Avatar

Crowman

Crowman

About

Username
Crowman
Joined
Visits
20,113
Last Active

Comments

  • @Avarice10 said:

    I don't get the counterargument. This shouldn't be incorporated into the game because killers get stunned by pallets when they pick up the survivor? Isn't that how pallet stuns already work? Good survivors know to wait so the killer is getting stunned regardless. It sounds like it's rank 20 killers who hated it so much because new survivors weren't messing the pallet stun up tbh.

    Because saving survivors from the killer's grasp shouldn't be easy to pull off. Not only does the survivor gain a health state when they get freed, but the killer just lost the time they invested in downing that survivor.

    It's a huge gain for the survivor team when they pull off a save.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1945594#Comment_1945594

    one of the main problems old Undying had was, that it constantly revealed survivors without telling them.

    ive seen killers win the entire match just because of this aura reveal without the survivors knowing about it.

    i think its much better that they are being told about it now.

    besides, when is it supposed to tell survivors that Undying is active intead? the aura reveal is the only effect it has before its being destroyed - and it only makes sense that a Hex reveals itself as soon as the Survivors are being affected by it. thats the case with every other Hex aswell, so Undying should not be an exeption to it.

    Considering that the aura reveal doesn't work on hex totems now and undying only works once, It's pointless now. All it does is give away you are running a 2nd hex perk.

    At least before when undying had aura reveal on all totems and undying worked multiple times until cleansed, it would have been fine.

  • The swamp one can also affect survivors too depending on how close the trees actually spawn. It's a bit rng dependent, but I remember getting screwed over in the past trying to run through trees I thought I had enough space to run through and getting stuck.

  • @BaldursGate2 said:

    I am talking about the purple chili

    The chili addons increase the duration not speed.


    Yellow is +0.25 and Purple is +0.50

  • @gendoss said:

    What I don't get is most people commenting that it's bad are the same people who used ruin + undying constantly when they complained that it went down in 2 totems anyway. People gotta pick a lane.

    Old undying could respawn ruin multiple times. While it was still rng dependent survivors would end up spending time cleansing both dulls and lit totems to get rid of ruin. It could certainly fail to bad rng but it's effect was strong enough to chance that risk.

    The change to undying makes it so dulls again don't matter and survivors have to cleanse only two lit totems. Meaning it doesn't force survivors to deal with all totems and always goes down in the worst case scenario that existed before.

  • It's not bugged. It just gives such an insignificant bonus that it is not worth using.


    Yellow gives 2% and Green gives 3%.

  • Honestly Undying should have still revived the totems on dull totems, just make it so each totem can only be revived once. This could allow multi totem builds with undying while still keeping with the nerf of only 1 revive.

    It would also give the aura reading on dull totems a purpose, because right now dull totems mean nothing with undying so seeing auras at dulls isn't that useful.

  • @Avarice10 said:

    I think there's a simple way to fix him.

    1. Increase the duration of ADS and add an audio cue when he does so, before he can fire
    2. His speargun attack always applies deep wounds, if he misses a spear gun attack he gets stunned from the cable breaking
    3. Increase his movement speed to 4.6 to compensate for the above changes
    4. Give him ammo that he needs to resupply from a locker.
    5. Modify his add ons for the aboved changes, i.e add on for quick scoping, add on to injure survivors instead of wound, etc

    These changes would mean he will be able to score the first hit on survivors easily, to which he is then able to chase them down, with his reduced TR, increased movement speed and longer lunge, he'll be able to do that.

    He also would have some unique advantages over the Huntress, faster, smaller TR with no "humming" longer lunge, etc. The difference being the Huntress can still rely on downing injured survivors with the hatchet, where as Deathslinger would apply another stack of deep wounds if he does use his gun. Overall, He should be a lot more fun to go up against with these changes and feel more "fair" and interactive, instead of the norm of being quick scoped by the spear gun and chase over.

    Not only would your suggestions not be fun to play, but he would just be a worse legion.

    If your goal is to never play against Deathslinger again those would be the changes to make.

  • @jrinkwater said:

    as a really good ghostface player.. the OP is correct. Do I still 4k? yes. Do I still win? Yes.

    But it is absolutely bad design for GF stalking, pig hats, and other effects

    Pig Hats at least has a sound que that plays based on how close to dying you are. So you have a rough estimate for how long you have based on the sound que.

  • Idk why the portraits take up so much of the space. It also blocks the sleep timer on the survivor side so it's harder to tell how close you are to falling asleep.

  • @bjorksnas said:

    Yea, this doesn't really even see like an issue 99% of the time unless the killer has knockout you can tell when the killer picks the survivor up and puts them down, what difference does it make that you can't see the timer

    The paused timer was for more than just the killer picking up the survivor. If another starts healing the slugged survivor other survivors get to see a paused timer. This allows you to know that you don't need to run over to the survivor to pick them up, because someone is already doing so.

    The timer thing also worked when hook timer was paused. Which while it didn't have many uses it did let you know if someone was being affected by camaraderie.

  • Doesn't help that the only reason you would run undying is if you were running another totem. So if survivors haven't already been cursed by your other totem they now know it exists.

  • @QwQw said:

    I'm sure a certain Clown main will have something to say about this.

    But nevertheless, I agree with you. This is the first failed rework Behavior has made in my opinion. (excluding Billy)

    I don't think Clown's rework (if you can really call it that) is a failure. Clown likely only needs some minor number adjustments on his antidote and he'll be good.

  • A step in the right direction. It looks off, but at least the elements are in a better position.

  • Moving every back down to the same area is already a huge improvement. The only thing that stands out is that the new survivor icons do look out of place, but for now I more care about where everything thing is.

  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/226831/what-would-you-do-to-fix-spirits-standing-still-mindgame

    If you fall for that mind game you deserve to get knocked out....

    "standing still takes no skill"

    Yeah so does running INTO THE DIRECTION OF THE KILLER WHICH MAKES NOOOO SENSE!

    Its the dumbest mind game in this game and people are still stupid enough to think that somehow....the result is going to be different if they repeat the same mistakes....

    Its an easy mind game.....if you see her STANDING IN FRONT OF A PALLET NOT MOVING....KEEP RUNNING....DO NOT RUN INTO HER.

    For the number of times I've seen people complain about this mindgame, you would think survivors at one point would stop running into spirit while they are not moving. But since it's still being complained about it means survivors are just leaping into her arms.

    Kind of related, but I've noticed this weird trend with survivors at pallets. Basically they pallet stun you and then vault into you and hide inside your body. I guess it works against some killers, but everytime I've seen a survivor do that I just back up and smack them. Why waste the time getting the stun to only vault back into the killer instead of running away to get distance?

  • The perk does it's job well enough. In fact it's been slowly getting buffed with the additions of perks that make survivors screams.

    @Danoobiel said:

    It shouldn't work on Doc's power, period.

    Perks that make survs harder to track are a always pain in the ass.

    Doc can bring the restraint addon to counter Calm Spirit as it shows the survivor's aura when they madness tier up. It's really not an issue.

  • @Mat_Sella said:

    https://forum.deadbydaylight.com/en/discussion/comment/1940679#Comment_1940679

    except with literally every other killer it isnt a problem at all, its completely common to move to choose to move to the corner of the map for yout teammates sake. Just say you're afraid to say that spirit is broken

    It's still a bad position against the killer whether your went there intentionally to buy time for your teammates as you can't run away from the killer in a direction that gains you distance.

    @Jejune said:

    One way to nerf spirit would be to make her lose sight as soon as stands still... You never stop moving as killer in normal circumstances.

    For example lets say you are at the pallet spirit stands infront of it and loses her sight (has spirit world view of the world). She can follow scratch marks if there are any (if there are none its a guess). If she moves she regains the sight after 1 seconds(or more).

    A nerf most people want is something that affect sound and would be hard to balance

    Other killers do stand still. There are mindgames killers can do at TL walls that involve standing still for a moment.

  • @Mat_Sella said:

    https://forum.deadbydaylight.com/en/discussion/comment/1940414#Comment_1940414

    Because sometimes you're in a position where you're in an indoor map or at a loop in the corner of the map.

    Sometimes the only way to go is around the killer, but where I could see Freddy place a blood pool, or a trapper trap the pallet, I am now in a position where it's checkmate without any input from the killer

    If you are in the corner of the map and the killer is on the other side of the pallet, you are already in a bad position. A spirit standing still is not the issue in that situation.

  • I think pallets are fine as an addon. The pallet addon already has issues on some maps like Midwich where you can't place any dream pallets until the survivors drop pallets and I would much rather the consistent power be the base kit one.

  • @BioX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1940368#Comment_1940368

    ermm that is not the problem, the problem is that you stand on one side of the pallet and the killer stands on the other, the killer can stand there and look at you,

    you just run away? killer phases after you and hits you

    you stand still? killer waits a bit, sees your general behavior, then phases to you and hits you

    its entirely in the killers hands when to phase and the survivor has no knowledge of it so cant really react or do anything.

    If a spirit is standing still at a pallet then run into an area that she doesn't have LoS. That way she has less information before she starts phasing.

  • Every killer is capable of standing still and getting free hits from survivors running into the killer. Just don't run into the killer.

  • @Ivaldi said:

    This isn't an unlisted. It was said when they announced the change.

    https://us.v-cdn.net/6030815/uploads/CYHY89ZZO010/image.png

    It is an unlisted change, because before Undying didn't inflict the curse icon onto survivors for it's aura reading before the mid-chapter patch. It was never mentioned in the January Dev Blog nor is it on the patch notes.

  • @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/226709/whats-the-point-of-deep-wounds

    Deep Wounds is an effect that puts Survivors in a "bleed out" mode where they have the opportunity to heal themselves before they die. It's used not just for Legion but for other effects that require an extra hit to provide protection, like Borrowed Time or Mettle of Man.

    Originally Deep Wounds didn't exist and the perks/effects that used it didn't have Bleedout Time. They just had a similar effect (bleed out or die) so the devs consolidated them all into one status effect for consistency and simplicity.

    Legion's design from the get go was to create a stabfest killer who was good at finding survivors and injuring them to keep them from doing things. He exceled in chases because basically he was an "evil" survivor who had all the parkour moves of a normal survivor. To balance this he was not as powerful at actually downing survivors, which is why he had the proto "Deep Wounds" effect. At its core Legion is meant to be a stab-happy killer who excels at locating and chasing survivors but is not good at downing them.

    Mettle of Man is the only extra hit perk that does not put the survivor into Deep Wounds. Which considering how much effort you have to activate it is honestly fair that it doesn't deep wound the survivor.

  • The reworked loops on autohaven are awful for Deathslinger in my experience. Short enough that you can't line up a shot before the survivors turn a corner and most holes in the debris littered around are just invisible walls that eat your shot. Before they were dumb since you could easily shoot over them at any point, but MacMillan's reworked loops at least didn't cover the entire loop with blockers and still left areas you could shoot over/through.

    Even the trucks can have random junk placed in the back just to prevent shooting over them as well.

  • The problem is that all survivors have to do is cleanse 2 totems. So unless you get a map like Midwich and get super hidden totem spawns, it's not that difficult for survivors to remove both perks and leave you with only 2 perks left.

    Devour Hope also does nothing until you get at least 2 stacks, but it's really all about that 3rd stack powerspike. Old Undying at least forced survivors to cleanse both lit and unlit totems.

  • @TicTac said:

    https://forum.deadbydaylight.com/en/discussion/comment/1939127#Comment_1939127

    When you can play her like that its not that urgent to change here. There are other killer which need help before her.

    Otz has done 50 win streak on Trapper, Legion, and Clown (before his rework). So clearly none of those killers need to be changed in any way.

    Basing balancing decisions on whether or not 1 streamer who plays dbd for a living can accomplish a 50 win streak on them is a horrible idea.

  • @TicTac said:

    Otzdarva did a 50win-streak without addons with plague. But she is not really his main.

    What's the point of bringing this up? Otz is doing 50 win streaks with every killer and he's even had to restart some of his win streaks as well. It's not like it's impossible to go on win streaks as any killer.

    It doesn't change the fact that Plague has a ton of issues and there's a very good reason why Plague isn't a popular killer.

  • Well ideally they should be powerful perks that you bring with the risk that they can get broken.

    However most of the hexes simply aren't strong enough for their downside.

  • Honestly I don't think so.

    A lot of important elements are much smaller than they used to be. Survivor's healthbars for being slugged, deep wounded, or hooked are not only out of the way, but very small meaning it can be easy to not notice the bar is almost empty.

    Buff/Debuff icons are also much harder to notice in my experience. I've been unhooked and granted BT/We'll Make It and not notice immediately due to the lack of notice these icons now have. Same with Thana and Dying Light.

    I also notice I have much less awareness of my survivor's health states. Before it was very easy to know the exact moment another survivor was hit as the icons would glows for a small duration when the state changed. Now it overlays the injured state over the survivor portrait, but the portrait doesn't glow up to bring attention to it.

    Overall the UI feels very uninformative. The information is there, but it doesn't try to bring your attention to the important information.

  • @MeatN2Vedge said:

    https://forum.deadbydaylight.com/en/discussion/comment/1938842#Comment_1938842

    Dude read what I wrote before posting because I specifically stated that I DONT ragequit. 🤦‍♂️

    I'll believe that as much as I believe that it's PC players are the source of toxicity.

  • So basically you want to be able to rage quit the game while also blaming pc players who are trying to play the game and have to deal with you disconnecting.

    Turn off crossplay if you dislike playing with/against pc players so much.

  • The only annoying thing with IW is how it often makes other noises survivors make while injured also silent. Most notably breathing sounds which shouldn't be affected by IW.

    They really need to fix that as it's been a problem for a long time.

  • One of the annoying factors of old grass was that it covered scratch marks. Which is iikely why the grass is thinner now so it doesn't cover scratch marks.

  • Doctor has an addon that when a survivor's madness tier increases they get to see your aura for a few seconds.

    Doctor's Static Blast always puts survivors into the next tier of madness.

  • @Yords said:

    Would it have happened to be a Legion by chance and was it only terror radius music or chase music?

    I just played a game against a Ghostface where I started hearing chase music while on the hook.

  • @[Deleted User] said:

    Scott Jund Makes one video....

    To be fair, even before he made the video I always felt like Iron Will was too strong for it being a passive perk. But the biggest issue with it has always been the bizarre reason it blocks breathing sounds while injured when the perk states grunts of pains.

  • The Mangled Pin doesn't apply mangled on the first hit. It's only the chained hits after the first that do.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1929605#Comment_1929605

    As far as I know it's usually only open for a week or so, but I also haven't participated in quite a while. Still though, call it 2-3 weeks and I'd stand by my point.

    I think the ptb automatically closes based on active ptb players. Which usually means it doesn't last longer than a week, because most people try ptb for a couple of days before switching back.

  • @Pig_Is_Pog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1929230#Comment_1929230

    never was. the safe pallets couldn’t compensate anywhere near the fact that it’s the smallest map in dbd, gens are easy to patrol, maps easy to pressure and there’s literally no windows

    At least on the old version of the map, there was 2 windows that I remember. The one at the freezer and the one in the security room above the bathroom.

  • It's not even just the the cooldown that hurts the perk. It's also the fact it will always proc when you kick a gen with it active even if there are no other gens with progression. On top of it's long cooldown, there's also a chance you don't even get any value from it.

  • No. You are simply defending the objective.

    If they refused to try to repair gens just because you were defending them, they would be the ones holding the game hostage at that point.

  • 60 seconds is fine. If ds had a longer timer then you would see more complaints of survivors being slugged until they bleed out.

    If you do loop the killer for more than the 60 seconds ds allows you, then maybe you should be looking at taking a different perk.

  • @ExcelSword said:

    https://forum.deadbydaylight.com/en/discussion/comment/1925895#Comment_1925895

    DId they? I guess I should go check the stream again to check this out. I could have sworn they only changed how it can deactivate.

    I believe that is the only change. Current ds also states being unhooked or unhooking yourself.

  • Pretty sure the image they shared both started being unhooked or unhooking yourself. So it should still proc on deliverance.

  • Deliverance needs a condition, because if all 4 survivors could run Deliverance it would impossible for killers to create pressure in the early game as every survivor would get off their first hook. This would only create a situation where killers are forced to proxy camp so they can down the deliveranced survivor.

    Deliverance in it's current state is fine. It has a good reward for it's activation condition and there's always the risk you don't get a chance to use it. If you want a more reliable way to unhook yourself without running deliverance then you might be interested in running Slippery Meat instead.

  • I don't think queue times will see significant changes.

    The problem still lies that at certain hours people are more likely to queue up and play with their friends.

  • @Pop_Goes_The_Gen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1920061#Comment_1920061

    My only problem with this is if I dont leave them I lose 2-3 gens usually. That puts me at a disadvantage with only one hook with 2-3 gens left. But ill try this out. Also is there a way to turn off bloodlust

    Just to clarify, I'm not saying you should never drop chase. You don't want to drop chase to patrol gens but then waste time searching areas where survivors are not at. All that does is make you lose the little bit of pressure you did have chasing the one survivor.

    Basically you should always have some idea where at least one other survivor is when you decide to drop chase so you can immediately pressure a new survivor.

  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1919872#Comment_1919872

    How is that an argument? Regardless of if you do an action or not; if the killer keeps going after the same person repeatedly its still tunneling.

    Another downside that no one is realizing.. This essentially means that if a killer has 2 people hooked in the basement it's now a death trap for them.

    Survivor A goes down into the basement for the save but gets hit before unhooking; Survivor A saves Survivor B but then gets downed. Survivor B attempts to unhook Survivor C and then gets downed. Now Survivor B is doesn't have DS anymore.

    "So ignore the survivor and just run out".. 9/10 times you arent getting out of the basement in time.

    Basement shouldn't be easy for survivors to escape out of. If the survivors messed up and got themselves caught in a basement then that sucks for them.

1 … 152 153 154 155 156 … 171