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Crowman

Crowman

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  • I doubt this will be the last time we see trapper buffs. A couple mid chapters ago they allowed him to reset traps on the ground instead of having to pick the trap up and set it back down.

    They probably just want to avoid doing too many buffs to trapper at once.

  • @Science_Guy said:

    The counter is picking them up.

    I don't know how you some killers still don't know this, but you can just down someone again after they DS you.

    Nothing like intentionally eating a 5 second stun.

    I don't have any particular issue dealing with ds/unbreakable myself, but I don't think saying killers should eat a 5 second stun as a counter to this perk combo is valid.

  • Clown Change: I'm not a clown player so I'll just wait and see how people think of it when it goes live on the ptb next week.

    HUD Update: Indifferent. I know some people don't like it, but I don't really care one way or the other. Hook counter is nice addition at least.

    Survivor Animation: Indifferent.

    MMR & Rank Rewards: Reward is a bit underwhelming for the time investment as rank reset will now send you back to rank 20. Huge time sink to play both sides to rank 1 and then only get 500K bloodpoints. It's nice we get something for the rank we reached on reset at least..

    Wraith: Good buff for him.

    Trapper: Anything the reduces survivors instantly escaping the trap and keep survivors from getting stuck in the trap forever is a good change.

    Deep Wounds: Nice to see the duration nerfed, but 20 seconds is still a long time. I guess they can't reduce it further due to the interaction with Madness.

    Diversion, Fixated, Iron Maiden, Second Wind: All good buffs.

    Open Handed: I still wish this perk did something without the requirement of another perk. Even undying gives you some aura reading. But overall it's a buff as usually only one person is running open handed in my experience.

    Undying: Not sure the perk really lives up to the name of Undying anymore as it's more like a +1 life to a single hex totem. I stopped running undying+ruin because running 2 perks that can still be rng broken immediately was not really my cup of tea.

  • The rewards wouldn't be so bad if it also wasn't for the fact everyone gets reset back to 20 now. It's such a huge time investment.

  • @NomiNomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1856802#Comment_1856802

    Well, they did something similar last time, acting like it was a competition but then they just did both, so I'd say both are getting done. We never know, though. The mid-chapter PTB, which is like a test build rather than a full update, will probably come out on Tuesdays. BHVR likes to put their updates out on Tuesdays.

    The bottom of the tweet says "New concept art for the next graphical update". That's basically just saying that both realms are being updated.

  • I'm not surprised Asylum is getting updated this mid chapter, because Clown's map is in that realm. I am surprised that The Game is getting updated before the original realms.

  • Just learn to play without items. You lose items when you die so throwing the game to get your item back is a waste of time.

    Survivors really don't need items to do gens and escape anyways.

  • The Twins themselves aren't very good. The only reason they aren't the worst killer in the game is because they are very efficient at slugging. They basically are just reversed legion who has to M1 survivors first and then use their power to chain down survivors.

  • The Twins are effective, because the playstyle they promote (camping and slugging) are effective themselves. However, the killer is on the weak side.

  • @blue4zion said:

    Yup, same thing noticed here.

    I have all the perks on both sides yet i'll almost always get the same ones until I max out to 3rd tier. Hopefully a bug.

    If this was an attempt to help us get perks to a higher level quicker, then sure, but what about being forced into taking lots of crap when we used to be able to just skip it for awhile?

    I don't think it's a bug. I think it's an unintended outcome of changing the rarity without changing how the bloodweb populates perks.

    Before about half the perks at T1 were yellow rarity and the other half was green rarity. When you hit around the level when you start seeing green rarity perks appear in the bloodweb you would start seeing T1 perks from the other half of the perk pool. Now that all green rarity perks are T2, you will always see T2 perks appear once green rarity perks start to appear. Same thing happens when purple rarity perks can start to appear.

    Basically whatever perks you pick up at the start are bound to be the first perks you max simply due to how the new perk rarity system clashes with the bloodweb system.

  • Blight. It's probably the PoV being so low, but his lunge range seems smaller than it should be and I always manage to just miss lunges with him.

  • Besides the fact this is a dumb way to fix a problem that doesn't affect actual gameplay. This would have the side effect of buffing Deathslinger and Huntress as they can force survivors to crouch at loops by faking their power.

  • Huntress

    She was the first killer I played, because she was the one that looked the most interesting when I got the game and was a free killer. But then I picked up dlc killers and starting playing other killers. Now I'm just too out of practice with her hatchets that I play other killers more.

  • @Withered8 said:

    Top knot zaps away all of the counterplay oni has in his power and puts him on incredibly easy mode. 95% of oni mains like you also agree on this. Idk why they thought adding an Insta dash add-on was good when they literally took instasaw away on Billy for this exact reason.

    Billy's rework didn't happen til after Oni was out.

  • Most of the time I get called a garbage killer, it's usually by a person I killed that match. So I just like to point out they lost to garbage which makes them worse than garbage.

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1848669#Comment_1848669

    I've tried running that but you often end up getting gen rushed because its burning too many perk slots.

    Plus, not as many Survivors run exhaustion perks as everyone thinks. In my head, I assume everyone is running Dead Hard, but on the endgame screen there's like one Sprint Burst and a tier 1 Balanced Landing

    I didn't notice gens getting done faster when I was messing with the combo. The main reason I dropped it was because it does take 2 perk slots and for taking 2 perk slots you have no idea if the perks are actually doing anything during the match and the lack of feedback just kind of sucks. It's the same reason I stopped using Blood Echo on legion when I was experimenting with it during Oni's Chapter release. It's in theory good, but it's hard to obtain how much value you are actually getting from the perk that I would rather run perks I know are doing something.

  • The problem is that the effort to get Mettle of Man to go off usually requires throwing the game. It's not an easy perk to activate (and it shouldn't be easy).

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1848642#Comment_1848642

    Blood Echo is decent. I used it in place of Thanatophobia before the Ruin/Undying meta. But now that Thanatophobia also effects totem cleansing speeds... there's too much synergy not to run it.

    With the buffed Mind Breaker, Blood Echo can be really devastating as you can basically lock survivors out of their exhaustion perks.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1848643#Comment_1848643

    I do feel totem spots need to be toned up / down a bit

    Definitely down on dead dog saloon / lerys but tone up a bit on old maps

    totem in the middle of the field on disturbed ward I'm looking at you

    Totems are getting different looks on the reworked maps which helps them blend in. I've almost walked by a totem because it blended into the box on a LT wall on MacMillan.

    Disturbed Ward is certainly an outlier for bad totem spawns, but Corn maps also have out in the open totems. They are just covered by corn which can help prevent them from being immediately spotted a mile away.

  • Corrupt Intervention doesn't need a buff and it's probably going to get change if the devs do implement an "early game collapse" that they talked about at one point.

    Head On also doesn't need a buff either.

  • I'd say the game is rather unbalanced right now with the huge skill difference that exist between red rank survivors. Add on the fact matchmaking often doesn't work and matches red ranks against green and lower ranks.

    It's certainly in a better spot at least.

  • The bar goes red when your action speed for that action is less than 1 charge per a second.

    The bar goes yellow when your action speed for that action is more than 1 charge per a second.

    How fast the progress bar moves is irrelevant for the color of the bar as with gens multiple people working on a gen will progress the bar more than a single person.

  • I got the achievement the day it came out. The steam achievement counter doesn't update immediately in my experience, but I still got the achievement immediately on the 5th escape.

  • This sounds like normal late night matchmaking I get.

    If I queue up as survivor after 11pm EST queue times become at least 5 minutes and I usually face green rank killers with yellow rank teammates as a red rank survivor.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1834830#Comment_1834830

    It definitely adds the extra 6% regression if they fail the skill check (16%)

    Are you certain it does?

    I ran Oppression on Freddy with the add-ons that adds regression and shows aura for sleeping survivors and I never saw a single aura from Oppression caused skill check failures. And I did this for a few games just to be sure.

    I don't think Oppression counts as a repairing skill check.

  • Sound cues are good when done right.

    Most killers have well done sound cues imo, but then you have demo who is just overkill with the number of sound cues he has.

  • @nursewannabe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1829797#Comment_1829797

    Couldn't you just.. kill them and move on to the next game? It's not like someone was pointing a gun on you to finish that quest on that specific game :|

    I could have, but it was 2 gens left at that point. It was one of those games where if I was actually trying it should have been over already. Plus I did actually want to use blood warden.

  • I remember facing a team who basically forced me to afk so they could finish gens just so I had a chance to even get some EGC hooks.

  • While Victor can't use perks when being controlled there are still perks that can be used effectively. Ruin works regardless who is control. Deerstalker is useful for finding slugs after Victor downs survivors, BBQ/Thrilling are tracking that work when you do pick up a survivor and hook them.

    The main reason I think people aren't playing The Twins is because there's only 1 effective way to play them and there's no room to deviate from that playstyle.

  • @TicTac said:

    https://forum.deadbydaylight.com/en/discussion/comment/1829541#Comment_1829541

    Its about standing still in plain sight. I think its a huge difference.

    Do you think spirit need it?

    Why does it matter if it's done in plain sight vs out of sight? It's the same thing regardless. People only do the trick, because survivors fall for it.

  • Considering any killer can stand still and wait for survivors to run into them (works well at LT walls if you position your red stain correctly), I don't see why it's specifically an issue that Spirit can stand still for free hits.

  • Split up on gens. Even with tinker and his teleport, he can only effectively pressure 1 gen at a time.

    So if people not being chased are working on gens separately Freddy will be forced to give up gens if he wants to down someone.

  • @meowzilla69 said:

    https://forum.deadbydaylight.com/en/discussion/214149/when-are-they-nerfing-undying

    How about memorizing totem spots?? Is it really that hard?? I find totems very quickly by memorizing their locations. I guess it requires too much brain cells for you to do. Just saying.

    Memorizing totem spawn spots works well on older realm maps where totems generally have specific spots they like to spawn at. For example, LT walls.

    It's much harder on a map like Midwich which has so many nook and crannies totems can spawn in that trying to memorize every possible location is not that easy.

  • The twins aren't really that much fun to play either. Outside the first week when the killer was new and people were trying them out, I haven't run into The Twins when I play survivor.

  • I meant to post here yesterday, but I played a few games of Freddy last night to see if I could encounter the issue.

    I was running Corrupt and exactly when Corrupt was halfway done, survivors went asleep. So survivors were falling asleep automatically.

    The only thing I can think of is you were playing against survivors failing skillchecks (maybe running technician if you didn't see any noise notifications) and kept resetting their time as even when awake survivors who miss skillchecks reset the asleep timer back to 60 seconds.

  • Windows of Opportunity already does that.

  • Honestly the perk would be fine if it didn't have a cooldown. The cooldown is what kills imo.

  • Blacklisting players or killers would never work. This game is asymmetrical and sometimes you'll just have to deal facing people or killers you don't want to face.

  • It's a niche perk, but with more killer perks causing survivors to scream it's becoming more useful in general.

  • They extended the rift by another week so I think it's safe to say the ptb is also coming later due to the holidays.

  • @smartemarte said:

    https://forum.deadbydaylight.com/en/discussion/comment/1824805#Comment_1824805

    can you see through walls? you do realise that some of the gens especially on indoor maps have 0 vision of what is approaching ?

    I love these comments of "it's easily countered by such and such perk" am I missing some secret game setting where we can determine which killer we are going against so we can plan our build ? or are you just assuming that people are psychic and picking the right perks for the right killers ?

    If you are constantly having issues against a specific killer and a perk exists that helps you against that killer. I fail to see why you wouldn't equip the perk to make facing the killer you have the hardest time against easier.

    It's not like Spine Chill isn't useful against other killers either.

  • It's the perk Hex: Undying.

  • 2096.5 Hours

    Devotion 11, Level 84

    Don't really main a side.

  • I pretty much only play solo survivor, but I have sometimes switched to match the other 3 survivors with the same character for the fun of it.

  • @Moundshroud said:

    The notion of the game popping up an alert offering bonus BP to someone for choosing to play a specific Role isn't bad. I suspect coding that would be a nightmare though.

    For a short time there was an estimated queue time when you hit ready and began searching for a match. It shouldn't be hard to figure out if there are too many killers or survivors queueing atm and having some kind of notice on the main menu showing that one role has bonus bloodpoints for queueing due to shortage.

  • Honestly I think giving T3 faster pallet breaking speed would be enough of a buff to T3.

    Myer's main issue is really T1 and any buff to Myers should definitely be focused on improving T1 Myers.

  • A hex notification for undying likely doesn't exist, because it doesn't do anything directly to the survivor. Retribution for example only notifies survivors when the person cleanses a totem and becomes oblivious, but the hex perk also aura reveals when a lit totem is cleansed.

    It's the same reason Blood Favor has no hex notification.


    All the other hex notifications are because the hex totem has a direct affect on the survivors.

    Ruin notifies survivors when they let go of a gen to let them know why the gen is starting to regress.

    Devour Hope, Haunted Grounds, and NOED notifies survivors when they are exposed due to the perk

    Lullaby only notifies when survivors get a skill check when the perk has at least 1 stack.

    Third Seal notifies survivors when they become blinded.

  • @DBD78 said:

    Have they ever maked announcements like that on the forum?

    They have made developer updates that go over planned changes in upcoming mid-chapters before.

    Here's the one for September that goes over the last mid-chapter changes:

    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/K73VODWVFP2S/devupdatesep2020.png

    Welcome to the September Developer Update, a series of blogposts where we discuss upcoming changes and features making their way to Dead by Daylight.

    Chapter 16 Review

    With the upcoming Mid-Chapter, we are kicking off a new initiative to review the previously released Chapter (the Killer, their Perks, and the Survivor’s Perks) and make any changes that are needed. The first to receive this treatment is the Silent Hill Chapter.

    We feel that it is important to see how new content plays out in a real scenario before committing to balance changes. Something that seems overpowered upon release can end up being a non-issue once people have had a chance to play against it and develop counterplay. Likewise, something that might seem underpowered might find a niche once people have had the time to experiment with new builds and playstyles. Other times, the playstyles that crop up over time can turn out to be frustrating or unfun to play against.

    With this in mind, we plan to review the previous Chapter once it has had a few months to simmer and address any issues or imbalances that may have appeared. This period gives us a chance to monitor how the new content is used and get a better understanding of how it is used (and how it can be abused) before tweaking things.

    The Executioner Changes

    From watching Pyramid Head matches over the past few months, we have noticed that many people will opt to only use his Punishment of the Damned attack at pallets and windows, where the Survivor is locked into the interaction and unable to attempt to dodge the attack. To address this and make gameplay more dynamic, we are making two changes.

    1.      Increasing the delay after cancelling Rites of Judgement before Pyramid can attack.

    The reason for this change is to add a downside to cancelling your power at each pallet or window. Currently the Survivor is left with two choices: Vault the window/drop the pallet and get hit with Punishment of the Damned, or continue running and get hit with a basic attack. By increasing the delay before you can do a basic attack after cancelling Rites of Judgement, the Survivor gets a small window to avoid an attack (similar to the Huntress or Demogorgon).

    2.      Decreasing the delay after attacking with Punishment of the Damned.

    Missing an attack with Punishment of the Damned can feel very punishing (oh, the irony). The cooldown after attacking is fairly long which gives the Survivor a lot of time to gain distance. By lowering the cooldown, you’ll be able to use your power more liberally without having it backfire as hard if you miss.

    The goal of these changes is to move Pyramid Head’s gameplay in a more skill based direction which rewards aiming your attacks well rather than canceling your power or using it only in situations where you’re guaranteed a hit. We are not aiming to make The Executioner stronger or weaker overall, but rather to address some of the frustrations of both sides.

    Perk Changes

    We are happy to see that some of the perks from Chapter 16 have found their way into people’s regular line-up and niche builds, however there are three perks that we would like to revisit. These perks are:

    Trail of Torment

    We erred on the side of caution when releasing this perk; if the Killer is Undetectable too often, it can easily become overwhelming and start to overshadow actual stealth based Killers. After watching it play out, we are comfortable with giving Trail of Torment a buff.

    The Undetectable status effect will now remain active until the marked generator stops regressing or until a Survivor is put into the dying state by any means.

    This creates an interesting dynamic where the Survivors need to stop the generator from regressing to remove the Undetectable status effect. The Killer can use this to ambush Survivors, or use it to sneak up on a Survivor from an unexpected angle.

    Forced Penance

    Forced Penance has some interesting applications, but the duration seems to be a little low to get much use out of the Broken effect. We are increasing the duration of the Broken effect by 20 seconds across all tiers.

    Blood Pact

    Blood Pact’s Haste effect is nice to have but did not last long enough to see much use. We are scrapping the duration for the Haste effect and instead making it last indefinitely until the two Survivors are no longer within 16m of one another.

    Miscellaneous Perk Changes

    https://us.v-cdn.net/6030815/uploads/RB9FDZ1EAIA9/perkheader2.png

    On the subject of perks, we have also prepared a package of perk updates for this Mid-Chapter. Like the perks mentioned above, we’ll go through and give a short explanation of each one.

    Any Means Necessary

    • Reduced cooldown to 60 seconds.
    • Added a score event for resetting a pallet.

    This is another perk that we erred on the side of caution when releasing. Resetting pallets can be a game changer and we wanted to make sure that it would not get out of hand. Upon review, we are comfortable with decreasing the cooldown to 60 seconds.

    Cruel Limits

    • Increased radius to 32m.

    There were concerns with Cruel Limits being overbearing when the perk first launched, but it turned out to be a non-issue. We are increasing the range from to 32m (from 24m).

    For The People

    • Added a score event for using For The People.

    Mindbreaker

    • Increased duration of the Exhausted effect.

    The Exhausted effect from Mindbreaker often ended up being too short to make much use out of. We are increasing the duration by a few seconds across the board.

    Slippery Meat

    • Removed Bear Trap escape chance.
    • Added an increased chance to self-unhook.

    Slippery Meat has found its way into some niche builds, but it is one of the few perks from back in the day that affects one Killer more than others (increasing your odds of escaping from Bear Traps). This is something we’ve moved away from recently, so we will be removing the increased Bear Trap escape chance from this perk.

    To better play into the niche playstyle, Slippery Meat will now increase your chance to self-unhook in addition to giving your more self-unhook attempts.

    Thanataphobia

    • Removed heal speed penalty.
    • Increased penalty on other actions.

    Thanataphobia is meant to encourage the Survivors to heal in order to avoid the penalty from the perk. However, it currently reduces healing speed as well, creating a lose-lose situation no matter what the Survivors do. This prevents us from making the perk stronger as it would quickly get overbearing.

    To address this, we are removing the reduced healing speed from the perk, but increasing the action speed penalty to compensate.

    We’re Gonna Live Forever

    • Added new ways to get tokens.
    • Added increased healing speed when healing a dying Survivor.

    We’re Gonna Live Forever is often seen as the Survivor equivalent to BBQ & Chilli, but lacking a secondary like the latter’s aura revealing. It can also cause Survivors to compete for unhooks, leading to people rushing in for hook saves before it’s safe.

    By adding additional ways to get tokens, we hope to reduce the competition between Survivors. The secondary effect gives the perk more use within the trial.

    Technician

    • Increased the chance to prevent an explosion to 100%.
    • Added an increased penalty to missed skill checks.

    Technician is designed as a perk to help newer players and those who struggle with skill checks. There is, however, a random aspect to it as to whether or not the generator explosion will be prevented. To make it more consistent and play more into the learning tool aspect, we are changing the perk to always prevent the explosion, but adding a small penalty to progress for missed skill checks.

    Pop Goes The Weasel

    • Decreased the time the perk stays activated to 45 seconds.

    Originally Pop Goes The Weasel had a 30 second cooldown, which felt too short to get much use out of. We later increased this to 60 seconds. This felt much better to use, but it wound up being a little too lenient and allowed Killers to find and kick a generator at their leisure, often after chasing and downing a different Survivor.

    To add some urgency back into the perk, we are splitting the difference and changing the time to 45 seconds at tier 3. This way you’ll have enough time to get to the generator you want to kick, but you’ll want to kick the generator before committing to a chase with another Survivor.

    Perk Rarity Simplification

    Keeping with the theme of perks, a small change, but a noteworthy one nonetheless: All perks will now share the same rarities based on their tiers.

    Currently, tier 3 perks can either be rare or very rare. This can make it difficult to find the perk you’re looking for since the perk list is sorted not just alphabetically, but also divided across two different rarities.

    Going forward, perk rarity will match the tier of the perk:

    1. Uncommon
    2. Rare
    3. Very Rare

    This makes it easier to find the perks you’re looking for in your perk list, and also makes it easier to tell what tier a perk is at a glance.

    Graphics Update: MacMillan Estate

    Last but not least, we recently showed off some concept art for the next realm to receive a graphics update. Here they are once more in case you missed them:

    https://us.v-cdn.net/6030815/uploads/L0PRUZ7ZATDW/mme1.png

    https://us.v-cdn.net/6030815/uploads/ERO1O5KHAB1V/mme2.png

    https://us.v-cdn.net/6030815/uploads/DL0C9FFFE2FW/mme3.png

    https://us.v-cdn.net/6030815/uploads/QEX2QX0Y4WDT/mme4.png

    This concludes the September edition of the Developer Update. All of the changes mentioned above will be available for testing in the Player Test Build on Steam starting Tuesday, September 29th. We look forward to seeing what you think once you’ve had a chance to try everything out!

    The Dead by Daylight team


  • @AhoyWolf said:

    I don't really want to know the answer, because I'm scared of what the asnwer is...

    Perks usually get changed during mid-chapters. It would be more fair to wait and see what the pbe changes and than ask why DS didn't get changed imo.

  • I don't think the full invisibility will break wraith, because he still has to uncloak which takes a few seconds and he makes a lot of noise so survivors can hear him nearby.

    Even then I don't think he'll be fully invisible if he gets close to survivors either so the main thing the buff will do is allow him to approach people from a distance without getting spotted as open maps are hard for Wraith because you can easily see him coming.

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