Crowman
Crowman
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- Crowman
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@frysauce01 said:
Idk. I watched Scott Jund's video about differences between 110% and 115% killers, and it seems like movement speed (at least between these two numbers) makes almost no difference to gameplay other than feeling good. For that reason, I'd be fine if they buffed his speed, because it really just FEELS better, rather than actually improving him.
IIRC, his video was about map pressure and how the 5% movement difference isn't that huge when talking about getting from 1 end of the map to the other.
The main difference 110% makes is when it comes to playing around tiles.
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@spiritsLeftball said:
https://forum.deadbydaylight.com/en/discussion/comment/2008514#Comment_2008514
I get the feeling that most people hate Iri heads! If Huntress brings in iri heads with infantry belt. I can only assume they are looking for a quick easy game. Why not give them that!
At least before Moris got nerfed, I basically never saw an iri head huntress that didn't use an Ebony Mori as well. And it always resulted in the huntress tunneling the guy off hook as well.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2008355#Comment_2008355
I mean ph can have more range than slinger with addons im pretty sure
PH base range is 8m. Using both addons to increase range he only increases it to 10.5m.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2007260#Comment_2007260
It's because killers are way overpowered in so many ways. 95% seems about right actually. Killer mains denying it is said so much the devs actually believe it. Game is almost in an unplayable state as survivor unless losing is enjoyable.
Have you tried getting good? Because that might be your issue.
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Mindbreaker makes Exhausation paused while working on gen so if survivors want their exhaustion perk back they have to stop working on gens.
The two main uses would be to combo with Blood Echo to exhaust survivors and force them into a choice of doing gens or doing nothing for 45 seconds. Or run it on a stealth killer like wraith who doesn't like survivors just sprint bursting away when he gets close.
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I wear it on Jeff, because Jeff might as well just be Fat Jesus.
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@PerfectlyPink said:
The problem I have with this is that the game is way too easy for survivor. Now hear me out
Survivors have 1 objective, do gens. There are 8 gens on the map, but they only need to do 5. Gens require absolutely no mental capacity to do finish.
Killers, on the other hand, have to kill survivors AND protect gens 8 gens to defend, and upto 12 hooks they need to acheive. Doing one means you fail the other. Survivors don't need to multitask, just brainlessly hold m1.
But this ends up hurting the survivors. The learning curve is massive for survivor, but the skill ceiling is less obvious. It tricks survivors in to playing like ass because they don't need to get better. Why get good at chasing? I'll just sit on a gen. Team is in trouble? My experience as a gen jockey will surely get us out of this mess, proceeds to kill the entire team by getting downed near a hooked survivor.
Now what does these mean for killer? They play against garbage cans that can't figure out how to not get 3 gen'd on a red forest map so now killers play like ass. Then once the killer goes against a mildly competent team of survivors, they get bulldozed because they don't know how to apply pressure because they don't usually need to.
Moral of the story, gen rushing exists and it hurts the game as a whole since it encourages playing badly for the survivors, who inturn, allow a tunneling ghost face to 4k them at 5 gens
There's 7 gens that spawn not 8.
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@Pig_Is_Pog said:
https://forum.deadbydaylight.com/en/discussion/comment/2006670#Comment_2006670
Only thing i would say is remotely genrushing is when a whole team brings 4 brand new parts, commodious boxes, prove ect. Other then that, No.
Prove Thyself isn't even useful for gen rush squads. Since they are going to split up doing gens separately the entire game. They would be better off with 2nd chance perks like Unbreakable, DS, DH, BT, etc.
At the start of the game, 1 survivor gets chased by the killer while the other 3 do 3 different gens. There's enough resources that the chased survivor can waste enough time for the 3 survivors to finish their gens.
Then the killer chases a new survivor. Meanwhile instead of saving the hooked survivor, the other 2 survivors work on 2 new gens and finish them before the other survivor goes down and the hooked survivor dies on hook.
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I wouldn't say it doesn't exist, but it's not nearly as common as people think.
A team who leaves survivors on hooks to finish gens even at the cost of the hooked survivor going to the next hook state is gen rushing.
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I think most times when people complain about gen rushing, they weren't applying enough pressure. It's simply much easier to blame the game than to admit your own mistakes.
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2005789#Comment_2005789
You can't nerf perks because it's stong on one killer. Pop is too strong on freddy to. Oh so is tinkerer, disco, hell I'll tear your arms off using gearhead with fred (ive done it) lets nerf gearhead Oh wait forgot they did. Still stong on fred lets nerf again. Not good argument.
Freddy is my go to killer for messing with random perk builds, because his base kit is strong enough to carry even weak builds.
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@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/2005400#Comment_2005400
Bamboozle does not work on pallets, no.
However, Iridescent Button will instantly destroy the pallets you vault as Legion. So it's kinda like a very aggressive, permanent bamboozle.
That's not quite correct. Bamboozle will still make you vault pallets faster, but Bamboozle does not block pallets.
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I've used legions power for map mobility at times.
Say I hook a survivor and know another is doing a gen further from the hook. I can pop his power and get to the gen faster plus a free 12s time waster on that survivor. Hitting the survivor also gives you immediate knowledge if other survivors are close by.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2004059#Comment_2004059
Actually, I think I was partnered with Sluzzy not too long ago. Same name and spelling and they were actually really good. She ignored me when I asked her if she and her forum counterpart were one and the same.
Did you check their steam profile. When I faced them in a game last week (they suicided on first hook), I checked their profile after the game and they have like 73 pages of comments of people -rep them for suiciding or d/cing.
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@Nun_So_Vile said:
I agree that it should be looked at because it's one of the few perks that have gone under the radar in terms of balance changes over the years. As you also eluded to in your post, it's been a long time since it's gotten any changes, and much has happened since its last buff. The only two changes I can think of off the top of my head were buffs that changed the range and bonus BP to a flat rate.
Why should it be looked at? The aura reading is very easy to counter. The bonus bloodpoints at the end of the match also doesn't do anything to help during the game.
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Corrupt, Surge, Agitation, STBFL
Agitation is nice for getting survivors into my territory so survivors going for saves are under threat of my traps.
You could switch Surge for Pop if you prefer.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2000779#Comment_2000779
Actually, that's not the case at all. A suicide gives peanuts. May as well not even mention it. They just don't know how to get rid of suiciding.
They just need to change struggle phase to be more like PH's cages where you get constant skill checks. Obviously you can still intentionally miss skill checks to lose more progress, but it's not an instant death.
It would also help new players to avoid instant dying as well as the mechanic is pretty punishing if you aren't aware of it.
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I 100% all the current achievements and I plan to get the new ones when the chapter drops.
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For the most part, hex spawns have been getting better with the map reworks. There's still the issue of some totems being in obvious spots, but the totems themselves are at least not as noticeable from a distance.
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He should be tweaked.
Right now the issue with Freddy is that he has very little in terms of skill expression while having a powerful kit. There's nothing wrong with having a powerful kit, but having a powerful kit that requires very little skill to use effective is a bit problematic.
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I played a game against a survivor running BL tonight.
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The one thing Overcharge does is hurt survivors who try to gen tap mid chase. Since they can't vault or drop pallet til the skill check is finished.
It's also a perk with no CD, so you can keep applying it as much as you like too.
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Some objects have larger hitboxes than what the object appears to be. Autohaven is one of the biggest offenders in my experience.
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@TheArbiter said:
How do you even counter a build like that LMAO
For starters not standing at the pallet when the Wraith is kicking it.
But also a lot of them just camped pallets and didn't even bother trying to run around it which could have bought them some before needing to throw it.
But the team he faced simply wasn't that good and Otz could have ended the game a while ago.
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Trickster needs lethality for that to be an issue.
Right now you can take a few daggers, get to a long enough wall and recover laceration damage before the trickster is able to hit you again with his daggers.
Also he's very slow to deal damage without certain addons. Base Huntress could easily down a survivor around the time it takes base Trickster to deal a single health state with his power.
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@Mastermind said:
https://forum.deadbydaylight.com/en/discussion/comment/1996742#Comment_1996742
Literally named out a reason for each of the perks. Did you miss the bullet points?
I saw what I wrote and I don't see them as being valid reasons to arbitrary disable perks during EGC.
Like the situations you listed basically only happen when the entire team of 4 survivors are still alive and go out of their way to save the one person you have on hook. That's a lost game and you should just accept it.
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I don't see a good reason why these perks should arbitrary be disabled when EGC starts.
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There's all kinds of different horror out there. Trickster is one variation of horror.
It's okay if the killer doesn't vibe with you.
It's not okay to ruin the game for the rest of your teammates over it.
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@BubbaMain64 said:
https://forum.deadbydaylight.com/en/discussion/comment/1996011#Comment_1996011
Yes, but the chain breaking mechanic isn't reliable since the survivor really has no say in if they get hit or not, so he can pull you around pallets and some cheeky lunges. Although I do agree saying that there are "No counters!!111" was pretty poorly worded on my part.
You also have to consider that Deathslingers aren't going to take shots they know will get broken unless you are healthy. But it would also be a problem if survivors could reliably break Deathslinger's chain.
If anything did have to get changed with Deathslinger, moonwalking as Deathslinger does reduce survivor's control when being reeled as they move more distance in a shorter time. I would start with adjusting that so survivors have a fairer chance at getting caught on an object when being reeled.
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@BubbaMain64 said:
From a technical stand point, Slinger is the strongest in the game, considering he literally has no counter outside of his limited range. But that requires you to be a complete master with him to be true. Being able to judge shots, the distance of reeling and so on. Huntress is a little more simple with an arc to account for, and she doesn't have to reel in survivors to secure her hit. So for the average DBD killer, I'd say Huntress is stronger. But for a god tier Deathslinger main, you literally lost the second you loaded in.
Deathslinger has counters. While yes you would never be able to dodge a quickscope shot in any real scenario being shot isn't a death sentence itself. There's still the whole chain breaking mechanic. Not to mention Deathslinger can't shoot through solid objects unless there is a hole.
You can say Deathslinger doesn't have many counters, but saying that he has no counters is just a lie.
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Gearhead just needs to remove the skill check requirement and just show you gens being worked on while the perk is active.
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Huntress has a better 4v1 game as she doesn't need to reload after every shot so overall Huntress is better as she can better control the entire game outside of chases.
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@AlxPilk95 said:
https://forum.deadbydaylight.com/en/discussion/comment/1994904#Comment_1994904
most competitive mobas allow character bans during gameplay
DBD isn't a mobas for starters.
Mobas are also not asymmetrical games as both sides have equal players and both sides have the same pool of characters to pick from.
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@Snap_Tobiyume said:
https://forum.deadbydaylight.com/en/discussion/comment/1994086#Comment_1994086
Old legion was different. You couldn't do anything at all. The new killer isn't anywhere NEAR that degree of uncounterable.
I'm not saying The Trickster is uncounterable. Just pointing out that being weak and having no counterplay are not exclusive properties.
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It always makes me question why bother d/cing at that point
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@Snap_Tobiyume said:
https://forum.deadbydaylight.com/en/discussion/comment/1993482#Comment_1993482
So what? If they're weak whats the issue?
Because a killer having no counterplay isn't healthy for the game regardless if they are weak.
There was a reason old legion caused mass D/Cs despite the fact you could basically 4 man escape against most legions.
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@WiiFitTrainer said:
https://forum.deadbydaylight.com/en/discussion/comment/1993482#Comment_1993482
I wasn't around for old legion so can't comment on that. However, tricksters counter play is LoS, same as the other ranged killers.
I was just pointing out that old legion was both weak and had no counterplay.
Honestly I think Trickster does have a similar issue to old legion being that it takes so many hits to down a survivor with his power, but I think that's as far as the similarities go.
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@WiiFitTrainer said:
Actually Scott thinks he's on the weak side at the moment, he just released a video today I believe.
The community seems to agree for the most part.
Old Legion was also considered weak. A killer can be weak but have a power that has no counterplay.
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@Kebek said:
As deathslinger main it's my go to slowdown perk usually as the only gen regression perk. With a bit of pressure and slugging, surge can make some significant regression, especially on 3 gens as long as you keep survivors busy.
I'd say surge is extremely underrated as it spares you time from even walking to gens, you don't need to bother wasting time walking anywhere.
If it's condition of only M1 attacks was removed and it triggered from downs done by powers it really could be a meta perk.
I also run surge on Deathslinger, didn't expect to see anyone else.
It works really well on Deathslinger, because with his gun you can control where you down survivors to an extend which makes it easier to surge gens. Plus the last thing I want to do as Deathslinger is kick gens when it already takes time to down survivors or protect ruin.
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/1992693#Comment_1992693
This. Also you can't down with frenzy so you will still apply sloppy when you down the targets.
Not unless the survivor goes down to Deep Wounds /s
Although I have seen too many survivors go down to Deep Wounds as Legion and by that I mean it has happened more than once.
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Just make it so kicking a gen takes off 1% progress that way gen tapping doesn't completely nullify kicking the gen.
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I wouldn't say those 3 are the same level of effectiveness.
Huntress' 5 hatchets allows her to spread damage before reloading which gives her the ability to snowball that Deathslinger struggles with. She's also a better camper as the instant damage from hatchets and lower cooldown between hatchets allows her to deal damage quickly.
Deathslinger has to reel survivors and follow up with a M1 to get downs. He has to reload between shots and he doesn't have a good way to snowball with his power. He's punished far more for failing to land shots or failing for baits. Despite his ability to cut chases far quicker than huntress, I find huntress is still more effective for her snowballing.
As for the Trickster. His current implementation on the ptb is not great. He takes too long to deal damage with his power and doesn't get much in return for that unlike Deathslinger. The main thing he has over Deathslinger is he can deal with groups of survivors easier due to his high ammo pool and ability to spam knives. Easily the weakest of the 3.
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Honestly the lack of map would have been fine if we had gotten map reworks with the chapter. But seems like we are getting neither.
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@NomiNomad said:
Lessen his fatigue.
Remove the harsh, harsh penalty for missing.
Get rid of him losing his power when he hits someone with a basic attack. That's all.
Pretty much this.
I think he should still be broken out of his FF for missing, but he doesn't need to lose to his power bar. He already can't immediately re-enter FF because he has to wait for his powerbar to be fully charged.
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I feel like the first iri addon is not worded right considering the last two points talk about consecutively hitting his blades for increase damage and how missing resets it.
I feel like it's just an addon that makes your blades start at 50% damage, but each time you successfully hit with a blade the next blade does more damage up to the cap of 200%, but if you miss it goes back down to 50%.
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With the ptb change to Wraith, I say Wraith. The major boost to cloak speed gives him better map pressure and allows him to take better advantage of his other addons.
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I would rather keep him 110 and make his power better. Because honestly have a 115 killer with a power you would rarely want to use over your basic attack isn't that exciting.
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I like what they were going for with him, but his power is just bad. I understand they need to balance out the fact he has 60 blades and can spam throw them at survivors, but taking 8 hits for a single damage state is too much.
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@FrenziedRoach said:
Of course Crowd Control is better than Bamboozle, it's a hex. You risk losing it, thus it has to be more powerful. So you choose between consistency or power - take your pick. Seems a fair choice to me.
I fully expect No Way Out to be nerfed considerably to be more in line with Remember Me. There's no way in hell they're letting that perk delay the gates 40 seconds - I'm calling it now.
I'm still on the fence about Starstruck vs Mad Grit.
Fast Track vs Stake Out - Neither is better than the other. Not everybody can hit a great skill check consistently, making Stake Out a better perk for such people.
Self Preservation vs Poised - they fire under different circumstances, so comparing them seems silly to me. Self Preservation, I would argue, needs the longer duration as it's dependent on proximity to the killer.
Smash Hit vs Lithe - again, bad comparison. Lithe is easier to meet the requirements of. Smash Hit, on the other hand, requires more risk and thus should have the greater reward.
I don't see why they would nerf No Way Out. The main reason Remember Me was nerfed was because of EGC starting when hatch is closed. BHVR also adjusted gate opening times as well. No Way Out doesn't trigger when EGC starts just when the last gen is finished.
So it won't cause any situations of survivors getting trapped while EGC is ticking down.
Now survivors could open the hatch after finishing the last gen causing EGC to start when the killer closes the hatch. But I don't see that being problematic.
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I don't believe Starstuck and Mad Grit are comparable.
Starstuck exposes survivors which lasts even after you hook or drop a survivor. This makes the perk less about dealing with body blocking and more about catching nearby survivors off.
As far as Crowd Control goes, I don't think it's strictly better than Bamboozle. Bamboozle does increase vault speed which can be useful as well. It's certainly more up to play style preference, but I think both are valuable enough that people will pick which one they like more.