Crowman
Crowman
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- Crowman
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It takes time to close up the vulnerability that cheaters are currently using and BHVR can't just say they are working on fixing it, because then cheaters will search for a different vulnerability. Ultimately the best tactic to fighting cheaters tends to be keep silent about it and ban them in waves so it takes longer for the next vulnerability to be found.
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@LilyPad said:
It should be disabled in end-game. Makes facecamping pretty much uncounterable even if the obsession takes two hits.
Also one day I hope people realize M1 killers can be unfun to play against and usually play in worse ways than the A tiers.
It does not need to be turned off in end game. Survivors just need to learn when to cut their losses and leave. There's no need for the other survivors in end game to feed a killer more kills if a save isn't possible. It wouldn't stop other strong campers in the end game either, because the strongest campers are ones with a M2 power like Huntress or Leatherface.
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STBFL is not an actual problem. BHVR buffed the M1 attack CD, STBFL doesn't need to be nerfed to offset a buff that was intended to give killers more power in M1 chases.
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@just_one_player said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583653#Comment_3583653
Both apply an passive effect (sleeping and infected), but Freddy has several activation or deactivation conditions, while there is a single way to activate (virulent bound) and deactivate (vaccine) the infected effect. The number of survivors under the effect sleeping impacts the teleportation cooldown, while the number of infected survivors don't afecct in nothing; and in addition, Freddy has intermittent invisibility when the survivor is awake and oblivious when the survivor is sleeping, while Wesker has just a 40 m terror radius. Although Wesker has conditions on removing health status when a survivor is hitted by a virulent bound, I can't see, in terms of complexity, this being equal to Freddy's power. In the first half of the first macth in which I played Wesker, I was able to understand his power. To fully understand Freddy's power, you need to play against him at least once. He is a low-efficiency Swiss army knife, a bunch of details that don't help in practically anything.
The number of infected survivors reduces the cooldown of virulent bound.
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@CaptainVangray said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583352#Comment_3583352
alright 2 things, just because you feel it's not toxic doesn't make it not toxic to everyone's eyes. plus remember the killer has more power in the match and giving survivors no chance to get away from the hook or changing targets to the more hooked survivor makes the game harder for the other survivors. if you really pay attention when 1 survivor dies the match gets easier for the killer and harder for the survivors.
so focusing 1 person and no one else can cripple a match. I 100% understand if the survivor is toxic by all means go for them, but if the survivor isn't and gets tunneled out, camped, etc, is that fair? no, because they couldn't do their challenges they weren't in the match long enough to gain at least 10k and no other survivors has hooks.
now another I will mention I 100% understand if you find the survivor that has the hooks without actively looking for them that's fair but let's say everyone is injuried I see killers full on ignore the closest survivor just to get the survivor that has the hooks, even dropping a chase to look for the hooked person.
The killer's primary goal is to kill the survivors. Whether or not they spread hooks evenly throughout the match or focus their hooks on a single survivor at a time, the killer is not toxic for killing you. And focusing out a survivor is by far the best strategy, because spreading out hooks gives survivors too many chances to make a come back.
It's a PvP game. Your opponent is trying to win. It's not toxic to play in a way to increase your ability to win the match. Survivors don't ignore gens with 90% progress in favor of ones with 0% progress. So it's unfair to have that kind of expectation on the killer.
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583164#Comment_3583164
Many of the receiving end share the opinion that it is toxic. Should not be very hard to understand that people can feel diferent. Like i said, it may not be toxic or bad sportsmanship for you, but for others it is. Stating your opinion twice wont change anything to that fact.
Just because people feel it's toxic doesn't make it toxic. Otherwise killer players could say that survivors getting gens done before they got a hook is toxic. Fact is, the killer role in the game exist to remove survivors from the match. By playing survivor, you have to understand that a killer is going to try to remove you from the match. If they want to focus you out, that is completely fair.
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@ULTRAPATO08 said:
It's a joke right?
The survivors cried for the previous merchant (almost no one used her) and now the new merchant continues to generate tears (she is used less than before).
You should learn to play better, it's much easier to beat a shopkeeper nowadays.
Finally, they are very few and if someone wins games it is simply because the player made correct decisions.
The end goal for survivor complaints is to make every killer a M1 killer who can looped for 5 gens. It does not matter how many bones BHVR gives survivors, it's very clear they will never be content.
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There's already an anti-facecamping system in place.
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I wouldn't say complex killers are failed designs, but there's a point where the complexity of a power isn't worth learning. Considering DBD has strong killers with low complexity, a high complexity really needs something worthwhile and that's usually where BHVR fails.
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@GannTM said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583168#Comment_3583168
1.2 m/s wasn’t a huge complaint during the PTB. That portion didn’t need to be buffed.
People most certainly did complain about how slow his CD was on the PTB. It got buffed from the PTB for that reason. We never got to see the intended 2.0m/s in action and BHVR nerfing it on the same patch as the bug fix was a bad move.
It just means that if anything is bugged to be stronger than intended, it's perfectly fine to nerf it in addition to the bug fix.
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@LordGlint said:
While I disagree with the concept, people are already picking their killer to play against by giving up instantly. There's alot of ppl who will just refuse to play a match once they see a killer they don't like.
And this type of behavior should be punished.
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There's nothing to know if it needed a nerf. The cooldown was bugged for two weeks and not applying. The fact he got both the bug fix and the CD nerf at the same time is an overnerf, because it's an over correction from his bugged state. 2.0m/s was already really slow for a cooldown.
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582402#Comment_3582402
From your point of few maybe.
I for example feel and see it a bit different. When a killer is tunneling and camping from the beginning on, it is clearly toxic aditude. The killer simply should have enough empaty to realise that this creates an extremly aweful experience for the other side. Same can be said about Survivors with overall annoying gameplay. It might be fun to bully a killer for them (if they are imature) but the killer usually has a bad time.
We should stop calling toxic way of play (this goes both ways of course, not only killer!!) "strategy" and face the reality that it is a problem that needs to be adressed.
Tunneling and camping regardless of when in the game is not toxic.
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You are not being harassed.
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The system is meant to combat FACECAMPING. What you are describing is not facecamping. It does not matter what the killer's power is.
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@Qeull said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582646#Comment_3582646
Hillbilly has 30ft of range and a 1 hit ability 10ft away revving his chainsaw is more effective than lets say ghostface 2ft from you.
Being 30ft away is still not facecamping.
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The system is meant to tackle facecamping. The hillbilly as described was not facecamping.
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NOED is only active in the end game. If a survivor is heading to rescue and see a totem aura, they should know to just leave instead of feeding the killer more kills.
It's the end of the game. The killer securing 1 kill is alright.
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Legion is in a decent spot. Hardly a killer that needs a nerf because you personally don't enjoy facing his power.
Lightborn only prevent blinds. You can still stun them. But also the killer is facing 4 other players. The killer having access to a perk to percent blinds is hardly that strong since the perk has never been meta.
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I don't see a good reason to do any of this. DBD is an asymm pvp game. Somethings are going to be more useful in some situations than others. Trying to balance everything so it's equally useful in every situation is just going to result in nothing being clear.
With everything working the same regardless of who you are facing, there's no guessing on whether it'll be worth bringing X perk because you no longer have to try to factor the unknown.
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Nothing you have mentioned is being toxic.
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This happens literally everytime there's a nerf coming. People will use the thing before it becomes weaker.
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@Zokenay said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581542#Comment_3581542
Thing is, they kinda overdid it with UW, it should at least have a longer CD or something, cause having this perk on something like Blight or Oni... yeah good luck hiding on time
The CD is already effectively 60 seconds. It doesn't need a longer CD. The only thing that should be done if anything needs to be done is to shorten the active duration.
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@Paternalpark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581353#Comment_3581353
Yes they can, half the roster has insta down add ons and many killers have insta down as their power.
Sloppy is not fine.
Go against my wesker straight after hook and then we'll talk.
Sloppy doesn't work on M2 powers and if you are getting chased off hook then Sloppy never mattered.
I'm engaging any further. It's very clear you just want survivors to have broken perks without caring about any actual balance.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581345#Comment_3581345
If we are going by that logic, killers have access to add ons and perks that inflict exhausted, which last the trial. This would turn off MFT.
The difference is that killers would need to run exhaustion perks just to turn off a single perk compared to sloppy that can be dealt fine without healing perks.
Killers can't just avoid putting survivors into the injured state and it's not reasonable for killers to just not chase injured survivors.
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@Paternalpark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581324#Comment_3581324
I don't care for mft.
It be completely deleted for all I care.
BTW there are many killer perks that give value for playing the game just like mft.
Sloppy butcher is one.
Sloppy only works on M1s, survivors can heal each other, and survivors have access to perks to increase healing speeds.
Not to mention the killer is a 1 player team facing a 4 player team.
Sloppy isn't a problem like MFT was.
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@Paternalpark said:
Double standards all round.
4 healing perks that stack is way out of line.
But 4 gen slowdown perks is perfectly acceptable.
Both negate the other player's time and effort but are treated like 2 different beasts.
There's only 1 killer player in the match. There's 4 survivors in the match.
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Bots aren't good for anything other than getting a feel for a killer's power. Bots cheat and react way too reliably against most powers, making the best strategy against them is to M1 chase them since they often get themselves stuck in bad spots that a human player would never do.
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BHVR literally buffed Background Player during the previous mid-chapter. It's not like the devs are only nerfing perks, they do buff perks at times. MFT was long overdue for a nerf, because there's no good reason survivors needed always online haste. MFT still has the 3% haste, but now is limited to deep wounds which if you're being tunneled, utilize one of the several endurance giving perks or the med-kit addon for endurance it'll put in value.
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Nah
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@JaxHampster said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3580698#Comment_3580698
I asked them throughout a few months when I first heard of him l. Ice seen at least 1000 through various social media's saying hoe disappointed they are of thr new chapter
The teaser was yesterday. How would you know to ask people for months?
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If you suspect the killer is camping the hatch, do gens. Force the killer to close the hatch.
This is an unnecessary change, because the game is relatively over at this point.
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@October993 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3579150#Comment_3579150
I did not say that UW is overpowered in general. The cooldown is the problem. You can use UW way too much imo. They should change it. Maybe after you hook a survivor you gain 1 token and than you can use UW? Or after a gen is repaired you gain 1 token? Idk but something needs to be done.
Killers can only activate the perk every 60 seconds. Because the 30 second cooldown doesn't kick in until the 30 second aura ends and that aura doesn't repeatedly detect survivors. If you get all 4 survivors to scream within the first 10 seconds, then you are sitting around for 50 seconds for the perk to come back.
Making the cooldown longer or more restrictive is just going to make perk never see any use. We can already see this with a perk called Dragon's Grip that has a 30 second duration and a 80 second cooldown making it so the perk effectively has a cooldown of 110 seconds which is extremely long for a perk that exposes a single survivor that touches a specific gen.
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MFT getting nerfed does not mean UW or any other killer perk needs to be nerfed.
UW also really isn't even on the same level as MFT. Killers still have to take time to open a locker to activate the perk and on many maps that involves going out of the way to do so which eats up time that killers are often lacking. Not to mention the perk after fixing bugs allowing it to bypass Calm Spirit and Lockers has seen much less use overall, because the value of screaming as a tracker measure is far weaker than auras.
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@TatsuiChiyo said:
With MFT, you get hurt and immediately enjoy the benefits no matter what perks or status effects the Killer player has.
With UW, Killers have to search lockers, than have a Survivor in their TR. They than have to chase and down the Survivor. And if the Survivor is running Calm Spirit, UW gets countered, all you have to deal with is blindness.
The only tweak UW needs is remove its wandering effect. Open a locker, game sends out a burst that if a Survivor is in they scream, thats it.
The wandering effect does need to exist, because then the perk would just be terrible.
Majority of lockers on a map like Rotten fields on are the edge of the map meaning you would be better off not running the perk. Then you have swamp maps that have huge locker deadzones due to the sparse spawning of lockers.
You can make an argument that 30 seconds is too long and nerfing that down to around 15 seconds would be more fair. But given how lockers spawn and maps, you need some bit of wandering for it to be worth the slot.
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Neither side needs a basekit notification that their aura is being read
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People were never going to stop hating Skull Merchant, because she got changes. There was always going to be something else people were going to complain about unless they made her power literally useless.
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@coco_shotz said:
Those of you defending UW show what side you play and how biased you are. Both these perks are problematic because neither requires any real effort. You can't justify searching a locker and having a scream effect in your terror radius for 30 seconds and try to consider that better than MFT. Lockers are more than plentiful on maps and it's not a big time frame to open one and get info on anywhere from 2-4 survivors at a time. Seriously y'all need to learn that everything goes both ways and if you wanna cry MFT is busted (which it is) go ahead, but you aren't entitled to acting as if UW isn't just as problematic.
Run UW on either swamp map and come back to me about how lockers are plentiful.
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Since they fixed the bugs with UW ignoring Calm Spirit and Lockers, I've seen a lot less UW being ran.
While it may be slightly overtuned, checking a locker on most killers on most maps is something you have to go a bit out of your way for which you may not have time to do.
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Any killer can 3 gen if they really wanted to. This was never something only Skull Merchant's previous power was capable of.
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BHVR generally doesn't talk much about what they are doing to help combat cheaters, because tipping cheaters off just gives them time to find other work arounds.
And the last time there was a huge cheating problem, there was a huge ban wave after a massive anti-cheat update. Ultimately the best thing to do is to report cheaters when you can as BHVR quietly works on the issue.
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The ST content went on sale, because the ST license was expiring and not getting renewed at that time. There was no guarantee that ST would ever come back, but it wasn't like the devs said that ST could never return.
But also you brought it at a discount, so I'm not sure what the real issue here is.
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It's objectively a nerf. Going from being online while injured to only while deep wound significantly reduces the time survivors will moving faster at loops in chase even with the removal of exhaustion limitation.
It's just people are overreacting to the nerf like they did with the dead hard changes, because ultimately people don't want their strong toys to be toned down.
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@BenSanderson55 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577634#Comment_3577634
I like killers will camp, tunnel, slug and then say I bought the game I can play however I want. Sorry but same goes for suciiding on hook its a game mechanic. I understand prideful survivor mains not liking this, but killer mains complaining about it? LOL
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577872#Comment_3577872
Sure remove kobe, deliverance, anti-camp kobe when proxy camp, tunneling and slugging is removed. There will be far less ######### on hook then.
In most cases a survivor CANT suicide hook and get out of match, as I explained someone will usually save them (one of the rare times a soloq survivor will make it priority to save them), then the killer will slug them if they keep trying to get out of match.
Giving someone the hatch LOL. Killers pretty much always slug for the 4k another broken mechanic of the game thats not talked about it enough. Why yes one survivor can finish multiple gens in theory its not practical whatsoever, unless theres just one left. It makes it where killers only need to kill2 and slug 1 to get a 4k, instead of straight up kill 4.
"you notice you've been paired with a weak team, that's on you, not on the game" thats not entirely true, it is on the games MMR to at least some extent.
Other communities penalties systems arent as steep, they have like a peak of 5 minutes not like 3 days. Also these games are more balanced and dont have OP comp strats that baby killers can use basekit without skill vs soloq survivors for 7 years and counting.
If you want to play by the game by quitting out of every match you are in, you can do that easier by not queueing up in the first place.
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Can the community stop being obsessed with reworking everything?
Singularity needs some adjustments, but his power isn't in a state that it needs to be completely changed.
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I can't see why many people would chose to play a killer where survivors have the majority control over your power and the pay off is just okay.
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This isn't a bug. If you release a haunt in the void, the killer gets the undetectable status and Legion's detection is based on his TR. So when you are undetectable, your TR is 0 and thus your detection is 0.
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@DBDFreddyK said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577744#Comment_3577744
Is my name Alien? I do believe it is you who moves at 2.0 m/s for hitting a Survivor with the tail attack. You need to know your place, you are the killer, we are the Survivor, we are the majority, you are the minority. This is not about your fun, it is about our fun, and has been a proven fact for the past 7 years. Why do you think it took them so many years to give our Survivor perks a slap on the wrist? A minor don't do that again while we roll our eyes at them? It is because they know not to take it to far with us. They do that to give you the illusion you are being treated equally. Prove me wrong.
I changed my mind. Survivors should move at 1.0m/s. That would be far more fun!!
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@DBDFreddyK said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577710#Comment_3577710
That's not how balance works? Since when? Balance has always been based on how much we like going against something. That has always been why killers get nerfed. If we don't like it, it gets nerfed until we do. But honestly that nerfed killer just becomes boring to fight against because now its just to easy.
If that's the case. I don't like that survivors run at 4.0m/s. It's unfun to have to run around until you get close to hit a survivor. We should make survivors move at 2.0m/s as that will drastically increase the fun of catching survivors.
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Honestly, not hitting skillchecks shouldn't result in an instant death. BHVR relented and added it when people complained they couldn't kill themselves on hook and it was a mistake to listen to the community on that.