Crowman
Crowman
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- Crowman
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Honestly, I have a hard time seeing how they could improve his power that wouldn't lead to him being absolutely frustrating to play against in a similar way as Old Legion. His power doesn't have much survivors can really do to avoid it even less so than Deathslinger, the only saving grace is that he has to hit several times to inflict damage and his power has recoil.
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Something you can do against a Deathslinger that you can't really do against the Trickster is bait the Deathslinger into bad shots. It's possible to fake your direction and get the Deathslinger to miss. I've faked going for a pallet to bait a Deathslinger shot and just ran to the next tile.
I don't see how you could ever bait the Trickster into bad shots. Not only is his power spammable, but he has 60 ammo at base meaning even if you bait his first shot and he misses it doesn't mean much when he can just throw more knives at your current location. The only upside is that without addons that increase the knives laceration damage, it takes 8 knives to damage you. But that just kinda leads into the old legion issue where legion could down survivors without much they can do, but it just took extra hits. I don't think The Trickster is as bad as old legion as if you break off from the Trickster for long enough the laceration bar does start to decrease.
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@notlonely said:
https://forum.deadbydaylight.com/en/discussion/comment/1988519#Comment_1988519
Imagine not figuring out this post is a meme.
Literally all of the perks are reworked version of older ones except for the Hex, which is genuinely worse than Bamboozle and the best maps for totems (Léry's, Midwich and Hawkins) don't even have that many windows and have more pallets over anything.
Uh Lery's has a ton of windows.
Also I wouldn't say it's worse than Bamboozle. Crowd Control can block multiple windows and can shut down the LT tile completely something Bamboozle can't do. Bamboozle is also easy to counter by running to a different tile as even with the faster vaulting, killers still vault slower than survivors. Whereas Crowd Control just happens when survivors fast vault and if you herd survivors right with proper pathing they'll trap themselves.
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If your team was able to finish all 5 gens, you should have no issues waiting out 40 seconds to start opening the exit gate.
Nothing is stopping you from body blocking while exposed. It just carries a bigger risk if you fail to buy enough time for your teammate to wiggle out.
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Shelter Woods at least is the 2nd largest map. So despite the lack of resources, survivors can still win by splitting up as it's a harder map for killer's to pressure gens on.
Though some killers can absolutely wreck on the map, because of how little the map offers.
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@KingFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1987053#Comment_1987053
"Oh, no! this guy's running Windows of Opportunity!" - No Killer, ever.
tbh, Windows of Opportunity can be a nice perk solo.
Let's you know which areas still have pallets since you have no other way to know if your teammates already used of the pallets in an area.
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I see no reason to change it currently.
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I do not think Dead Hard is an issue.
But regardless comparing Dead Hard to killer addons is nonsensical.
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So give every survivor no requirement Deliverance basekit. Yeah no.
Killers already have to fight an uphill battle to create pressure at the start of the game. Having survivors able to freely unhook themselves and not require teammates getting off gens to rescue them is a horrible idea.
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Survivors already have perks to punish slugging.
Unbreakable, Soul Guard, Flip Flop (+ Power Struggle), Tenacity, WGLF.
You could even consider Desperate Measures too as slugged survivors also trigger the faster healing.
Slugging is necessary sometimes as killer so adding a mechanic to punish Killers who pick the best option makes no sense.
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I remember running into a swf who thought it was funny to trap me in the lockers when I went checking for a totem there on Midwich.
At the time DC penalties were disabled so I just d/c'd, because I wasn't going to deal with those teammates.
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@MeatBycicle said:
https://forum.deadbydaylight.com/en/discussion/comment/1984872#Comment_1984872
I'm just waiting to see Azame next, if he isn't already.
I think Azame just stopped posting in general. Haven't seen them around in months.
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His power is good at stalling survivors. It may not be lethal, but it is harder for survivors to finish gens when they need to mend periodically. Add in gen regression perks like Pop or Ruin and you can easily keep gens from being finished. Plus the killer instinct is good at keeping tabs on everyone.
Legion could use some simple buffs like removing the power bar loss on M1 hits and reducing the fatigue duration would help a lot.
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Leatherface is fine.
If he facecamps a survivor just do gens. At best he'll get two kills this way. You shouldn't be feeding facecampers regardless.
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How do you know people are running sloppy butcher because of consoles and not because it works well with their killer.
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It's annoying the challenge was dependent on the killer slugging, not to mention you had to do it twice in the same match. Would have been much better if it just once.
Doesn't help that the other challenges the devs come up with are just counters to basic tasks you have to do.
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He's better than before as his yellow bottles now allow him to catch survivors on longer loops that were otherwise difficult for clown to catch survivors at. The reduced reload time also helps.
But overall not much improved.
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Survivors have the advantage as long as they split up and do gens.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1982286#Comment_1982286
Having 2 gates to choose from is having no chance?
Sometimes with gate spawn rng both gates spawn on the same wall or in los. Nothing you can really do in those situations.
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Dead Man's Switch doesn't have a cooldown. It just won't reactivate if the effect is already active.
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Overall, Ruin is much stronger. The main problem with Ruin is that it's inconsistent so even though it's a strong perk you could easily lose it before getting any value from it.
Still if Ruin does manage to stay up then it'll do far more than pop ever could.
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There are plenty of posts on this forums of people showing "concern" about the chapter including LGBT.
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/1977646#Comment_1977646
Oh man. Why does anyone listen to you? Your profile is full of “dcs on first down” and “face camps with nurse” comments. So you don’t play either side really. You quit as survivor, and play the easiest killer in the game. I don’t even care you changed your name. I still have the thread followed from when you cried on my profile.
Every comment you make is “killer so op” when all you apparently play is nurse? Yeah, it would be very easy to think that spamming the best killer in the game. Try playing an M1 killer and get back to us.
I actually played against Sluzzy a couple nights ago. He suicided on first hook. I have the game highlighted too.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1977395#Comment_1977395
He had to have been in tier 1 or he had the dead rabbit and M&A.
Or he had a stealth perk, I have never seen a bug like this. Are you sure it is a bug?
Could be insidious if he's just standing by the hook.
But besides Stealth perks you could as T2 Myers with 4 stacks of Furtive Chase chase a survivor to a hook and have no terror radius. Otz actually did that in a game he posted to youtube.
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/1977120#Comment_1977120
I'm going to try and not start the NOED debate again with this. It's entitled to say ANY perk for EITHER side is overpowered or close to overpowered. There's no argument about it. NOED, if a killer is doing poorly you can't argue that you had time to 5 gens in 5 minutes but you didn't have time to do 5 totems and 5 gens in 8 minutes per se. Also, if a killer is really good they probably don't have NOED so it's a waste of time unless you have Inner Strength. NOED is not overpowered. Survivors are lazy.
NOTE: I'm not saying you specifically but people who try to push the argument that NOED is overpowered are lazy. You just answered the question. I'm just giving my two sense on why I think it is not overpowered or close.
Idk if I would say it's entitled to say any perk is overpowered if the perk is actually overpowered. Like I wouldn't call people entitled for saying release MoM was overpowered, because it absolutely was.
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Why is it that adding LGBTQIA+ stuff into games always mean that the devs were harassed into it?
Why can't we be happy for a group of people to get representation into a video game instead?
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All BHVR said was that at most they would do 2 license chapters a year. This was never a promise that they would always do 2 license chapters each year.
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I don't think it's useless. I just think the applications where it shines are just very limited in scope.
I think the main problem is that the yellow bottles do require skill to use usefully, but the reward for being successful with them is not that high which puts them in an awkward spot.
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Given that what's going on with DBD twitter is likely teasing us for the next chapter. It's looking original.
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@DontNerf said:
https://forum.deadbydaylight.com/en/discussion/comment/1974096#Comment_1974096
Mmm when it works but you have to loose about 4 gens to get it so you know.
You are thinking of Judith's Tombstone + Tuft of Fur. Tombstone Piece is a purple addon.
Tombstone piece while does make you take longer to stalk to EW3 the first time, allows you to instant mori the survivor at the cost of immediately leaving EW3 without any movement speed penalties like Judith's Tombstone.
Basically you can just immediately remove a single survivor from the match making the game a 3v1 and continue normally as there is no movement speed penalty that Myers has to deal with.
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@DontNerf said:
Iri head is the only op killer addon at this point in time
Myer's Tombstone piece is pretty broken as well.
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@Amy095 said:
So many other killers can insta down you. Bubba.. ghost face.. clown.. myers.. and bear in mind that iri heads are very rare add ons.
Majority of huntresses unless they are pro, will miss many shots. Just adapt your play style like you would around ghost face and bubba. Be more sneaky. Sick of hearing survivor mains wanting an easy game. If thats the case go and play Mario Kart or something.
Those other killers can't do much against pallets and vaults whereas huntress can hit you through them.
Her iri heads being ranged does make a difference.
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As long as survivors aren't doing the saloon gen first, it can be pretty hard for killers to defend the Saloon gen + 2 other gens even if they are all in the same corner, because navigating up to the Saloon gen takes a lot of time.
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/1971101#Comment_1971101
I think a lot of people were just hopeful but knew based off of BHVR's recent actions (especially regarding new character lore and map reworks) that the next chapter was probably going to be original. Although all of this that's going on is definitely interesting wouldn't you say?
It's certainly interesting seeing them tease the new chapter by changing up their twitter. Although we still haven't heard any word of what the next realms are going to be reworked so we actually might see a new map with this chapter since this also basically confirms the ptb next week.
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I've been enjoying myself with killer. My worst game of last night was a 2K on Mother's Dwelling as Ghostface against what I suspect was a SWF group.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1970127#Comment_1970127
My guess is it's something like the M1 + ESC "feature". At the end of the day, as you say, it allows you to interact with the game less. (Though in this case it's an information advantage, not just ease-of-use).
M1 + ESC was a bug that the devs never intentionally added to the game.
The status bar glow was something they intentionally added back with Stranger Things.
https://forum.deadbydaylight.com/en/kb/articles/14-3-2-0-stranger-things
Added a new glow effect to Survivors' health bar when bleeding out, carried and hooked. This is used to indicate that the health bar depletion is paused.
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@lagosta said:
IMO, change it to be powerful but only once per match with an easier activation. Something on the lines:
Mettle of Man: After taking a protection hit while Healthy, Mettle of Man activates. While active you gain Endurance for as long as you remain injured and when the effect is consumed, Mettle of Man deactivates for the remainder of the trial.
That way the perk keeps a similar (but easier) activation requirement, but can only activate once per match.
That is literally just a better version of the release version.
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@JFF said:
All of the Ash teachables should get reworked imo.
Actually I think Flip Flop is fine. It has synergy with other perks and even by itself it can get you out of the killer's grasp if left slug for too long.
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@MostWantedByMods said:
https://forum.deadbydaylight.com/en/discussion/comment/1971801#Comment_1971801
any idea when is the actual reveal for the next chapter?
The last chapter had a reveal trailer drop the day of the ptb iirc.
Otherwise most other chapters didn't have a trailer until the day the dlc was coming out.
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Can we at least wait for the actual reveal before we start claiming this chapter is going to be out of place.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1970419#Comment_1970419
What about a green medkit with no add ons? I tend to bring pharmacy and farm green medkits for a few games so I don't have to bring a healing perk. Most of the time it only has enough juice to heal me once.
A full heal is 16 charges. A green medkit has 16 charges at base. The main noteworthy thing about a green medkit is it boosts self healing speed at base (+50%). Which is a 12 second heal iirc.
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I guess I aim for kills, because I try to prevent survivors from finishing all the gens before I kill them all.
But usually that results in my 4K games ending with at least 10 hooks anyways. Very rarely do I get 4K games with less than 6 hooks unless survivors are suiciding on first hook.
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I think this confirms the next chapter is original. I know some people were debating on whether or not it was.
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It's very likely related to the next chapter as we are likely getting a teaser video for it later this week.
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Tuft of Hair does increase how much stalk Myers has to gather to reach EW3. On top of that when Myers does enter EW3, he's still an M1 killer. While his faster vault and longer lunge can help him cut chases shorter, he's still fairly easy to loop.
It's a strong addon, but it's not unreasonable and it's not even his strongest addon.
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Likely it's because the killer has Stridor which makes IW survivors have grunts of pain at 50%.
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Killers don't get a BT timer. Killers do see the deep wound bar if they hit a BT'd survivor, but killers also don't see the deep wound bar go down either.
Also DS is getting a change this coming Chapter so if survivors do anything to progress the game, DS will deactivate.
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@MottledElm said:
Yeah I think it means the damage "action", aka the kick
Surge counts as damaging a gen for the challenge so Oppression should work as well.
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@valvarez4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1970238#Comment_1970238
Yes, pop is so bad. It’s only can go gens back 220secs. Killers need at least 10-15 min regression
You are almost never getting the full 220 seconds of regression with pop. That would require you are able to pop a gen after each hook and there are a lot of situations where the killer will be unable to pop a gen after a hook.
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@EvilJoshy said:
Unless your running specific perks medkits give you about 1 maybe 2 heals. Sloppy Butcher and Franklins Demise throw a monkey wrench in that plan. If they are running a medkit build then they aren't running every single 2nd chance perk in the game.
If you think medkits are bad "now" you should have been around when syringes insta healed you.
You can get 3 heals with a Purple MedKit and Gel Dressing.
You can also reach 3 heals with a Yellow MedKit with both Gel Dressing and Gauze Roll, but you lose out on bringing an addon to increase healing speed.
You can't get any higher than that without perks.