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Crowman

Crowman

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  • @Yippiekiyah said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685937#Comment_3685937

    Well considering how universally hated she is, it would be for the best.

    If we start deleting content based on people not liking it, eventually there would be no content.

  • Survivors love to throw the map offerings that really annoying killers and bring in the best stuff all the time then wonder why killers respond back with similar energy.

  • So a survivor with a flashlight just needs to run at the killer so they can be unhooked and follow the killer around preventing them from ever hooking another survivor.

    As long as DBD is an elimination game, survivors cannot be literally invincible.

  • I don't see a good reason to take away one of the few decent free survivor perks in the pool.

  • @Laendra said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685176#Comment_3685176

    No, but sitting there and letting the survivor bleed out when there is a hook within reach, or repeatedly hitting the killer on the hook as they sacrificed definitely is.

    This is not an issue with exit gate spawns.

  • @Laendra said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685149#Comment_3685149

    I've won plenty of matches as the last survivor after the hatch was closed by outsmarting the killer (only when the doors were at a distance and location that forced the killer to have to make an effort to guard both gates), and plenty of times when the gate were on opposite sides for the map I was outsmarted/outplayed by the killer. I play about 50/50 survivor/killer, and the ones where the gates are close together and there is only one survivor left, it is almost always (I'd say 95%+) an easy kill. That's not much fun as either killer or survivor....so much so that I usually just let them leave out of pity for a bad RNG roll unless I have a 4K challenge to complete. You won't find many killers (due to the toxicity in this game, mostly) that would do that. This suggestion is merely a suggestion to bring fairness to the end-game by giving the last remaining survivor a chance (because we all know the killer all too often near instantly gets the hatch closed)

    A killer not letting a survivor escape is not toxic.

  • The only time this really matters is if there is one survivor left and the hatch has been closed and frankly the killer has already won the game at that point so there's not much a reason to adjust gate spawns over it.

    When there's multiple survivors still in trial then you can put pressure on both exit gates making it much harder for the killer to prevent either from opening.

  • The game is playable as survivor.

  • The only thing sending out a drone does is make her Undetectable for a few seconds. The haste only happens when the drones actually scan survivors. Hindered only happens when a drone scans a survivor with a claw trap. The damage only happens when you get scanned 3 times and become claw trapped.

    Also drones around gens aren't the most effective, because working on a gen makes you immune to being scanned.

  • Tunneling is a meaningless term survivors throw to try to make you feel bad. I had a survivor claim I was tunneling them when they escaped out the exit gate solely because I kept starting chase with them for Play with your Food.

  • They fixed the missing score event in the hotfix today and people are likely seeing how much you get for completing the ritual. Give it a day and the perk will again see no use, because it's still a bad perk.

    If it really bothers you, just play killer or take a break from the game.

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684296#Comment_3684296

    You shouldn‘t have to bring a perk only against tunneling. The current ds should be basekit and the perk should be without the conspicuous actions. A perk should never deactivate only by doing what you are supposed to do. At least conspicuous actions should only be gens. It‘s just dumb that this perk deactivates through everything. I saw so many people do stupid plays only to get value from it. It shouldn‘t be that way.

    It‘s so dumb that I‘am not allowed to heal or do anything if I don‘t want to lose it. Therefore this perk actively punishes teammates by design and people who play it, often refuse to heal teammates or do gens and then again they do stupid plays.

    I wouldn‘t make it an anti tunnel perk, I would let it be active during the start and then put it on cooldown for 8min after a use.

    If you are unhooking a survivor, you aren't being tunneled.

  • Hotfix 7.1.1

    • CONTENTUpdated the Reactive Healing Perk to round up to 100% healing when there is only a tiny bit of healing missing (example: instead of healing a Survivor to 96.4%, it would complete the healing at 100%)

    Reactive Healing was already updated to allow it to heal a survivor.

  • The tail is shorter than a m1 lunge.

  • @Rulebreaker said:

    Game Afoot: While we like the idea, it would probably be a problem with Rancor and Noed. Hit down mori, hit down mori, etc.

    Thwack: Iffy on the CD times but overall the change would make it much better.

    Leverage: If we had to pick one it would be choice 1.

    Game afoot was already changed so the exposed doesn't apply til after the obsession swap. So unless the survivor is already injured, it's not a surprise rancor and the survivor team could constantly body block to get everyone out.

    Plus I believe game afoot only works with m1 hits so it won't help nurse.

  • As long as killers are intended to pick their own hooks and basement exist, then hooked survivors shouldn't teleport. The anti facecamping system is bigger than the mechanic on cages and you get basekit protections off hook as well as perks that syngerize with hooks.

    Hooked survivors are points of pressure for the killer.

  • For people saying that SM counterplay needs to be clearer: the scan lines become white while standing still or crouching. There's already feedback to tell you whether or not the drones will scan you.

  • @HexHuntressThighs said:

    If they create a point system your matches will only skyrocket in camping, tunneling and slugging. We need to address why they feel the need to run 4 slowdowns. I use zero slowdowns myself and I win very often until I reach red rank 1. Then I start losing far more often. Survivors need other objectives on top of gens so we don’t have to keep increasing gen times. That’s why I liked Ruin Undying because the killer would really run any other slowdowns mainly info. But now that that meta has been gutted it’s been a 4 slowdown meta instead of 2.

    The reason why 4 slowdown perks are commonly ran is not out of being "forced" to, it's because most other options just don't provide as good as value as 4 slowdown does.

    For example, if you wanted to do an anti-heal build your perk choices are:

    Gift of Pain, Coulphobia, Sloppy, Leverage, Nurses, Pentimento at 2+ stacks (but goodluck getting that without plaything), Thana (to force heals to interupt) or Blood Warden (to make catching survivors injured easier).

    While some of those perks are okay, most of them will be providing little value on most killers. And with the recent nerfed to mangled, sloppy and killer addons that inflict mangled are weaker as well.

    And unfortunately this has always been an issue with perk balance. We get a lot of interesting perk concepts that just don't get used because their values are too low or they are too conditional. Anti-skillcheck builds being completely pivotal around lullaby staying up and reaching 5 stacks while also requiring other perks to support it. At least Devour Hope itself doesn't need support for it to be dangerous if you do get the stacks up.

  • This is more an issue with those maps than it is with Wicked. I don't know why Badham still has no hook inside the preschool.

  • If you feel burnt out, just take a break. Forcing yourself to play when you aren't really enjoying it isn't going to be very beneficial.

  • Why make a post on a forums if you can't handle people disagreeing with your post?

  • @Chaosrider said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681271#Comment_3681271

    Just because someone complained about it 6 years ago doesnt mean it was an issue. Its basically a selfullfilling prophecy by now. Someone started it and others followed it by being as unreasonable as the ones before. You just dig a hole for yourself even deeper. Just stop pretending tunneling is anything worth for this game to be played. You have no arguments.

    Tunneling has always been considered an issue. It's why basekit BT was added, because killers just downing survivors immediately off hook was a problem.

    Though I have to question why you are on a discussion board if you have no interest in actually discussing anything and immediately dismissive of anything you don't agree with.

  • @Chaosrider said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681259#Comment_3681259

    That would mean tunneling has been a issue since the beginning, but it hasnt. Again no argument. The rest doesnt make sense at all. Just saying something for no reason.

    Tunneling has always existed in DBD and likewise people have always complained about it.

    Post from 2018

    https://www.reddit.com/r/deadbydaylight/comments/a9my7k/why_is_tunneling_bad/

  • @Chaosrider said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680685#Comment_3680685

    The problem is that people like you are still trying to defend tunneling and this regression meta while having zero arguments. The only thing you repeat is "it is needed" and "winning is the only fun". Tunneling is common cause it is the cheapest way to win consistently without needing much skill. Dozens of things have changed in favor of killers on a noticeable level. Zero arguments!

    Tunneling is simply a result of the game being an elimination game. If killers are unable to eliminate survivors then you would have to change the entire game to focus on killers endlessly hooking survivors and survivors endlessly completing generators. No more escapes and no more kills.

  • @DrHyk said:

    Wicked: This is too reliant on survivors being hooked in the basement, a buff I would suggest is making it so even if you're second stage; if you are hooked in the basement: you gain a 100% chance to get yourself off hook.

    Wicked's main purpose is the 20 second aura reading from being unhooked. Which is a good effect that really helps you not just run into the killer immediately off hook.

    The basement unhook effect is a nice little bonus, but I wouldn't run Wicked for the basement unhook.

    It's like Soul Guard. You don't run Soul Guard for the unbreakable part of the perk, but it's a nice bonus if it comes up.

  • @gatkins121 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680858#Comment_3680858

    just had a game.... guys dropped clones by both exit gates as im looking for hatch and then closed it. ok tell me more about how these clone placements aren't OP. leave them by hooked survivors. instant tele. it's bull

    Unknown isn't even the only killer who can guard exit gates effectively. Also you're describing a situation that already doesn't favor the last survivor remaining.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681124#Comment_3681124

    I thought the numbers like three months back said something like 53% were solos globally?

    The most recent stats do not contain the split on solo vs swf. Just escape rate difference

    Since we’ve started regularly sharing stats last year, we’ve received various requests for different kinds of data you would like to see. On top of the usual statistics we share, we’ve selected a few of the most requested topics to share with you today. Before we dive in, we would like to remind everyone that while data…

    The stats given before that were Oct 2023 also no split on Solo vs SWF

    https://twitter.com/DeadbyDaylight/status/1710309278928846865

    I can't find the original source but seems it was around July 2021 was the only time I remember them giving us a split on party sizes

    image.png


  • @CursedPerson said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681110#Comment_3681110

    No it's an asymmetrical game. That's not a reason it can't have quality of game mechanics.

    It can both be a asymmetrical game and an elimination game. The killer has the task to eliminate survivors and Survivors have the task to do gens and escape before being eliminated.

    It seems like you want an asymm game that isn't elimination style which is not what DBD provides.

  • @AhoyWolf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681112#Comment_3681112

    He's missing a meme add-on (I love them), he doesn't have any playstyle changing add-ons like Myers has, with a power that simple it's kinda sad :(

    + There are some add-ons that don't make really that sense, like the one that reduces your Terror Radius by 12 meters while crouched.

    A lot of killers don't have a playstyle alternative addon so I don't see that as being a requirement especially when comparing to Myers, tombstone addons have been needing changes for a while since piece is broken and judith's only gets used for an achievement. Scratched Mirror is map dependant and Vanity's is useless.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681045#Comment_3681045

    With about half of all survs solos, around half the rest duos, I'm not sure balancing for the best play would actually work. Worth testing out though.

    The SWF stats are years old at this point and the devs haven't give us updated stats for SWF vs Solo numbers. It's possible that more or less players are playing SWF since then.

  • Ghostface has always had the issue of needing to run charge addons. It used to be worse when he had multiple charge addons.

    I'm not against reducing his cooldown further. It's 24 currently, 20 might be perfect considering that Chuky's power is on a 15 second CD. But what "unique" addons do you really suggest for Ghostface?

  • @CursedPerson said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680755#Comment_3680755

    This is only acceptable if survivors had comeback tools available to them. The fact is there will always be a weak link in public matches. So if the killer downs the survivor that sucks in chase then chains back to back gen regression it makes the game really hard for the rest of the players regardless of their skill. There's no safeguards in place to deal with being down a player, most games have tools to deal this via comeback mechanics. Additionally the killer gets stronger as the match goes on since there less safe areas for survivors after pallets have been destroyed and less areas needed to patrol

    There's no comeback for losing a survivor, because it's an elimination game.

  • Finally if people try to weaponize this and body block for healthy people it deactivates when a survivor is 5-10 meters near you

    It's still an additional free hit on top of endurance. This wouldn't stop it from being weaponized.

  • @MaTtRoSiTy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680581#Comment_3680581

    That is fine but tunnelling does need to be addressed as it is potentially harming the game.

    I am seeing streamers (I know they aren't an authority on all things DBD) who are not top tier players pretty much tapping out of DBD and switching to another game due to the proxying and tunnelling off hook constantly.

    It harms the newer player experience which is not good for the future of DBD, as when new players don't continue to come in and replace the old players who have simply moved on, the game will die

    People have been saying dbd is dying for the past few years now. It's really the most empty statement people love to parrot.

  • @KA149108 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680755#Comment_3680755

    Tbf not every survivor spends 12 hours a day playing dbd and playing like they wanna be on team eternal. A lot of survivors just wanna vibe and get some blood points. Me personally, I like to do gens and get saves. I don't bring flashlights, I don't tbag and I don't run in the killers face saying "chase me, chase me" with OTR. There are some survivors that are toxic and BM and to that I say if they wanna go low, meet them there. But yeh I just wanna chill and not sweat out my butt every game.

    Just like not every killer spends 12 hours a day playing dbd and acting like they are a comp killer. However, neither side should be going into matches expecting people to play inefficiently.

  • @KA149108 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680581#Comment_3680581

    We have a gen regression meta, increase in kick damage, gens take longer to complete and we had a lights out mode where survivors couldn't see gens, AND still killers will tunnel at the start of the game. You could make gens 5 minutes to complete each and killers would still tunnel because there's no consequence.

    If you tunnel a survivor and they run you for multiple gens you need to sit back and accept you over committed and that's on YOU!

    Also, so what if 3 gens popped? The games not over until all gens are done and the gates are open so why act like it's over until that point? Pressure gens, don't give up and don't complain when a team works well against a low skill tactic.

    If a survivor runs a killer for multiple gens, the killer was playing bad. In the same way that if a killer is able to get a survivor dead with no gens getting done, the survivors played bad.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680740#Comment_3680740

    But in the current state of the game there is no reason to really force an early 3v1, especially during the event. It isn't being done because there is a need to, but because there is little to no counter.

    Without DS to punish tunnelers or BBQ to serve as an incentive to not tunnel, this strategy spirals out of control. And that isn't fun for anyone involved.

    The event tome doesn't take very long to complete and it's not like there's a reward to playing nice either. Regardless of an event currently active, there's no reason to expect the other side to play "nice". You might as well play effective.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680685#Comment_3680685

    To be fair, killers are in an easy spot right now.

    Not the easiest, nor the best or healthiest, but it is an easy spot. Obviously no one will win all of their trials, but not much is being put against killers rn.

    By that logic we should have seen a decrease in tunneling, not an increase.

    The difficulty of the role doesn't affect best strategy. When Eruption/CoB/Overcharge was meta, tunneling was seen less as the best strategy was just to defend a 3-gen due to how powerful these perks were. Arguably, killers were even stronger than since it was shortly after 6.1.0 and there wasn't any survivor buffs/killer nerfs yet.

    The devs simply don't create any valuable alternatives to making the match a 3v1 early, so killers are not going out of there way to do so. In the same way that Survivors don't just cleanse dulls because the value for doing so over making progress on a gen isn't there.

  • Endurance doesn't stack. It's disabled after all 5 gens are done. Doing any conspicuous action turns off endurance.

  • @Chaosrider said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680581#Comment_3680581

    So killer fun is winning? Cause thats what you make it look like. Buff arent necessary needed as well as tunneling isnt necessary to have fun games nor winnable games.

    The killer's role is to eliminate survivors from the match. If you want to make it harder for killers to complete their objective, then they need better tools to defend gens. However, those tools have already seen nerfs because survivors also don't like it when killers focus on defending gens either.

    The problem is many people just want to nerf everything killers can do to generate pressure which will only leave the killer role into a spot where it's no fun to play. Tunneling is extremely common nowadays, because a lot of alternatives have already been nerfed.

  • @RhysVMT said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680593#Comment_3680593

    so stop doing the one (1) (singular) objectives survivors HAVE to do to win the game? If youre 3 gens down in 1 chase, YOU are doing something wrong as the killer player. If youve been juiced as 3 survivors have done 3 gens together, lord knows how long youve been blasted for, if theyve done 3 gens with 1 on each one, youve been assblasted for 1minute 30 and they have been efficient with gen pressure, thats not their fault. The fact is killers tunnel not because they have to, they do it because there is zero downside and purely because they can. Something needs to be done about how rampant it is in the game but it'll never happen while BHVR are in full blown hold-the-killers-hand mode like they have been for the last year

    Put it on the flip side, if 4 survivors can't even get 1 gen done before one of them gets killed by the killer, the survivors are doing something wrong.

    The simple fact is that tunneling isn't some problem that needs to be solved. Someone dying at 5 gens left is the fault of the survivors just like a killer not securing their first hook before 3 gens are finished is the fault of the killer.

  • Always about the "survivor fun", but no one everyone wants to address that killers need to enjoy the game too. If you want to heavily nerf the killer's ability to eliminate survivors then killers are going to need to be stronger in defending gens.

  • @TieBreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680560#Comment_3680560

    I can only guess based on the kinds of teammates that I get, but they are consistently weak. The amount of survivors I get matched with who have under a hundred hours is absurd.

    Sometimes I just think that a lot of the more experienced survivors have stopped playing, so all that's left is inexperienced survivors. My experience in solo queue is so poor, so consistently, that it's sometimes hard to believe it's just the matchmaking screwing things up.

    More likely the better survivor players are queueing up with others. I do still get some really good people in solo queue, but trying to fill 3 spots is much harder than if you already have the spots already filled.

  • @TieBreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680547#Comment_3680547

    But if the matchmaking fails then the most common result is that everyone dies. Those adjustments don't really have much impact in the majority of matches. Maybe it works in a match where one survivor can keep the killer busy long enough to power all the gens, but how often does that happen?

    The MMR gain/loss is calculated based on how likely the game thinks you would have won.

    For faster queues it gives up accuracy so there's more likely huge skill differences in the lobby than if queues were longer than more accurate. Dying is likely not dropping your MMR as much as you think it is considering the main complaint is how unbalance the matchmaking is.

    On top of that, lobby dodging is a big factor in mismatch matchmaking, because filling up an empty slot is even more loose in accuracy.

  • @TieBreaker said:

    Survivor MMR is just broken in general. The game has no idea how to determine if a survivor plays well or not. If you play well enough to get three iridescent emblems but die you lose MMR, and if you let your teammates die and escape your MMR goes up.

    How can survivor matchmaking ever work under those conditions?

    This isn't fully true. They added in MMR adjustments that give you MMR for each survivor on the team that escapes.

    https://forums.bhvr.com/dead-by-daylight/kb/articles/363-developer-update-october-2022#matchmaking-improvements

    Team Based Ratings

    With escapes being the win condition for Survivors, dying heroically to save your team can feel a little anti-climactic. We’re introducing Team Based Ratings to remedy this. Your rating will adjust based on not only your own performance, but the team’s performance as well. Sacrificing yourself to save the team won’t be nearly as punishing.

  • While not confirmed by BHVR, it seems they reverted the mmr improvements after some people complained about queue times. Ultimately this is why we'll never have good matchmaking, because BHVR is too focused on quick queue times.

  • I experimented with a map offering plus Coulphobia and even tried Lullaby and I never hit 30 stacks either. One game I had 24 stacks total (15 & 9).

    In it's current state it's only ever be good at being a noobstomper. The perk would likely make more sense if it stacked off of great skillchecks as it would "undo" the progress survivors get from greats. It would remove syngery, but even with current syngery it's not even worth getting to work.

  • The anti-facecamp feature works regardless if the killer has a terror radius and 5m will still build up the meter quickly unless other survivors are also in range. 2 survivors being near the hook stops the build up completely.

  • @DrHyk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680090#Comment_3680090

    As I have stated being able to report anon players isn't enough. They need to be cut off from interacting all together.

    Let's just cut off everyone from interacting, because it's not just anon players who are do this. I've seen a killer within the past month who wasn't on anon mode tell us in chat to kill ourselves.

    You guys really need to stop hating on players who use anon mode, because the problems you have do not exist solely on anon mode players.

  • You can still report anon players. If they are being disrespectful in chat then report them.

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