Crowman
Crowman
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- Crowman
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@Buttercake said:
https://forum.deadbydaylight.com/en/discussion/comment/1691203#Comment_1691203
But short of someone who completed all challenges..isnt there always a challenge active on everyones account? I know I always have one active.
It's only tracking challenges that involved escaping for the number of survivors escaped. It doesn't really matter if the survivor had a challenge equipped as it's not tracked unless that challenge involved escaping.
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I'll probably some games with Legion with new Thana. Since it affects cleansing speed as well now should be pretty nasty with Ruin + Undying on Legion.
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@Akito said:
And? Minor killer buffs aren't needed at all. With an escape rate of 12% it's time to make more big changes to the survivor base mechanics because the singleplayer is the worst thing ever. It's bad. It's real bad.
But I could imagine that your mind is only able to see the problems as a killer, right? So yea, the evil evil devs made an ally with the survivor clan and they plan to coup the killer. Be ready!
The stats that were posted were just the number of escapes survivor did with related archive challenge active. The actual escape rate is not 12%.
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Slippery Meat has no condition to activate it unlike Deliverance. Slippery Meat will never guarantee that you are able to successfully unhook yourself, but you'll never have to do anything to earn it. Deliverance on the other hand requires you safely unhook first another survivor otherwise you have a dead perk.
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I'm not convinced this will be a huge problem as the trade off is that now the killer is chasing two survivors at once in order for them to maintain their haste.
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@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/1691315#Comment_1691315
Now that means we will probably get blighted demo, Pig, Myers maybe, or even Freddy
Considering Freddy along with Leatherface haven't received any cosmetics (I'm not going to count the release Leatherface faces) it seems like those licenses aren't that willing to add cosmetics to the game. So I wouldn't hold my breath for Blighted Freddy.
Demo and Pig have the best chance as those licenses seem the most open to cosmetic options.
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I'm surprised we have a licensed killer with a blight skin.
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Honestly I've given up any hope that the devs would ever address this. I guess I'm just not going to play blight.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1691171#Comment_1691171
It already persisted for 8 seconds, and one noise notification is enough to know that Discordance is active. People were actually complaining about the loud notification spam before. Yes, the range reduction does make it a bit weaker, but 96 meters is a massive range. Tier 2 would still be good and plenty usable too. And, now we don't have the issue of Tier 1 being stronger than Tier 3, which people also complained about.
At worst it persisted 8 seconds with T1 discordance. But it's unlikely that survivors would stop working on a gen together right at the 8 second refresh point. Meaning for the most part Discordance gave you fairly accurate information on whether or not two or more survivors were working on a gen together.
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@KingFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1691182#Comment_1691182
The only reason people even preferred Tier 1 to Tier 3 in the first place was... because it gave you notifications more often.
The main reason T1 was better was less about the noise notification and more because it meant discordance was giving you more up to date information.
T1 meant every 8 seconds discordance would check the generator again to see if survivors were still working on the generator together vs T3's every 12 second check.
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@KingFrost said:
Definitely a nerf. No longer map wide on all tiers (Tier 1 now completely useless) only one noise notification, and honestly I don't like that it persists for 8 seconds afterwards.
I wouldn't really call 1 noise notification a nerf. You don't really need to be constantly reminded people are working on a gen together if you decide to ignore the information the first time it happens.
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I do like playing against SWF groups that waste time trying to save each other. Whether it's flash light saves or sabo saves. Means they aren't doing gens and I can usually get a free hit or two out of it.
I remember doing a Wraith challenge against a SWF group like that I got 4K @ 3 gens despite never really playing wraith.
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Bhvr is just slow at changing things. They only make big changes on mid-chapters as chapters focus on the new content. So it takes a few months before they make big changes to existing killers, perks, add-ons, etc. And when they do, they also focus on a couple things at a time.
I imagine Object is on a list of things Bhvr plans to change, it's just a matter of what priority that is.
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I wouldn't even call Tinkerer, Ruin, and Undying a small PP build. The killer has to apply pressure to all survivors to keep off gens and if they ever let themselves get stuck in a chase against a single survivor for long enough gens will just pop anyways.
It's a build that rewards killer for applying pressure, something survivors have been saying killers should do.
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@TheWarNung said:
His low FOV is intentional. It's the downside he has to overcome in exchange for having the best mobility in the game.
Every killer has a weakness. Some move slower, some have long cooldowns. Blight's weakness is that his camera is at ant level.
Embrace it. Who cares how tall you are when you can boink-boink-smack?
Considering when you pick up survivors your camera moves up it doesn't seem like it's suppose to be an intentional weakness. Besides, Killer's camera should match their character size. If they wanted to give Blight a smaller camera, he should also have a smaller model to match.
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BNPs are strong, but I don't think they are broken or op atm. They were a bit on the weak side before when toolboxes with the right add-ons could last the entire game proving a permanent speed boost to repair speeds. But now BNPs are rightfully the strongest toolbox add-on as they further increase the burst toolboxes grant to gen progress.
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It's not really a bug, because it's the intended interaction. Being in T3 Madness means you can't heal yourself or others and mending is treated as a healing action.
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I've been running BBQ, Sloppy, Nurse's, and M&A with no add-ons and I often get 3K and 4Ks. I would run reload add-ons, but mostly I just been saving up BP for others killers and survivors.
I find the best way to build pressure with Deathslinger is injuring people as people will heal against Deathslinger as he's a pseudo stealth killer with his TR and range ability. If you injure someone by spearing them and M1ing, they'll also have to mend first which adds extra time. Unlike Legion, I don't try to get everyone injured at the start but one person injured with mangled and another downed is a good start.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1676986#Comment_1676986
Wow, I've yet to see a "just break the chain 4head" argument in defense of Slinger.
Probably because the chain only has a chance of being broken if the Deathslinger positioned himself poorly or has bad timing, i.e. doesn't really matter what the Survivor does.
As a survivor facing Deathslinger you should be making sure you are running around areas that make it harder for the Deathslinger to get good shots.
The goal as a survivor is to prevent Deathslinger from reeling you in with his gun and to force him to have to walk up to you for the hit.
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Huntress has a wind up and her hatchets do immediate damage.
Deathslinger has no wind up, but he has to reel in survivors and survivors are given the opportunity to try to break the chain during the reel.
Their range attacks simply have different ways to counter it. Complaining that Deathslinger has no wind up is missing the actual counterplay his gun is meant to have.
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I don't even think Bamboozle is even good perk currently. Even on the best user, Leatherface, I would much rather perks to help me find survivors or delay gens as I didn't run into that many situations where I felt the perk was getting me a down. Good survivors simply run to a different tile and Bamboozle doesn't really do anything if there's more than 1 window near each other.
I also never see killers run this perk when I do player survivor either. Likely most realized the situations where the perk is does something are far less common than the perk doing nothing.
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@GHOSTfaceP3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1673731#Comment_1673731
They had one job! Lol I like blight but his low height hurts him and I don’t wanna use shadowborn on him bc it’s a wasted perk slot
It looks like the Blight in the picture is already running Shadowborn
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What you can do with Spirit is get survivors on the edge of your terror radius and then phase and survivors won't hear her phasing but likely won't notice the terror radius either giving you a surprise phase on survivors. M&A allows you get closer before you have to phase.
I don't think Spirit needs M&A to pull off that trick as I'm pretty sure her phase without add-ons is already enough to move 32m.
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@FFabeq said:
https://forum.deadbydaylight.com/en/discussion/comment/1672023#Comment_1672023
Funny, I don't notice it boosting it even if most survs are injured
Because Self-Care increases the speed of which you heal yourself then Botany Knowledge and Desperate Measures is applied to that value afterwards.
Self-Care makes it so your base heal speed is 32 instead of 16. To overcome Self-Care's penalty you'll need to hit over 100% healing speed and Botany Knowledge + Desperate Measures reaches 89% at most. I believe Desperate Measures at 4 survivors injured and Botany Knowledge makes a Self-Care heal around 20 seconds.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1671945#Comment_1671945
I like your username!
Also I wasn't sure about the healing speed too, so thanks for clarification.
Unless the perk says it doesn't boost self healing speed, it'll boost self healing speed.
For example, We'll Make It specifically says healing speed on other survivors.
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Survivors who do things like Locker DS or teabag every second absolutely deserve a little bm back.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1669370#Comment_1669370
For the People, Decisive Strike, Nemesis or Furtive Chase are perks that can reactivate the obsession
Furtive Chase won't work if the Obsession is dead, because it requires someone to unhook the hooked obsession.
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If they had no problems gen rushing a Forever Freddy, they would have no issues gen rushing a Deathslinger. Deathslinger has no map pressure and as long as you stick to tiles with tall walls and other LoS blockers it can be tough for the Deathslinger to have the opportunity to make shots.
This is just a case of entitled survivors refusing to adapt.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1664244#Comment_1664244
That’s my question though. I wondering why Steam allows this (as open ended question)
Valve doesn't seem to care about this. I don't think I've ever heard of someone being forced to change their steam name.
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Steam allows people to set their names to whatever they want whereas consoles prevent offensive combinations from being used.
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Pig. Her power is just not reliable and she has the worst movement speed while in her stealth.
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I think right now the issue is that a lot of the other survivor items are just not that great.
Keys are strong, but it's a gamble on whether or not you'll find the hatch for it.
Maps are okay, but often you can remember where most things are anyways. And if you really need to find totems there are perks that do that too.
Toolboxes got justifiably nerfed, but they do feel awful to use.
Flashlights are wonky right now and honestly you don't really need to try flashlight save people.
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@ZCerebrate said:
Just some corrections to start:
Thrill of the Hunt has no aura reveal (this is a specific thing I'll get into for Undying) and creates a noise notification similar to a generator explosion, fast action on locker/window/pallet or even Discordance Perk proccing every 8~12 seconds. It can easily be lost in the confusion of other noise AND Peanits himself has stated that all loud noise notifications like these have a minimum and maximum range. The minimum range is so you hear the noise but there is no bubble polluting your screen (You'll see something similar with someone missing a skillcheck in line of sight of you closeby) and a maximum range (especially on bigger maps) where there is no sound bubble at all. Basically it is weak and only the first few totems will be delayed significantly by thrill as each totem gone, another 6% of cleansing slowdown is gone with it.
Next they released Deathslinger's Hex: Retribution perk which gave Oblivious for 45 to anyone who cleansed your dull totems but also a full out AURA reveal on ALL survivors for 10 seconds regardless of who broke the hex totem including Hex Retribution itself.
Hex: Undying has a 2m AURA reveal around every totem for 6 seconds then it completely fades out - it does not refresh on the same person again from the same totem for an unknown amount (someone let me know if there is a specific time) of time but it isn't within the next 20 seconds from my personal testing.
@LittilAvindar This last part is fairly important. Though this aura reveal is far longer range it's a simple matter of counting to 6 in your head instead of immediately beelining for the totem. I play solo queue survivor at R1 constantly and normally left to do all 5 bones alone - and as a Killer player who has tried the combo... seeing someone "running by" a hex totem from the distance does not make me want to go towards them and reveal my hex location to them. Pretending to run by then returning after counting 5 "one thousands" our loud will almost guarantee that you won't get interrupted at that hex unless you were the ONLY one the killer has any idea for where you area. Keep breaking Undying/Ruin combos - it's very possible for me to do all 5 in solo queue without even running Small Game or Detectives hunch anymore (Though the latter is very helpful).
I'm positive that the aura reading is only granted when a survivor enters 2m radius of a totem. Meaning as long as you stay inside that 2m radius your aura won't be shown again after the 6 seconds. But if you move out and enter the radius again your aura will be shown again.
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T1 Myers has a 6M TR, it's just he's also undetectable while in T1. It's just a relic from before Undetectable existed.
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I doubt Mindbreaker will become that common on killer builds. It'll likely see a surge on stealth killers like Wraith and Ghostface, but I can't imagine someone like Trapper or Huntress is going to want Mindbreaker over other perks.
I think Wraith will easily be the best user of it as it'll stop survivors from being able to sprint burst away when he's uncloaking.
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I remember this one Midwich game I played where I lost my first hook because I happened to down the first survivor in a room of a hallway that happened to not spawn a single hook.
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I think that is too much for Cruel Limits, but I also not really sure what could really be done to the perk that would make it useful. The concept of blocking windows by a completed generator doesn't really help the killer as there's little reason for a killer to patrol around a completed gen.
Mindbreaker probably doesn't need any more changes. The text on the PTB no longer states Mindbreaker is limited by the progress on the gen, meaning that no matter how far a gen has been completed survivors will always be inflicted by 5 seconds of exhausted along with pausing their exhaustion timers.
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@Sonzaishinai said:
I still think thana go a buff. Even if it's just 1%
With old thana the healing speed penalty didn't matter cause it was faster to do the gen injured then it was to heal up and then do the gen
Now it's better to heal up and then do the gen which is kinda your goal when you use thana i think. To try and force people to heal
So yeah not amazing or anything but i think the 1% extra reduction to gen speed is worth more then the healing speed debuff
Still not really that amazing
20% slowdown only translate to 16 seconds longer when repairing a gen which is the same time it takes to heal. I don't think that's enough incentive for survivors to heal over doing gens. If Thana was buffed to 6% the max slowdown would be longer than heal time which would make survivors want to heal against Thana.
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For the People isn't a perk that needed a buff in the first place. It getting a score event is just a nice bonus in the same way Any Means Necessary got a score event.
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Ruin is already a strong perk.
It's main issue is being a totem and many maps still having awful totem spawns which has recently become much less of an issue with the new perk Undying.
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There's nothing wrong with Blood Warden. The perk deserves to have a strong effect during EGC, because you are giving up a whole perk slot for it.
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It would see more use if the cooldown was removed.
Bamboozle removes the previous blocked window from being blocked if you vault again so Blood Favor so do the same thing and unblock previous pallets before blocking new ones.
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Every time I use discordance it rarely goes off in my experience. It's one of the reasons I stopped using it.
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This specific buff will never make technician meta. The current meta is to not fail skill checks in the first place.
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When they reworked legion and made his vaulting speed slower initially I tested Bamboozle in a KYF lobby and it did increase the vault speed. It won't block the pallet however.
Although Legion's vaulting speed in feral frenzy is fast now so I don't see much a reason to run perks to increase his vaulting speed.
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I think the Thana changes are good if the number increased is worth losing the slightly slower heal speed. It'll push survivors to heal over gens which is generally favorable to the killer and sloppy can still be used to increase that heal time so Thana + Sloppy will still be a good combo.
Right now Thana just doesn't have good enough numbers that survivors can just power through gens ignoring Thana.
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Not alerting the killer when you fail a skill check isn't strong enough to warrant a drawback. There's no situation where you would want to intentionally miss a skill check.
The only real use the perk might have it preventing alerting the killer when you let go of a gen as you get a skill check, but often those are because the killer was headed your way anyways.
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Slugging is necessary for pressure against gen times and many survivors will accuse killers of camping or tunneling when that wasn't the case. I'm not seeing how this solution helps in anyway.
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I just really want his camera moved up, but after playing him a bit I've come to see his strengths. Mobility is certainly one of the best qualities a killer can have and the blight is just all mobility.
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I've been playing around with Desperate Measures and Botany Knowledge with self-care and it's actually pretty nice in situations where most the team is injured.
I timed myself once when 3 people where injured and I self-care'd in about 18 seconds which is not much longer than someone healing me.