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Crowman

Crowman

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Crowman
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  • @MythMage said:

    https://forum.deadbydaylight.com/en/discussion/comment/1785363#Comment_1785363

    wait, wut? What the hell is that addon? Did they actually change that?

    I don't believe any add-ons for the clown have changed. I think this is the same thing that happened with Billy and Leatherface add-ons where the changed text went live before the actual change was pushed.

    Basically we have a teaser for clown's meme add-on.

  • @ASurvkillivorer said:

    Someone already has the 5 stun one done...WHAT.

    I imagine the perk power struggle works for this achievement. Could also play with friends and intentionally go down against the killer so your friend can pallet save.

    For steam, there is a program that allows people to hack achievements onto their account as well.

  • I don't think there's a good way to implement the Weeping Angels into dbd. The biggest problem being that survivors looking at the angel completely take away all actions the killer player can take. Which isn't going to be fun for the killer play as.

    There's also the issue that Ghostface's reveal mechanics is already wonky and sometimes you can't reveal the ghostface standing in the open as a survivor or as killer getting revealed through walls. Locking a killer out of all actions with a wonky mechanic like that just isn't going to be fun.

    Sure we could have multiple Angels on a trail and the killer can teleport between them to prevent being locked out, but I don't see that fixing the fun issue. The Weeping Angels simply don't seem like a good killer for a player to play as. Would be a much better idea if the killer was just an AI.

  • So instead of being a map of a chain of extremely safe pallets it's now a more fair map for killers. I guess one good thing came out from this chapter.

  • I wouldn't say killers in general need huge buffs. There are plenty of strong killers as it stands now and with maps slowly getting rework to be more fair for both sides that already acts a buff to all killers.

    Specific killers that need bigger changes like how Clown is getting changes this upcoming mid-chapter still take dev time and at least with how the devs have done recent patches, they don't like making multiple huge changes at once so it'll take awhile before all killers receive changes that they need.

  • @Klakky said:

    I just played it and I saw an entire hallway with 0 hooks lol luckily there was one around the corner so they couldnt wiggle out

    I had an experience once on Midwich where there were no hooks in a hallway, but the closest hook was behind a breakable wall that I hadn't broken down. I was forced to drop them as there was no way I was going to make it from the center of the hallway. Luckily there was other survivors close by I could go after.

  • Midwich just doesn't have many places to spawn hooks so you sometimes get situations where the game is forced to generate hooks like this.

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/209455/killers-who-decide-to-facecamp-nod-hit-on-hook-because-of-genrush

    first of all though it is not a "GEN RUSH" doing the gens as fast as you can is just rushing through the gens. Play killer and FEEL how FAST those gens pop at all ranks. it's just insane. with 4 people on a gen it takes about 30-35 seconds or so for a single gen to be done. with one it's 80 seconds. if three people are on separate gens that's 3 gens in approximately 80 seconds. that's 3/5ths of the survivor objectives and the killer might have gotten two hooks which is 1/6th of their objectives (looking to 12 hooks as the objective since 4 survivors get 3 hook states total). and when 4 people are surviving and 3 gens are done the killer has to get one person out at a minimum to kill the momentum built up. this is the problem survivors don't see what it does to the killer as they work their own way.

    GEN RUSH is when everyone brings toolboxes and/or brand new parts and team up on gens. so yea it's possible but it's worse when you are not having an easy time and very frustrating. Now speaking of tunneling, it is crappy but it works. if you can get someone out of the game in the first couple of gens then you have put pressure on the remaining survivors. it's not always the best as good survivors will do gens while someone is running the killer so it's possible the tunnel will allow multiple gens to be done so though it is a source of pressure it does not always work. camping as well, because camping you could get people trying to rescue and go from there again camping is a problem for the killer as good survivors will do gens.

    4 man stacks on a single gen aren't very efficient and are easy for the killer to pressure as the entire team of survivor is there. Teams who want to do all 5 gens as fast as possible are going to split up to work on gens solo and pressure the entire map. They'll also ignore totems, leave survivors on hooks until after they finish the gens, and never heal until all gens are done. Gen rush squads will also burn pallets quickly since they know their teammates will leave them on the hook to finish gens so they'll likely reach struggle state on their first hook.

    It's ultimately very boring gameplay for both sides which is not why you see actual genrush squads often.

  • @HellDescent said:

    https://forum.deadbydaylight.com/en/discussion/comment/1779122#Comment_1779122

    Not necessarily. I had a lot of situations where I got gen rushed in the beginning of a game leaving me with 2 gens. Yet I still managed to win because of 4-5 dying light stacks and pgtw. Because of those 2 perks you can actually commit to the chases to get your pgtw that would otherwise result in adrenaline for the survivors. It's a perk that becomes stronger as game progresses. Unlike ruin that can be cleansed in the first 20 seconds of the game or at any point later.

    You would likely get more value running Thana than Dying Light. It affects all 4 survivors instead of just 3, it doesn't buff 1 survivor, and in a situation where you are snowballing multiple survivors will be injured, dying, or hooked and it'll provide more consistent bonus earlier in the match.

  • @HellDescent said:

    It's hit or miss. It can be good on killer's with snowball potential like Oni or Myers. But if you can't get stacks early game it's a waste of a slot imo.

    It's not even good on snowball killers, because at the point when you start snowballing and have stacks you are already winning. The perk is the definition of a win more perk. It only helps you in situations you are already winning.

  • @Nosferatu3145 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1777861#Comment_1777861

    Bubba, Billy, Demo and Pig can, theoratically, hold the lunges as well, but I don't think this perk will be good in any build for any killer.

    It's too situational, and the requirements to use the perk at it's max is lose 5 gens. And even if you can use all the lunges perfectly (considering that you would not hit with the normal lunge), it's just five hits. There are so many perks that can give so much value throughout the game. I'm putting Coup right beside monstrous shrine.

    In fairness. Huntress does have a hard time dealing with rock loops due to her movement speed and inability to hit hatchets through them. Coup De Grace could allow her to land lunges around the rock cutting the time spent running in circles down.

    The killers you listed don't have such a problem.

  • @MythMage said:

    https://forum.deadbydaylight.com/en/discussion/comment/1773631#Comment_1773631

    It's mentalities like this that show just how little people understand about the killers they complain about.

    I would love to see all the people that claim spirit "requires no skill, just a headset" actually try to play her blindfolded.

    Interestingly enough, Monto uploaded a video today of him playing spirit while blindfolded and it took him 12 hours to get a single 4K using an Ebony Mori.

  • Besides the fact I doubt this happened. Wasting 40 minutes doing nothing, because you guys refused to do the only objective survivors have due to a misplay on your part is entirely your fault. The game doesn't need more generators, you just need to get better.

  • So turn it off then. You are not forced to play with crossplay on.

  • @JoeyBob said:

    https://forum.deadbydaylight.com/en/discussion/comment/1772736#Comment_1772736

    Because it prevents even the 1 gen survivors are trying to finish from being completed. Survivors have a bit of a chance if they can do one gen at the time (3 survivors pressured means 1 can do gens), but pop obliterates this possibility.

    Pop is a good perk, but if survivors are unable to lead the killer on chases that buy the rest of the team to do gens then it's not going to matter. Survivors don't have to immediately unhook the hooked survivor so even if the killer hooks someone and immediately starts a chase, two survivors are capable of working on gens during the start of that chase. And when the person is unhook, the unhook person and the unhooker can immediately start working on gens too.

    Pop will never be the reason why the survivors lost, it's the poor time management that kills them.

  • Well if a killer is constantly downing survivors and applying pressure preventing survivors from working on gens, what is pop actually doing then? Survivors aren't getting gens done anyways.

  • I think you mean Deja Vu.

    Deja Vu shows the aura of 3 gens who are the closest together.

    Visionary shows the aura of all gens within a range of yourself.

    They do similar things, but they are different. Deja Vu does expire after a minute (only refreshing when a generator is completed) whereas Visionary is always active outside a small CD after a generator is completed.

  • Old MoM was just not healthy for the game. It disproportionately strong against M1 killers while doing basically nothing against killers like Huntress who rely on using their power for damage.

    At least now MoM works against both as protection hits don't care whether it's an M1 hit or a power hit.

  • Bad survivors are not unique to consoles.

  • Let's not add unnecessary cooldowns to perks that don't need them.

    If you are facing Undying + Ruin + Tinkerer and don't want to spend time totem hunting, just split up and do gens. The killer can't pressure multiple gens and eventually he'll be forced to give up gens.

  • Iron Will currently silences breathing sounds when a survivor is injured which should be a bug. But who knows if it'll ever get fixed.

  • I don't see a need to change PGTW just because killers could tunnel the survivor off hook especially when survivors already have plenty of tools to use to punish tunneling as well.

  • @Axe said:

    Pyramid head going for cage first? Heh thats werid, they usually hook first then cage so you should get deliverance.

    Also you know Pyramid dosent get any hook perks like MYC, BBQ, etc either right? What would be the point with cages if you still got your perks activated

    It's worth caging first hook if you know the entire team is on the same side of the map as the downed survivor. Since it'll force the team to have to travel the entire map to rescue.

    Also PH's daily is to cage survivors so I know I'll cage survivors if I have the option as the most amount of cages you can get in a single game is 8 and the daily wants 4.

  • My issue is with hag is that everytime I play against a hag I get teammates who just run to the hooks triggering traps and throwing the game.

  • I doubt we'll see any permament changes to Bloodlust until they finish all the map reworks.

    Ormond and Autohaven are coming soon. Coldwind, Asylum, Swamp, and Red Forest still need to be updated. Haddonfield and The Game likely need to be okay'd by the license holder so not sure if they will be updated, but they could both use one.

  • I don't know about #1, but

    #2 the survivor would have to start working on the gen in order to use Repressed Alliance which would cancel ToT.

    #3 when the last gen finishes the other 2 gens are considered to also be finished which ends ToT

  • A killer camping the hook is applying no pressure to the gens. Just do gens and punish the killer yourself.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1767081#Comment_1767081

    Tried on Deathslinger and failed miserably as an add-on(Iri coin).

    The instant down at X range addon idea is a proven failure because if DEATHSLINGER whose projectile speed is huntress' max charge speed can't make it work how in the world would huntress make it work?

    I've scored plenty of "Sharpshooter" score events and followed up with a M1 without using add-ons to increase reeling speed or chain durability.

    But also it's bad comparison to huntress whose Hatchets do immediate damage.

  • Spies would be a lot more useful if crow density was the same on every map. But you have maps like Hawkins were it's impossible to not run by crows and maps like Rotten Fields where there are absolute dead zones of crows.

  • Ultimately it's unlikely any new survivor perk are going to be stronger than the current meta ones that already give strong effects with very little downside. You would have to nerf the current meta perks in order to start seeing new survivor perks become meta at this point.

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1764321#Comment_1764321

    the thing is you literally lose your power for 45 seconds and you don't see the survivor that victor is on.

    they didn't even do anything to make victor dangerous you just see his aura when you can recall him, they should make it so that survivor gets downed its a change that would solve him being held hostage. you don't even want victor on a survivor most of the time you want him to down people because he is to easy to get off in a chase or before the chase starts so he doesn't have an effect on it.

    I'm interested in seeing how the locker change and the victor's charging speed affect The Twins before looking at more changes. It doesn't help that both those things we got no numbers for.

    The being able to recall victor after 45s is just too long and I agree it's not really doing much for The Twins.

  • While I agree that the buffs don't sound that impressive, they also didn't give us numbers (besides the 45 seconds to call back victor). I at least want to see how the live killer plays out once they get all the listed buffs since they failed to provide any numbers to judge.

  • I'm just confused why the devs thought Coup De Grace needed a nerf. The perk was already really niche in the situations where it is good and you have to either perform non lunge attacks or damage using the killer's power if you want to conserve stacks for those niche situations.

    I don't think the nerf will really change much with the perk overall, I just don't get it.

  • It's only temporary to get data. Can we at least wait to see what the results of the test are before we start demanding things in exchange for bloodlust.

  • What killer are you playing? Some killers have an easier time black pipping than others.

    Legion for example is an emblem king. Basically guaranteed Iri Chaser and Malious because of his power which is already a black pip from purple ranks or below.

    Plague and other killers with instant downs can easily depip even with a 3K if they end the game too fast with their power.

  • I don't see how testing this on the ptb would provide more useful feedback. Live servers have a much larger playerbase than the ptb.

    Personally I think testing this live makes the most sense.

  • I don't have an issue with them testing this. I'm just confused why now? A lot of maps haven't been reworked yet and Ormond's rework hasn't been pushed live either.

  • The best way to get Left for Dead achievement would be to 99 the last gen and wait for the killer to kill the 3rd survivor then pop it before the killer has a chance to close the hatch. Wake Up would also probably help to open the exit gate faster. It might be best to get a group of people willing to help you with it.

    I did this achievement before the EGC was added to the game.

  • @BlackRabies said:

    I had something even better. "Escape 1 trail as Nea" 5 seconds into match killer D/Cs and got credit for it. No idea why killer D/C.

    Possibly the map or saw someone with OoO.

    But more likely I image the killer got d/c'd during the loading, but the game started until the server recognized that the killer never connected and ended the game. I've noticed a lot of false starting games recently where the game starts until the people who never connected get registered as not having connected and the game ends.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1758665#Comment_1758665

    And why call him anything at all? It is just bad manners and poor sportsmanship. Survivors (just like Killers) need to own their own losses and failures. The Salt you keep inside.

    To be fair, survivors don't even need to lose to be salty. I've gotten salt from survivors who won the match, because I didn't play in the exact way they wanted me to play. I've even had a survivor d/c just to prevent me from getting the final hook after forcing the rest of their teammates out of the exit gate.

  • I try to play the same way regardless if there is an obsession or not. But if there's no obsession and the recently unhooked survivor runs at me I'm not going to give them a free pass.

    Also if I'm getting down to the last 2 gens and no one is dead, then getting the guy on death hook out who was recently unhooked is a smart play.

  • It's a small map so killers have an easier time defending gens. However the map does have strong tiles for the survivors to run so it gives survivors the chance to be able to run the killer with the trade off that the killer can just break the walls and weaken the tiles.

    So I think it's fairly balanced.

  • @BBWH said:

    https://forum.deadbydaylight.com/en/discussion/comment/1755143#Comment_1755143

    I don’t think a killer who stays within 95% striking distance has skills. That’s all. It’s a waste of everybody’s time. Why indulge a killer with me as bate when I can say f you drop out and find a new game. If they need the points they aren’t getting as many by playing that way and if it’s because their egos are so fragile they need the win so badly then by all means -here. You killer me. Happy dear?

    And I didn’t say it was cheating. Sure it’s an available option but not one I feel is good sportsmanship and I’d rather play with experienced killers who need their ego strokes to get a win in a video game.

    Sometimes defending hooks is the better tactic than defending gens if survivors are super altruistic about it. If you want to give the killer a good reason to not stand near hooks, do gens.

    If you are going to d/c whenever a killer "camps" you should probably just find a different game to play instead.

  • I just had a red rank game that was still fun despite losing it since 3 people escaped and the last guy d/ced out of spite. But most of the fun came from the salt from the survivors who were upset I didn't play in a way they wanted me to play.

  • I doubt the devs have much to say as it seems like their top priority is updating all the maps.

  • Seems like right now the devs biggest priority is the visual update for every map. I imagine we won't see any early game collapse system until after all the maps have been redone.

  • Personally I don't like the idea of a perk deactivating because of something another player did. I would much rather add a condition to DS that deactivates it based on the actions of the user such as if they unhook another survivor or start repairing a generator.

  • I'm not against changes to Freddy, but you need a better reason than "I don't like playing against him".

  • Probably somewhere between 2 or 3K as I don't slug for the 4K and getting bad games every once in a while does happen.

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