Crowman
Crowman
About
- Username
- Crowman
- Joined
- Visits
- 20,113
- Last Active
Comments
-
@MortisCarnifex said:
https://forum.deadbydaylight.com/en/discussion/comment/1361211#Comment_1361211
It can also be used with Brutal Strength so you can quickly damage a gen and find a survivor before they have a chance to figure out that you're Undetectable.
Trial of Torment should be active after kicking a gen so the speed you kick won't matter as you'll be undetectable after you finish kicking.
-
@notsonew said:
https://forum.deadbydaylight.com/en/discussion/comment/1361189#Comment_1361189
the only one is red herring, which is almost never used, and also if you work on another gen it shouldn't be yellow anymore so no confusion there
Better Together highlights gens yellow for other survivors while you are working on a gen.
-
Honestly the biggest limiting factor to this perk is the duration of 16 seconds. It wouldn't matter if the survivors knew what gen you kicked if the duration was longer. It's really hard to get much value from being undetectable when most of the time it wears off by the time you start approaching a survivor.
-
Survivors being picked up off the ground in front of the killer aren't common which would be the main reason to run this perk as the other effect is too dependent on the killer running a hex totem you can leave up assuming it's not cleansed to destroy a different totem.
Strong perk that is very reliant on a very specific situation is not going to be a problem.
-
I think the only similarity they have is they both can get free hits from window vaults.
PH's ranged attack is too punishing to use outside of guaranteed hits from survivors being stuck in animations like vaulting whereas Demo's shred is still pretty usable up close to preserve STBFL stacks.
-
@1anioh said:
I switched back over to doc to farm bloodpoints so I could level PH. I was getting about 12-15k after each match on PH, whereas I can get 60-70k with the doctor.
I figured once I get ol' triangle heads perks up to atleast 2nd tier each I'll start playing him again.
I am also not the great with aiming so its nice to run a few matches where I actually kill someone too.
PH likely has the worst bloodpoint gain out of all the killers, because building up his deviousness is hard since you need to hit survivors with your range attack and cage them. Both of which are good in specific situations and in most cases you are better of just M1ing and hooking.
-
@idekanamelol said:
https://forum.deadbydaylight.com/en/discussion/comment/1354716#Comment_1354716
thank you. I started playing a month ago and thought it was nerfed twice. thank you for correcting me
You might be thinking when it was on the PTB and it was both safe unhooks and protection hits, but the safe unhooks never went live.
-
It's just not reliable unless you get a map that has a good spread of crows throughout the map like Hawkins.
-
@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1345786#Comment_1345786
I think it will be meta, because one of the survivors's biggest pet peeves are being healed and instantly downed, I have also heard from tons of people that they are excited to run soul gaurd. Survivors also detest slugging killers like nurse, spirit and Oni, so I can see it becoming meta. Sorry I didn't elaborate that much, I had to do something and I had to type quickly.
Most of the time when survivors pick up another a survivor off the ground, the killer isn't nearby. The situations where a survivor gets picked up near the killer are usually when it's the last survivor up. I don't see people dropping one of the already strong meta perks for a perk that is very good in a niche situation.
-
You have to fast exit the locker which you can do by holding the button that makes you sprint.
-
It's a good perk if you find yourself in the ideal situation where it shines, but it's never going to be meta because the main effect of Soul Guard is endurance when you get picked up which is not an amazing effect worth giving up a perk slot for.
Now if you face Haunted Grounds, Third Seal, or NOED killer that slugs, then sure it's great. Also if you happen to find yourself in a situation where you can leave thrill of the hunt or retribution up it's also great there.
It's just too dependent on a killer running a hex to get the full value that I don't see it being ran much.
-
All the devs need to do is give d/cing some kind of death animation so the hatch doesn't instantly open and the killer has a chance to find hatch to contest it.
-
@averycoolname said:
NOOOOO, please i was so hopeful for it when i heard that it was inflicting them with Oblivious, i thought it was a feedback response
Making someone Broken for a few seconds after they have just taken a hit in a chase is so, so worthless
There is one very niche case where making someone broken is helpful and that is to prevent Styptic Agent. Is it worth bringing a perk to counter one rare survivor add-on, not at all.
-
The main reason stated in the 2.6.3 patch notes was that there is a 1 second duration where the survivor can't move after DS and a 3 second DS stun wasn't enough time to give survivors the opportunity to gain distance and find safety.
-
@RizeAki said:
https://forum.deadbydaylight.com/en/discussion/comment/1341038#Comment_1341038
True a bit on that it would be better to maybe balance those two perks instead cuz a what is 8 second stun? Can be a bit too much so if not enduring effect it then they be fixed where it isn’t stacking like it does
Stuns don't stack. The DS -> Head On combo is just applying the Head On stun after the DS stun wears off.
However, the combo itself isn't exactly easy to pull off either. You need to be near a locker when you DS and the killer needs to be close enough so you can immediately Head On. You also have to be quick entering the locker after you DS so your Head On is up after the DS stun is over otherwise the killer has time to grab you out of the locker.
The other thing to note is a survivor gains less distance from a Head On stun than a DS stun so it's not like they really gain anything from the combo besides flexing on the killer.
-
It's better that enduring doesn't work on stuns by DS and Head On, because otherwise it would be much harder to balance those perks.
-
I think the bigger issue is that on older maps some totems just spawn out in the open.
I think newer maps do a much better job at hiding totems as they tend to be hidden inside objects which requires survivors to more actively search totems instead of passively walking by them.
-
@Seluecus said:
https://forum.deadbydaylight.com/en/discussion/comment/1310850#Comment_1310850
they did not. i literally just ran this map and that exact same spot had that exact same issue AND (unfortunately) it was his hex as well.
PTB isn't live yet and won't be until Chapter 16 goes live.
-
D/C already bans you from queue for a bit so I don't think d/cing specific for the hatch needs an extra punishment.
I just want the devs to make it so that d/cing doesn't immediately open the hatch so the Killer can try to contest the hatch. Similar to how a survivor on death hook takes a few seconds before fully sacrificed.
-
@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1330712#Comment_1330712
People keep saying this over and over, no matter how many times I post screenshots of nightly matches where I - at rank 16 - get matches with red rank SWF groups who brought a rank 20 with them.
I mean, at some point people have to accept that this either isn't actually how it's intended to work, or it's not working as intended. Claiming it doesn't happen is clearly wrong.
Because you are rank 16 and matchmaking doesn't cap what ranks a rank 16 can be matched with.
-
Killers already gain negative score towards their chaser emblem they stay around a hooked survivor as long as they aren't the last survivor, in a chase, or other survivors are also around the hook.
Basically punish face campers by doing gens and letting them lose the game for applying 0 pressure.
-
Right now the most annoying killers for me to face is Hag. Mostly because I've started to see more hags recently and it seems like my teammates when playing solo don't understand how to play against her.
Huntress and Deathslinger are also up there. Huntress due to hatchets having huge hitboxes. Deathslinger because I find there's not much warning to quick scopes and his small terror radius.
I don't really have a killer I hate playing, but I have several I just don't really play much.
-
@APoipleTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/1328524#Comment_1328524
I really don't think the time needs to be (or should be) lowered.
There's a reason why they made it take 16 seconds: that's how long a normal heal takes. The syringe is a free heal that occurs passively while the survivor does other things (being chased, doing objectives, healing someone else, etc). Because this time limit is fixed it also counters any perks/add-ons which apply the Mangled status effect.
I've admittedly thought it would be funny if this syringe-heal wasn't cancelled by a successful attack from the killer (where it could potentially revive you by one state during killer's weapon wipe), but that would probably still be too close to being "discount Adrenaline" like this add-on used to be.
The add-on description for the Syringe states that perks and add-ons can modify the time it takes to heal the survivor a health state.
-
The basement is meant to be a strong area for the killer to defend hooks. It's fine as outside of dedicated basement builds getting survivors into the basement isn't always easy unless the survivor goes down near the basement.
-
I don't think you need to stop playing pig. I think the issue here is that these swf teams you face are likely not teams you'll be able to beat with your current skill level. I would say the best thing to do is to focus less on the fact gens are getting done and try to get better at ending chases faster.
Learn the map tiles and how to mind game them. The quicker you can down survivors and get your traps on them the more pressure you'll actually have to slow down the gens.
The other thing is kicking gens without a gen kicking perk is fairly pointless. Gens regress really slow and gens don't lose progress by kicking them. You need to build pressure on the survivors which you can't do by kicking gens all the time.
-
@YaiPa said:
you can just do the gen and leave... you let them 2 hooks you then you're fine.
The problem is I don't want to be part of a farming match and I don't like being forced to be part of it either. I was just doing gens so I could move on to the next game when the other survivors went out of there way to body block me so they could farm me.
If farmers let people who don't want to take part be, there would be less of an issue.
-
@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/1325956#Comment_1325956
What unexpected angle?
Every single one of your stealth killers gives away their position audibly when they come into range of a survivors ears except Myers while he's running add ons....And every single one of them is directional.....
Pig makes a giant roar before she jumps on someone. (not sure why that makes any sense)
Wraith hits a giant GONG
Ghost face has a giant flag waving in the wind
Spirit has a wind tunnel
And myers has a heartbeat unless you build him with specific items and he's in tier 1.
"Unexpected angle"
Yeah the only people that don't expect it are people listening to blaring music in the background while they play the game. cmon bruh throw us a bone...
You can hear Ghostface and Wraith while they are in their powers. Wraith has a unique growl for breathing and you can still hear his footsteps. Ghostface's cloak makes a unique sound while he moves.
Myers has pretty heavy breathing.
Don't remember if Pig has a unique sound when she's crouched.
-
@Zeidoktor said:
https://forum.deadbydaylight.com/en/discussion/comment/1325838#Comment_1325838
One thing I've wondered is do Forced Penance and the Legion Pin stack? If so, that's potentially a minute and a half of broken status.
I don't believe any status stack in dbd. I'm pretty sure the higher duration overrides.
-
I'm pretty sure I faced a Myers last night who was hacking as I'm positive he was stalking survivors through walls. He was just standing AFK in the middle of the map until he hit T3 (and was running infinite T3 add-on).
-
As someone who mainly plays solo survivor when I do play survivor, you just have to accept some games you will lose and not get much out of it. Some nights are just not good nights and the best thing you should do is to stop playing survivor for a bit as playing tilted isn't going to help you play better.
-
Thana isn't even that strong. The best killers who can use are Legion and Plague simply due to their powers. And even then I've seen plently of survivors starting to cleanse against Plague with the change giving her a free corrupted fountain so it's really only just Legion who can make good value out of Thana.
Dying Light is just a win harder perk. If you can get yourself in a situation where you have 5+ stacks of Dying Light and 3+ gens left, then you didn't actually need the perk to begin with.
While you can get pretty strong slowdown combing both perks, you basically already have to be in a winning state to get the value out of the combo. In which case, why you are running two perks you didn't actually need?
-
Rancor is a decent information perk. While bubbles are less useful than auras it's one advantage over Bitter Mumurs is that it shows the location of every survivor instead of survivors around the finished gen. The main problem is that since it's reliant on survivors finishing gens you can't control when you get the information so not every activation is going to be useful.
The mori is a nice bonus, but it's not really that great once you remember that all 5 gens must be finished. In most situations where all gens do get done most survivors are still alived at that point. Basically you are just getting a pity kill while the rest of the survivors leave. Plus the obsession has so many opportunities to know there is rancor in play that most obsession will just leave through the exit gates immediately anyways.
It's an okay perk, but there's just better options to find survivors that you can control better.
-
The only hex totems this perk is really good into are Haunted Grounds, NOED, and a slug build with Third Seal. In most cases Unbreakable's one time self pick up is enough. The endurance effect is nice, but hard to really justify a perk slot for it on it's own.
Now a 4 man SWF who can communicate and get lucky could leave up Retribution or Thrill of the Hunt for Soul Guard, but those hexes aren't really ran that much outside a dedicated hex build and hex builds aren't very common.
-
While it sucks to be on the survivor who gets camped, it's really not a big problem. Killers who camp every hook aren't winning games unless survivors throw themselves at the killer just to unhook. All survivors need to do is punish the camping killer by doing gens.
-
@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1315845#Comment_1315845
This is why they need to redesign the struggle mechanic so that you don't have the option of giving up.
Then survivors will just afk when they don't want to play out the match just like how killers afk if they give up.
You can't stop people from refusing to play out a match.
-
I almost never run into Iri Heads that aren't run with Ebony Moris. The people who run it are intentionally using them to make fast quick games where everyone depips and no one has fun.
-
Assuming you meant lunge.
His lunge is literally the same as every other killer in the game.
-
Currently the matchmaking system will match players within 6 ranks of each other, with the exception of being ranks 20-16 that ignore that.
Unfortunately it's just matchmaking working as intended.
-
I mostly play solo survivor and I can't rely on my teammates to be competent all the time.
-
I see no reason to punish it since the mechanics exist in the game. Survivors can attempt to escape which brings them closer to the next state and the 2nd state if you fail to spam whatever button it's assigned to you get killed.
Personally I've only ever let myself die on hook to move on to the next game when my teammates are just beyond bad. I watched a survivor get hit by the killer run down the basement and unhook me while not having BT and then after he went down I ran by a healthy survivor in the basement stairs who didn't body block so I just went down again. I let myself die after getting rehooked, because there's is no redeeming those teammates.
-
When OoO users complain I tunneled them, I just say don't bring a perk that shows your location if you don't want to be tunneled.
But for the most part just say "gg" and move on. Entitled survivors get really upset when you say "gg" if they felt the game was unfair.
-
Because 3 survivors working on separate generators means that 3 gens are finished in 80 seconds.
2 survivors working on 1 generator and 1 survivor working on a different generator means you have about 2.5 gens finished in 80 seconds
3 survivors working the same generator means you have about 2 gens finished in 80 seconds.
It's just less efficient.
-
Spies is actually a decent perk. the main issue is a lot of older maps don't have a lot of crows.
Use Spies on Hawkins and then use Spies on a map like Rotton Fields and you'll see a huge difference.
-
I've already reported this bug and if you saw the ptb 4.0 patch notes it looks like the devs have already fixed it.
https://forum.deadbydaylight.com/en/kb/articles/194-4-0-0-ptb
Treatment Theatre: Fixed a specific totem that was unable to be cleansed.
-
@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1309437#Comment_1309437
And yet I see red ranks constantly, no matter how fast the queue was or how far I derank to see if it stops. Same for the hordes of people posting their screenshots daily.
So, I dunno. Maybe intent isn't matching with reality. I do know that I tested it with friends, threw my rank 20 survivor into their purple-red rank lobby and they started getting matched with super low killers. Small sample size, but hey.
Because ranks 20-16 ignore the cap of 6 rank difference and can effectively be matched with any rank.
-
@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1308406#Comment_1308406
"Matchmaking uses the highest SWF rank" he says. 🤣
https://us.v-cdn.net/6030815/uploads/YRA3XKUVV0RE/image.png
No, that's not some fluke, or some long queue. That's "normal". Queue was nearly instant.
Yes, they do this intentionally.
@Peanits said:
https://us.v-cdn.net/6030815/uploads/640/RXK2G328M8H5.png
We are back with another edition of the Developer Update, a series of posts detailing our progress on upcoming features and known issues. This time around, in addition to the normal topics, we’ll have sneak peeks on some changes coming in the mid-chapter update.
Matchmaking
Recently, the matchmaking system was changed to use the highest rank in a Survivor group when searching for a Killer. This change prevents groups from using a single low ranked player to abuse the matchmaker and get less experienced opponents.
We are on the lookout for any potential edge cases that may remain. To give you an idea of what is expected of the matchmaking system, here’s how the system works:
- Survivors are matched to a Killer as close to their rank as possible.
- If the Survivor is playing with a group, the highest ranked Survivor’s rank will be used for matchmaking purposes. (e.g. If a rank 1 and rank 10 Survivor are playing together, the game will search for a rank 1 Killer.)
- If a match of the same rank is not available, the system will gradually expand the acceptable range until it finds a match. This has a hard limit of 6 ranks above or below your rank.
- New players between rank 16 and rank 20 receive an exception to this rule in order to ensure that they can find a match, even when there’s no other new players queuing.
- You will not be matched with someone outside of a given range. This is to ensure that your connection to other players is as good as possible. When on dedicated servers, players will be matched to their nearest data center rather than their distance to other players.
- Survivors playing in a group with distant friends are an exception to this rule.
If you experience something outside of this range, please be sure to let us know here: https://forum.deadbydaylight.com/en/categories/other
Nintendo Switch™
Dead by Daylight was just released on the Nintendo Switch™. Welcome to any new players who are joining us! We have received quite a few questions since the launch, so we have taken a moment to organize some of the most frequently asked questions here: https://forum.deadbydaylight.com/en/discussion/90514/
We have also created a Switch section in the bug reports section of the forums in case you stumble upon any issues as you play: https://forum.deadbydaylight.com/en/categories/switch
Dedicated Servers
Following the test in the last PTB, we decided to postpone the launch of dedicated servers on the live game while we iron out a few issues. Our new launch target for PC and consoles is Fall 2019. We will be running tests on the live build of the game, on PC only, starting in early October. For more details, click here: https://forum.deadbydaylight.com/en/discussion/87216/
Dedicated servers have, however, been active on the Nintendo Switch™ since launch. This is essential as the Switch version does not support hosting a game. Any improvements made to dedicated servers on other platforms will make their way to the Nintendo Switch™ as well.
The Nurse Add-on Update
A few months back, we announced that we would be revisiting The Nurse’s add-ons to ensure that all of them are as fair as possible and that she has the correct distribution of add-ons (4 common, 5 uncommon, 5 rare, 4 very rare, 2 ultra rare).
With these changes getting nearer, we would like to share a few of them with you:
Plaid Flannel
- Rarity changed from Very Rare to Common.
- The blink indicator placement has been improved and will now stay visible until The Nurse has reached her destination (it was previously not visible while blinking).
Heavy Panting
- Considerably increases maximum blink range.
- Considerably increases maximum blink charge time.
Jenner's Last Breath
- After blinking, allows The Nurse to immediately blink back to her original position by pressing the Secondary Power Button.
- Requires a blink charge and must be triggered during the chain blink window.
These add-ons—as well as the rest of The Nurse’s new add-ons—will be available for testing in the upcoming mid-chapter 13 PTB. We will be keeping an eye out for feedback once you have had a chance to give them a try.
The Archives
During the 3rd Anniversary Livestream, we revealed The Archives, a new feature loaded with challenges and rewards. This is one of the most ambitious additions to the game yet and it has been in the making for quite some time. We are very excited to release The Archives in the upcoming mid-chapter patch (and preceding Player Test Build). Be sure to keep an eye out for more details in the coming week.
This concludes the September Developer Update. We have busy months ahead of us, and we are looking forward to seeing what you think of the upcoming changes!
To give you an idea of what is expected of the matchmaking system, here’s how the system works:
Survivors are matched to a Killer as close to their rank as possible.
If the Survivor is playing with a group, the highest ranked Survivor’s rank will be used for matchmaking purposes.
If a match of the same rank is not available, the system will gradually expand the acceptable range until it finds a match. This has a hard limit of 6 ranks above or below your rank.
New players between rank 16 and rank 20 receive an exception to this rule in order to ensure that they can find a match, even when there’s no other new players queuing.
You will not be matched with someone outside of a given range. This is to ensure that your connection to other players is as good as possible. When on dedicated servers, players will be matched to their nearest data center rather than their distance to other players.
Survivors playing in a group with distant friends are an exception to this rule.
-
I mostly play solo survivor when I play survivor.
I also play a lot of killer and face plenty of swf groups due to matchmaking using the highest swf member rank.
SWF teams are not unbeatable and most are not try hard groups.
-
@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1308349#Comment_1308349
Yeah, that's what everyone says.
"Haha, we just, you know, goof around with friends and uh...you know, we're not really trying...no one is talking in Discord, honest. We never communicate! We just giggle a lot over our mics and it's not helpful at all. We promise! Scouts Honor!"
If you really hate people trying to enjoy a game with their friends so much. Just dodge every swf lobby you encounter.
-
Most 4 man swf teams are fine. I've really only ever had a problem against 4 man swf groups running OoO.
A lot of swf groups are just people trying to play with friends and you often see pretty big skill disparity between them. They also tend to be a lot more altruistic.
-
The ability description says that being rescued or rescuing a survivor from a cage removes Torment.