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Crowman

Crowman

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Crowman
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  • Not really a lot.

    Every once in a while I get a salty survivor that calls me trash when they either suicided/dc'd or were killed.

  • The Twins really lack any sort of skill expression. There are aspects of The Twins kit that could be interesting avenues to explore, but all of them are so underwhelming that they aren't worthwhile to consider.

    Switching from Victor to Charlotte takes so long that you can't really chase a survivor into Charlotte as by the time you switch back they have enough time to gain distance away as there is a global sound cue letting survivors know you've switched.

    Victor can be a ward to guard an area (best use guarding Devour Hope) and while survivors can crouch to avoid detection, it's unlikely any survivor does this as they can't hear victor until they've already been detected by him. The problem is you basically give up you power to hopefully get Devour Hope going. And if two healthy survivors swarm the totem you can't deal with both as victor so you'll likely lose the totem if the survivors brute force it.

    Victor can attach to survivors which reminds me a lot of the Jockey from L4D2, but unlike the Jockey Victor doesn't mess with their movement. Victor doesn't really do anything that really hinders survivors in chase so attaching victor to a survivor and try to hunt them down afterwards isn't really much different than starting a chase with an already injured survivor. Which is a huge letdown from the trailer that made it seem like Victor attaching to a survivor and Charlotte coming for the down was going to be the key part of their gameplay.

    Not to mention that victor has more advantages chasing injured survivors with his built-in bloodhound and not being forced back to Charlotte after a hit that anything less than using victor to slug and maybe attach to a healthy survivor afterwards is just throwing.

  • @Patiencehero said:

    https://forum.deadbydaylight.com/en/discussion/comment/1885412#Comment_1885412

    Does SWF really need more incentive? Or do we want even MORE "WHY QUEUES SO LONG!?!?111" threads?

    I don't see how this is more incentive. You get the same reward as solo or swf.

  • It's just bloodpoints. And plenty of solo survivors hit rank 1 as well.

  • In all honesty, is it really an issue if SWF groups get a bonus 250K BP every month?

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1884956#Comment_1884956

    If someone does it once every 30 games, it's probably an accident. If it happens every 3 games then it's a bit more obvious.

    So you can intentionally suicide once every 30 games and it's okay then?

    You literally can't build a system to detect intentionally suicides and accidental ones that won't get gamed.

    The better solution would be to change struggle phase.

  • So a person who messed up mashing a button and dies on accident should be punished too?

    There's no way you'll ever figure out which people intentionally killed themselves on hook and which people didn't.

  • The addons where introduced at a time when exhaustion went down while running. Now that is no longer the case these addons still inflict a huge duration of exhaustion.

    Survivors can only realistically use their exhaustion perks once during per a chase, either at the beginning of it or during it. If a single exhaustion is getting too problematic I would rather see that perk get adjusted than using addons to fix a balance issue.

    It's not like killers don't have other options. There are two perks now that do inflict exhaustion and I wouldn't be surprised if more get added in future chapters.

  • While it would be feasible to tweak numbers on perks every week, it would take a while for data to come in to see if those number tweaks were too much or too little.

    The other thing is a lot of perks need more than just number tweaks.

    We honestly should be seeing perk changes on both chapters and mid chapters instead of just mid-chapters, because honestly there's so many perks that need changes that it'll take too long if they only do make changes to perks every mid chapter.

  • @savevatznick said:

    There's very few tiles where you actually run straight back from the pallet, so I don't think it'd generate many hits....doesn't LoPro also make the Chainsaw not instadown?

    LoPro makes it so the chainsaw does not instant down only after breaking a pallet with the chainsaw for the next 5 seconds.

    But I see no reason this needs to be basekit as Billy can already shred pallets quickly and there's plenty of play Billy can make around drop pallets as it is.

  • While those addons should be changed to something more useful. Increasing movement speed is a huge effect to replace common/uncommon addons.

    Same with preventing marked survivors from vaulting.

  • @brokedownpalace said:

    I believe it's because it doesn't completely negate the co op repair debuff. It says 15% in game but the actual numbers are slightly different. I remember a dev or community manager saying this but idk when or the exact explanation.

    The numbers listed on Prove Thyself are correct. It applies the 15% bonus repair speed after the 15% penalty so you end up losing a little bit on your individual repair speed.

    0.85 c/s is your repair speed when working on a gen together with 1 other survivor. 0.85c/s * 1.15 = 0.9775 c/s.

  • @[Deleted User] said:

    I think this would be used to turn him into a camping machine; and would also be up way too often.

    I am all for trapper buffs; and he has a huge problem with aura reading but this would be a bit overkill for that one problem.

    Most aura reading perks are fine tbh, OoO is the exception because it just turns him into machete man. I don't want to block out every aura perk; I just want OoO to not render my power useless- it takes all the fun from playing trapper away.

    Maps should not be able to reveal his traps; and luck offerings should not affect them. It's already remarkably forgiving they don't down you if you are injured or even apply mangled or hindered or anything considering it's a Bear Trap.

    Good news. The change to Trapper's traps on ptb also removes luck from affecting the escape chance.

    I asked on the ptb feedback forum and a dev confirmed this is the case.

  • Builds pressure. If you can start pressuring another survivor after a down it's usually going to be a better play than just hooking the person you just downed even at 5 gens.

  • If you want you could combine this with DS to guarantee your safety... But then it would be uncounterable... So don't.

    If you go to dying state before getting Second Wind heal, the perk is deactivated. So it's not uncounterable with DS.

  • @chieften333 said:

    Calling it game breaking may be a bit much. Unfair? Yes, but it doesn't break the game.

    The fact that so many totem spots like that made it through is quite embarressing for BHVR. Given that they've been attempting to fix all the bugs from the last chapter release.

    Which I made a list for, and the total amount of bugs it came out to was roughly 150 if I remember correctly.

    If a hex totem spawns in a spot where it can't be broken, I would say that's game breaking.

  • I don't see how you would realistically ban macros.

    @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/1873977#Comment_1873977

    That makes no sense whatsoever, I know this because I flicker sometimes to get my friends attention on console and it will still tank charges, because every moment the flashlight is turned on the charges will begin to be used.

    Also its still not a problem because thats one guy not on a generator

    I believe it does drain the charge, it's just minor that you can't tell the difference. Since all you are doing with a macro is clicking the flashlight on and off every millisecond.

  • I feel like lately every patch has introduced a new unbreakable totem. I don't know if the one on Coldwind got fixed yet, but there was one on the Coldwind tractor. Which is also funny, because before that there was an unbreakable totem in a different spot on the tractor too.

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1873918#Comment_1873918

    Its more that 90% of Clowns will just bloodlust it and slam the bottle in your back from 2 feet away, removing any actual chance of dodging it and making for a very dull chase. I've never seen a Clown go for actual ranged hits with this or play normally until they get one by chance in an open area.

    I've also never seen it not paired with an ebony mori.

    Also, this add on is from when Clown slowed upon throwing a bottle making that palystyle impossible. It was never changed upon the movespeed buff.

    Even if the clown does miss the bottle, you still get slowed from the gas which basically guarantees the next bottle throw hits you.

    There's really not much you can do to play around this addon.

  • @Aven_Fallen said:

    I dont think so. 2019 the Oni-Chapter was a problem, 2020 it was the Twins-Chapter. But Plague in 2019 and Deathslinger in 2020 were fine.

    They have more time between the last Chapter of the year and the first Chapter of the new year, this helps. Overall, I think the next Chapter will more likely be a decent one (when it comes to Bugs and the Chapter itself, no idea about the content itself) than a bad one.

    I wouldn't be surprised if the next chapter ends up buggy. I feel like BHVR just hasn't adapted well to remote work. The game never has been perfect, but seems like there's been a major loss in quality this year since the pandemic.

  • @WeenieDog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1872240#Comment_1872240

    I've been using it on nurse lately in place of corrupt and I never realized how good it can be. I've been able to take chunks of gen time because the survivors couldn't tell which gens were put into regression, so they just let them.

    I run it on Deathslinger, because I can drag survivors closer to gens to get it to proc. Also when the noise notification works, it's like an infectious fright too.

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1872330#Comment_1872330

    Why would it be dumb to remove the basic attack requirement?

    Given what I saw the devs say about knock out and how they didn't want it to proc on things like survivors going down from Trapper's Honing Stone, I imagine it's the same thing for surge.

    I wouldn't be against a shorter CD on Surge.

  • @Chilli_man2400 said:

    If we remove the basic attack requirement, increase the regression to 10% and remove the cooldown then it will be a good perk

    Considering that surge can now damage gens that are already regression, removing the cooldown would actually too be much. Before that change and surge only worked on gens not regressing then I would say the cooldown isn't needed.

  • If huntress is skilled enough to snipe you across the map, she honestly deserves that hit.

  • It's not going to matter to much. Undying is always the first totem to be cleansed now and dull totems matter much less to killers now that totems can't respawn on dulls.

  • If you have Deliverance up and your allies are dead on hook, take a hook state for them.

  • I'm interested in seeing how a working mmr system affects the kill rate. One of the reasons I believe the kill rate is generally high is because the current rank system is not doing a good job at separating skill and too many red rank survivors don't play that well.

    Honestly between the really easy games as killer and the frustrating games as survivor, because of the huge skill discrepancy between red rank survivors, I've taken a break from the game because I'm just not having that much fun overall. I've had some really good games on both sides, but those are few and far between.

    One of the biggest moments I remember where I was like "how are you rank 1?" was this bill that went down to the deep wound timer.

  • You always lose addons when you enter a trail as killer. If you still have copies of the addon used, they'll still be equipped for the next trial. For some reason, Trapper has to re-equip his addons after each trial even if he has more commons of the addons he used.

  • We got text sneak peek of one of the addons being changed when the last chapter dropped so we already know addons are going to be changed.

    Exhaustion addons will likely be gone and if they do stay they are going to be nerfed hard.

  • Ghostface is unlikely going to become a top tier killer by reducing his shroud cooldown. He's still an M1 killer meaning he's still prone to being looped. Plus a lot of maps don't have a lot of LoS blockers so you can still see ghostface coming a mile away.

  • @Victor_hensley said:

    isn't maurice supposed to be next to the caravan? Oh...No...Does this mean we are getting multiple variations of the map like springwood?

    Seems like they just moved him to put some lockers in his old spot instead.

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1866399#Comment_1866399

    They were made taller than before wdym. Quite a few of them actually have tall walls now.

    Trying to shoot over a tire makes you hit thin air that shouldn't have collision, that should be fixed.

    Not to mention the size of those loops are fairly short while also being tall. You'll never get a chance to line up a shot as the survivor will be running around the corner and you'll just have to bloodlust to catch up only for them to drop pallet.

    Before those loops were just too easy to get shoot over since they had no LoS blockers, but now it's basically impossible.

  • I'm really liking how the Chapel now looks like a Chapel on the inside.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/218491/practical-use-for-reducing-tr-during-chase

    Furtive Chase (at max tokens) can OCCASIONALLY allow a quick switch in targets if a chase is taken past another survivor that’s completely caught off guard by the sudden arrival of the killer.

    Other than that, it’s really used for the Obsession switching to get more mileage out of other Obsession perks.

    This said though, the design of Furtive Chase does have me suspect devs have future perks planned around having an effect OUTSIDE of the TR, that are planned to have synergy with Furtive Chase.

    Before it got changed moving to live from ptb, I'm All Ears gave you aura reading for survivors who fast vaulted outside your TR. So we already know they thought about perks that trigger outside your terror radius.

  • @Starshadw said:

    https://forum.deadbydaylight.com/en/discussion/comment/1865977#Comment_1865977

    In general, I really wish folks would stop giving advice regarding running specific perks, because you literally cannot run a perk for every situation you might find yourself in unless you are playing SWF and you coordinate perks so that all bases are covered by at least one person (and some perks are only beneficial to the person using them, so even being able to do this wouldn't cover all situations for all players). Since matches are random and, unlike the Killer, survivors don't get to see who they are up against and thus can't possibly change their build to be better-suited against whatever Killer they are about to go against, saying "well, run a perk that helps with x" is not useful advice.

    I disagree. If a specific killer is giving you issues running a perk that helps you against that killer is certainly worth considering.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1864913#Comment_1864913

    If they were a non-issue, we wouldn't routinely see threads like this.

    It wasn't an issue when the first thread of this came up and it's still not an issue now. Honestly the only time I've seen people get upset over these comsetics is on the forums, but if you ever play as or play against a leatherface running Claduette's face no one is complaining about it in the endgame chat.

    As I said, people just need to stop trying to create a problem where it doesn't exist.

  • Or maybe we could not try to invent a problem where there is no problem. Leatherface cosmetics are honestly a non-issue.

  • It would be more appropriate to call it Hex:Dying, because the perk literally dies for your other hex.

  • @Ghoste said:

    I don't see how the change was good for The Trapper. The Survivor is still able to get out on the first attempt... also now you won't get those lucky times where your trap actually holds them in place for awhile.. this feels like a nerf overall, no?

    The main thing is it's less likely that survivor will get out of the first attempt. And if the Trapper doesn't go for the trapped survivor then the survivor being stuck for longer than 6 attempts is unnecessary. The main improvement is that the Trapper knows the survivor will escape after the 6th attempt which allows them to better judge if it's worth dropping what they are doing for the trapped survivor.

  • Undying still spawns as a hex totem on the map. It's just now if a totem other than itself is cleansed while it is active, it will die instead and the hex cleansed will take over the spot undying spawned at.

    Basically all it does is make sure that Undying is the first totem to die.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/1859912#Comment_1859912

    Oh yeah, well you can kind of counter DH when they use it to dodge. Not for when they use it for distance.

    With killers who have M2 attack, you can tap your power and watch survivors dead hard because they think you are about to swing.

  • The addons are likely going to get their numbers decreased so they take the same % of the deep wound bar as they were before.

  • When you start a trial as pig, each of your traps gets assigned a key and each key is randomly placed in one of the boxes.

  • I am also confused by the change to aura reading on dulls only. It would have made sense if nothing else changed about the perk, because you would want dulls to be up for the hex totem to transfer to.

    Also the fact the totem that literally kills itself when a totem is cleansed is called "undying" is funny to me.

  • @Freddy96 said:

    So now every time a survivor is in tier 3 with dw he'll go down no matter what?

    Snapping out of it takes 12 seconds.

  • I don't think you understand how strong and meta Deliverance will be if you could always use it without unhooking another survivor first. It would ruin killers ability to build up pressure at the start of the game, because survivors would never have to leave gens to go unhook someone on their first hook state.

    Second Wind wouldn't be as bad as Deliverance, but a free health state for being unhooked would also not be healthy. Both these perks need to have a condition to activate, because their effects are strong.

  • The duration being shorter is good as it forces survivors to have to mend sooner instead of finishing a different task and then mending. 20 seconds is still long enough (you can still heal someone else and then mend) that I don't think the change will be that impactful, but part of the reason they can't make it shorter is because of madness.

  • It'll be easier, but not much easier if MMR system works as intended since the skill of the opponents you face will be the same for you regardless of your rank.

    Brown/Yellow requires 14 emblem score (so 2 iri, 2 gold)

    Green/Purple requires 15 emblem score (so 3 iri, 1 gold)

  • @Slashstreetboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1858755#Comment_1858755

    Yes, 10 months ago in patch 3.6 they enabled resetting and removed trap sabotage. Admittedly good changes despite not helping with his core issues, but it´s been almost a year.

    Why would they avoid that? He´s the posterboy/mascot of their game, their first Killer, and even if they buffed him tremendously there would be a bunch of Killers that would exceed his power level by a large margin. I´m not saying he has to be the strongest Killer, but he certainly doesn´t deserve to be among the weakest, either.

    The main reason to avoid doing multiple buffs at once is to make it easier to find out if a certain buff ends up being too much. If you make multiple changes and something ends up too strong it's harder to determine what should be reverted or weakened.

    The main issue is really how slow they are at changes, because it wouldn't be an issue of them making minor adjustments to Trapper over several patches if they were quicker at putting out changes.

  • The worst part about this change is that undying doesn't really fit what the perk does anymore. It's now a 1UP.

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