Crowman
Crowman
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@Sandt21 said:
https://forum.deadbydaylight.com/en/discussion/comment/1747462#Comment_1747462
I'm actually blown away with how quickly these maps are being remade. Remaking 6 maps, gameplay wise AND graphicly from the ground up, in the span of three months is quite an accomplishment
Given that 5 maps are part of the same realm I imagine that cut down a lot of time spent updating the tiles since 5 maps share the same tiles. Also it's possible they have been on these updates longer than 3 months.
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Blight is still a 115% killer with good mobility. He's much more forgiving than Nurse is.
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Given that the devs have stated they have planned changes they are going to make and we likely won't see those changes until the chapter goes live. I don't see a point in saying she's weak or strong right now.
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As nice as seeing a new map is. Ormond did receive actual changes besides updated graphics so that alone is worth not getting another map for.
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Let's go full Gears of War and give everything a chainsaw
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1746934#Comment_1746934
Did you play when Oni was released?
Yeah and I still didn't kick a pallet because of AMN.
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@MadLordJack said:
Any Means Necessary is a perk that forces killers to play around it in games it's not even in because it's so damn strong. The survivors finally dropped an okay pallet that can be played around and that it would be beneficial to leave down? Nope, kick it because someone might come along and pick it up.
I can't think of a single time I decided to kick a pallet just because someone could reset.
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Survivors love to call it quits if they perceive the killer you are playing as being unbeatable. I get tired of teammates giving up because they refuse to learn to play against different killers.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/1744387#Comment_1744387
But have the devs came out to say that it's the same situation yet? Honest question
A dev earlier today said they were looking at fixing the two issues of lockers because hard counters to victor and survivors just hanging onto victor instead of getting him off.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/1744304#Comment_1744304
No, it can present a lose-lose situation. Charlotte begins control of Victor while sitting in front of one exit gate switch, and Victor monitors the other.
She can't prevent people from leaving the exit gate unless both Charolette and Victor are body blocking the same exit gate. There's enough time of her switching between Charolette and Victor that survivors can just run pass them.
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@Cancan71 said:
Just a reminder that Blight was considered by many to be low tier with his PTB. We can't rank the Twins without the changes that will come after the PTB.
It's more important that the killer's design is good and not their actual strength for a PTB. The Twin's design is quite good except for one or two things like lockers and survivors keeping Victor.
Blight's PTB was also an old build and many of the issues he had on the ptb were already fixed for release. If PTB Blight was release Blight he would be awful.
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There's two exit gates. So you can just go to the other one.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/1739777#Comment_1739777
Define "soon". Moris and keys are supposed to be getting reworked "soon" too.. right? How many months have we heard that? Correct me if I'm wrong, but nothing different in the new PTB about moris or keys?
I wouldn't expect Mori and Keys to be updated along with a new chapter. I expect that update to come in a mid chapter.
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@TheWarNung said:
I've already seen nearly a half dozen threads of people claiming Power Struggle is OP - after having never used it.
It's the next For the People. People are overreacting at the idea that a perk has a strong effect and ignoring everything else about it.
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@Pipefish said:
https://forum.deadbydaylight.com/en/discussion/comment/1740779#Comment_1740779
Yeah someone honestly needs to test this. If it does then it may be meta with four man SWF Flashlight squads 😂
I was watching OhTofu's vid on the new killer and you can see at around 18:19 that he downs a survivor with Victor and when he gets to the survivor to pick them up they immediately Power Struggle.
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You are running 3 perks that only do things when you are slugged just to run effectively two DS. It's not going to be as good as you think it is.
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I don't think Coup De Grace will be that good. The extra lunge range is powerful, but it also means your next lunge as long as you have a token will be the increased lunge. You can get around it if you have a power that can deal damage, but otherwise you have to do normal swings if you want to save your increased lunge for a moment worthy of it.
Atm I think the best user of the perk is The Twins, because Victor can down injured survivors giving you freedom to save the increased lunges for the right moments.
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The killer is running two perks to make one perk really strong and both perks can still be removed by the survivors. It's not nearly as OP as you are trying to make it out to be.
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People are going to guess possible licensed killers off the teasers, because it's what people know.
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I rarely run it, because even when I get tunneled I can usually outlast the killer for more than 60 seconds so I would rather have perk that is giving me value every match.
The few games that it would have made a difference are few and far between in my personal experience.
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I imagine the main building is Strode's House where the basement always spawns.
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@MrPenguin said:
I play Billy once in a blue moon or less, guess I'm a god since I can hit the saw. He's really not difficult but maybe that's just a me thing.
However yes the challenges can be a little silly with what they ask, 30 seconds is not very long.
While 30 seconds isn't that long, it's still pretty long for dbd. When I did the challenge I must have scored the 2nd chainsaw hit after downing a survivor and hooking them first before chainsawing to the next survivor I saw on BBQ.
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If you were in the middle of the dying animation, why not just wait for the animation to finish?
Also unless you dc a lot, you'll only be hit with a 5 minute penalty and I'm sure it'll take more than 5 minutes to finish whatever errands you needed to run. So it's not like the penalty would have even hurt you in anyway.
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Personally I think it's a pretty bad perk that heavily relies on survivors caring enough about the item they brought in to attempt to get it back.
That said I do like to run Mad Grit/Agitation on Demo because I just think it's funny flailing at survivors while carrying someone. But I put Franklin's on that build and got some free downs while carrying a survivor because they tried to pick up the item in front of me.
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The addon existed back when exhaustion recovered while sprinting. Doctor lost his exhaustion addon with his rework and no new killers have gained exhaustion addons. I imagine both Huntress and Clown will lose their exhaustion addons when the devs update their addons.
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No one would run it if it was an exhaustion perk. It's already a questionable perk to run as the pallets you can generally reset with it are ones that are unsafe as killers will instantly destroy safe pallets. Making it compete it exhaustion perks would kill it's usage.
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He's nowhere being one of the best killers. He'll simply fail against good teams of survivors. He has no way to end chases quickly and counters inefficient survivor strategy of grouping up.
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That's just the 2nd story window drop that exists currently on Ormond, except now there's also a breakable wall. Most survivors don't run into that area of Ormond's main building as it is now, so it being a little stronger is okay. The main thing that makes Ormond suck is all the pallet loops being safe and connected to each other. Which we have yet to see if it has been changed.
Also Ironwork's also got the same treatment with a breakable door next to a window vault and I don't see people quitting the game over that addition. And Ironwork's is stronger than this new Ormond one since it's not a drop vault.
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It's less being toxic and more annoying when you spend time running for the unhook only for the survivor to unhook themselves when you get there. I could have been working on a gen if I knew you were going to do that.
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With the change to Trail of Torment allowing survivors to disable the Undetectable by tapping the gen, both highlighting the gen yellow is fine.
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It's one of the few things Plague has going for her. Taking it away would only make not cleansing even stronger than it is.
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@MeltingPenguins said:
For everyone not having any reading comprehension apparently:
We are talking about situations where it is NOT possible to scram and scatter.
So you are saying that the sole counterplay against bubba... is not to play.
Because the issue is common situations: unhooking, healing.
By your justification for this nonsense, again, the only counterplay bubba has is not to play.
If you are healing or being healed and leatherface is coming, just run in different directions. He can't chainsaw 2 directions at once.
As far as unhooking goes, just don't unhook with him close enough to chainsaw you.
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@MrsGhostface said:
So do you guys want a rework or not?
Ormond deserves to be reworked, but a graphical update is not a map rework.
We could see some changes to pallet spawns on Ormond, but I wouldn't really expect anything more than just making Ormond look nicer.
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@yadielrodriguez said:
https://forum.deadbydaylight.com/en/discussion/comment/1730477#Comment_1730477
There is no point to update it only and not rework them as well like make no sense just rework all maps.
BHVR reworked Badham before they gave it a graphics update and they did a patch where they made several balance changes to most maps.
The MacMillan rework was largely graphical besides a few changes to pallet spawns and the addition of breakable walls the maps were left the same.
I wouldn't expect much else beside graphical changes unless BHVR says they are doing more than graphical changes.
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@AChaoticKiller said:
i like the look of them but im more concerned about how they will be changing the maps
Ormond is a very big map with a design that lets you get to loop to loop with little skill because you can just circle around the main building to find pallets and such to waste the killers time. combined with its huge size the map is one of the worst to get as killer in the game so i hope they reduce its size at least.
as for autohaven that map is actually pretty ok but i always feel like its a waste to protect the gens to the left of the main building since thats behind the huge wall of cars because it makes it difficult to patrol if you don't have 3 gens along it. I'm not sure how they will change that map but i think i will still be ok with it even if they just update its graphics.
Given the MacMillan maps received little changes I wouldn't expect much as far as balance changes for these maps.
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Tea bagging serves no actual purposes besides to BM.
Basement hooking serves a purpose because they are hooks that are easier for killers to defend.
Not really a good comparsion.
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1728767#Comment_1728767
Don't be so selfish other people play this game too
You should stop being selfish first. You want the killer to go out of their way to give you WGLF stacks, but you won't give the killer BBQ stacks.
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1728734#Comment_1728734
I'm sure the Killer would kill you If you give him the chance so... No. But the Killer also get Points for slaping me in the gates, so what's the problem with that? Just press M1!
Then no WGLF stacks for you then.
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1728720#Comment_1728720
I think you don't understand, Wglf give you also Tokens for protecten Hits, that's the reason we don't leave the Match and waiting that the Killer slaps us. You don't need to unhook someone for Tokens. So what is your problem again?
If you want those WGLF stacks then you should be giving the killer their BBQ stacks in return.
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Hackers are not a huge problem in the first place so d/cing against the rare hacker is only a 5 minute timeout.
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@zoozoom6 said:
https://forum.deadbydaylight.com/en/discussion/comment/1727134#Comment_1727134
yes compared to old discordance with gave a maximum of 8 seconds of possibly wrong information compared to now with a maximum of 4 seconds of wrong information at this point the only way you could argue that old discordance was better is if you think
the difference between the implied map wide range of old and 128meter of new is meaningful in any way
or if you really need a sound notification every 8 seconds
and only if these changes are better than 4 less seconds of wrong information.
new discordance looks better than old
I'm not saying Old Discordance was better. I'm saying both versions are now practically the same.
Old Discordance didn't have consistent fade off, but as the fade off could be anywhere from 0 seconds to 8 seconds it still averaged 4 seconds of fade off.
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Blood Warden is a fun perk when you get into the exact situation it shines in. But that situation is far from common and I would much rather run perks that help while survivors still have gens to do.
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@Begraero said:
https://forum.deadbydaylight.com/en/discussion/comment/1728372#Comment_1728372
I don't think you understood what I meant. What I meant it that when it comes to spirit or deathslinger, the guessing game is INCREDIBLY favored in their favor. Meanwhile a simple t and l wall can be brought down to a 50/50 chance rather than the guessing game being tipped severely in the killers favor. When spirit is phasing, she can hear you, see your scratches, and move much faster than you. This new update has made it much better, whether intended or not, being able to hear her makes her much more bearable to play against. For deathslinger, aslong as you are in his sights and he can shoot you, he is zoning you by doing absolutely nothing. You have no idea if he's going to shoot the second you show up on his screen, or if he fakes the shot and zones you that way. The only thing you have to outplay him in this sense is sheer dumb luck.
I would hope that a Killer's power favors the Killer over the Survivor.
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So guessing if the killer is going to fake their power or not is boring, but guessing how a killer plays a tile is not. Seems a little hypocritical.
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SWF isn't a guaranteed win. I beat a 4 man SWF squad running OoO last night with a meme build.
Also I don't think you really understand how big of a deal extra movement speed is.
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@zoozoom6 said:
https://forum.deadbydaylight.com/en/discussion/comment/1726952#Comment_1726952
more accurate information isnt a buff? what?
I said compared to old discordance. This change is making it on average the same fall off as old T1 Discordance.
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It's a good combo that can work really on legion if survivors pallet stun you after you stab them with feral frenzy. The issue is this only works on survivors who don't understand how to play against Legion.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1726918#Comment_1726918
There were "complaints" about Discordance, because Tier 1 was better than Tier 3. So they changed the seconds to the Tier 1-value on all Tiers (now 4 seconds instead 8 seconds, so it got another Buff), and to have a difference between Tiers, they added a Range Requirement.
So they basically pleased the Community and even 96 meters was enough in 99% of the cases, but Killers said that the Perk got gutted (not that I am against buffing the Range more, like I said, it was barely noticeable that it was not map-wide before).
Actually it's not really a buff the change from 8 to 4 compared to old discordance. It's more equally out the two extremes that could happen.
With old discordance 1, survivors could stop working together right before the tick or right after the tick either giving 0 seconds or 8 seconds to fade off. 4 seconds is just a good middle spot giving the perk roughly the same value on average.
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If you want to waste time waiting at the exit for me to never show up, go ahead. I'll continue to scout the maps for pallets, breakable walls, or the hatch to score some extra points.
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I wouldn't say Discordance was gutted. Tier 3 was still most of the map. It was really Tier 1 and Tier 2 that were hurt the most and the buff here is allowing them to be usable at the lower tiers in case someone hasn't gotten T3 discordance yet.
The aura fade off being 4 seconds is also much appreciated, because it's closer to how old discordance function practically.