Crowman
Crowman
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- Crowman
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Mad Grit + Agitation Demo.
It's not meant to be a strong build, but something about Demo flailing his arms at survivors while carrying another survivor is just funny to me.
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If you are going to drop chase with a survivor, make sure you have somewhere to go. Dropping a chase and then spending another minute walking around is not productive and you would have better off chasing the survivor who was giving you a run around. At least you can get pallets out of the way sticking to a chase.
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@jerrikad said:
https://forum.deadbydaylight.com/en/discussion/comment/1919982#Comment_1919982
5 secs stun 1 time per match is abusable? And what is seeing a gen 24 secs. before is done 5 times at least (tinkerer)? Or see the survs aura 11 times (B&C)? Or remove from the gens up to 220 secs (PGTW)? Now killers don't need to do anything to win a game. They only need to find the first survs and then they only need to camp, tunnel or wait for their perks to tell them where are survs? That's all. Now killer is easy as hell, you can 4k every game with pay to win freddy or spirit. Perhaps 1/100 games you find a 4 man death squad SWF and you get only 1k, and then come here to ask for more nerfs because you want to 4k against them too.
B&C and PGTW both reward the killer for making progress on their objective whereas DS rewards survivors for getting caught or failing their objective. It makes no sense to complain about those perks.
2nd DS can be used 4 times in a match, because each of the 4 survivors can bring it. It's dishonest to bring up the number of times a killer perk can be used at most and not do the same for the survivor perk. Not to mention a killer is likely not getting a chance to use every pop in a match nor is B&C always going to be showing survivors auras.
And Tinkerer itself doesn't stop survivors from finishing gens nor does the perk itself provide any form of regression on that near completed gen. Meaning it's very possible to finish the gen despite attracting the killer's attention.
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@Jejune said:
The upcoming change is horrible because before you could do a gen and maybe never use the DS.
Now I can't see why would people pick DS without UB and without trying to force killer to chase them.
DS never worked as anti tunnel perk. Now it still doesn't work as anti tunnel perk and you can't do anything while it's activated.
You aren't being tunneled if you have the time start doing any kind of action.
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@Jejune said:
They cant do gens when they heal...
The other survivor still can.
Soul Guard does give Deep Wounds status so if you deep wound both healers and keep knocking down the survivor they bring up then the healers will eventually have to stop to mend or go down.
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I didn't run DS as it was, because I often didn't get caught until after the timer was up. It doesn't really affect me, but it's still a good change regardless.
As far as OoO goes, the perk was stupid. It needed a change long ago, because the "risk" of seeing the killer all the time could be mitigated by looking away at the right times. Even undetectable wasn't a perfect counter to the perk, because it still gave the survivor information about where you were.
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Not every pallet is worth breaking immediately. Even more so when survivor drop the pallet and immediately run away.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/1918317#Comment_1918317
That would be great if I could communicate with my team in solo que but you know I can't explain a proper strategy in 60 seconds for every single killer to my team in a type box, especially if they are console. I have also seen the Oni down a survivor, traverse the map and down 2 others in a matter of seconds. Again, this is not fair and it is most certainly not fun to play against. This killer is overpowered and he needs to be toned down. it would be different if I knew what I was going up against but for survivors every match feels like a "well I wish I had this perk against this killer." Its always a gamble playing survivor because we can never pick the best perks against the build of the killer.
Then those 2 survivors were heavily out of position, because Oni will have lost a lot of his power duration downing the first survivor and then dashing to the other side of the map.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/1918278#Comment_1918278
Its not even just entire teams. Its also downing another survivor within seconds of one and still having enough power to go across enough of the map to find another. This is too much. It is not fair for a killer to have this much power. Instant down abilities themselves are not fair or fun to play against. Pair that with extra speed and you're left with little hope of having a chance to escape. The Oni is too powerful. His power lasts too long and it should not persists through a down. Our items deplete fast but killers not only have a unique power but they can retain powered up versions of it long enough to destroy enough of the survivor team to not make the game worth playing.
His power lasts only 45 seconds at base. He can get at most 18 more seconds with addons. (10 for purple, 8 for green)
Oni loses 7 seconds of his power duration every time he downs a survivor. Can be lowered to 1 seconds with both addons. (4 for purple, 2 for yellow).
Demon Dash takes 2 seconds to activate, 1 with his broken addon.
Oni also has limited turning in his power as well which makes certain tiles easy to avoid his dash unless he's running Topknot.
Either learn how to play tiles better or hide out his power duration, because he can't simply down a survivor on one side of the map, dash to the other side of the map, and down the rest of the team.
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Each time he lands successful attacks, he loses extra power duration. If an Oni is able to down all 4 survivors with one use of his power, the survivors were heavily out of position.
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If one survivor does sit on a dull totem to give out the killer's location to the rest of the team. They made the game a 3v1. I don't see this being an abuseable strat, because it's basically asking for the killer to ignore the OoO and kill the other 3 survivors doing gens first.
You could make the same complaint about MoM and OoO, because if a survivor gets the MoM endurance proc and then heals back to full health they now can see the killer from 16+m away all the time. But the set up they would have to go to get MoM to go off for that is such a huge investment that it's not going to see much play.
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I don't see a problem with OoO being risky against stealth killers. It's a perk that needs to be high risk/high reward.
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I don't really want a free win.
I would like to have challenging matches where I win because I managed to outplay my opponent, not because someone raged quit on them.
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Even if the version they showed us is not the version that goes live. I'm content in knowing the devs recognized the main issue with the perk: survivors could control when their aura was revealed.
OoO is looking like it will be a high risk/high reward perk compared to the version we currently have where the risk is nowhere near the reward.
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Given that the survivor can't do anything else to keep DS active, survivors jumping into lockers with ds is going to be less problematic.
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Imo, just revert it back to the old ways where it actually had a counter by looking away as killer.
The killer has no control over current OoO. Your aura will be revealed regardless if you are looking at the OoO survivor or not.
The change to OoO is making it have more of a risk for the survivors as they can no longer control when their aura is being revealed.
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@FrootLoops said:
I think the changes are fair but I worry about a few possible outcomes.
- Survivor gets unhooked and scurries off to the corner for 60 seconds instead of doing something useful
- Survivor gets unhooked and goes bully the killer for 60 seconds, making it an even more toxic perk
- Baiting the killer into taking the DS by hanging out near a gen being worked on to make the killer think it deactivated
I would much rather a survivor spend 60 seconds trying to bully me and risk getting themselves slugged than doing a gen in my face with DS.
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@Starr43 said:
I’m just curious if inner strength will deactivate DS since lockers won’t but healing will... wondering how that scenario will play out.
Based on how the perk is currently worded, being healed to healthy shouldn't deactivate the perk. It's only when you engaging in the healing action yourself.
Meaning Second Wind and Inner Strength should both heal you without removing DS. Not that there's a huge advantage to doing so as you can't do anything else.
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@Johnny_XMan said:
Finally... now they can move on to nerfing the Tunneling and Camping mechanic.
Because it isn’t fair that those two mechanics don’t change, meanwhile a perk needs to be brought to completely counter them.
Tunneling and Camping aren't mechanics built into the game. They are just tactics players choose to use.
You can't really get rid of them without doing something as stupid as preventing the killer from downing the last survivor unhooked.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1916940#Comment_1916940
Thank you.
Looks like games as trapper against new object will be actually playable again, this is fantastic news. You can just...place traps right after object lights up.
My only concern comes from if like....a SWF. If multiple people, with comms, take this perk- they will be able to always know where you are. You can't play around it every 30 seconds if it's going off every like 10 seconds to someone.
The new OoO says that only the obsession reveals themselves every 30 seconds. So even if a full swf squad brings OoO only one person is seeing you every 30 seconds unless you are bringing aura perks as Trapper.
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@Chordyceps said:
I personally am a huge fan of the changes.
The discussed OoO changes I think are a great way to keep the perks true to its original vision without giving survivors unlimited intel.
I love how DS is becoming an actual anti-tunneling perk instead of "congrats, you are now invincible for a full minute". My only potential point of concern is it being deactivated on healing. If someone starts healing you and that instantly deactivates, thats a little borked. I don't think healing a teammate should have the potential to screw them over. But if it deactivates once you have been healed a full health state, I think that's perfectly reasonable.
I feel like if both of these changes go through, it will be incredible healthy for the game.
I don't think being healed will deactivate the perk. I think only when you engaging in healing yourself or healing another survivor will it deactivate.
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I'm glad DS now has a deactivation condition and I'm glad it's not based on the killer hooking another survivor like what I've seen commonly suggested on the forums every once in a while.
Even if this isn't the final version of OoO it still looks like the devs are going in the right direction to fixing this perk by removing the controllability of the perk so it's more high risk/high reward.
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It'll likely be similar to the christmas event.
Daily Log In rewards + event codes to redeem event cosmetics.
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All that would happen is survivors would use it to avoid playing against good killers. Then survivors will complain about queue times becoming even worse.
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I had a survivor teabag at a pallet and then proceeded to drop the pallet while on the wrong side of it.
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The reel itself isn't faster. It's just you are also connected to the Deathslinger by a chain so when he moves backwards you also move that distance with him.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1904948#Comment_1904948
didn't need the overheat and animations change with it as well. that screws bad, and good hillbilly players who didn't depend on instasaw.
I agree with you that they went overboard with it. But he did need some change.
I would also say that Oni is fine, but his Topknot addon deserves a nerf.
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@[Deleted User] said:
hell no, this is like nerfing hillbilly all over again, it's stupid, it will only make him boring for no reason.
Hillybilly did need the charge addons changed at least.
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@Regulus47 said:
https://forum.deadbydaylight.com/en/discussion/comment/1904900#Comment_1904900
So Nurse didn't need a nerf? Come on, that's ridiculous.
I never said old nurse didn't deserve a nerf.
While old nurse did take skill to be good with, old nurse did have aspects of her kit that were strong without factoring in player skill. Like extra blink addons removed opportunities for survivors to juke old nurse and old range addons allowed nurse to travel much farther while charging her power for a shorter time reducing the window a survivor has to react to her blink.
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Killers who require the player to be skillful in order to be oppressive don't need to be nerfed. It would be a problem if Blight was easy to pick up and could stomp survivors without any skill expression and that would warrant a nerf.
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One neat thing DMS does do is if one survivor lets go on a gen multiple survivors are working on. It still blocks the gen forcing the rest of the survivors off.
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Since the rework of Dying Light. Actually getting to the point where you have a sizeable slowdown effect going is already at the point where many survivors are on death hook.
The only killer that gets any good use out of Dying Light is plague due to the fact her power prevents survivors from healing, but even then you get better mileage from Thana since it's effects work on everyone.
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@Yords said:
I think that it should activate only after a survivor stops working on a gen, not immediately after you hook the obsession and it cannot reset or stack if you somehow hook someone else as an obsession during this time.
Since survivors can easily counter it by just working on the generator (they are given a debuff warning for dead man's switch in the bottom right) I think it should have some sort of debuff if they continue to work on the gen. Maybe a regression penalty by 15% and have their auras revealed for as long as the perk lasts. Maybe, it still wouldn't exactly be a top tier perk.
However, it is a good perk on Freddy with a certain playstyle.
The debuff only appears if they let go off a gen while the perk is active. Which is basically just there so the survivors know it's a perk causing the gen to be blocked.
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I imagine when we get Coldwind Farms map reworks, corn will be changed so it's easier to see through. It's what happened with grass on other realms.
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As long as Deathslinger's gun has a range limit, any sort of long wind up time doesn't make sense to add.
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I've been called a hacker/cheater for using a killer's power. So I highly doubt you are actually running into hackers constantly.
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Right now there are simply way more red rank survivors than red rank killers playing so what happens is when survivor queue times get too long, survivors end up getting throw into lobbies to get them into a game. This is what leads to rainbow rank matches
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Likely because they wanted the blight to have a perk that works with undying for the sake of his adept.
But honestly the cooldown could be removed and make it work like bamboozle where if you trigger the effect again before the previous effect wears off it'll unblock the previously blocked pallets and block new pallets. It still wouldn't be good, but it'll have uses against pallet saves.
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Plenty of pallets are not worth breaking immediately especially if the survivor runs away from the pallet immediately after throwing it down.
This is a weird thing to get upset over.
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I play a lot of Deathslinger myself. It's hard to give exact advice on specific shots, because a lot of it just comes with using his power and learning from mistakes. I would say don't be afraid to attempt risky shots when learning him. If I have a game that is basically over I'll mess around in chase attempting shots I would normally not do just to see what objects can be shot through and if landing a shot through those objects is useful.
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Deathslinger is my current favorite.
I also really like Ghostface, because it can be fun to sneak up on survivors. But it's really annoying getting revealed through walls.
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@TheStabbiNAngeL said:
Two licenses this year my boi two!
They only said they wouldn't do more than 2 licenses a year. It wasn't a guarantee that we would get 2 licenses every year.
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@HollowsGrief said:
You should at least make breathing sounds with IW up. Pretty sure it's a bug that you don't anyway, which doesn't surprise me even in the least.
The bug has been around forever at this point, it might as well be a feature of the perk.
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In the case a killer is camping a hook and not running back to the hook because they spotted a survivor going for the unhook, do gens and force and the killer to have to leave the hook.
If the killer still commits to camping then you are getting gens done and are much closer to escaping.
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@Calisto_667 said:
https://forum.deadbydaylight.com/en/discussion/comment/1896023#Comment_1896023
This is already a known exploit. Inform yourself
I've never heard of this exploit til this topic and I did a quick google search and still found nothing.
I'm just telling you that your effort would be better placed informing the devs about the exploit.
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@Clevite said:
Once again, here we go lumping a group of people into one category. It is not PC killers that are cheaters. It is cheaters that are cheaters.
I am sure not every PC killer is out there cheating.
I'm pretty sure 99% of all cheater accusations are boogus anyways. I got called a hacker over the weekend for using a PH's Final Judgement on a survivor because I mori'd a survivor without a mori offering.
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You should be reporting the exploit if you are aware of it to the devs so they can fix instead of demanding a fix the devs will never do.
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I would say it's the combination of Infantry Belt allowing you to bring 3 Iri Heads and how Huntress hatchets work.
Huntress doesn't have much to offset her power now allowing her to instant down survivors that other instant down killers have. Her camera isn't forced downwards like Billy/Leatherface/Oni when she misses meaning she has no issues losing the survivor when missing. Hatchets are ranged meaning that she does not require to be close to survivors to instantly down them. Only Billy and Oni offset this problem with their dashes. She doesn't require any build like Myers/Ghostface/Oni to start instant downing.
Iri Heads just needs a harsher downside to it. The fact you can run Infantry Belt to mitigate it's downside is a bit of a problem. At least if Huntress was forced to only have 1 hatchet with the addon she would be less snowbally than a huntress without due to the fact she could only down 1 survivor before having to reload.
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According to your post, a skilled leatherface can down survivors quickly. How is that a problem?
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@Hektic3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1889056#Comment_1889056
I don't think that comparison is correct. Despite the Devs saying they're aware of it, this has been something people have been asking about for literal years now. The problem is that the community never gets a heads up on what is being worked on or what should take priority, the Devs continually just release whatever they're working on be it finished or not.
In fairness, BHVR has a lot of devs and each dev has their own tasks they are working. Expecting a single dev to know everything currently being working on is unfair to them. Almo is likely not working on implementing colorblind mode and bother Almo or any other dev about it is not constructive in the first place.
BHVR does do things like post dev blogs and streams where they do talk about upcoming features and changes and you can argue they don't utilize that enough. But I don't think it's fair to expect the devs to talk about everything they are doing all the time.