Crowman
Crowman
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- Crowman
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@appleas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600732#Comment_3600732
Wait so you were in the midst of healing when the other Survivor went down and continued to heal until the Survivor went on hook?
I can see how Xenomorph would have cut you off that way. In terms of ways you could have countered that, if the Aura tracking portion works like BBQ, perhaps getting into a locker would have helped to block the aura? The perk is relatively new so everyone is still getting used to playing against it.
The other thing is this topic is upset the perk did something in one game which somehow means it should be nerfed. I don't like this trend of people just wanting perks to do nothing and be a waste of space.
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I think the camera being placed above Chucky is likely why it feels hard to blind him. It's just not intuitive to blind the killer on the survivor perspective.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597404#Comment_3597404
BBQ is a better tracking perk for sure since you get the best form of tracking in the game (auras) after every hook. Friends on the other hand gives you the exposed hits SOMETIMES, but only if you hook a non obsession first which the perk doesn't help you find.
Between auras, killer instinct and screams... Screams are the worst form of tracking. Since Friends gives a single scream anytime you hook the obsession, and that's preferably the survivor you DONT wanna chase... Friends kinda falls short for tracking.
That being the said... COULD always run both...
Not to mention, if you know the perk is in play, it's easy enough to hop in a locker as the obsession to avoid the aura reading before the hook. It's a super telegraphed perk.
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@BUFFDECISIVEPLS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600703#Comment_3600703
No just humble you a lil buddy you’re the one sat talking about peoples skill level because they made a post on a forum about a bad aspect of a perk… but if you wanna prove to me you’re better i am more than welcome to jump in customs with you
LOL you really think a 1v1 proves anything.
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Ah the classic call for a 1v1, because that surely will show off your skill
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This challenge wouldn't be so bad if it wasn't restricted to doing it in a single game or if it was just once. The fact that you have to do it twice in a single match when it can already be difficult enough to blind good killers just makes it needlessly frustrating.
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I feel like ultimately a lot of survivors just don't want to play an elimination game, but DBD without elimination would be a rather boring game.
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Survivors really just don't want killer perks to do anything
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The argument that myers is so difficult to reach t3 doesn't exist anymore when corrupt and deadlock exist as passive stalling.
Like if you're running these perks and still having issues to reach t3 before all gens are done that's a skill issue.
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Sorry some people don't have the energy to deal with harassment over a video game that triggers you so much
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The tombstone addons don't need this buff
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Wraith can't start chases while cloaked
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@Nos37 said:
Backstory for this suggestion: We're getting tunneled and slugged at 5 gens. Killer's snowballing. We almost got a gen done several times, but PGTW kept taking chunks off of it.
Why..?? Being kicked while you're down? The survivors should just give up and go AFK...
If pop was nerfed, it probably wouldn't have changed that match. We shouldn't just nerf perks, because the killer used it against you one game and won.
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The perk only triggers a scream or aura depending on whether the obsession swapped. And screams are a weaker tracking tool due to the fact it's a stationary ping. Not to mention it only triggers on a single survivor at a time. It's hardly OP and it's a perk that wants the killer to not camp/tunnel.
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I played a match against bots to get a feel for the changes.
Right now, Main Event is just worthless. The firerate is currently the same as using your power normally and Main Event doesn't last long enough to get any damage states out of it.
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Sorry you lost to clown
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@Lost_Boy said:
Not a Trickster main, but I enjoyed playing him from time to time. He feels much worse now imo. Not really sure why they even removed recoil it was barely noticeable. I've only played one game with him, but he just didn't seem to flow the same way as before. I kinda liked main event from before you could change the outcome of a game with it. The new one feels a bit underwhelming.
I think recoil needed to be removed for the sake of console. I also don't think the mechanic really added anything interesting to the killer either.
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Batteries and Two Can Play are pretty much useless.
Friends to the End is at least a usable perk.
Honestly if you only care about perks, this chapter is a skip.
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Where are you seeing that people are defending cheating? There's at least one new topic every week on the forums asking why hasn't behavior done anything about cheaters.
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I swear survivors will never be happy unless the system gives them full immunity for just being hooked.
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If killers aren't allowed to use their powers when they want to then survivors shouldn't be able to run 24/7 either.
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I don't. I've seen too many survivors be toxic over being given the hatch that I just simply no point in being nice.
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I don't think they need to.
Survivors are the role that face elimination and sometimes you'll be focus out first.
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They made a perk that was only useful in the end game as part of some end game strategy which is already risky to a perk that has no real use.
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Killers don't need punishments for completing their objective. Survivors don't take longer to repair gens for each one completed.
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@BenSanderson55 said:
Tunneling (especially at 5 gens) is a broken mechanic where the killer is trying to make an intended 4v1 game a 1v1 game (and more commonly a 2v1 aka the two man tunnel as I call it). It breaks the game, just as comp survivors break the game. So like usual soloq pays the price. Soloq aka 1 survivor vs 4 killers.
So you want a game where survivors can't die
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@Quizzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590805#Comment_3590805
Being elimimated first isnt the issue nor the problem. You know what tunneling is, so i dont really have to be more clear on it.
Then tunneling isn't an actual problem.
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@Quizzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590766#Comment_3590766
"Maybe dbd isnt for them". Really despise people who use that line as an excuse to go out of their way to ruin someone's experience. Yea. Lets make sure to get as many people away from this community by not having the decency to be a human being and not caring there is another person on the other side of the screen.
Survivors are playing an elimination game. It's not ruining your experience for the killer to eliminate you first.
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I always thought the infection refresh back to ~50% on hook was a tad too high. I think it should never have been more than 25% upon being hook.
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No.
Some things are bound to be stronger on some killers than others. We shouldn't prevent synergies from being ran as at the end of the day DBD is a casual game.
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590209#Comment_3590209
The OP never said doubted that nore said anything like that?
To your offtopic arguement: Yes, killing the survivor is the killers role. Tunneling is a choice. To put it mildly, a very unpleasent choice for everyone else.
In the same vein that survivors chose to work on gens with progress already on them instead of seeking out gens without progress, the killer seeks out survivors who are closer to death than ones who are further away from death.
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Tunneling isn't toxic and killing survivors is kind of the role of the killer.
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Casual games can have matchmaking systems. The existence of MMR in DBD doesn't make DBD any less casual.
The problem is it seems you are tying your fun solely to having easy games that you win, which of course you won't like MMR since it prevents you from being matched up with new players to stomp.
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It's fine to play other games. You don't need to only play DBD and it's probably better you do take breaks to play other games, because burnout is quite real.
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@canu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589693#Comment_3589693
is this even true? i was told you always lose mmr if you die doesn't matter who escaped
The final Developer Update of the year is here. In this series of posts, we discuss the biggest upcoming changes and provide updates on ongoing processes. This time, we’ll cover the various features and improvements coming with next month’s 6.4.0 Update. Bots in Custom Matches Kicking things off, we have a much-anticipated…Matchmaking Improvements
Dead by Daylight is always changing, so it only makes sense for the matchmaking system to change with it. We are always keeping an eye on matchmaking and making small tweaks behind the scenes to strike a nice balance between wait times and match quality. In addition to this, we have some larger much-requested improvements on the way. Matchmaking is a very complex subject, so we’ll have a dedicated post going into detail on how exactly these new features work next week, but in the meantime, here’s what you can expect:
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.
Extended Breaks
If you’re just coming back from an extended break, contending with rust on top of facing the same caliber of players as when you left can make things rough. To make returning from a break easier, your matchmaking rating will adjust quicker after your first few matches back. This will help you settle into a place where you’re more comfortable much quicker than before.
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The MMR you lose/gain is also factor by how many survivors escape alive the game.
SO if you end up being the only one who dies, you likely won't lose much MMR if any at all due to the other survivors escaping.
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There's an addon that quite significantly decreases the cooldown of shred.
Shred doesn't gain stacks, but it also doesn't lose stacks either. Demos that bring STBFL often don't lose any stacks and having 6+ stacks by the end of the game isn't that unreasonable if you never lose any.
Without any sort of video and post-game screenshots it's really hard to tell you if it was a bug, a cheater, or just you not paying enough attention to what the killer is running.
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@BenSanderson55 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588416#Comment_3588416
Nah,they sometimes called it anticamp. Regardless of the semantics, it does nothing except teach facecampers how to camp better by proxy camping,so this is a killer buff disguised as a survivor buff.
Sounds like the feature is working as intended as killers are not facecamping which was complained about because survivors didn't like staying on hook for 2 minutes to buy time for the rest of the team.
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The perk is just kind of a mess.
First you have to kick 2 gens in order set up the perk. This means if you want to set up the perk on a gen you want to lose, you have to find a different gen to kick first or kick that gen and just hang around until someone touches it. It's a time sink that you never really get back.
Second, it can only be active on 1 gen at a time. This means once you set it up on a gen you expect to get done, you then can't kick anymore gens until machine learning goes off.
Third, generally if you are kicking a gen you are trying to prevent that gen from being complete.
Trial of Torment is just kind of a better perk even though it doesn't have haste simply because you kick the gen and immediately get value of undetectable.
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@please_explain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589337#Comment_3589337
It's not a counter if it's not reliable.
A counter is a counter. Blood Favor shuts down pallet saves while the hex is up.
Ultimately, killers will never have a reliable way to shut down pallets, because it's a limited resource that killers can break once used.
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@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589391#Comment_3589391
Nothing. I'm just saying that anti facecamp hasnt meaningfully changed the way killers camp nor the way you resolve it.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589355#Comment_3589355
I know. It just doesn't punsih that because they stand slightly away from the hook instead whilst still achieving what a facecamp did.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589352#Comment_3589352
Sure, if you consider the problem of facecamping just that the killer was stood right next to you and consider no further implications with facecamping as a whole (which were not resolved).
The whole point of facecamping was that it made trades too difficult for uncoordinated teams. When the killer is farther away, being able to perform a hook trade is significantly easier because the killer has to move closer first while the unhook is being done.
Killers are allowed to defend hooks and not every hook is going to be a free unhook for the survivor.
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The system was never meant to prevent all camping as a whole. It just punishes killers who stand next to the hook the entire time which was heavily complained about.
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@please_explain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589220#Comment_3589220
Blood favor gets removed in the first min of the game it's not a reliable perk.
You said there was no counter. I listed a counter.
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@please_explain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589199#Comment_3589199
Ok maybe not flashlight saves but you got nothing to counter pallet saves so I still stand by my opinion.
Hex: Blood Favor. Down the survivor and block the pallet they are under.
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His tail attack has harsher penalties for missing compared to a similar killers like Nemesis and has to deal with turrets breaking them out of their power. By that measure, they really aren't that noteworthy and a rather mid killer.
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No.
People need to stop asking to killswitch things that aren't bugged in a gamebreaking way. Skull Merchant didn't get kill switch when her rework was on the ptb. Neither did Dead Hard or anything else that was being changed.
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588834#Comment_3588834
Eh it kinda is. Popping 3 gens by first hook is the most efficient thing survivors can do while killing a person early is the most efficient and best thing long term for killer. Not even about the 4k since the killers goal is to kill.
It's always funny when popping gens before the killer gets hook is defended for being "the objective" but how dare the killer complete their objectives before the survivors complete theirs.
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@gnehehe said:
I swear that the door location were also fine-tuned
I do not remember at all these complete dead-ends / long walls without single door ; this is awful for both sides!
The door spawns have always been like that. Some doors are tied to the gens and once completed will open up. Some of the long rooms only spawn x amount of doors and there's no guarantee that you'll have a door on each 4 sides.
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Iron Will's nerf was not overkill. Survivors shouldn't have unlimited 100% noise reduction.
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It's funny people are calling Hawkins survivor sided now, when I remember years ago it was complained about being such a killer sided map.