Crowman
Crowman
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- Crowman
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/1803871#Comment_1803871
Yeah but now Mori's are so SO much weaker than keys, hence why people tended to use Mori's more in lobbies with 2 keys or more
And keys are going to get changed in the future. The biggest strength of keys is getting multiple people to escape which can only happen if the survivors get enough gens done for the number of survivors currently in the trial. You can also slug the key user as they are unable to use keys while slugged too.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1803127#Comment_1803127
No, it's not. The wording is a bit confusing, but basically the 'once used, it deactivates' refers to the fact you have to get the wiggle bar back up to use/activate it again.
This perk is 100% intended to be useable multiple times in a match, however it would be insanely rare to get even one use out of it.
@Callmehandsome this doesn't work anymore; they specifically added a delay after being picked up so that you couldn't instantly save yourself when using Flip Flop. Which, honestly, I think was the wrong call, since it was already going to be incredibly niche to run that combination of perks, and frankly having a reason to run off meta would give a ton of killers a lot of slack in that they'd have to deal with aggressive DS uses a bit less.
You can still get self saves under a pallet with flip flop and power struggle. I was able to do so for the pallet save achievement.
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Keys while annoying are not nearly as game changing as moris were.
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I thought if Moris were going to changed they were going to put through the ptb first. Now at least I can feel less bad when I use a mori for a mori daily.
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You can use it multiple times in a match.
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1802242#Comment_1802242
It takes a lot of practice and map knowledge to do this, some killers just refuse to give up, and everyone eventually gets hooked. No one runs a perfect game, every game.
Sure, but getting better at looping will improve your ability to not die on first hook. If the team is able to get gens done while you are being chased they have more time to be able to save you.
It's the worst when you take the killer on a long chase and no one gets a single gen done. But bad teammates always exist and you can't really do anything in those situations.
The issue I've noticed with the creator of the discussion is that he's always complaining about the game and doesn't appear to be trying to get better at it.
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You are still quieter with Iron Will when the spirit is using Stridor. You use try to use the environment as plenty of objects make noise that can easily cover your quiet injured noises.
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@xenofon13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1802209#Comment_1802209
That does make any sense. Everyone gets hooked.
I've had games where I've made the killer quit chasing me and even gotten to the point where they would just refuse to chase me at all.
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Get better at looping the killer
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Ruin is the level that hex perks should be at. Strong effect from the start that survivors would want to cleanse instead of just ignoring.
Besides Ruin is still easy to counter even if you can't find the hex totem. Splitting up and working on gens solo means that someone is going to finish a gen regardless of what the killer does, because it's impossible for the killer to be in multiple places at once.
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@Cerebral_Harlot said:
https://forum.deadbydaylight.com/en/discussion/comment/1801277#Comment_1801277
Why didn't the just do it like the halloween event then? More rewards, more condensed time, and actually changing the gameplay a bit?
They specifically said in the blog post with the advent calendar that all other events are not going to get a lot of effort.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/1801255#Comment_1801255
The cosmetics are cool and I think people would be happy to just get some shards and BP. But 10k? Really? It’s barely a reward. You can buy three brown items. You would get more BPs by playing one mediocre round of survivor.
It's 10K each day. It adds up over time. This week is 60K, last week was 50K. It was bound to happen that each day's rewards will be small since it's being spread out to an entire month instead of a few days.
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There's not really a reason to expect much from this event considering that within the blog post about this event they said they are going to put the most focus on future Halloween and Anniversary events.
All the other events including this one will most likely just be some minor rewards each day and some free cosmetics via codes.
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I expect they will most likely hit the Dream World and the sleep mechanic. Right now Survivors just passively fall asleep with the only input from Freddy is if he hits them when awake. This means that even if the Freddy isn't playing well survivors will end up in the dream world and empower Freddy.
Survivors can wake up with the alarm clocks, but they are spawned the farthest away meaning it's often not reasonable for survivors to go awake themselves up either.
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Probably because Endurance is really strong of a status effect. It's literally just a free hit.
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Given your last topic about being slugged because the killer wants the 4K. Maybe you should look to add anti-slugging perks to your build.
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Charlotte can send out Victor and slug people if they are injured so the best thing to do is stay healthy. Victor can be crushed after any pounce regardless if Victor was successful or not so staying in groups of 2 is not a bad idea against the twins as it means you can crush victor if one person gets downed.
Also if you force Victor to chase you far away from Charlotte you can likely be picked up before she can get over to you.
@Felnex said:
Don't kick the baby whatever you do, there's an iri addon that makes you 1-shot downed for doing that. I don't really know what the counterplay is, this patch is so broken. he can hit you inside lockers, camp, etc. it's a mess. a real mess.
That addon only lasts for 12 seconds (shorter than Iron Maiden's 15) and requires Charlotte to be near you after kicking Victor. That addon isn't good and kicking Victor is far better than worrying about that addon existing.
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I didn't realize that Undying by itself was carrying killers to red ranks.
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@valvarez4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1797442#Comment_1797442
same as the 4th surv finding the hatch
And killers can slug the 3rd survivor and find the 4th survivor. That's just how the game is.
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@valvarez4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1797361#Comment_1797361
Sure you don’t think is a problem loosing a deserved 4 escapes because of the very not dumb mechanic of facecamper a guy at the egc
A killer facecamping their 1 hook during EGC is 100% fair. There's nothing else for the killer to do at that point except try to earn a pity kill.
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It does. I got all 5 pallet saves for the achievement using power struggle and flip flop.
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While it might be boring to be slugged, the killer is just earning their deserved 4K as at that point they've already won the match. And it's not like survivors don't have options to getting themselves off the ground either.
Flip Flop + Power Struggle means you can free yourself by forcing the killer to pick you up under a pallet. Even if that doesn't work, good chance to struggle out anyways.
Unbreakable to pick yourself up.
If a hex active, Soul Guard allows you to pick yourself up.
Adrenaline + Key if they close the hatch after finding & killing the other survivor.
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@finitethrills said:
https://forum.deadbydaylight.com/en/discussion/comment/1795507#Comment_1795507
For real? Did they change it on purpose, or is it just another one of the 200 bugs in this patch?
No clue. I never played the ptb so I have no idea if it's different than the ptb.
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@finitethrills said:
It's pretty poor. Even if they fix it combined with flip flop, it's still going to be poor. It'll be a tiny bit useful early on, until killers get used to just always going around pallets rather than doing it situationally, at that point it becomes a when-the-stars-align perk that only works when you waste 2 perk slots for a one time pseudo ds that also burns up a pallet, and is only possible if the killer manages to down you right at the pallet.
After killers adjust, it's going to be nothing but a meme perk for people attempting bully squads. Honestly, it's even worse than coup de grace, before it's nerf, and that was trash even then.
Just a correction.
Power Struggle can currently be used multiple times. I power struggled this Doctor twice in one match which also earned me the achievement Rescue Mission.
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Freddy is simply too good for how little skill is required to play him. He doesn't need a huge nerf, but some power adjustment to require him to need more skill to utilize his kit would be good for him.
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@Patrick1088 said:
I'm a Doctor main and he's efficient at one of the hardest aspects of DBD: finding survivors and making their life difficult even when not in a chase
I run following set for Doctor, but he is pretty adaptable (impossible skill check, gen hostage, even injured sets)
Whispers (no static blast wasted)
Distressing (huge TR to hit everything with Static Blast) and difficult skill checks, along wit 100% BP in deviousness
Overcharge (more failed skill checks on top of madness and Distressing)
Thrilling Tremors (static blast and then pick up survivor to lock out gens)
Impossible skill checks build can be Whispers, Distressing, Overcharge, Lullaby.
Toxic Gen Hostage can be Ruin, Thrilling Tremors, Overcharge, Whispers/Distressing.
He's a great killer imo and is fun. My 2 y/o saw him play and he said , "more laughing please!"
Have you considered messing with Oppression? Good chance when you kick a gen other survivors working on gens get a T2 Overcharge skillcheck.
I find the Oppression skillcheck is harder to prepare for, because it's unlikely you'll know when the killer is kicking a gen whereas with Overcharge once you experience it once it's easier to be ready for in the future.
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@Kebek said:
I was afraid of this with graphical updates. Didn't have time to test these as slinger as I'm currently playing only twins and I'm not looking forward to it if it's as bad as it looks on huntress. I hope not.
I think Deathslinger won't be hurt as much as his spear has a smaller hitbox so like the boarded up windows are probably still good for Deathslinger. Although a lot of those holes won't help you against injured survivors as you'll never be able to M1 them anyways.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/1794546#Comment_1794546
https://forum.deadbydaylight.com/en/discussion/comment/1794547#Comment_1794547
https://forum.deadbydaylight.com/en/discussion/comment/1794569#Comment_1794569
My post is not about the difficulty for the player doing the achievement, it's about other Survivors being screwed over because someone is severely limiting themselves by attempting the achievement. That player is less useful to the team than someone using a full perk loadout.
And I've still had far worse teammates running 4 2nd chance perks than I have had with survivors running no perks. Survivors really don't need perks and thinking your teammates are automatically going to be less useful because they aren't running perks is a wrong mindset.
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Blindness has uses so I don't mind killer addons getting it. If anything Blindness needs to do a little more since swf groups talking over comms invalidate aura reading anyways.
I would like to see Blindness do something like make the Killer's red stain invisible.
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@Komi said:
Deerstalker and Knockout guarantee any survivors slugged by Victor can be easily gathered by Charlotte.
Dead Mans Switch is also a goodie because you can easily get survivors off generators after hooking the obsession, thus blocking them.
Knockout doesn't work on Victor downs since it's only M1 downs.
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The achievement isn't that bad. Perks aren't even that important for survivor gameplay. I've had worse teammates running all 2nd chance perks than I have with a few teammates I ran into running no perks.
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@Heartbound said:
https://forum.deadbydaylight.com/en/discussion/comment/1792766#Comment_1792766
https://us.v-cdn.net/6030815/uploads/5KB1UTYFF62X/mercilessloadout.png
I was using a toy sword and a tiny fingernail. Also surprisingly I got level 2 of each perk by level 20 so that was kind of nice.
I'm of the opinion that all add ons outside of medkit/affliction inducing and ultra rare offerings both killer and survivor side are placebo. Slightly/Moderately/Tremendously is really only like, 1%, 2%, 3%. I thought I'd use Victor more but it didn't work out that way. Red ranks require you to be mobile and you can't really be fidgeting around trying to position Victor and Charlotte.
I think the change to the rarity system makes it more likely you'll get a bunch of T2 perks around those levels because that's when you start seeing rare stuff appear in bloodwebs and the only perks that are rare are T2 perks.
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The problem is really that Victor is much stronger against injured survivors. You get free bloodhound so you can follow blood really easy and you aren't forced back to Charlotte so you can keep attacking survivors. There's not much value in just attacking a healthy survivor and attaching Victor to them.
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I think Freddy could use some minor adjustments. It's not like Freddy's kit requires much skill for the amount of reward you get from it. If it comes with changes to his addons and we get some more useful addons than what we have now it should be fine.
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I don't think exhaustion addons are that necessary since exhaustion does not go down while running, but if exhaustion addons will stay their duration needs to be significantly reduced.
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/1792337#Comment_1792337
Legion when they came out were so good he almost killed the game. In my opinion they nerfed him to hard. Just revert some of the changes and he'd be a lot better.
Old Legion wasn't good as much as he removed every defensive option survivors had against killers while also being very easy to play. You either hit the survivor multiple times until they went down from Feral Frenzy stabs or you broke chase and caught the mending survivor off guard or forced them to go down by the deep wound timer. Either way Legion didn't have to work to get downs and that wasn't healthy for the game.
However, despite how broken Legion's ability to down survivors were. It took ages for him to actually get downs and survivors would just not heal and do gens and get 4 man escapes anyways.
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@NomiNomad said:
I did feel as if it was a decent stream, though I noticed they ignored any questions about that early game mechanic idea, so that's kinda taking any hope I have for that to happen.
But as a Wraith main, I never thought the day would come.
It's more likely they have nothing they can share about the early game mechanic right now. The early game mechanic is likely still in a concept state and they don't have anything concrete they can share about it. Contrast to the fact Clown's update is coming soon (this upcoming mid-chapter) and they aren't likely going to drastically change it within the next month so they are okay with sharing what they have for it right now.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1789980#Comment_1789980
That at base would admittedly be more useful than Broken as Broken is redundant in a state where the survivor cannot heal/be healed anyway.
Without broken status from Victor being on you another survivor could heal you to healthy as incapacitated only prevents you from healing yourself or others.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1785489#Comment_1785489
Is it fair, though? I haven't played it yet so I have no opinion, but the complaints are talking about an empty map with a few unsafe pallets. I've seen screenshots of what appear to be massive dead zones in other posts too.
At least the few survivor games on Ormond I played I never felt like I didn't have things to work with.
Also old ormond had dead zones too. People tend to forget about those dead zones, because 70% of the map was super safe pallets linked together.
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I got to play on Ormond a few times last night and it's honestly not that bad.
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I got a notification from the perk in one of my adept matches. Not that it helped in anyway.
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A rather weak killer who is also really buggy isn't an ideal killer people want to play. I got my achievements on the new killer so I'm done playing them.
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If the change isn't documented, create a bug report.
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/1785925#Comment_1785925
I understand the problem very well, but sometimes these dead (or death) zones spawn really bad. if there is no pallet in 40m radius but 2 gens, something is wrong. I also think that Ormond was too strong, but now it has the same problems as Shelter Woods and Wretched Shop. I understand that they removed the god pallet on the top floor and one of the windows downstairs, but now there is literally nothing exept the gen and a weird unsafe window.
I would rather get some unsafe pallets wich you need to play correctly, than a single mediocre pallet in an area where 2 gens are.
Or they should make the maps smaller.
I find Shelter Woods to be better since the rework as it seems to actually spawn pallets where you think a pallet should be compared to before where you could run at what looks like a rock loop to only discover that a pallet never spawned there. Also they added a pallet spawn by the tree which before was basically a dead area unless you had Balanced Landing.
Still one of my least favorite maps, because it looks boring compared to other MacMillan maps.
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@Boddy604 said:
https://forum.deadbydaylight.com/en/discussion/comment/1785797#Comment_1785797
Does noed apply to victor as well?
Victor's charge attack isn't an M1 hit so it shouldn't.
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@SnakeSound222 said:
https://forum.deadbydaylight.com/en/discussion/comment/1785805#Comment_1785805
The locker thing is a bug that should stay until the devs actually add their locker interaction plan for Victor.
I say there's a good chance this doesn't get fixed until the hotfix that introduces the locker interaction with Victor.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1785711#Comment_1785711
Not just that. Notice how it makes reference to an "Afterpiece Antidote."
I read that as being Clown's power. But his power is "Afterpiece Tonic". I don't want to get too carried away with speculation, but sounds like Clown might have more than 1 power.
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Sounds like a bug. If you want this issue to get fixed, create a bug report.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/1785601#Comment_1785601
Slugging. She’s a really good slugger because she’s good at getting people injured.
I don't see how she's good at getting people injured. She's a 115% M1 killer without Victor and Victor attaches to any healthy person he attacks. Meaning she can quickly injure one person due to how quickly Victor can traverse the map, but following up for that down after Victor attaches to that person is not always possible.
Now if the survivor is already injured then yes Victor can have a field day quickly downing the survivors as you don't lose control downing a survivor with Victor. But getting to the point where the team is injured is still going to take time as Charlotte.
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It's already less efficient for 3 survivors to work on the same gen compared to the 3 survivors splitting up and working on 3 gens. Yeah you'll likely lose that gen with 3 survivors stacked on it, but it also means that no other gen has been worked on assuming you are at least chasing the 4th person.