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Crowman

Crowman

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Crowman
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  • Considering you'll gain more distance with a DS than a Head On, the combo only exists to bm.

  • @SloppyKnockout said:

    The "hackers" being referred to in this post are not the same kind of hackers you find in game using speed hacks etc.

    We're talking about actual hackers, somehow compromising BHVR's infrastructure and manipulating DC penalties for "teh lulz".

    The former - people using hacks/cheats in game, is actually rare. Exceedingly rare.

    Both types of hackers are rare and in this case of hacks they are targeting high profile dbd streamers to get attention so bhvr will disable the dc penalty again.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1576511#Comment_1576511

    Nice assumption but wrong. I'm on PS4 with crossplay off so I don't experience hackers there. My losses are from my own play (mostly), my teammates (yay solo), and bad console optimization (they really need to fix this). Didn't say everyone was a hacker, common does not mean everyone just that it's not rare. Seeing multiple hacking posts on the forums recently, daily on social media like FB groups, and seeing streamers keep getting hacked does not make hacking appear to be a rare occurrence in DBD.

    Just because you see it posted online a lot does not make it common. Hackers are rare. DBD has millions of players so there are bound to be people posting about the very small percentage of hackers that exist. You are just falling for availability bias.

  • Just because you are 63-69 ms to the server doesn't mean the survivor has the same connection. Most likely the survivor has high ping and so the server updates the new survivor position and movement less frequently.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1576444#Comment_1576444

    Could also say the ones that are posted on forums/social media are only the most egregious and many that encounter hackers just accept it as something that comes with online multi-player games (comment I've seen on multiple posts about hackers) so they don't post about every encounter.

    Sounds like you just want to believe all your losses are because of hackers. Hackers are not that common and thinking everyone you are playing against is hacking is a bad mindset.

  • @bm33 said:

    I kind of find it funny ONLY because of all the people commenting on the forums that hackers are rare and they never see them even though there's multiple posts/comments on the forums/social media about encounters with hackers during games and now for 3rd time a streamer has been hacked with DC penalty. Obviously hackers are a problem in DBD, and fairly common, and whatever devs have in place isn't a challenge for hackers.

    Because people are more likely to post about hackers they encounter than they are about all the games where they play a normal game of dbd.

  • @Sylorknag said:

    https://forum.deadbydaylight.com/en/discussion/comment/1576206#Comment_1576206

    Funny enough, I never encountered that bug on console. Go figures

    The bug isn't that common and overall I've only experienced the bug a handful of times. A few times the bug even fixed itself if I started an action like repairing a generator.

    There was one patch a while ago where I just gave up trying to play spirit, because it felt like the bug was occurring every match and made spirit frustrating to play.

  • Completely silent survivors is just a bug. I've had games where my character goes silent when I wasn't even running Iron Will.

  • I play quite a bit of legion myself and while Legion can be oppressive against teams that are constantly healing themselves there's not much Legion can do against teams that stay injure and do gens. Most maps have enough pallet and safe areas to keep Legion busy long enough despite survivors staying injured.

    Personally I really like Blood Echo on Legion, because removing exhaustion perks helps a lot against teams that stay injured and helps cut down chase times.

  • @EvilJoshy said:

    If we were to take out deep wounds, BT would basically be removed. I'm a killer main and I have zero issue with BT. Id rather have that in the game so people have a "chance" against face campers.

    If the devs were to remove Deep Wounds, it would instead act like MoM and just be a free hit which is a buff BT doesn't need.

  • In all honestly, every killer benefits using a headset. Sounds are super important for all killers not just spirit.

  • Survivors do get punished for not unhooking a survivor. Whether or not it's a meaningful punishment is up for debate.

    First off no unhooks means no altruism bloodpoints.

    Second Benevolent emblem punishes every survivor when another survivor is hooked if it's not the death hook. Likewise every survivor gains benevolent score when ever a survivor is unhooked.

  • @Shroompy said:

    Shelter Woods is actually one if not the smallest map in the game, and most Coldwind maps aren't too bad anymore. Torment Creek is the only problem tbh

    Shelter Woods is not a small map. Here's a comparison of all map sizes:

    https://deadbydaylight.gamepedia.com/Realms#Map_Sizes image.png


  • Actually getting an instant down with Deathslinger's Iri Coin is not as easy as you may think. Survivors have a good chance to dodge shots from 15m as the projectile isn't instantaneous. There's also a good chance survivors just run out of range while the projectile is heading at them. Then you have to reel in the survivors which from 15-18m away it's more likely survivors will get themselves caught on an object causing the chain to break before they get close enough for the M1.

    Deathslinger's Iri Coin is honestly the most fair instant down add-on as it rewards Deathslinger for successfully pulling off hard to hit shots.

  • Most of the time the muffled sounds of injured survivors in lockers aren't what cause me to open a locker. Usually it's a pool of blood at the base of the locker or hearing someone entering a nearby locker.

  • Lullaby could work well with stealth killers as it would harder for survivors to pay attention to both their surroundings and skill checks. But getting 5 stacks before the hex is found and broken is tough.

    Plus Devour Hope exists which gets you instant downs at 3 stacks and works great with stealth killers as they are already strong at getting the first hit.

  • I saved a teammate from a camping hag when I was playing my Hobo Jesus build on Jeff. Perks: Deliverance, Unbreakable, Soul Guard, Borrow Time.

    I got slugged in front of the hook so I picked myself up took a hit because of soul guard and then unhooked them. Unfortunately I couldn't make it in time before they hit 2nd state. I was able to deliverance myself, but it didn't make a huge difference because this hag was really camp heavy despite leaving 3 traps around the hook she never ran too far away from the hook.

  • @sad_killer_main said:

    Oh, killers getting red rank survivors?

    Yeah, nothing new.

    I haven't been getting many red rank survivors lately as a red rank killer.

  • I don't think the solution to buffing weaker killers is to give them deep wounds on their ability.

  • I wouldn't say killers downing and hooking a survivor stuck in the hill bug abuse.

    What would be bug abuse would be the killer intentionally leaving a bugged survivor stuck in the hill as the survivor is effectively out of the game making it easier for the killer to win.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1560751#Comment_1560751

    wait, there is?

    i legit never noticed that in my 5 matches ive had with this killer so far xD

    Because he has to be aiming and not just quickscoping.

  • I think about half sounds right. It's not the first thing I'll use, but I have caught iron will survivors trying to hide by using their blood.

  • I've used a Whispers a few times, but often I find myself not using the information from whispers to track survivors outside of finding the first survivor and running a perk just to find the first survivor when I already have a good idea where they spawned is not really that worthwhile to me.

  • Good Deathslingers quickscope which doesn't give the survivor a lot of time to react to his shots which can feel unfair compared to say Huntress who has to wind up her hatchet before she throws allowing the survivor time to juke her hatchet.

    However, just because you can't react to his shots doesn't mean you can't counter him. With good planning and understanding of tiles you can run Deathslinger around walls and other LoS blockers to deny Deathslinger good opportunities to shoot. On top of that pallet loops that don't have a super short side are also impossible for Deathslinger to deal with when the pallet is thrown as he won't make it in time before the chain breaks. The main issue is sometimes rng isn't kind and you don't have many tiles to play around that Deathslinger struggles at.

  • They could probably remove the cooldown and make it act like bamboozle where it'll unblock previous pallets when reactivated.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1555180#Comment_1555180

    The killer won't spend the whole match looking at totems, and since he doesn't get a sound notification if a survivor starts working on a totem, it certainly won't be impossible to cleanse totems.

    The aura part of Undying isn't even the reason you are bringing the perk into the match. If you want to play active totem defense, Thrill functions better by slowing down cleansing speed and alerting you when a totem cleanse on a hex starts.

    The point of Undying is that you don't want to commit to totem defense, but want some defense with preventing survivors from removing the hex immediately. As long as Undying isn't cleansed the other totem perk you bring into the match must be cleansed 4 times to be gotten rid of. It also doesn't even work well with Devour Hope or Lullaby as they lose their tokens anyways. Basically it will only exist to keep ruin up for longer.

  • Head On is fine the way it's currently is as I would rather not have teammates wait til they get afk crows on lockers to draw the killer to them just to head on stun them.

  • Objective: Working on gens with other survivors awards more points than working on gens solo. Opening the exit gates. Opening Chests. Also somethings like Pig traps and Demo portals also provide objective points for hitting the skill checks.

    Altruism: Safely rescue survivors from hooks, heal other survivors, and taking protection hits.

    Boldness: Have long chases against the killer, escape the killer in chase, Vault Windows and Throw pallets in chase, Stun the killer. Cleansing totems.

    Survival: Escape trial alive bonus if by hatch. Dying or escaping as obsession also rewards survival. Mending yourself. Some killer powers can boost your survival like removing the rbt or surviving ghostface's stalk.

  • Huntress is overall stronger than Deathslinger, but I personally prefer Deathslinger as I have an easier time landing the spears than the hatchets.

  • @ASurvkillivorer said:

    Can someone tell me when exactly the "bug" was introduced? How long have we had it working like this? I feel like its worked this way for a long time. Why randomly just change this now if it was something that really just made the perk better but not even good enough for most to use.

    I believe it started happening after the ruin rework.

  • The new killer looks like he could be strong in the right hands. The main problem is just that his ability has quite of bit of clunkiness and you can sometimes just get stuck between objects since you just immediately just bump into another wall after your slam.

  • To be fair, it was how the perk worked originally. At some point it started highlighted regressed gens that hit 0, but that change was never stated in a patch notes as far as i know.

  • @joshuashep22 said:

    why doesn't anyone seem to realise that it can increase your self heal and unhook speed by 54%? are you guys just not reading what it does?

    Unhook speed increase isn't the most important thing to increase. Outside of save the best for last, you can already unhook inbetween a killer's attack cooldown.

    Botany which gives a flat 33% increase to healing speed also increase the efficiency of med-kits giving you extra charges. It'll take 3 dying, injured, or hook survivors to out do the bonus from Botany while Botany also offers a stronger extra effect.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1548825#Comment_1548825

    You make a point that you'll have to be looking to get the auras, but at the same time the sound notification is shared across a lot of things, there's no telling if it was the totem or someone doing a loud action in the same direction. I guess both together would be ultimate defense but then you're down a interactive hex perk or another perk in general.

    Honestly there's no point in running both. Personally I think undying is far better as active totem defense is just not a good use of time. Undying let's you not care if survivor spawn next to ruin and cleanse it immediately as you will still have ruin. Thrill would require that you can make it to the cleanse to stop it.

    The other problem with Thrill is if survivors catch on that you are spending time pressuring your lit totems. 1 or 2 survivors can just keep tapping you totems and distracting you while everyone else does gens.

  • Thrill is better for actively defending totems as the noise notification let's you know exactly which totem is getting cleansed and the increase cleanse time means you have more time to stop it.

    Undying is better for passive defense as if they cleanse a non undying hex it'll just move to a new location. The aura is more of an added bonus as I doubt the 6 second aura for a survivor being 2m from a totem is going to be that useful. You would have to be really active in looking back at your hex to know if the survivor is cleansing it.

  • @RakimSockem said:

    Ummm if you mean the new survivor perks, yes agreed.

    All 3 new killer perks are decent or strong depending on your build.

    The survivor perk that replenishes half the charges of your depleted item is decent at least.

  • You shouldn't dc based on the map.

    The only exception would be if you are playing nurse and it's midwich, because I'm not aware the devs have fixed the bugs that prevent you from blinking down hallways which basically makes that map unplayable as nurse.

  • If anyone was running this perk, Any Means Necessary would also counter you as Legion can't vault a pallet someone is trying to pick up. They could just spam the pallet reset animation and you wouldn't be able to do anything.

  • I went into a KYF game to test surge with some friends. It seems like Surge still triggers the explosion for the survivors, but sometimes the noise notification doesn't appear.

    I couldn't figure out what exactly causes the noise notification to not appear.

  • @sad_killer_main said:

    I think DS needs to work exactly the way it works now (after an unhook to avoid tunneling), but it needs to have just 1 use as it used to work in the past.

    Nowadays you can use DS twice, which gives you 120 seconds of invulnerability, that's why is so strong.

    If the perk had 1 use like unbreakable, it would be balanced.

    Unbreakable can be strong in really tight situations, also DS. So why DS has 2 uses and unbreakable 1? This is the issue in my opinion.

    DS can only be used once. If you fail or succeed the skill check the perk is disabled for the rest of the match.

  • Most SWF groups are just people trying to have a fun time playing with friends.

    There are SWF groups who will get salty regardless if they won or not just like there are solo survivors who get salty regardless if they won or not. However, Salty players are a minority. People just think salty players are larger than they are because it's easier to remember the post game salt moments and those moments are the ones people are more likely to share online.

  • Gameplay wise, the map is awful.

    As a survivor there's very little opportunity to outplay killers at loops so most of the time you are just holding W for as long as possible. Doesn't help that most of the classroom pallets are unsafe.

    As a killer finding and catching survivors is a pain because it's impossible to cut survivor off in hallways and navigating between the floors can be a pain.

    The map looks nice at least and I do enjoy all the easter eggs hidden in the map.

  • I've been messing with Knockout on Trapper, because the darkening of the survivors screen and sounds being muffed for 16 seconds seems like it would be good for setting up a trap that the downed survivor won't know about.

  • If there's no obsession I won't go out of my way to quickly remove a player out of the game at 5 gens. But if there's 1 or 2 gens left and no one has died, then it sure won't stop me from removing a survivor out of the quickly at that point.

  • Slugging is the quickest way to build pressure although it only works if you have someone to immediately pressure after you down a survivor and the slugged survivor doesn't have unbreakable.

    You can also try to force hook states by making sure a survivor on a hook goes to the next hook state, but you can't just camp the hook from the start either. Best to return to the hook after downing or hooking someone else when a survivor is close to the next hook state.

    Unfortunately survivors have far more tools with 2nd chance perks that as long as they don't go down instantly in chases and split up to do gens, there's very little you can actually do to stop them.

  • @Pipefish said:

    I think camping is a bad strategy however I will camp if they are SFW and will risk anything to save their teammate since that tilts the game in my favor :)

    Camping isn't always a bad strategy. I had this trapper game against an obvious swf group (names in lobby gave it away) where once they 3 genned themselves I kept my hooks in between the 3 gens so I could defend both the hook and gens. Sure I camped those hooks, but it was the smart play because otherwise I would just be walking away from both the hooks and gens.

  • When the mmr system was live I started to check to see hours of the survivors in my lobby. But I stopped since 90% of profiles I ran into where private or didn't display their games to check hours.

  • Sounds like the issue is that you are taking too long after a hook to find and chase a new survivor. As if you were able to down survivors in 30 seconds you could easily get another hook before they saved the previous guy reducing the number of survivors doing gens to 1.

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/181137/salty-survivors-do-not-allow-me-to-use-my-yellow-moris

    If they dc, they dc... I throw in the shroud of separation just to mess with the survivors and I get mori dc's... and laugh when they find out it was a shroud and they wasted their blood points. so just go with the flow, it is what it is unfortunately... personally I don't care if you mori me at all if I'm caught, i'm caught it's all the same I love moris, and enjoy watching them!

    https://forum.deadbydaylight.com/en/discussion/comment/1528941#Comment_1528941

    you left out the most important part of the yellow mori.... you still MUST have hooked that survivor. that is still part of it.

    The yellow mori has no hook requirement. Once the other 3 survivors have been killed or d/c you can mori the 4th guy. I've been Mori'd by someone using the yellow mori and never been hooked the entire game.

  • M&A still turns T2 TR into 8M. Also wider FoV helps with stalking as well.

    Then when you are T3, it combos well with Infectious Fright as now you have a 40M TR when you down a survivor in chase for Infectious Fright.

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