Crowman
Crowman
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- Crowman
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Enjoy your DC time out then.
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Myers has add-ons that grant him aura reading for stalking survivors long enough.
Reflective Fragment - Stalking in EW2 for 1 seconds, reveals aura for 2 seconds.
Glass Fragment - Stalking in EW1 for 1 second, reveals aura for 3 seconds.
Mirror Shard - Stalking in EW2 for 1 seconds, reveals aura for 5 seconds.
There's also Scratch Mirror and Vanity Mirror that turn his stalk into aura reading survivors within a radius at the cost of not being able to go to the next level of EW.
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Legion's main issue is his power is not lethal and he has nothing to help him in chase so he can looped very easily. He's also hurt if survivors don't heal, because his strength lies in being able to quickly injure survivors and having them waste time healing instead of doing gens.
He's not a bad killer and somewhere in mid tier imo.
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Exhaustion already has the cooldown timer. If these perks are problematic then make the cooldown longer.
I see no reason to add tokens to these perks.
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It's a killer build that has counterplay and only works if the killer is good at applying pressure.
It's far from being a small pp build.
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If MacMillion is anything to go by, Autohaven will see some Breakable walls on the main structures. As much as I dislike the breakable walls, they've only added a couple in the most recent graphical update which is a bit more tolerable.
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@brokedownpalace said:
Shelter Woods is so boring. It was a missed opportunity for them to change it up a bit. If they didn't do it then, then I'm not sure they ever will :/
Well graphic updates are not the same as balance updates. Remember Badham received an update changing the tiles and giving us 5 different variations before it received a graphical update.
It's always possible the devs will revisit maps like Shetler Woods in the future as part of another balance update similiar to the mini one we got a couple mid chapters ago. But we shouldn't expect these graphical updates to be on the level of Lery's that received both tile changes and graphical ones.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1724513#Comment_1724513
Didn't Shelter Woods get breakable walls in this update? (Or maybe not? I know other maps in that Realm did but Shelter Woods doesn't have big permanent structures like they do I think?)
Shelter Woods has no breakable walls. Only the main buildings of MacMillion got breakable walls which Shelter Woods does not have.
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@TheWarNung said:
https://forum.deadbydaylight.com/en/discussion/comment/1724513#Comment_1724513
Really? Shelter Woods seems to be a bit more populated now than it used to be. Fewer dead zones for my Blight to dominate in. Even the "main building" tree has a pallet now iirc.
Shelter woods is better than before, but it's still really susceptible to rng screwage. Unless they changed something with the rework, Shelter Woods was a map that could spawn too few pallets just because rng didn't spawn enough places for pallets.
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Right now Legion could use some minor buffs to his power like removing the loss of his power bar on M1 hits. But the real thing he needs is a look at some of his addons. We have the useless rare addons in Frank's Mixtape and Stab Wound Study and the Killer Instinct Range addons aren't really that helpful either.
But power wise he's in a good spot.
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If survivors are sticking close enough for a Leatherface to multi-down them, that's their misplay. The only time Leatherface can reliably pull off multiple chainsaws is at unhooks and either Leatherface is camping that hook or the survivors rushed the unhook. Eitherway something still avoidable by the survivors.
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Vote 1 circle for the "Did you have fun?" at the top of the scoreboard.
I don't think it does anything.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1723984#Comment_1723984
I'm more talking about the counter for Undying and the perfect perk to combo with Inner Strength.
Helps you find totems, "heal faster" and cleanse fast enough that the Killer has issues stopping you even if they see your aura and come running
If you are really concerned with the aura reading from undying, you could try Distortion.
But honestly most killers with Undying aren't going to drop what they are doing if they spot you cleansing a dull totem. Also the aura reading isn't persistent while you are in the range of the totem so you can still stealth onto totems against Undying if the killer is distracted.
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Detective's Hunch and Maps that track Killer Belongings both reveal the auras of totems.
Small Game notifies you when you look at a totem or trap within a short distance
Inner Strength gives you a free heal for cleansing a totem
Leader/Resilience/Spine Chill affect cleansing speeds
The perks exist.
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@MrDardon said:
You see Pyramid Heads? I never see any except myself. I don't know why all of a sudden no one plays him since his Power became even stronger.
There is an annoying sound bug that makes it so you constantly hear the loud sword dragging in the ground after performing rites. You can fix it by tapping M2, but it's just a hassle to deal with the entire match.
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Safe Unhook is just that the survivor didn't go down 10 seconds after being unhooked. It's possible the survivor went down right after Deliverance was granted due to the Safe Unhook score event appearing.
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When you get into a chase against deathslingers your goals are to:
Keep Distance
Avoid staying in LoS
Keep objects between you and deathslinger to break chain on
Basically you just want to do things that prevent Deathslinger from successfully shooting you and dragging you back for a M1. Eventually he'll catch up and M1 you, but that takes a lot more time. Bonus if he misses a shot or you break the chain as they will take even more time from Deathslinger.
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@OctaviusK said:
https://forum.deadbydaylight.com/en/discussion/comment/1720553#Comment_1720553
So then should it be easier to break the chain?
I don't find it that difficult to break the chain as it is. I know there was a bug recently that makes it so survivors can't strafe when speared which should get fixed asap if it's not already fixed.
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It's because people want to be able to dodge his spear like they can dodge Huntress hatchets, but forget his spear does no damage by itself and breaking the chain can never down you. Deathslinger was designed with the main counterplay to his gun being breaking the chain rather than dodging his shots.
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I wished the Refined Serum actually said on the add-on it depletes the med-kit like the other two syringes. My favorite use of it is to stack it with Hope and run as fast as the killer for 20 seconds at the end of the game. Hard to pull off in solo q.
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@StibbityStabbity said:
There are currently 69k players in DBD right now on Steam alone as of making this post. If you blocked one person a day, it would take 189 years to block everyone. If you blocked 3 a day, divide that number by 3 (63 years).
I don't think the ability to avoid players would be as damaging as people think. THAT SAID, I understand the reasoning behind not having it.
69K Players not considering that these players can be playing in different regions and be in different ranks. If you start blocking people who play at the time you play, in your region, and around your rank. Your queue time will increase.
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If the devs ever add this feature, which I hope they don't, you can guarantee there will be a bunch of posts complaining about how their queue times have suddenly increased significantly.
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I wouldn't say Midwich is survivor sided. Midwich has a ton of weak pallets and it's not hard for survivors to end up into 2nd hook state on their state as distance on Midwich can be deceiving due to the limited ways to get up to the 2nd floor.
Midwich is just a bad experience for both sides.
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If I don't get pulled away to play a different game with friends, I plan to play Myers tomorrow.
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Pyramid Head moves faster than survivors. If you are having trouble catching survivors running in a straight line you are probably trying to use your M2 in a situation it's not useful in as that slows you down to a speed slower than survivor movement.
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Deathslinger, Pig, and Myers have been the best users of the add-on so far in my experience.
Deathslinger enjoys the dash for movement to quickly move to the next place he needs to be.
Pig gets a M2 ability to use in chase as hitting a survivor and then dashing up to them is pretty effective.
T3 Myers can very quickly down survivors back to back with the dash.
It wasn't the worse on Pyramid Head, but there were times it felt like an hinderance.
Oni was easily one of the worst ones I tried, because I kept wasting my dash trying to get blood orbs from recently hooked survivors. Also you can blood fury without dashing which was very confusing as well.
I also tried a few games with Trapper and it worked well after you set up some traps. But he probably still prefers to not have it.
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I remember a game where I ran through a trap only to get hit by it when I went to loop that area, because I thought it was safe. It impressed me that I managed to dodge it the first time.
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Weren't you the one who made a topic theorizing it was going to be a demo rework reveal? You kind of set yourself up for disappointment.
I just figured it might be "here's a new demo cosmetic" so I wasn't really that interested in the stream to begin with.
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Your problem isn't with undying, because if it was you would be complaining about undying and other hex perks as well. It's solely ruin that's giving you issues and ruin only rewards killers who apply pressure.
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I'm not sure Up the Ante needs a change as much as Luck itself just needs to do more.
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They didn't fix the totems that can't be cleansed either. So I wouldn't say the lack of spirit's bug being fixed today means it's intended.
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If you don't want to face PC killers, turn off crossplay.
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@Terro said:
https://forum.deadbydaylight.com/en/discussion/comment/1710295#Comment_1710295
I believe it was increasing wait times for survivors in general and lower ranked killers since a good chunk of survivors were being pulled into red rank killer games. At least that was the theory of why survivor wait times skyrocketed back then after that match making change was implemented. Honestly, I don't think this was true cuz that would mean that a lot more ppl were playing SWF than I thought but ppl complained about it anyway and it got changed.
I'm confident enough to say that most games likely involve at least a 2 man swf. I honestly would bet 2 man swf groups are more common than 4 man solos. All it takes is one guy playing with a friend who either doesn't play that much or is new to the game and now you have an extra person being matched in red ranks taking away from the lower rank pool.
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I don't see how Ruin + Undying would have helped you, because you lost 4 gens before even landing a hit on a survivor. You need pressure for ruin to be effective which you weren't applying.
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If you think those excuses are good enough for you to dc, then dc and take the penalty hit.
At some point you'll have to decide if those excuses are still worth the time you'll have to wait.
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1702448#Comment_1702448
Swing chains and jump rope aren't even that good, look at the numbers.
The rope add-ons are still one of Freddy's better add-ons, because Freddy has some pretty bad add-on options. It's really ropes or the drawing add-ons as far as non-iri add-ons go. The only other thing I would consider is the blindness add-on just because OoO exists.
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I want to like Blight, but his current camera location is more frustrating to play with.
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I tried it on a few killers and for some it just felt like I would rather not be forced to being locked into a dash before using my power.
The one I liked most of the ones I tried was Deathslinger, because the dash gives you a lot of distance towards whatever target you need to pressure next.
I feel Pig is one of the better users of it. Her M2 power is the head trap and she can freely crouch or dash from crouch so you can save the dash for the moment you need it most.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1699581#Comment_1699581
I can see how his height makes using his power difficult but some killers can benefit from a short stature. Hag for instance is tiny and when looping certain loops you can't see her. The only thing you have to go on is the red stain and killers can learn to walk backwards to hide that
The problem is that Blight isn't small. So even though the Blight can't see survivors at loops, survivors can still see him.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1699106#Comment_1699106
Waiting for that speed limiter addon for mikey 😂
Technically wouldn't that just be Burger King Myers?
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@Sonzaishinai said:
Wait am i seeing that right?
Nurse has one of the higher pick rates? I almost never see her
These are global stats so it's possible the time and server you play on don't have that many nurse players.
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Honestly it shouldn't be that surprising red rank killers are 3King most games. The pip system itself makes it so killers have to 3K to stay in red ranks as even a 2K can mean a depip on some killers.
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@RocketPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/1698888#Comment_1698888
Hes one of the few killers that can slow gens just by existing, and swing chains exist/rope addons, also he has a ton of gen pressure with teleports so no he can't
His rope add-ons have rather small values on them.
Outdoor Rope (yellow) is 2% action speed penalty
Jump Rope (green) is 4% action speed penalty
Swing Chains (purple) is 2% action speed penalty for each asleep survivor (max 8%) and the only one that can affect awake survivors.
The most you can with his add-ons is if everyone stays asleep for a total of 12% action penalty. Freddy can buy a couple extra seconds on gen time, but it's not that oppressive by itself.
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I think right now the biggest thing Legion really needs is better add-ons. I run Legion addonless most of the time, because his add-ons are either too small in value or just not useful.
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I'm not really that surprised by the massive gap between all ranks and red rank kill rates.
The pip system is really harsh for killers. It's not hard to depip on a 2K depending on how the game went. The most reliable way to know you at least safety pip is to 3K. Staying in red ranks means you are killing most of the survivors every game.
Playing both solo survivor and killer in red ranks, red rank survivors are really hit or miss. Also I've had plenty of games where I look at the end game board and see all the survivors are green rank.
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Freddy's lunge is the same as every other killer's lunge.
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@Yffriium said:
https://forum.deadbydaylight.com/en/discussion/comment/1696838#Comment_1696838
Up the Ante only gives a 3% bonus to Kobe chance. Why did you bump it up from 8% to 17%? Shouldn't it be 11%?
It's 3% per a stack. So it can anywhere from 11% to 17% depending on how many stacks.
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Adding more blindness options wouldn't solve the issue. Blindness is a pretty weak status effect as blocking survivors from seeing auras doesn't do that much unless there's an OoO.
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You do know those stats were only tracking escapes and kills done while a challenge about escaping or killing was active.