when all gens are finished.
Fire Up and Coup De Grace - Give killer boosted strength for survivors completing gens.
Hex: Undying - Saves a hex totem from being cleansed once
The main problem with Killer 2nd chance perks is that making a build that works when gens are finished is just not a good strategy compared to building a build that helps you win chases, slowdown generators, or gives you information on where survivors are.
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@[Deleted User] said:
good tier list 👍️ but i swap freddy and blight, ghost and wraith next chapter
I don't think Ghostface and Wraith need to switch. Wraith will be less map dependent than Ghostface, but still has to deal with uncloaking. Ghostface can immediately attack out of shroud and can expose survivors, but is dependent on getting a good map. At best, Wraith might end up overall better than Ghostface due to the lack of map dependency. But I can't see Ghostface going lower than C tier due to the fact he can expose survivors.
@zacattak48 said:
https://forum.deadbydaylight.com/en/discussion/comment/2027999#Comment_2027999
What about doctor? Also hag is only good when its not a team. All you need one person with object to constantly follow, point out your traps with comms, and set them off where you can't get a hit from teleporting.
Doctor is fine where he is. Doctor can stop pallet drops and vaults, but since it is delayed survivors can still get the pallet throw or vault before getting shocked. He does have the extra benefit of T3 madness stopping all actions, but that is only a 12 second delay.
I'm not a Hag player myself, but I don't see how that is a huge enough issue that would put her lower than A tier. At worst someone is not doing gens to go around and set off your traps.
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@zacattak48 said:
https://forum.deadbydaylight.com/en/discussion/235333/rank-1-killer-tier-list
I disagree with wraith and ghostface being so low. If you run the right kind of build you can keep everyone injured , then while theyre healing pick them off with nurses and no terror radius. And doctor is definitely underated, he has incredible tracking and one of the best anti loops in the game. Pair that with discordance or bbq you will always be able to find someone.
Wraith with his buff on ptb should put him higher since he'll have much better map control and can't be seen cloaked until within 20m.
But Ghostface really can't pull off the hit and run strat consistently. Maps like Blood Lodge that are just wide open with little LoS blockers make it impossible for him to catch good survivors off guard. Large maps like Mother's Dwelling he'll struggle to pressure the map as he has no mobility. Ghostface can pull off Hit and Run tactics well on maps like Hawkins due to the small size and ton of LoS blocker.
Ghostface's biggest strength is honestly his stalk ability as being able to instant down survivors is a quick way to build pressure. It's still map dependent as some maps are just really hard to stalk survivors so Ghostface is perfect as a high C/low B as it comes down to map rng.
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I think Wraith will be better on maps that Ghostface really suffers on due to lack of LoS blockers, like Blood Lodge.
But Ghostface has an instadown and can immediately attack out of undetectable so on maps like Hawkins Ghostface will still be better.
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Hatch and Exit Gates are fine.
Killers being able to close the hatch needs to exist as a way for the killer to force the game to end. Otherwise you get situations where both the killer and survivor refuse to do anything for a long time.
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Don't get hooked and the killer can't get value from both Pop and BBQ.
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I imagine it's largely pettiness.
I've seen a lot of DCs on Death Hook as if somehow D/Cing when they are about to die is accomplishing anything.
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I had a game today where I had slugged someone on the ground, started a chase with another survivor who was nearby, see discordance light up. After getting a pallet thrown and watching them run to shack I decide to go to the discordance gen only to get hit by a ds.
Really annoying considering the slugged guy has unbreakable and lost out on popping that gen.
I still 4k'd that game but the change to ds can't really come soon enough.
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@Unifall said:
https://forum.deadbydaylight.com/en/discussion/comment/2023580#Comment_2023580
But primarily nothing changes over the ptb. Just number changes on perks. You're right they did add the locker animation for victor a couple of weeks later. The problem with the twins is that a locker hard countered victor right? Well when the twins came out you could hit survivors if they were in a locker which alot of people thought that was fine but instead of keeping it they added a way to trap survivors in a locker which doesn't solve the problem with the twins the survivor can still escape.
The devs posted a blog stating they were going to add that in before the chapter released and it wasn't going to make it in time for chapter release due to needing to create animation for it.
The damage survivors through lockers was a bug.
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@Unifall said:
They've never listened to ptb feed back ever. The only point of the ptb is just to look at the character and move on the next day. Nothing ever changes after the ptb. The only thing they have changed is perks. Mostly nerfs even if they're not necessary (coup de grace).
If you want to ignore every time killers have received buffs from ptb.
Last Chapter, Twins got the ability to for Victory to check lockers and trap survivors in for a few seconds. And people were complaining about how lockers hard countered victor during the ptb.
Devs do listen to feedback at times and it's unfair to say they never listen to any.
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@Orion said:
As usual, people confuse "listening" with "obeying orders unquestioningly".
The devs listened, they just disagreed.
Considering there are some good perk changes with Starstruck and Self Preservation, it's hard to say they never listen to feedback.
That said, we also don't know if there are any other changes that will help Trickster as the twitter thread was only a preview of some notable changes. Not all.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2023379#Comment_2023379
To be fair, they did mention that they were going over some of the most notable changes on Twitter. So it's safe-ish to assume that if there are any other changes being made to Trickster, they aren't going to be as impactful as the ones listed.
I'm just hoping that BVHR's idea of notable changes are different than what people on the forums think would be notable.
Like to us reducing the number of knives needed to fill the laceration bar would be notable, but maybe bhvr thinks a simple number change like that isn't notable to post a preview of with the gif of the double ricochet.
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@Kirkylad said:
It's just another example of them completely ignoring the community. But oh well they'll have loads of new cosmetics out we can buy for him so it's all good....right?? Lol
Clearly they weren't completely ignoring the community as there are still many good changes they listed.
The other thing is this still isn't a complete patch list, just a teaser. While what they have showed us is not enough to make Trickster good, we'll still have to wait til the actual patch notes to be certain there's no other changes that would help him.
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@Slickstyles said:
https://forum.deadbydaylight.com/en/discussion/comment/2023165#Comment_2023165
Old Freddy tier is back.
Trickster should be T tier. Just like how it was F tier for Freddy.
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It was tied for 4K back when Merciless killer was just 4K.
Then they changed the pip system and made Merciless Killer not tied to 4K.
IIRC, it's hard to change achievements on consoles than it is for pc and the devs are trying to avoid making achievements that are different on the systems.
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@ManWithALemon said:
https://forum.deadbydaylight.com/en/discussion/comment/2023193#Comment_2023193
Even if the movespeed gets increased, you still cannot M1, cannot break pallets or walls, cannot vault windows—you cannot do anything except throw knives while in Main Event.
And if they change Main Event to start throwing knives automatically, then that means Trickster will lose out on his ability to stop throwing knives for a second to lose the obnoxious recoil.
So it might even be a nerf depending on how you look at it.
You can now cancel Main Event so you aren't at least trapped in the full duration. If they make it so Main Event can be activated whenever you want after you fill the meter then it'll have a use as you can wait to use it when the time is right.
If stays like it was on ptb where you can only activate it during a small window, then I can't see it being good.
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@ManWithALemon said:
https://forum.deadbydaylight.com/en/discussion/comment/2023178#Comment_2023178
Main Event actively hurts you though???
Also, yes, you can do plenty about it. Find a wall.
Main Event is also bugged on PTB so you are a lot slower during Main Event than you should be. We'll have to see if Main Event is worth using on live with the bug fixes.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2023149#Comment_2023149
I haven't played him myself, but I also don't trust opinions that come out of the PTB. PTB testers said Spirit was terrible too, remember. I'd prefer to give him a bit of time to play out and let both sides learn him better before coming to conclusions about balance.
Spirit also got changed from PTB. So she was terrible on the PTB.
But BHVR lead with "here's a preview of notable changes" so this isn't the full list so who knows what bhvr didn't consider notable.
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@ManyAchievables said:
I don't know how throwing blades works since I can't play PTB, but if it auto throws the blades during Main Event and you can't open lockers while throwing blades, it seems that the best counterplay could be to just jump in a locker, PTB Twins style.
This seems like a bad change.
Not losing ammo during Main Event is barely a buff.
He couldn't open lockers while Main Event was active on the PTB. He also couldn't pick up survivors or kick pallets. He was stuck in Main Event until the duration was up. So the automatic knife throwing isn't changing anything.
Now you can at least cancel the power at any time which means he's no longer stuck in Main Event until the duration is up.
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@GHOSTfaceP3 said:
Imagine being worse then clown lol
I feel like Trapper is worse than Clown just on the fact he's dependent on the bag addons and requires setup.
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@KeiOrtem said:
https://forum.deadbydaylight.com/en/discussion/comment/2023085#Comment_2023085
https://forum.deadbydaylight.com/en/discussion/comment/2023073#Comment_2023073
yea I misread it which is my bad. However what worries me is that they didnt mention anything about the limited amount of time to activate main event wasnt removed or made longer as far as im aware.
Well the first tweet said it's a preview of "notable" changes. So this is likely not the full changelist.
Like I hope the devs are reducing the number of knives to fill the laceration meter (would also justify the trick knife nerf). If they are, they don't think that's a "notable" change.
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@KeiOrtem said:
https://forum.deadbydaylight.com/en/discussion/comment/2023042#Comment_2023042
Not to mention that apparently main event automatically activates instead of letting YOU decide when to activate it seems dumb like REALLY DUMB.
The change list does not say that. It just says that knife throwing is automatic during Main Event and you can now cancel Main Event at any time.
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I kind of figured Trick Blades would lose the extra laceration damage, because it became a mandatory addon. I guess what I am surprised at is no reduction to amount of laceration needed for damage.
Also if they are improving the visibility of the laceration meter, can we get it for other timers. Like before the UI change things like Freddy Sleep Timer and Pig Trap timer where placed over survivor portraits and now are behind them.
Also Starstruck got a nice CD buff and a functionality that should have been present initially with refreshing the expose duration while survivors are in TR. Plan to use on a Doctor build as hook survivor -> static blast to locate exposed survivors seems good.
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@Brokenbones said:
The only thing that worries me about Freddy changes is a comment from Ethan/Almo on the subject. I believe he said something along the lines of "Freddy is too strong, but we're not sure in what area/how".
Maybe what needs changing is more subjective but if you ask me it's how he can camp people to die and ignore BT because of oblivious
Freddy's main issue is that he isn't really bad at anything.
Now the trade off for Freddy being good at everything is to stay awake, but since survivors fall asleep passively and waking up is time consuming it doesn't really matter that much. You either give Freddy his anti-loop tool and lower his teleport CD by being asleep or you spend time not doing gens to wake yourself up.
I can see how it can be tough to determine what aspect of Freddy should be tweaked since alone none of his powers are game breaking.
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@landromat said:
From one side it can be overpowered to have so much heal in one game, from other side you cannot loot keys, which is main chest build power. Both are bad for the game
The only change marauder needs is to see opened chests auras again. Or give that to elodies perk so i can see auras of chests i can loot again
If someone is dedicating multiple perks towards getting items from chest, they are giving up second chance perks or exhaustion perks.
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@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/2021749#Comment_2021749
I hate Hawkins as both killer and survivor. It’s miserable.
I don't hate hawkins, but the most frustrating part of that map is trying to cut off a survivor and the realizing the room has no opening to the otherside.
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Hawkins is like that too if you face survivors who understand LoS breaks.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/2019199#Comment_2019199
I don’t get it. For a single person to suicide, you’re ruining the experience of other 4 people in the match. I don’t know why this community accept this.
There should be a penalty like DC penalty for this. Suicide on hook is basically DC with extra steps.
The only thing is I don't see a good way to punish hook suicides as there are valid reasons to stop struggling on hook. New players not used to the game might fail to struggle and just die instantly.
The better change is not to punish hook suicides, but do what they did with Pyramid Head cages. Create a mechanic that doesn't instant kill survivors on 2nd state, but still have a failure option that speeds up the process.
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I don't see how making it range based is going to help you in that situation. Killer is undetectable or a terror radius smaller than the set range of infectious fright, you'll scream even though you can't hear the terror radius.
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The main issue with surveillance is getting gens to regress in the first place. Spending time kicking every gen just to see if someone goes back to is a little weak.
Now it does combo well with perks like Ruin, Oppression, and Surge as they allow you to start regressing gens without kicking them.
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@Axe said:
ah yes, let's do the one thing survivors hate the most with some maps. reduce pallets and create more deadzones :D
While I think deadzones are healthy for the game, there's a few maps that have really bad deadzones. Like pale rose can spawn with absolutely nothing between the boats and dock. Wretched shop can have a giant deadzone too near the building as well. Though I think both issues are because the devs haven't updated tile rng system for those maps yet so they can get very lopsided configurations.
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Considering that I can get a full red rank squad right into rainbow ranks without changing killers, I doubt it's on.
Not to mention survivor matchmaking is still awful to where I get matched with green ranks against a red rank killer.
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@Elcopollo said:
So that some noob killer can camp the living hell out of this totem? Totally not biased request, yes.
Killers can already camp their totem now. You don't need to know which totem is which if you only bring 1 totem into the game.
Also if a killer is camping their totem, they aren't protecting gens so you can just do gens. Ruin and DH do nothing unless the killer is pressuring gens and hooking survivors.
This is just a nonsensical complain to me.
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It probably still works, but most survivors I run into don't bother attempting to flashlight blind a frenzying legion.
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@IWasLeft2Die said:
He is the killer most dependant on addons which isn't necessarily good or bad but it is unique to him. I think he could use a slight buff with improving tier 1 some and increase his feeding rate slightly but other than that he is fine. I wish more killers had addons like him since his change his gameplay a lot while most other killers still play about the same regardless of addons
Myers is certainly not the most addon dependent killer in the game. That's trapper.
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No.
It's one of the few things survivors can do as counterplay to Deathslinger's gun. Not to mention you can already walk backwards making survivors have a harder time catching on to objects, because they "move" faster that way.
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BT lasts for 15 seconds and if they take the extra hit, they have to mend for 12 seconds.
If you are so worried about accidentally hitting the unhooked survivor at a hook, just don't immediately swing so you can make sure you are hitting the rescuer.
Also Freddy basically hard counters BT right now, so just play him if this is such an issue.
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@Nosferatu3145 said:
Yes, get rid of tier 1 (except for scratched mirror) and allow him to stalk survivors indefinitely and at a GF range.
The only problem I have with this is that Myers can potentially build up Infinite T3 or Infinite T3 + Judith's Tombstone against a single survivor and his power affects the whole team.
Myers shouldn't locked out of his power if drains all the living survivors, but there should be some reason he has to go find and stalk other survivors for those addons.
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Was he running the addon that makes his terror radius still appear while cloaked?
https://deadbydaylight.fandom.com/wiki/%22The_Beast%22_-_Soot
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Prove Thyself is fine. It shaves off a few seconds on gens when working with other survivors, but stacking on gens isn't the efficient way to do gens.
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DS will still be the anti-tunnel perk it is now.
You just now have to be more considerate of your surroundings before working on a gen if you are so concerned about being tunneled.
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As far as challenges go, this seems to be a pretty well designed one that would be fun to do.
Body block the killer while carrying the survivor and take a hit or 2 and the survivor should wiggle out. Styptic Agent would help.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2010793#Comment_2010793
Genuine question: is it really fair and balanced that not every strong thing has a drawback? And why?
It wouldn't be fair to say that aura reading addons have no drawbacks. You give up other addons that improve your power for aura reading.
In some cases the aura reading does come at a cost. Oni's Bloody Glove means he'll have less Blood Fury uses. Pig's Amanda's Letter means she has only 1 trap and only 2 boxes. Myer's Scratched and Vanity Mirrors cap his Evil Within Tier.
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None of the listed addons are really that problematic.
Wraith's All Seeing addon has 12m range.
Compound-21 aura reading duration is only 3 seconds so by the time Blight fatigue is over the aura reading is also over. It was also already nerfed.
Oni's addon is an iri addon that basically sacrifices his power for aura tracking.
@Mr_K said:
If the OoO changes go through then many of your issues are solved.
OoO wouldn't do much against Wraith's All Seeing or Myer's Scratched Mirror as both are undetectable and are immune to aura reading.
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Pretty much every killer can stand still and get free hits.
Maybe, just maybe, you don't walk towards the killer if you don't want to be hit.
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@Zozzy said:
The first week is going to be so good. Everyone will drop ds in protest and discover what real tunnelling is when no lobby has an obsession
Give it 2 weeks before survivors use it again.
I've had plenty of games with no obsession and no one getting hard tunneled.