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Crowman

Crowman

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  • @DIns said:

    https://forum.deadbydaylight.com/en/discussion/comment/1970237#Comment_1970237

    I get that, but they stated this was getting fixed in 4.5.2

    The main thing that got fixed is that survivors no longer get 0 unbroken emblem process if they don't escape.

    There is also this new issue that makes people depip if a match is cancelled if someone didn't load in.

  • GF reveal is wonky as hell. Never works when you need it to as survivor and when you do play him you get revealed through walls.

  • You didn't actually get Gold Unbroken, it's just displaying the wrong emblem.

    You likely actually got bronze unbroken which would put you 1 away from safety pip. Meaning you got the right pip, but the display is wrong.

  • The main thing is that Freddy needs to be more active in putting survivors asleep. The fact survivors fall asleep passively and alarm clocks spawn the furthest away from you can slow down the game by forcing survivors to take quite a bit of time to wake themselves up. Also since everyone falls asleep at the same time at the start you can't even use teammates to wake you up. Then he has action speed penalty addons for sleeping survivors which can stack with other slowdown perks like Sloppy and Thana which allows Freddy to slow down the game without very little effort.

  • It's agitation for 5 seconds. The speed boost could allow the clown to reach a hook he wouldn't normally be able to reach, but that's not going to matter most of the time and the gained time from doing so is pretty minor.

  • @scenekiller said:

    I know they've said they're focusing on map reworks, but I really hope they've somehow changed their minds or had a burst of inspiration, and it's a chapter that comes with a map (original or licensed - either is fine by me)

    ESPECIALLY if the chapter really is tech-based like the logo and tweet possibly suggest.

    Well with the lack of a teaser of an upcoming map rework, I say there's a good chance this chapter comes with a new map.

  • @Generator said:

    I feel like the only change Spirit needs is while shes spirit walking she can't see blood

    That's already the case unless you use the ultra rare addon.

  • @Nullclines said:

    This is the exact same scenario as the Autohaven bus: an already strong loop with a gap that survivors can pass through but killers can't. How does it make sense to disable the maps in the Autohaven case but not here?

    https://us.v-cdn.net/6030815/uploads/XWI9PD2FGMUG/20210223160456-1.jpg

    The bus was more abuseable, because survivors could stand inside the bus and be untouchable. Even if the killer went around, they would just exit the bus forcing the killer to have to run back to the otherside only to run back inside the bus again.

    While this is annoying and makes you spend more time running around the tree. Survivors can't become untouchable.

  • Killers currently have two perks that punish survivors for staying injured. Run one of those if survivors not healing is a huge problem for you.

    Thana - 5% slowdown per each injured survivor

    Blood Echo - Exhausts survivors who are injured when you hook a survivor.

  • @Chchchcheryl said:

    Wait when's it ending?

    The 25th.

    Also the offerings will likely be usable next year. I had some characters with envelopes from last year's lunar new year event.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1965056#Comment_1965056

    I'm pretty sure the teaser wouldn't be Friday it would be Tuesday. Hasn't it always been that?

    Twins Teaser was Nov 6th (Friday).

    Blight Teaser was August 14th (Friday).

    Deathslinger was Feb 13th (Thrusday).

    The teasers are just small clips less than 1 minute in length that people make wild speculations on until we get trailer before the ptb drops.

  • @dspaceman20 said:

    I'm putting my bets on original due to the fact they're not making new maps

    Usually they tease the upcoming map reworks a few weeks in advance of the ptb. So far we haven't seen anything.

    If the teaser for the next chapter is this friday, I actually wouldn't say it's unreasonable that a new map is coming with it.

  • The map reworks are nessecary for rebalancing tiles so survivors can't just run to tile, drop pallet, run to next tile, and do that until all gens are finished. Old ormond was notorious for chaining safe tiles together and while it wasn't impossible to win on old ormond, it was certainly a pain dealing with survivors employing that tactic since there's no area to outplay them.

    DS changes were never a high priority for me, but the changes they showed us should only remove the abuse factor that was an annoyance to deal with. So I'm fine with that.

    OoO is pretty much the only perk that I ever felt needed to be changed. It's just not a healthy perk for the game, because the downside is 100% in the control of the survivor and the perk provides constant information about the killer and their current actions. While blindness and undetectable can counter OoO. Blindness is weak itself that it rarely is justified bringing just to deal with OoO and undetectable still is soft countered by OoO as the icon still lets the survivor know which direction you are in.

    Keys can be annoying when multiple survivors escape after 3 genning themselves, but again like DS never felt that it was a big enough deal that demanded an immediate change to it. Still devs already said they plan to rework keys and I have no issues if they do.

    As far as the current Dead Hard nerf posts are. I just don't see the issue. I played against a group of survivors last night who all had dead hard and still 4K'd them with only 1 or 2 gens finished.

  • @Fuzzels said:

    A 4% chance with 3 chances doesntt equal a 12% chance though.

    Thats like saying if you flip a coin 3 times, you have a 150% chance to land heads. Its just not true.

    Not to offend or be a dick but this is like, 8th grade math stuff my dude

    To be fair, he's actually not that far off here depending on how you round. He just got close to the right answer with the wrong process.

    The math is here is actually simple.

    1 - (chance of failure) ^ number of attempts

    1 - (0.96)^3

    1 - 0.884736

    0.115264 or ~11.5%

  • The Game has the most pallets and all of them are pretty strong. Not sure what your complaint about The Game's pallets is.

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/1964358#Comment_1964358

    Actually it DOES mean they're out of their league. Their skill level is wildly ABOVE that of the survivors. That's bad matchmaking. Remember that "out" means in either direction. If you down all four guys and hook them before anybody can get a save, you're playing against potatoes.

    Tombstone Meyers (and all the Moris, pre-nerf) are there to either feel empowered as the killer for once, or to get a guy out of the match, because the game becomes way easier for the killer when there's only 3 people to deal with. Playing auto-kills is more for funsies than a real indication of the normal gameplay experience and should not be regarded as valuable data when calculating survivor/killer stats.

    Remember: Freddy is getting 'changed' (nerfed) because his kill numbers are 'too high'. But how many of those numbers reflect petulant survivors who don't want to play against Freddy and just give up on the first hook (or just DC)? We don't know and that's crummy because that inflates the perception of strength. Freddy's way more likely to get a 4k if he only has to deal with 3 guys for 99% of the match and all it takes is one person deciding to screw over their team.

    Freddy has both the highest kill rate and pick rate. It's the combination of both that is the problem.

  • I don't see an issue with hook states counting as hooks. It means killers don't screwed over because survivors suicide on hook.

    As far as slugging goes, if it's that big of an issue for you run anti-slug perks to punish killers for slugging.

  • Sometimes it can take a while for steam to update it's tracker. I remember doing this achievement and not having it update until sometime in my next match.

  • I've seen a few killers bring the offerings to matches. But the offering itself is no longer basically a free win so a lot of killers who were abusing it stopped using it.

  • You do know they can have employees work on multiple things at once.

  • @TheClownIsKing said:

    I’m absolutely HATING loading into a match grouped together, and the first thing some jerk does is sabo the closest hook to us.

    Yeah...

    Thanks...

    I’m so happy you told the killer where to come right from the very start of the match...

    There is an addon for toolboxes that prevent noise notifications for sabos. They could be running it.

  • I already get games where no one is running DS. Most of the time, the killer doesn't go out of their way to tunnel.

    But at high ranks killers tend to play as if DS is in play regardless of an obsession icon.

  • It was a weird change, because Huntress is suppose to be getting an addon pass in the future anyways. I don't really get it, but I don't see it as a big deal right now as the addon pass will likely change this addon again anyways.

  • The only bad thing is that against killers like Huntress and Twins who are hard to build up good chaser emblem against it becomes really hard to safety pip without escaping.

  • With the chat filter being announced yesterday, I feel like chat for console is likely coming.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/1957483#Comment_1957483

    If the number works like this, then its better than I expect. I thought it goes 1/6 2/6 3/6 4/6 5/6 6/6

    The numerator will always be 1, because you are testing a single attempt versus the number of attempts remaining.

    Basically your odds are always: 1 / # of Attempts Remaining

    The times where the numerator in stats would be greater than 1 are when you have multiple conditions that can succeed. For example: rolling a d6 and getting an even number is 3 / 6 because you 3 successful outcomes and 6 possible outcomes.

  • @KingFrost said:

    Actually I think it's:

    1st attempt: 16%

    2nd attempt: 20%

    3rd attempt: 25%

    4th attempt: 33%

    5th attempt: 50%

    6th attempt: 100%

    Yeah this is correct.

    Your starting odds are 1/6, but if you fail the first escape attempt the next escape attempt is then 1/5. The denominator will go down by 1 each time you fail to escape and at the end you end up with 1/1 which is a guaranteed escape.

    The addons that decrease the chance to escape basically just increase the starting denominator by 1.

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1957582#Comment_1957582

    Removing the unfair part about the perk and actually making it take skill to use and forward thinking is making it useless?

    So the survivor dead hards and avoids the killer swing. Within the next 5 seconds the killer will down the survivor since they can't use vaults or pallets as Dead Hard does not give the survivor a lot of distance.

    With the 5 second penalty there would never be a situation where dead hard would be useful.

    I get not liking facing a perk, but you might as just ask for the perk be deleted with how your suggestion would absolutely kill any reason to use it.

  • I've had killers when I tried to take the aggro off another survivor ignore me and continue after the dead on hook survivor.

    It's nice in theory to take the hook state, but sometimes the killer just isn't going to commit to you and you are better off finishing gens.

  • Frank's Mixtape is a bad addon. Sure Legion can down you in FF with it, but he has to hit 4 times and eat a 4 second stun 3 times in the process.

    No one runs this or Stab Wounds Study, because trying to use Deep Wounds offensively is just a waste of time and it's more effective to treat deep wounds as minor stall.

    Both these addons need changes, but not because they are OP.

  • It's not hard to revert code when using version control (i.e. github). But there's not really anything major that needs to be reverted right now. A lot of the things people are complaining about can be fixed and don't require a full revert.

  • If survivors are wasting time blinding you at pallets, they aren't getting distance which is beneficial to the killer.

    I can't think of a situation where survivors going for flash blinds outside of trying to save a survivor being picked up is that immensely helpful.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1952953#Comment_1952953

    Wow really? It's a flat 1/6 chance (with a cap of 6) regardless of luck boosts?

    Yes outside of the Trapper add-ons that decrease the chance and increase the cap.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1952834#Comment_1952834

    Up the Ante unfortunately doesn't work with Plunderer's because luck doesn't affect chests - that's part of the reason why Up the Ante is so terrible. All luck does is increase your chance of escaping from a bear trap and increase your chance of pulling yourself off the hook. If luck did more it'd be a fine perk, but it's pretty darned useless at the moment.

    Doesn't work on bear traps anymore with the recent change. Luck is purely an increased chance to self unhook.

  • @DoomedMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/1952563#Comment_1952563

    Actually Up the Ante is a niche Perk concerning luck, so yeah, use it with Slippery Meat, or Plundered Instinct

    Luck does not affect chests. Luck only affects the chance to self unhook now. It used to also affect the chance of self escaping from a Trapper's trap, but that was removed with the change to Trapper's traps.

  • @EvilJoshy said:

    5.Furtive Chase. Seriously. WTH is the point of a smaller TR "during" a chase? They already know your there.

    Honestly the smaller TR aspect of Furtive Chase is not why you run the perk. The obsession switching is the bigger deal.

    It's not a strong perk by any means, but it does open up fun killer perk combos. I just wouldn't list it as a top 5 useless perk.

  • You can pip as a survivor without the unbroken emblem. I just did it.

    image.png


  • The Killer Instinct happens immediately once you start hearing victor's shrieking. So unless you are crouching before entering his shrieking range you will have Killer Instinct go off for a second.

  • Generally when survivors dead hard for distance to a pallet or window, they will 99% of the time drop that pallet or vault that window immediately. Knowing that they will vault or drop a pallet means that in some situations you can just walk around to the other side and hit them.

  • There's less red rank survivors now because of pipping issues. I've been playing as a rank 4 survivor and have yet to encounter other red rank survivors.

    But this isn't a new thing either. Matchmaking has always been awful for lower ranks.

  • @Stonuk said:

    We should all demand fixing this minor bug immediately, I don't give a fudge of ETA, we all paid for this game, it's not Free To Play, as customers, we demand the thing we bought working properly.

    because of cross play, they can't just roll out changes immediately. They need to make sure their patch is accepted on all platforms before they can roll it out.

  • There is a bug where the incorrect emblem does get displayed. I ran into it once where I died and the end screen showed Gold Unbroken (Silver is the highest you can get when you die).

    There's also a bug as survivor where if you die you don't get unbroken emblem. The unbroken emblem only gives out nothing, gold, or iri. So if you aren't escaping you are losing 1 or 2 points towards your pips as survivor.

  • @MasterGrit said:

    Not untill they finished bug fix patches.

    Maybe 1-2 week after the second bug fix patch.

    Normally. The mid-chapter patch was delayed a week so it's possible me might see a teaser the week of the 2nd bug fix patch.

  • People complaining about Deathslinger's quick scoping ability are picking the wrong thing to get upset about.

    Not only does it require skill to pull off, but it doesn't apply immediate damage and his chain can be broken. And while on the survivor side it may seem like it's impossible to break his chain, Deathslinger's are already factor obstacles before they shoot. The other thing was if it was easy to break his chain after every shot then he would be garbage and no one would play him.

  • @Phasmamain said:

    It confuses me how they are fine with her right now when she’s in this state. Freddy needs a nerf but she doesn’t?!

    Because despite what people say, Spirit does require some skill to use her power effectively. Freddy's power basically does not require any skill to use effectively and Freddy has the highest pickrate and killrate according to bhvr stats they've released.

    Hopefully the Freddy rework is giving Freddy's kit more skill expression as I don't think there is anything inherently wrong his power. But the core issue of Freddy is that he's an effective killer with no skill barrier.

  • @meowzilla69 said:

    https://forum.deadbydaylight.com/en/discussion/227692/hits-wont-be-fixed-for-2-patches

    [warning: controversial statement]

    i hold higher regards for EA & Bethesda than behavior. At least EA & Bethesda patch their games quickly.

    BHVR isn't that slow to putting out patches. We usually get a hotfix patch for the next 2 or 3 weeks following a chapter or mid-chapter patch.

  • I've able to maintain red rank status and gotten back to red rank after the reset.

    It takes much longer to pip up, because with unbroken being broken the only way to actually pip is to escape so you get at least gold unbroken as not escaping results in no unbroken emblem. But you can still black pip off the other 3 emblems.

  • @Happsta said:

    https://forum.deadbydaylight.com/en/discussion/comment/1947349#Comment_1947349

    That's really disheartening to read because honestly that is a metric for employee productivity and not for constructing a healthy game state, change for the sake of change is most likely the reason this company is lacking creative direction.

    This isn't a productivity issue. BHVR pushes out hotfixes for all platforms at once and each console has different review processes in order to get the hotfix accepted. Meaning if they want to get a hotfix out tomorrow they likely already had to submit the hotfix patch sometime last week.

  • I haven't seen a single Devour Hope + Undying combo today.

    I did see one killer run just Devour Hope.

    People were talking about this combo the minute the change was posted and it's not likely to reach ruin+undying levels of use, because undying and devour hope both do nothing in the immediate start of the game and if both get cleansed you now only have 2 perks remaining.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/1946030#Comment_1946030

    So there are really just no red rank survivors left at all?

    I'm currently rank 4. So red rank survivors exist, but you basically need to constantly escape in order to pip up.

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