Crowman
Crowman
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- Crowman
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I have no issue with this change. 3 seconds means that by the time Blight exists out of his power the auras are gone because the biggest problem thing that made it broken was that he had 3 seconds of aura reading outside of his power.
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@NuclearBurrito said:
What are these changes exactly?
Compound 21 now reveals survivors in a 8m radius for 3 seconds.
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I was disappointed with the hotfix too. There were nice changes, but it didn't really address the major issues. Also would have liked to have seen blight's camera moved up too.
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A 2sec DS stun is basically just a 1 second stun as it takes a second for the animation of escaping the killer's grasp to occur. It would absolutely kill the perk and I see no reason to nerf DS that much.
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@Zeus said:
https://forum.deadbydaylight.com/en/discussion/comment/1623834#Comment_1623834
Lockers arent safe vs a bubba. He can always go into tantrum in front of locker and you'll never get out alive
It is possible to correctly time exiting the locker as the last swing of the Tantrum does not have a hitbox. I've done it before.
If you have Head On it's even easier as the minute he finishes his animation you can just Head On stun him.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1623811#Comment_1623811
Wow. Yeah, that sounds personal. Or they were in a SWF and you were the poor Solo who got Red Shirted into the group. That is one of the reasons I think Solo Que and Group Que should be distinct. They don't care about you.
In the endgame screen I saw a rank 18 player so it was likely part of a swf group, but I had a lot of games where survivors were really questionable.
Although I did have a swf group open the locker I was hiding in because I was trying to avoid Infectious Fright. Basically they got mad I wasn't trying to work on the last gen when the last 3 gens were too close together, the swf survivor was looping the oni around the gens, and ruin was up all game so no gen had any progress at this point. So I went looking for hatch.
I had the most score in the end, because despite them getting upset that I wasn't doing anything when the game was basically over I was pulling my own weight the rest of the game.
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@TattooJake said:
https://forum.deadbydaylight.com/en/discussion/comment/1623771#Comment_1623771
I agree. Too many just dumb ass players now. Yesterday I got hooked very close to a gen where a teammate was working, Freddy went across entire map and was clearly chasing obsession and yet the teammate that was so close to me let me go into second state on first hook to finish the gen with no ruin btw. Other 2 teammates were far away. As soon as I hit struggle I let go. ######### teammates like that. I could understand if it was the last gen but we were on 4 gens left.
I had a teammate self care in front of my hook and then instead of rescuing me he went right for the newly hooked survivor on the other side of the map.
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Personally I found Turning Add-ons help a lot with landing a Lethal Hit.
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I'm pretty positive it does.
Surge does trigger the damage generator score event and I got credit towards that challenge running surge and I don't remember kicking gens the game I ran surge.
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The window one is because you weren't in a chase. Windows only get blocked when a survivor vaults it 3 times in a chase.
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@Blueberry said:
I haven't seen a single person running this combo yet.
The combo is a gimmick. Smart survivors are unlikely to cleanse haunted again unless you have another totem, but that's really just overkill to protect 1 totem.
It's funny if you pull it off, but that's more the survivors careless cleansing lit totems without being certain there is another hex perk in play.
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@SleepyWillo said:
Id like a hook counter and believe it would be used more to evenly distribute hooks than tunnel.
I'm against either side knowing which map it will be in advance. That's what map offerings are for. You'd have so much more dodging otherwise
You really don't want to try to spread hook states between all 4 survivors. The best strat is to remove a survivor from the game as quickly as you can so keeping the hook states between a smaller portion of survivors is better in the long run.
It also doesn't matter if the last guy alive was hooked twice or never hooked as he'll die instantly either way.
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@Customapple0 said:
Father’s Glasses + Bloodhound
You don't need Bloodhound with Father's Glasses, because blood already glows when she's phasing.
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Yes.
It's a problem when survivors can see you over loops that you can't see them over. Not to mention talk grass making it much harder to track survivors which becomes very frustrating when you constantly lose survivors because you can't see.
If Blight was actually a small killer and the camera was an accurate representation of his head it would be fine as it would open up ways to mindgame tiles he can't see over, because survivors also wouldn't see him over those tiles. But the current camera is all downsides.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/1615119#Comment_1615119
You must've forgotten shelter woods exists , that map is garbage nothing but open areas with like two jungle gyms and a empty tree in the middle , that map needs a treehouse or something more
Shelter Woods is still one of the biggest maps in the game. While there isn't much for resources it can still be hard for immobile killers to apply pressure due to the size of the map.
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He's not even close to being the worst killer in the game.
I think right now he's probably around mid tier as he has two main issues.
1) His low camera. Seriously hurts him at loops where he can't use his power because at high enough loops he can't see over them while survivors can still see him. It also really hurts him on certain maps too as high grass makes it really hard to see.
2). Lethal Rush lunge attack is really easy to side step and often just feels really bad when you have hits you know you should have landed.
If they fix both of those issues, he'll easily be one of the best killers. His mobility is insane and with undying and ruin he can easily pressure the map and keeping gens from gaining much progress.
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Leatherface has to wait for at least 1 token before he can use his chainsaw. He also loses all his tokens if he goes into tantrum.
Your suggestion wouldn't even fix camping and would make camping the better strat than just playing normally.
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Stealth has it's uses and when used well it's good. The problem is a lot of people go full stealth to a degree that their teammates suffers for it.
As a survivor, it's not great when you play with players who go full stealth all the time to the point that if they do unhook you they just hide leaving you to get tunneled by the killer off hook because they couldn't be bothered to try to take aggro. Often times you just get left on the hook to die because they couldn't be bothered to stop hiding to save you.
As a killer, it's not fun facing a team of survivors who go full stealth that even if gens aren't getting done you are basically just walking around the map doing nothing. I've also had games where a single stealth player hides all game and now all but 1 of his teammates are alive and I don't want to kill the guy giving the stealth player a chance for a hatch escape when they didn't do anything.
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@Devil_hit11 said:
The add-on only gives information, I believe wraith has add-on called All-seeing Blood and nobody really complains about his add-on that gives permanent aura-reading with 0 TR. Part of strength of this add-on is that it replaces tracking perks for killer, similar to how med kit replace healing perks for survivor, so you do not need whispers.The add-on is purely tracking and it was ultra-rare in PTB. Many of BVHR killers contain strong add-on of lower rarity and vast majority of ultra rare are trash so its miracle that anything good for killer gets put into the game in the first place.
Edit: I have also escaped blight with add-on, another overrated thing for killer.
All-Seeing is also purple rarity.
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From experience running Hex: Undying. The aura doesn't refresh while the survivor is within 2m of the totem. It's only when they enter 2m within a totem they get an aura for 6 seconds. Which means survivors can still sneak on totems if you aren't looking in that direction while the aura is up.
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It's hard to be surprised at how buggy this patch is when the ptb for this chapter was literally useless. They put out an old build on the ptb and never updated the ptb to the latest build to get better feedback.
They also increased the time between ptb and release a while back and it feels like less things are done in 3 weeks than they were back when it was 2 weeks.
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I've been liking the blight a lot more than I thought I would. But last night I played on Pale Rose and the camera location for Blight is just awful as you'll mostly see grass on that map.
Haddonfield was also another hard map to play on, because it's a lot harder to use his power to travel the map.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1611990#Comment_1611990
Not to mention you have Oni that has 2 literally useless ultra-rares, and a green add-on that's busted. It's bizarre what bhvr think is balanced and what isn't and I genuinely wanna know who is on this balance team and how much they play and how good they are because there are some changes that I would've never expected a dev team to make after working on the same game for over 4 years now.
Renjiro's Bloody Glove isn't useless. You can't just run it on a standard oni build and call it a day, but it's pretty effective with the right build especially if you use a map offering to go to a smaller map.
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I just played a game of Blight on a swamp map and 90% of the time I was just seeing grass and just losing people because I couldn't see anything.
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@TheClownIsKing said:
Distortion, Sole Survivor, Off The Record (to an extent).
In particular Sole Survivor. If just one other survivor is dead, then compound 21 is completely useless against you
Distortion isn't a counter. Those 3 stacks will get eaten up quick against this add-on.
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On the first point, the reverse is also true. Sometimes I try to bounce off a wall and then I just slide on it.
Example that happened to me: https://gfycat.com/hideouspolishedalpineroadguidetigerbeetle
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I don't know if the perk needs to be nerfed, but I find it odd how Hex: Undying is the only hex that doesn't curse the survivors.
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@LordRegal said:
https://forum.deadbydaylight.com/en/discussion/comment/1609312#Comment_1609312
The problem being it's not consistent is what we're saying. I've definitely full healed people while people are injured, but they're not crediting towards the achievement.
When I did it everyone was injured.
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I picked someone off the ground who had recovered at least half way and then fully healed them and got credited 2 for that achievement.
So it's just bringing someone from Dying -> Injury or Injured -> Healthy.
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I think I've only lost 1 game playing Blight and the first game was a draw. My 2nd game I got his adept in.
His compound twenty one is absolutely broken and I wouldn't be surprised if that got nerfed.
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@[Deleted User] said:
I can't imagine testing this killer internally, seeing the feedback from the PTB, and STILL coming away from it thinking the lethal rush lunge turn radius was fine. Stop solely listening to feedback from 50 hour Andys. Let us have an actual reward for investing time and effort into these killers.
I remember the ptb was outdated because for some reason they put up a week old build. Maybe they thought their updated build was fine enough.
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Happen to be running a perk or add-on that inflicts blindness or tunnel the OoO to death.
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@Zeus said:
The same reason why killers are punished for survivors being bad and DCing
Against bad survivors you can usually go for all 12 hooks and extend the game out without worry.
The main issue is when multiple people d/c at the start or if you play a killer like Plague or Leatherface whom the pip system hates.
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It's the risk you have when you advertise your stream in your name. I don't believe most killers stream snipe, but I'm sure there's not an insignificant number of killers who do.
Personally I like to check our the stream at the end of the game to see what their thoughts were.
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@Toybasher said:
https://forum.deadbydaylight.com/en/discussion/comment/1595490#Comment_1595490
I dunno about generators but I can confirm noise bubbles have certain radiuses.
Someone fast vaulting or fast entering a locker only makes noise bubbles if the killer is reasonably close. No idea if it's greater than 32 meters. Blowing a generator via failed skill-check I am pretty sure is map-wide.
I know that the AFK crows, at 3 crows, makes a map-wide noise notification.
And it works in the inverse. If you're right next to a generator and it blows you won't get a noise notification.
Basically noise bubbles usually have both a "If you're too close, you won't get a notification" radius (Usually very close) and a "You're so far away, you won't get a notification." radius. I know vaults and rushed movements won't alarm the killer if he's very far away, but AFK crows are definitely map-wide, and I am pretty sure failed generator skill checks are also map-wide. No idea on sabo'd hooks but that seems to have a large radius. Thrill Of The Hunt notifications are map-wide.
I had a gen on the otherside of a building on Haddonfield not give me a noise notification when it got surge'd.
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@yakul1nausicaa said:
Yeah, i noticed survivors no longer recoil from the explosion caused by surge. I'm guessing it's currently bugged.
I've experienced this multiple times as a survivor. Surge blows up gen and makes the progress go down, but my character still keeps working on the gen.
Surge does sometimes still shows the noise notification, but the fact that sometimes you don't and survivors can just keep stealth working on gens unless you also happen to be running surveillance to see the gen never went white makes an already weak perk hard to justify.
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I don't think it's worth running a build around survivors failling skillchecks on Freddy. But if you really wanted to, Lullaby would be useful as even without stacks it applies another 6% regression on all failed skillchecks and stacks with the freddy add-ons.
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@Komodo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1594782#Comment_1594782
Perks are not something you should be forced to run. Second her ability means she can use that hearing better
But if you struggle against spirit, why not use a perk slot or two to run a perk that improves your matchup against spirit?
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Freddy's rope add-ons have been nerfed to the point where they are barely worthwhile running without stacking the action speed decrease with other sources.
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The only thing I really miss of old bubba was the synergy he had with Play with your food. I've heard you lose a stack each time you use a stack of your chainsaw so it's not as good as it was.
Otherwise I do like being able to start a chainsaw without already breathing down the survivor's neck first.
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One thing the perk really needs is some points for resetting a pallet.
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Ormond is just an awful map for killer even after the small adjustments it got recently. Strong loops connected to other strong loops are not uncommon on Ormond just now there are more areas that are dead space which really doesn't matter when the other part of the map is strong. If survivors know how to chain the loops it's really hard to get quick downs and apply pressure on Ormond.
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The killer can see your Aura go into a locker if you don't get in before he gets BBQ off. Likewise he can also see your aura when you leave the locker if you didn't wait long enough.
Also sometimes as killer you just know someone is in a locker even if you didn't see their aura or didn't see any blood or scratch marks. I've gotten a few locker grabs by guessing someone was in a locker.
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@Xayrlen said:
If the killer can kill people just by standing still in one place - it is not a good design. Even if you guess right and equip Iron Will, Stridor will completely ignore that. Not even that, the speed she has while using ability is downright ridiculous especially with certain add-ons. She got nerfed previously for a reason. So yeah, when so many people ask devs to do something about her, you know there's something wrong with her.
Standing still isn't even unique to Spirit. I've gotten a down against a player with god bus by just standing still at a corner and shrouded as Ghostface to make them think I left.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1581807#Comment_1581807
I dont know if 80% killrate should be the gold standard or can be called pretty ballanced.
Those stats were before both Ruin got changed and his rope add-ons were nerfed. Rework Freddy with double ropes, ruin, and pop basically meant survivors couldn't get gens done which help inflate his kill rate. His overall kill rate has likely gone done since then.
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People asking for Spirit nerfs just want easier games not to buff weaker killers.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1586505#Comment_1586505
It's a lot harder to time leaving the locker after the rework, since he has add-ons that will reduce tantrum duration and his tantrum duration depends on the amount of charges he uses while sprinting. You could have a 3.5 second tantrum with a muffler and file, or an 8 second tantrum while using all charges without it. I find that I'm frequently getting hits and grabs I don't feel I deserve on people entering and exiting lockers for some reason (possibly due to latency?), which makes survivors feel extra vulnerable while leaving lockers. I've only played as Bubba a few times since the rework but lockers have been death traps for the people I've played against.
Head On works really well against Bubba Tanturm. As once he finishes his tanturm you can stun him and prevent him from being able to grab you when leaving the locker. Obviously it only works once in a chase, but that should give you enough time to move to a safer area.
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The last time I ran Father's glasses which was many patches ago, the blood was already glowing in Spirit's phase world. So I don't think you need bloodhound with Father's glasses.
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@Desh said:
https://forum.deadbydaylight.com/en/discussion/comment/1585900#Comment_1585900
I didn't even realize they nerfed his add-ons. I don't ever use them and he was mainly used for his snares by a majority of the community. Not everyone ran Forever Freddy
Freddy's old rope add-ons + old ruin and pop was certainly the biggest factor for his highest kill rate.
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@Desh said:
https://forum.deadbydaylight.com/en/discussion/comment/1585849#Comment_1585849
Because Freddy and Spirit haven't changed since those statistics and those are the last official statistics we've been given. I also referenced Old Billy specifically, not new. It still applies that she is powerful, but she's not OP.
Freddy's rope add-ons where nerfed after the stats. Also don't forget the ruin nerf that also happened after those stats.