Crowman
Crowman
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- Crowman
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Comments
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I wish attaching Victor to a survivor did more as that's the more interesting part of Victor's pounce imo.
But attaching Victor to survivors is a huge cost with little reward when you can just use Victor to down injured survivors in quick succession.
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@xi0mara said:
https://forum.deadbydaylight.com/en/discussion/comment/1822286#Comment_1822286
it's not active. It got pushed back because Oni was affected. They haven't re-release it since then.
They reactivated it with last week's hotfix.
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Hit Validation is currently active.
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A lot survivors for some reason don't realize they can split up and work on gens separately and that build struggles.
A lot of killers who run that build in my experience tend to immediately go for the tinkerer activation and there's not much a killer can do if multiple gens are proccing tinkerer.
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@TheButcher said:
I nearly never see them, and I am consistently in red ranks.
Ruin and Undying is definitely not being used as much as it was when undying came out. I think I only ran into 1 killer last night out of a dozen games or so who was actually running the combo. It's a risky combo to run because it means you can be down to only 2 perks instead of 4.
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@bluedusef said:
https://forum.deadbydaylight.com/en/discussion/comment/1820614#Comment_1820614
it does make it more boring because doing gens over and over again for over 10 mins is not what i turn this game on for, its for the chases. how many more times do i have to RE-DO that same gen i did all the way to 90 percent for freddy to come outa nowhere, push me off and then that gen resets all the way back SEVERAL TIMES A MATCH.....
So you are getting into multiple chases with a killer (the thing you said you play the game for) and are upset that you can't finish gens.
I'm not seeing the actual issue here.
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Just split up and do gens. Ruin only does anything if you stop working on a gen. Plus if the killers are hard camping they aren't pressuring gens and getting no value from ruin anyways.
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@xmenfanatic said:
https://forum.deadbydaylight.com/en/discussion/comment/1819482#Comment_1819482
That’s not how probability works. It will only add 12%, making a total of 16% success chance to each attempt if you're the first one hooked. More chances at 16% don't increase your odds to 50%.
i agree with your point about luck developing as a mechanic first.
You have to consider the fact you have 6 attempts and each attempt is individually 17% (4% base + 4% slippery meat + 9% luck). Each individual attempt to unhook yourself isn't increased but the more times you attempt to unhook yourself the more likely you will.
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Hoarder would be decent if the devs get the lower item rarity from chests to working. Right now I fail to see why you would want to add 2 more chests to the map and hope you can catch someone looting a chest instead of running an information perk that would help you defend gens better.
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I wouldn't mind if Open-Handed got a small effect with it so it always has value regardless of other perks. It would also be nice for Adept Ace.
Luck needs to be changed before I would say Up The Ante needs to be changed. Since right now the biggest issue is luck only does one thing reliably.
@Jyn_Mojito said:
Open-Handed is great when paired with Kindred. I play mostly solo and will run this build every now and then.
Up The Ante tho...if someone has a build where it's not useless, I'd love if you share it.
Up The Ante + Slippery Meat is around 50% chance to self unhook yourself iirc. I've ran the build a few times and had games turn around because I was able to unhook myself without any set up.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1818897#Comment_1818897
True, but it is still unfair because, for someone like trapper and hag, that is literally their only power. People only really run OoO when they are in a SWF group meaning that the trap is not useful towards anyone if the user sees you place it because they can just call it out to their team. They are just m1 killers otherwise.
For the oblivious status effect that is just bad in terms of design. This should not be the case and just falls into the category of OoO needing changes.
I don't disagree that OoO is unfair to certain killers over others, but it's not because the perk specifically works differently for those powers. Which was the case for Huntress Lullaby.
I didn't want to bring up SWF with OoO, because most killers in the game are unfairly hurt against a SWF squad being told where the killer is at all times. And that's something that won't change unless OoO as a perk is completely changed and even a reworked OoO will likely still be seeing the Killer's aura in exchange for showing your aura to the killer as other reworked perks still retained the core identity of it.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1818828#Comment_1818828
That sounds kind of similar to OoO since OoO is stronger on some killer powers than others. OoO can most likely end up getting the user killed sure, but the effect is has on different killers is quite noticeable and increases the chance of the other survivors to escape. For example, it is outright unfair on both hag and trapper. It affects some killer powers far more than others. Another example is Freddy, if a survivor is asleep they can literally see Freddy for as long as they want at any time.
OoO is not affecting the killer's power themselves. You can see the aura of the killer and see them using their power. Against trapping killers knowing where they've placed a trap means that trap isn't useful against you.
The Freddy interaction is because of Obliviousness status effect and perks like Nemesis can cause you problems against OoO users.
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@Healthore77992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1818866#Comment_1818866
Tbh their camping is easy to play around, I've done it few times myself, buy idk what they can do to prevent it, they already did with not being able to realease Victor x meters from the hooked survivor. I'm playing them a lot, almost all day everyday, but they really need some qol changes, too easy to play around them.
You also can't switch between them if you are too close to the hook. Which can lead to this situation where you can switch to Victor because he was already there before you hook the survivor, but can't switch back immediately because you are now too close to the hook.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1818856#Comment_1818856
You sure? I'm pretty sure it is when a survivor moves killer instinct takes effect regardless of position as i haven't had a survivor do a save without killer instinct taking effect, unless i have literally never had a survivor crouch to a hook.
Killer Instinct triggers the moment survivors enter Victor's Shriek range. Survivors can easily not know Victor is nearby until they enter the shriek range in which case they've already been spotted unless they were crouching before hand.
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@OldHunterLight said:
I just think that killers are tired of being called ######### and being shittalked for playing killer.
Every single match there is always a salty survivor that can't take an L, why? Who knows.
I was playing last night and I had a person on the hook saw someone was going for the unhook. I'm playing Pyramid Head so I can hit both the unhooker and hooked survivor with my power so I might as well defend the hook. After I down both of them I spot another survivor nearby so I slug both as both had been recently hooked and could have DS up.
After I down the 3rd survivor and hook them, I spot the 4th survivor around. The game basically ended there. All 4 survivors were around my hook at that point.
Of course I get called a camper in the end game chat.
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There's only so much a good survivor can do if the other 3 survivors are not working on gens and go down quickly when the killer finds them.
There simply isn't enough time for 1 survivor to hard carry a team if the other 3 are actively working against you.
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@Mister_xD said:
Oppression imo is one of these perks that could be really good, if they just werent bound to such a lengthy cooldown...
The cooldown wouldn't be so bad if the perk didn't proc whenever you kicked a gen. Since if you kick a gen and every other gen has 0 progress it goes on CD despite doing literally nothing.
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@Boddy604 said:
https://forum.deadbydaylight.com/en/discussion/comment/1814047#Comment_1814047
Huh? Kicking a gen isnt a waste of time though. Kicking it makes it start regressing.
The regression rate is very slow and survivors can simply tap the gen to stop the regression. Unless you know that survivors are not going to come and repair the gen for a while you are better off not kicking it.
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It's largely that there's very little warning to the oppression skill check. It basically has built in Lullaby with it.
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The only buff kicking needs to is take 1% or 2% off a gens progression off from a kick. This way kicking isn't a complete waste of time 90% of the time.
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It wouldn't nerf ruin at all.
If you brought base regression speed to 1/2, ruin would then become 1 since ruin does 200% of the base regression speed.
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Claudette's face is the most noticeable of the 4 faces which is probably why it's the one used the most.
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@Boddy604 said:
I'd say Doctor. All his useful addons do is add more effects to madness. He benefits more from what perks he has than which addons.
Doctor has addons that increase his shock therapy range and outside of the iri king addon his madness addons do have other effects. One of the more powerful ones being the decreased delay on shock therapy. There's also the one that reveals auras of people who go up in madness tier as a counter to calm spirit too.
I wouldn't say it's fair to say doc's useful addons are just more effects to his madness.
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@Onyx_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/1812879#Comment_1812879
Where's the announcement? I never saw anything anywhere.
And even so, if it is on, it's doing F all
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But it's on right now. It got re-enabled with the hotfix.
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@Terro said:
https://forum.deadbydaylight.com/en/discussion/comment/1812756#Comment_1812756
I thought Undying shows your aura as long as your in it's range. The 6 seconds only applies if you've left it's range cuz undying just reapplies again.
When you walk into range of a totem your aura is shown for 6 seconds and it does not refresh unless you walk outside the range and enter back in.
Even without distortion killers can still miss survivors auras on their totems because the aura doesn't refresh.
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Sometimes the winning move is to camp or tunnel.
Survivors hanging around the hooked survivor waiting for you to leave, might as well stay by the hook.
Chasing recently unhooked survivor on death hook vs chasing survivor you've never hooked, removing a survivor from the game slows down gens a lot more.
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Even without the slowdown addons, Freddy's kit forces survivors to either slowdown the game or be affected by his power.
The options to wake up are either: travel to the otherside of the map, find an awake survivor to wake you up (this also takes longer each time), or fail a skill check alerting the killer and losing progress on the gen/heal.
It's not like Freddy has to work to get people asleep either so every 60 or 90 seconds survivors either spend time waking up or deal with his power.
It would be nice to see Freddy having to play a more active role in survivors falling asleep.
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If it works with BNP it'll probably work on skillchecks from:
Snapping Out of It, DS, Oppression, and Overcharge
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You have the option to bring anti-slug perks if this bothers you so much.
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@Moxie said:
I would like to see the transition to Charlotte instant; as if they crushed Victor.
It makes sense as:
A.) Victor may be crushed if they get out of the locker anyways
B.) You are already spending time with the locker search animation itself
But perhaps that would give too much time to get there? Regardless, it should be "killer-sided" as you are only jumping in a locker as a last resort 90% of the time.
I'm pretty sure Victor does get crushed if you don't make it in 10 seconds.
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A lot of killers when they get blind can't use their power. Legion also gets knocked out of Feral Frenzy when blinded.
I don't see how standing still in front of victor trying to blind him helps you though. You're just an easy target for a pounce.
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I think Freddy needs some minor adjustments so he has an actual skill curve to his power. Freddy just has too many tools that require no skill to use effectively and no real downside to any of them which is problematic.
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@Almo said:
Appraisal's loss of the changing of rarity on items found was a technical issue. The loot tables are buried deeply in a bunch of systems, and adding a new loot table below the current lowest caused problems elsewhere.
Whether this feature will return is under discussion, and is affected by the amount of work necessary to adjust the loot system to support it. We've seen the feedback and consider it "high on the community wish list".
Wasn't that Hoarder?
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I don't think it was about keys as the chance hasn't really changed since you get 3 extra items either way. It's the difference between having to explore the map to find 3 different chests to extract an extra item from and being able to camp one chest and get 4 items immediately.
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2 survivors working on a gen isn't 40 seconds, because each survivors gets a 15% penalty to their repair speed for each other survivor also working on the generator.
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@Terra92 said:
https://forum.deadbydaylight.com/en/discussion/comment/1808373#Comment_1808373
Yeah but the end screen makes it seem like you dod a bad job.
If you are playing for pips you wouldn't use a mori in the first place.
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Have you tried to improve and get better at the game? That might help you.
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I'm at T69 right now and I haven't really played the game that much besides a few hours each night before I switch to play a different game with friends.
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@Terra92 said:
https://forum.deadbydaylight.com/en/discussion/211975/as-a-killer-main-im-happy-with-nerfing-moris
It should be a bonus, a treat for everyone in the game. Cutting out a survivor's impact by 2/3 of a match is devastating for everyone.
I just wish the game wouldn't punish killers for using moris now. They should at least be equal in points, or guarantee capping out in that category after 2 kills.
You get more points hooking someone twice and then using the mori than hooking someone 3 times.
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Deathslinger has a score event for when his spear misses you. Huntress hatchet should get the same thing for when the hatchet just misses you.
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You'll never get banned just for using things in the game
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Legion is the only killer in the game who could easily black pip while all 4 survivors escape in red ranks. He's basically guaranteed Iri Chaser and very likely to get Gold Gatekeeper and Malicious just by hitting people with his power over and over.
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If this post is trying to complain about how keys didn't get nerfed alongside moris, it's doing a pretty bad job.
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Keys are no where near as bad as Moris. We can stop acting like they are absolute equals in power and deserved to be addressed at the same time.
Keys are going to get nerfed, just be patient.
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If the hatch is spawned and you see someone with a key. You can just slug the person with a key. They can't open the hatch while slugged.
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/1804437#Comment_1804437
And now we will have teams of survivors each with a key and no way to stop them from using the hatch. Keys no longer have a counter and are still just as powerful as ever. In fact, I don't believe keys have ever been nerfed, while moris have been nerfed TWICE now with no recompense.
You can slug the person with the key to prevent them from opening hatch.
The hatch also doesn't spawn unless 1 survivor is alive or the survivors did more gens than the current number of alive survivors.
If you really hate keys so much you can just run Franklins as well.
To say keys have no counters is stretching.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1804158#Comment_1804158
still better than moris in its current form and so what that they might not get a 4 man escape a 3-2 man escape is pretty strong for 1 item that can be FOUND IN CHESTS IN GAME WITH LUCK
2-3 man escapes still requires the survivors to get gens done. Key nerfs are going to come, but they aren't nearly as game changing as moris and it's fine that moris got hit before keys.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1804077#Comment_1804077
But there's a drastic power difference between these 2 items now. It's nigh useless for killers but keys can still be 4-man escapes for survivors with minimal effort. I'm not saying they're equivalent but not touching keys at the same time is a very bad idea and extremely unhealthy for the game even for perceived reasons. Now everyone is going to be using their keys as much as possible so they don't lose out like killers did with Moris, and now killers have even less response to it.
Great change.
Survivors can only get 4 man escapes with a key if they finish all the generators. In which case the killer already failed to pressure the survivors and prevent them from completing their objective.
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@Seanzu said:
Every pink addon on the survivors side they've touched in the past two years has been "nerfed into the ground", no one runs odd bulb, no one runs BNPs, no one really uses needles, they're all pretty irrelevant compared to their first iterations.
I feel very confident that the keys will get nerfed into the ground as well.
People run BNPs a lot more since the toolbox nerf.
