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Crowman

Crowman

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Crowman
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  • You really shouldn't be surprised if survivors d/c during load with a secret killer offering. It sucks to deal with, but many survivors don't want to deal with Ebony or Ivory Moris as often the killer just tunnels the first person off hook to turn the game into a 3v1.

    Neither Shroud or Cypress Moris are common enough that survivors consider them to be actual possibilities.

  • If survivors split up and work on gens separately and ignore all other objectives such as totems, healing, and unhooking survivors. They can rush all 5 gens to completion before the killer has gotten more than 2 or 3 chases.

  • Pyramid Head has pretty bad deviousness gain, because all his deviousness score is tied to caging survivors which is not always the best play or even possible if you down someone who isn't tormented. His range attack hits don't grant a lot compared to cages and it's a much harder to hit ability.

    Also I don't believe caging survivors grants sacrifice score either, but it's been a while since I last played PH.

  • @SafetyOff said:

    If you complain about OoO you better complain about how broken BBQ and Chili is. By far the most skillless and strongest perk in the game.

    BBQ has counters that you don't need to equip specific things for ahead of time. Be within 40m of the killer when they hook, hide in a locker, or try to hide your aura behind a gen.

    OoO requires a killer to either be undetectable or inflict blindness on the survivor. On top of that the Killer also has no way to know in the lobby if there's a OoO survivor so if they fail to bring anything to counter it they are out of luck.

    That's also ignoring how mediocre blindness is as a status effect outside of countering OoO and how most undetectable perks are short durations and conditional activations that won't actually help you against the OoO user. And even with the killers with innate Undetectable only two really have any good shot against OoO (wraith and ghostface). Pig has to be crouched and moves much slower that way. Myers has to be in T1 so outside of a scratched mirror build on an indoor map you won't be in T1 for long. Demo only gets a short undetectable status effect after teleporting to a portal.

  • It's just how math works.

    Stridor increases survivor injured noises by 50% (or +50%)

    Iron Will decreases survivor injured noises by 100% (or -100%)

    And together you get a -50% to survivor injured noises.

  • The highest winrate stats are from before Ruin and Freddy's rope add-ons were nerfs. Freddy's not a hard killer to play, but I don't think he's nearly as oppressive as he was when those stats were released.

  • If you face 4 survivors (swf or not) who split up and just do gens while running all 2nd chance perks, there's not many things a killer can do unless the survivors really mess up.

    Best thing you can do is try to get the survivors to use up their 2nd chance perks early in the game so they are available later in the game.

  • @Masochistic_Killer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1518553#Comment_1518553

    Did BHVR say something about increasing payouts or other benefits?

    BHVR mention on the anniversary stream iirc about adding more prestige rewards. No mention on what new prestige rewards we will get or when that'll happen.

  • @Swiftblade131 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1516118#Comment_1516118

    MMR based things usually start everyone at the same amount, then you go up or down from there.

    I don't know if they are going to have some sort of season split like other games, or if every 13th it will be reset to a lower amount or whatever they have planned. Some things are very unclear.

    But yes, ranks 1s will be paired against rank 15s and everything in between. Don't pay any attention to them, it is not the thing to be looking it. That's just how it is going to be starting off.

    The devs also stated they were recording data for the mmr system for months. It would be one thing if the devs didn't state they were recording data for the mmy system at all and it went live. People expected they wouldn't be thrown at new players, because the devs made it a point to state they were collecting data.

  • @Swiftblade131 said:

    Do people not understand how MMR works?

    Ignore the ranks, they should have been removed along side the introduction of the MMR system if I am being honest, but who knows what the DEVs were thinking.

    MMR will even out over time as people play more matches. You can have a higher MMR but be at like rank 13.

    You aren't seeing people complaining they are being matched against green or purple ranks. It's people complaining that the ranks they are being paired with grey ranks. With rank reset only depipping people to the previous color, it's unlikely experienced players are in the 17-20 ranks.

  • If we're going to add a condition to deactivate DS, it should be based on an action the survivor takes so they have to decide to keep DS active or not.

  • I had a match yesterday where I was just watching the survivors run to the edge of the map instead of running to nearby pallets. It was just so sad to watch.

  • A DC just needs to have a dying timer like how survivors on death hook take a few seconds before they are officially dead and the hatch opens.

  • There are certainly weak hex perks.

    Lullaby, Third Seal, and Retribution, and Thrill are all weak.

    Lullaby kinda of works on Doctor due to reverse skillchecks already messing up survivors, but on most other killers survivors can simply watch the center of their screen and hit skillchecks with no issues.

    Third Seal would be fine if blindness was stronger. Blocking auras can hurt pure solo teams if they can't find the slugged survivor or forget where the hooked survivor was. But it's really not the worst status condition to have and it's even worse when you factor in swf who can just tell each other the same information they lost.

    Retribution really doesn't do anything unless you have other hexes and it's more of a pity reward for losing a hex totem.

    Thrill. Thrill alerts the killer when survivor starts a cleanse and slows down cleansing speed. But since survivors learn that thrill is active they can just use it to force out of a chase. Plus the cleansing speed gets weaker if survivors cleanse dulls first and you are not always going to be able to stop the cleanse despite knowing it's happening. Really defending totems isn't the best use of your time.

    Retribution and Thrill are both too dependent on running other totems whereas you can run haunted ground alone and survivors are likely to cleanse it unless they are certain you have no other hex totem.

  • The devs have already stated they plan to add something in the early game. This should give killers time to either set up or get their first hook in before survivors start working on gens which is really the main issue.

    Right now a Killer can commit to a chase and try to get their first hook, but that survivor can just throw down pallets wasting time and letting his teammates crank out 2-3 gens.

  • It's really all survivors need to do to win. Run 2nd chance perks, do gens when not being chased, throw pallets and waste the killer's time for as long as possible while everyone else does gens.

    On newer maps this doesn't really work because there's a lot more unsafe pallets that killers can punish, but that doesn't mean there aren't ways to waste a killer's time.

  • Chainsaw Sweep Movement Speed is the max speed during the chainsaw sweep.

    Chainsaw Dash Window is just the window where you can press M2 again and use the charge to reset the duration of the chainsaw sweep.

    You are correct with Carburettor Tuning Guide . The point of this add-on is you get the max value out of all your charges at the cost of always committed to using all the charges at once.

  • @slim0b said:

    https://forum.deadbydaylight.com/en/discussion/comment/1512961#Comment_1512961

    This^

    I mean his "numbers" show that Ghostface is worse than Demogorgon, Plague, Doc, Slinger, And even the Pig.

    But we all know ghostface is in a far better position than that. He also ranked his downing potential the same as Hillbilly for some reason.

    He also states "His addons are not really impactful", but if you put both his shroud recovery addons you'll get your shroud back in 14s rather than 30, and if you play him with these addons you'll notice a HUGE difference.

    Both Chewed Pen and Address Book are -14 second CD which gives you a 16 second shroud CD.

  • I think it's fine as an iri. It does completely change how you would play bubba's chainsaw as you lose the ability to control your sweep duration for a single long duration of the chainsaw.

  • @HectorBrando said:

    Or you could like hit them and slug them, even if they get picked up they wasted 16 seconds, if they use Unbreakable you got it out of the way. The only change I would introduce to DS is if you get pulled out of a locker you go straight to dying stage bypassing the Killer picking you up, its up to the Killer to slug or eat DS after pulling you out of a locker.

    Your suggestion also has one problem, whats the Survivor supposed to do after being unhooked and healed? lingering around doing nothing?.

    If a survivor is capable of working on a gen without the killer immediately interrupting them, then they aren't being tunneled and don't need DS up.

  • The easiest way to build pressure is to slug. Someone will have to come pick the survivor up (unless they have unbreakable) and you can pressure another survivor in the meantime. Of course slugging only helps if you know where another survivor is as just wandering aimlessly around with a guy on the ground isn't really accomplishing you much more than if they were on a hook.

  • @Enlyne said:

    https://forum.deadbydaylight.com/en/discussion/comment/1512671#Comment_1512671

    You've got a proof for that?

    It's not like I've got the chance to see it myself in game, didn't even get to see if they changed it at all anywhere.

    I don't have any video evidence to share, but this is from the wiki:

    https://deadbydaylight.gamepedia.com/Unnerving_Presence#Patch_3.4.0


  • @Enlyne said:

    Unnerving presence doc.

    You're welcome.

    Unnerving hasn't affected DS skillcheck for a while now.

  • I see no reason to remove the timer. It just should also have another condition that deactivates it like working on gens.

  • There's two downsides to the new instant saw.

    First, you are 4.4m/s which means survivors will have a much easier time looping you.

    Second, survivors can just deny you the increased charge time by just prethrowing pallets. And you'll have a harder time forcing the stun because of the slower movement.

    It'll still probably be good, but I don't think it'll dominate as hard as old instant saw.

  • @Kisagi1990 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1510790#Comment_1510790

    It is non-existent. As a killer you would perceive it as such but I guarantee you that it isn't as you see it. As a killer, how do you know everyone is coordinating? As a killer, how do you see they are a team? As a killer, how do you know where all the survivors are and how they are reacting to a hooked survivor? You don't. Are you telling me you gen rush so you know from experience? Or are you telling me what you witness as a killer? Cause if it's as a killer, stop. You dont know at all what people are doing after you hook.

    I'm not speaking of a killer perspective. I'm telling you what genrushing is.

  • @Kisagi1990 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1510677#Comment_1510677

    No. You think it does but I guarantee that they are going for their teammate. It's either you are face camping or lowkey camping where you walk a little distance away and come right back. Because I've been in teams that generally get accused of gen rushing. People are always either finishing gens rq or they are coordinating the rescue. Gen rushing doeant exist. Killers think it does because they cant see what the survivors are doing. Like I said. It would only exist if the gen is at 0 right in front of the survivor and they complete it there. That never happens. Only time a gen is completed in front of a survivor is if it's at 80% cause the killer busted it before leaving. It does not exist.

    https://forum.deadbydaylight.com/en/discussion/comment/1510685#Comment_1510685

    To be fair, I use this tactic all the time and it only really works with the las 3 gens. I always guide the survivors and always make sure I have 3 close gens. I've had people try to work through it with no success. I generally get 4k every time with her. So again, it's the killer,not the survivors

    I only gave you an example of what would be genrushing. This isn't about a killer camping a hook forcing survivors to do gens instead or survivors doing gens thinking someone else is going for the save.

    Genrushing is a team of survivors who focus on getting the 5 gens done over everything else. This includes leaving someone on the hook to do gens even when they could go for the save instead and know no one else is saving them. As I said this situation isn't common, but not non-existent.

  • @zoozoom6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1510719#Comment_1510719

    i didnt think they reduced the time to crouch i was talking about how crouch on ghostface does have a use besides teabagging. the movement speed of just standing up is better than the claim of lower profile you might get if you crouched. the tassles waving everywhere are make a couched ghost face more visible than a standing ghostface plus movement speed debuff

    I've gotten gen grabs because of crouching around the haystacks on the farm maps since they are tall enough to hide a crouched ghostface, but not tall enough to hide a standing ghostface.

    You can also crouch at certain loops to hide your red stain for mindgames as well.

  • The crouch movement speed on Ghostface makes him move faster when crouched. Not increased the speed it takes to crouch. They aren't bad add-ons, because it can allow you to sneak up faster on survivors while staying hidden behind objects, but they just don't compared to how much the cooldown add-ons reduce.

  • I think the real problem is that the devs said for months that they were collecting information for the mmr system so when it went live it would have data to use. People assumed that would mean they wouldn't be thrown into matches against literal new players since they should have higher mmr than a new player.

    If this was a new system with no previous data to use I think people wouldn't be complaining as much.

  • @Kisagi1990 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1510478#Comment_1510478

    That's people going to a gen thinking "SOMEBODY GET THEM! I HAVE A GEN!" Now if somebody gets hooked and the walk up to a gen right in front of the hook and start working on it from 0, then yes. I would agree with you. Most people just dont know if somebody is close to the hook or not so they just work a gen hoping someone does. If survivor has Kindred, I've never ever ever seen anybody leave them on the hook and I solo queue a lot.

    Because genrushing tends to not happen in solo survivors, because it does require coordination. Also solo survivors are less likely to be okay with being left on a hook and sometimes they just kill themselves and move on.

    Actual genrushing is rare, but it is a thing. And you generally won't see it outside of a 4 man swf squad who can coordinate with each other.

  • Tunneling, Camping, and Genrushing all different strategies that can be very effective, but none are fun to play against.

    Only exception is that genrushing doesn't really have a downside to it besides less bloodpoints. A killer simply can't be in 4 places at once so survivors who ignore interacting with the rest of the players and solely sit on gens til all 5 gens are done will always get those gens done.

  • @Kisagi1990 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1509452#Comment_1509452

    If I star a gen and am over halfway done, ima finish it first. And if killer is camping, its smarter to not get them. So no. Not participating in teamwork is not "gen rushing" as it is either due to killers idiocy or killers idiocy. And even so survivors shouldnt HAVE to leave their gen at 60-80% just cause you wanna whine about them "prioritizing gens.

    If a gen you are already working on is almost done by all means finish it. Gen rushing would be a survivor gets hooked and you start a gen with 0 progress and finish it instead of rescuing, because the hooked survivor has 2 minutes before they die and gens take less time than that.

  • Legion can only deep wound survivors if he vaults over the pallet and vaulting over the pallet and canceling his frenzy takes more time than just breaking the pallet.

    Also like Nurse can just blink through vaults. It's not technically vaulting, but much stronger.

  • You could probably just remove the regression to last light point and allow the perk to fully regress exit gates and it still wouldn't be worth running.

  • If I get put into struggle, but my team was finishing gens and then coming for the rescue. I'm usually fine with it.

    What really gets me is when my teammates aren't currently doing anything and I'm just sitting on the hook with no rescue underway.

  • Leatherface has always suffered in the chaser emblem if you used his chainsaw before the rework. The only difference is that before the rework getting chainsaw downs as Leatherface was not nearly as reliable so you often were forced into M1 situations compared to reworked Leatherface who can now chase survivors around loops with his chainsaw and get the down.

  • Nerf the cooldown add-ons and buff the base shroud cooldown and it should be fine.

    Right now Chewed Pen and Olsen's Address Book basically half your shroud cooldown and there's very little reason to not run those add-ons.

  • Survivors who refuse to heal, never group, and focus doing gens over saving their teammates is genrushing. It's not necessarily a bad thing as it's a reliable counter to strong killers like Spirit who are great in chases. The main problem is those games when they do happen just aren't fun for anybody because no one is really interacting with the other players which is generally where the complaints come from.

    However, the devs stated they are planning to add an end game collapse system to the start of the game so it'll give all killers some time to either set up or get a hook before gens start getting done.

  • There just needs to be some way to indicate whether or not you gained MMR or lose MMR. The only feedback you get is whether or not you pipped, but pipping and ranks don't mean anything so that's useless information.

  • @Demonl3y said:

    Why so many people here complain about ranks? The devs said Rank is NOT used for MM so it doesnt matter if you get matched with rank 1 or rank 20

    While rank is not a good measure of skill, you can certainly tell if a rank 20 running 1 perk is a new player versus a rank 20 running 4 meta perks at max rank being someone who hasn't played for a few resets.

  • Moris by far. Moris simply allow a killer to remove a survivor from the game by ignoring the rest of their hook states which can just snowball into a free win to the killer.

    Keys at their worst take a win away from the killer, but still requires survivors to get gens done. Keys are pretty annoying though. Although I had to laugh when these 2 survivors immediately key escaped as soon as the last gen was done in my face by this other guy leaving him to die on the hook.

  • At the risk of taking bait, I'm pretty confident that most games include some kind of swf group. I think pure 4 man solo games are far rarer than facing at least a duo.

  • Leatherface is now a threat in chases, but he still has the same issue as before where his map pressure is non-existent so survivors can just rush gens against him.

    Leatherface still has a few weak areas in chases. Leatherface has a worse matchup against windows with the lack of charge add-ons however with the right timing you can still catch survivors mid-vault with your chainsaw it's just very risky. Leatherface can also struggle to make tight turns around corners and survivors can get distance running tight turns around corners.

  • I think the only thing keeping the devs from making Killer adepts 4Ks is that changing achievements on console is not easy to do. Now with the mmr system coming soon the devs could change the pipping system since rank no longer will be used for matchmaking.

  • 8 minutes for 4 gens is actually pretty slow.

  • Long guide bar effect hasn't change just the text. It's pretty confusing tbh.

  • You can watch his chainsaw swings and learn to press M2 based on the swing he is on.

  • @Snapshot said:

    I mean, it does cancel the chainsaw, so....

    On rare occasions I have gotten the pallet destroyed and kept going with the chainsaw. I think it depends on the timing of the pallet stun.

    There's 3 situations that can happen.

    Survivor throws pallet early and you just destroy the pallet.

    Survivor throws pallet late and you get the down and the pallets stun you.

    Survivor perfectly times the pallet and stuns you out of your power.

  • Bamboozle only blocks 1 window. While it's strong against certain windows like Shack's window it's not going to be that helpful if survivors have another window close by they can vault over instead. You also have to bamboozle vault first so it won't help you if the survivor runs at the window vault while you are chasing them and then the survivor runs to a different window.

    I think Bubba can certainly be oppression on specific maps. For example, Shelter Woods has very few pallets and not many vaults so there's not really much survivors can actually do to loop against Bubba on that map.

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