Crowman
Crowman
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- Crowman
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@BaroneMaximus said:
Unbreakable is limited to once per game and it only does THAT. How can you say that soulgard is balanced by being unlimited unbreakeble + borrowed time xD It makes NO sense xD
Unbreakable does increase self recovery time.
Soulgard's main effect is really the self BT when picked up off the ground which is fairly underwhelming unless you are capable of picking yourself up which is often why you see people bring both soulguard and unbreakable.
The unbreakable effect while affected by a hex is only good if the killer runs a hex and the hex stays up. It's not something to rely on.
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@TheRoyalOwl said:
Besides maybe the first couple of times I played midwich, I've had positive experiences playing the map. I actually think its quite survivor sided if you know how to use the pallets.
It's survivor sided in the worst way possible. All midwich is just a bunch of straight lines. All survivors really have to do is hold w in a hallway and eventually try to play around a pallet or vault in a side room when the killer gets closed.
It'll take most killers a good minute or two just to even get a down against a survivor who can just hold w as there's not much a killer can do to cut off a survivor and there's not really any loops to play around.
It's just boring for both sides. There's no real mind games to play and not many ways to really outplay the other side.
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@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/1440078#Comment_1440078
LOL, you must be trolling. Represed alliance just block the gen, if the killer has ruin active then it would be very bad to use it.
Blocked gens don't regress meaning repressed alliance would prevent ruin regression for 30 seconds.
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Ruin rewards killers for applying pressure. It literally does nothing if survivors are able to work on a gen from 0% progress to 100% progress. Honestly Hex: Ruin is in a fine spot.
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@TAG said:
There's a Nurse add-on that essentially does what you describe. Last I checked, it was meme-tier.
At least with Nurse it's a huge increase as you go from moving slower than survivors to being normal speed. Since survivors aren't used to nurse moving faster than them you can catch them out of position with an element of surprise. Once they catch on tho you don't have anything.
There's nothing Huntress really gains as the minor speed increase won't help her travel the map that much faster with the small duration and it's not like her lethality changes that much as she can still use her hatchets if she brings a belt. The add-on might as well just be you have 4 less hatchets for iri rarity.
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@DrBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/1441680#Comment_1441680
So what you're saying is OoO is in-itself a mindgame? Lol
No. People simply aren't going to assume a person with a OoO is a solo person when it's largely ran by SWF teams. So a solo person running OoO is going to get treated as if they were in a SWF.
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99% I encounter an OoO user it's against a SWF team using OoO so that every survivor knows where I am.
There's no real way to tell if the OoO user is part of a SWF group or not especially since people can be friends via the game and not just through steam where you can check a person's friendlist if they aren't private. So the safest bet is to treat the OoO user as part of a SWF team.
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4.4 is still faster than survivors. Survivors run at 4.0
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@CashelP14 said:
Had a game earlier where a fen was silent on the ground. She didn't have iron will and if I didn't see the pick up prompt she would've gotten the hatch.
I had a game where every survivor made no sounds ever and only 2 where running iron will. I still 4K'd, but it was an awful experience. Although after I killed one of the survivors I started hearing some sounds again.
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Part of the problem with Plague is that her power takes away the ability for survivors to heal each other so she naturally just gets gen rushed because survivors have nothing else to do besides gens. She's not bad by any means, but you really have to snowball otherwise the game is over before you can really do much.
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Survivors love to complain whenever the killer runs something they don't like.
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@MegMain98 said:
https://forum.deadbydaylight.com/en/discussion/comment/1431849#Comment_1431849
I believe Nurse and Huntress are punished more for not being perfect with their power. Nurse has a long fatigue and a cooldown on her blinks and Huntress has a wind up and can’t fake out a survivor as well as Deathslinger.
Deathslinger can just walk at a survivor to “fake” them out due to the survivor not knowing when he will shoot because he has instant ADS.
If Deathslinger misses his shot he's punished far more than huntress.
@Erk said:
https://forum.deadbydaylight.com/en/discussion/comment/1431933#Comment_1431933
Shape is kinda weak imo. If a team of genrushers goes against Shape and you can't put pressure onto 4 different gens at once (which you can't) you'll probably lose.
Pretty much every killer in the game is weak to a team of genrushers. It's not really unique to Shape. However, Shape does have the smallest ability to pressure survivors at the start of the game.
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With what's currently on the ptb no. Overheat just happens too fast so you don't have any room to really try anything before your power is gone.
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A 4.6m/s Deathslinger would practically have no weakness. Right now it's pretty safe to say that the only weakness Deathslinger has is weak map pressure and slow movement.
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I think the heat mechanic conceptually is fine just the current numbers and how letting go of M2 still builds up heat just makes the chainsaw overheat too fast.
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@Aven_Fallen said:
Not that Billy needed those tbh.
(Dont know how strong Bubba will be, but before PTB they were his only good Add-Ons)
The biggest reason Leatherface needed the charge add-ons was because it gave him some breathing room to chainsaw survivors. Now that he can move faster during his power and he can have a longer duration by using multiple charges I don't see recharge add-ons being that needed.
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Complaints about gen rushing are generally not about gen rushing being toxic. It's more that the Killer doesn't really get much of a chance to do anything if survivors are optimal and do only gens.
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@Jill10230 said:
https://forum.deadbydaylight.com/en/discussion/comment/1422573#Comment_1422573
Not really..
3 survivors on a generator with Dwight's perk = generator down in 30 seconds. You're far away at first, you don't have time to hit the generator since you're hunting a survivor.
Everybody today uses this perk (15% by survivors...). A game can end pretty quickly if a survivor loops you to.. and we know that the pallets in the game...
Even with Prove Thyself, 3 survivors on a single gen is inefficient since Prove Thyself only makes 2 survivors working on a gen efficient.
The time to complete a single gen doesn't really matter that much, because it means other gens have no progress. A worse scenario for a killer would be if all 3 survivors worked on separate gens while the 4th survivor gets chased. Even if the killer ends the chase before a gen is finished, the killer will still lose at least 2 gens as they can't pressure 3 separate gens at once.
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Did the killer have Stridor? Stridor increases injured sounds by 50% and Iron Will reduces injured sounds by 100% so with both you make injured sounds at 50%.
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Old legion's play style had no counter play to it, you were going to go down no matter what you did. All legion had to do was Feral Frenzy stab you, quit chase, and then look at the ground and follow your blood. Either Legion caught up and stabs you or you bleed out since you were out of chase.
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Wraith's base power without add-ons is pretty bad. Wraith becomes decent with the right add-ons which is why people say he's weak.
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PH is definitely one of the harder killers to get deviousness on.
A lot of his deviousness points comes from putting survivors into cages, but that's not always possible or the best idea.
The range attack does give some deviousness, but it's also only good in very specific situations (i.e. survivor is vaulting or dropping a pallet). Otherwise you use the power to zone and go for M1s when the survivor isn't guaranteed to be hit due to the cooldown from using the power.
He does get minor points for making trails, but the amount of trails you'll have to place to max deviousness is just not going to happen before survivors escape.
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Cages are very situational and most of the time it's the worst option.
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The iri coin add-on wouldn't be as bad if Deathslinger had larger range. Right now the coin provides 3m where you have the instant down effect. Plus the spear does have a travel time so survivors can run out of the range against max range shots.
Huntress doesn't have a max range to worry about plus she inflicts her damage immediately instead of reeling in first. So I don't see iri coin on Deathslinger being that comparable to making iri hatchets have a min range for the instant down.
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Before the changes to items Franklins used to be able to destroy items since it would deplete 10% of the item's charge so if you hit an item with less than 10% charges less it would be destroyed.
However, items are no longer destroyed when they hit 0 charges, so Franklins can't even destroy items anymore.
This change allows Franklins to destroy items again and forces survivors to run back for their items which the killer can now see the aura of to catch survivors rushing to get their item back.
Dropping your item against Franklins isn't even a new strategy.
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Huntress Lullaby does have an effect at 0 stacks. It adds an extra regression penalty from failed skill checks.
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I originally posted in the wrong topic.
I find mindbreaker to be very pointless. At best you counter an immediate sprint burst, but otherwise it doesn't really do anything.
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Gen Rushing isn't common which is why I think some people believe it doesn't exist. But 4 survivors all working on separate gens and never healing will get all 5 gens done quickly without the killer able to do anything about it. However, this does require a bit of coordination and doesn't reward a lot of bloodpoints.
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@Zoomies said:
https://forum.deadbydaylight.com/en/discussion/comment/1415167#Comment_1415167
Sure. Yep. 4-Mans are rare. The game would die if we nerfed them, but they are rare. Ignore the 4-Man group behind the curtain; they don't exist, because they're rare. Sure.
You are way too caught up in something I've never mentioned. I get that you really don't like 4 man swf groups and that you are terrified to play killer because you might play against one.
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@Zoomies said:
https://forum.deadbydaylight.com/en/discussion/comment/1415147#Comment_1415147
4 mans are more common that people pretend. It's usually the 4-Man SWF groups who run around claiming '4-Mans are rare! You get maybe one a month!' but the second someone wants fixes to how OP 4-Mans are, they suddenly claim that it's too valuable, and removing or nerfing it somehow would 'kill the game'.
Which is it? Are 4-Mans rarely used? Or are they the common lifeblood of DBD? Can't be both!
Facing back to back 4 man swf groups are not common at all. Every once in a while you'll face a 4 man swf group that will absolutely trash you. Most of your games will be against solo or duos with a few triples sprinkled in.
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@Zoomies said:
https://forum.deadbydaylight.com/en/discussion/comment/1415120#Comment_1415120
If you believe that, you don't play Killer. 4 survivors running the meta, SWF squads on voice comms, every viable Killer being 'altered' (read: destroyed). Killers being expected to follow fake rules or get abused...
Being a Killer is a trash experience now more than ever.
4 Man SWF squads are not that common and many high ranks survivors are actually just boosted.
Also who cares if you don't follow fake rules? Nothing is going to happen to you if you don't. You can mute end game chat and block messages from strangers.
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Killer emblems syngerize with each other making it easy to gain emblem score for multiple emblems. Survivors have to do different tasks to get their emblems up for pipping.
The real reason people say Survivor is easier to rank up is because it's harder to depip as a survivor as survivors have lower thresholds so survivors who get boosted to red ranks tend to stay at red ranks instead of depipping to where they belong.
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Deathslinger will still fail against solos who do gens. He has strong chase, but he still has to take time to reel survivors in for the hit and reload after every shot which takes up time. On top of that he's 110 movement and can't really pressure the map.
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Franklin's isn't really toxic. It may suck losing your items as a survivor, but the perk exists as a way for Killers to remove items from play. It's useful for stopping the possibility of a key escape or removing med-kits early.
With items not being destroyed when they run out of charges, current Franklins is more an annoyance rather than an hindrance.
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@bingbongboi90 said:
https://forum.deadbydaylight.com/en/discussion/comment/1406425#Comment_1406425
Wait really? Before the hotfix there wasnt any noise notification. At least from my experience.
Guess that was another bug
There was this from the 4.0.2 patch notes under bug fixes:
The Executioner: Fixed an issue that failed to trigger a noise indicator when a Survivor is rescued from a Cage of Atonement.
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@Jujubeetch said:
Because then the perk would be too strong and can basically ensure a free hit or a down every 60 seconds, especially in maps that have many buildings. Does every new perk released have to be gamebreaking and meta-defining?
Given it's only a 16 second duration and the requirement is to a kick a gen, you're already pretty limited in the situations where you can get value from the perk. It really wouldn't that much stronger without the yellow gen aura.
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@ermsy said:
Would be a nice quality of life change if they added a notification when the survivor was rescued similar to a regular hook.
That way the killer will know their last location but can't preemptively go there.
There is a noise notification when a survivor is rescued from the cage. I played a few PH games earlier.
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@MusicNerd_TC said:
You do realize on some maps like Ormond, a gen can be done before you even get to it.
That's a bit of a different issue then gen rushing.
If a team survivors split up and do gens, don't heal until gens have been done, and leave people on hooks to finish gens. There's not a lot a killer can do outside of slug. However, there's more than enough resources for survivors to prolong chases long enough that catching the first survivor means 3 gens have already been completed.
Playing this way doesn't net a lot of bloodpoints, so actual gen rushing tends to not happen unless you face a SWF squad who really just wants to end the game in 5 minutes.
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If gen rushing doesn't exist than neither does tunneling.
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The only time I think bloodpoints can be an accurate measure of team contribution if the person who escapes still got less points than the people who died.
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@PyroGL said:
My only issue with Tru3's LF "experiment" is I've only see him using insta-saw addons in every video. The perk build is fine, but realistically, if LF requires his best addons to be "viable" or "high tier", then you have to judge all killers by the same criterion.
It was like that with his Wraith experiment too as he was using the silent bell add-on iirc.
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@HectorBrando said:
Crowns give points in the Objective category, which Killers dont have so it acts as a 5º category for them, allowing Killers to go over 32000
Survivors can get over 32K, because it's not the Objective category. It's just uses the same symbol as the Objective category.
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Gen Rushing is a thing, but you won't face teams that truly gen rush very frequently. A true gen rushing team would leave people on hooks for as long as possible to work on gens separately so it's harder for the killer to pressure and avoid healing.
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I went into a custom game with a friend and it works on both swamp maps.
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I've found only 1 event item doing a survivor blood web. Otherwise I've only seen the event offering. At least I found one event item in a chest, although on a character I was only playing for the crown.
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I see no reason to remove it.
The survivor isn't using that time to gain distance from you by blinding you and outside of sound bugs you can usually hear where they are so it's not like being blind prevents you from keeping on their tail.
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@dangitben said:
https://forum.deadbydaylight.com/en/discussion/comment/1375806#Comment_1375806
And theres nothing wrong with that. Imagine someone in soccer saying youre “goal rushing”
Did I say there was anything wrong it?
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Gen Rushing certainly exists. A group of survivors who only focus on getting gens done will get them done very quickly and there's not much a killer can do in that situation. It's not common, because it requires coordination to pull off that you won't get with solo survivors.
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Generators do not regress while blocked.
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The main thing that needs adjustment is his range attack. The risk/reward for it is very off. Little reason to use it outside of guaranteed hits from survivors locked in vaulting animation as it's not easy to hit and you get hit with a long stun for using it that makes you lose a lot of distance.
