Crowman
Crowman
About
- Username
- Crowman
- Joined
- Visits
- 20,113
- Last Active
Comments
-
You want to nerf your opponent, because your teammates are bad. I'm sorry, but that's not how balance works.
-
@BenSanderson55 said:
A few things: Now that bots are in play there shouldnt be a DC penalty. Why? Cause a person who killed themselves on hook is only choosing this because they dont want the DC penalty. Now maybe keep the PIP penalty but not the time penalty, up for debate.
Secondly, killers can be a problem as well. Normally (in my matches anyway and I assume most) killers are trying for the 4k, they don't care about survivors rulebooks or them having fun, etc. But like magic a lot of the times when a survivor tries to get out of the game the killer switches into "I'm the survivors friend now" or They begin to actually think they're a real life killer and the objective is to torture by slugging rather than hooking to win.
Lastly, not all suicide hooks are created equal. I for instance have a lot of hours so I can tell real quick in soloq what type of teammates I got by certain subtle things, like are they doubling/tripling up on a gen often? are they overly altruistic? are they just following the killer around with a flashlight contributing nothing? How quickly are they going down at strong loops? etc.
Point is there's a number of reasons players may suicide on hook and not just a "rage quit" I find this to be apart of the game in soloq anyway, soloq is terrible, so I don't fault players for that and some people don't have friends (imagine that! a loner gamer with no friends, so rare right? lol).
You can play customs if you only want to play with bots. No need to remove the D/C penalty for that.
-
@Lixadonna said:
When Killers can't be bothered to get good so BHVR needs to hold Killer Mains hands. They will be quick to tell Survivors to adapt if they so much complain.
Survivors didn't "get good" when Eruption/CoB/Overcharge was meta and BHVR nerfed those perks.
-
@Evan_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576903#Comment_3576903
Wait, are you saying you only ever see killers using these very four perks?
You give the impression that you just make up stuff. The perk usage stats the devs shared definitely don't back your claim.
I was not seriously saying these perks are being used every game. I'm just pointing out that killers too see perks nerfed to no usage.
-
@kin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577393#Comment_3577393
But only he needed a rework and not a buff, at least not the buff that we got, because it does not fix his problems, even those that are not far-fetched. I'm talking about the fact that he will not be fun for the survivors at all, although ideally he should have become both stronger and more interesting (which seems impossible to do with the existing concept of his ability) Well, personally I would like him to be...something more than just a weak huntress-he at least deserves it
People need to stop obsessing with reworking everything they don't like. There's nothing wrong with Trickster being a knife throwing killer and being more of a machine gun. It's unique and helps him stand part from other range killers.
Buffing him makes sense because he's underperforming.
-
I would argue that WoO itself isn't that strong.
It does provide useful information that solo q players can be lacking which can make it worth the slot. The real strength of WoO comes from maps having strong chainable tiles that WoO highlights.
-
Because Killers have never had a perk nerfed and stopped seeing use. That's why Ruin is still seen every game and killers are still using Eruption/CoB/Overcharge every match.
-
@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576509#Comment_3576509
I know how Deep Wounds works. But the longer you are in Deep Wounds, ie don't mend, the darker and more bloodied your screen becomes. So people aren't going to base chase builds around MFT, when it requires you to be in a state that quickly affects your ability to even see where you are going. That's a hindrance to chase. You want to get out of Deep Wounds, not stay in it.
Mft helps you when being chased in deep wounds. If the Killer doesn't chase you then you mend and continue working on gens.
You aren't describing an actual the issue. The perk is still good in the situation it's meant to be. It's no longer free haste.
-
@Nazzzak said:
Some people seem to forget that the longer Deep Wounds progresses, the darker your screen gets. 3% haste means nothing when you can't see jack. No one will be running builds around this perk, especially not for 3%
Deep wounds doesn't go down while you are running. So if you get hit and the killer continues to chase, you'll benefit.
It has a use case and is more situationally useful which for something as powerful as haste, this is fine.
-
He was bugged and got both the bug fix and additional nerf to the thing that was bugged. Bhvr never cared to make xeno good.
-
Maybe play more than survivor before you start claiming that killers don't receive nerfs over survivor complaints.
Anyways, there's no good argument to why survivors need infinite haste while injured. Being injured is the easiest thing to do in dbd.
-
@Rulebreaker said:
Judging from the literal rain of posts about it being dead, safe to assume alot of ppl think it was over nerfed.
For our opinion we really don't care about it. It's about the same to us.
People said the same thing when dead hard was nerfed the first time and it was still strong enough to get a 2nd nerf and it's still a good perk.
Just because people are saying it's dead doesn't mean anything. People love to overreact over any changes.
-
The nerfs are completely fair and the perk is still good. There's no good reason for survivors to get strong effects for just being injured.
-
@Science_Guy said:
This topic entirely depends on what it is that's being discussed, though. The community makes knee-jerk reactions all the time without testing, and they make silly knee-jerk conclusions after testing too. And yet some things don't need to be tested to form an opinion on.
The Trickster update involves a lot of moving parts on a killer that's already extremely dependent on the map. Without seeing anything in action it's impossible to know what will and won't be a good change.
The MFT change doesn't need involve anything special. It's plain as day the perk has been nerfed into the ground.
Survivors have access to plenty of endurance effects. While MFT is weaker than live, it's not "nerfed into the ground".
-
The devs can be working on Twin changes as well as other killer changes. Trickster likely was just easier to finish up considering a lot of the changes are just number adjustments.
-
@Exerlin said:
MFT simply isn't going to be worth the perk slot anymore. Plus, I think I hear some Legion mains slamming their heads against a wall right now
This version of MFT is still better for Legion. Current MFT triggers on both injured and deep wounds which hurts Legion no matter.
While Legion's power does inflict deep wounds, Legion is not forced to have to chase deep wounded survivors and if survivors aren't mending just to keep the 3% speed against legion, then gens aren't getting done. Plus MFT won't do much if there's no tile to run.
-
@ohheyitsbobcat said:
Kinda concerned with how little it'll take to get Main Event, especially if you use the 2 add-ons. I feel like he's going to be very oppressive combined with that extra speed. Everything else seems nice though and I'm looking forward to watching some gameplay.
Camping with him got buffed so I'm sure there will be many complaints on PTB release and he'll likely be nerfed after all is said and done. Overall it's nice to see some buffs for him though.
I think other killers needed buffs before him but again, still nice.
The thing is the changes being done are largely just some number adjustments with a few addons being tweaked. So while other killers could use the help more, Trickster's stuff was likely quicker to finish.
Though Trickster really did need the help, because live Trickster sits in a weird place.
-
Depends on what the new killer coming out this chapter is. But considering nothing else, Trickster should see more play because the changes actually give a reason to play him.
-
@rvzrvzrvz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575177#Comment_3575177
Meh if whole patch is really 100% survivor nerfs they can throw survivors a bone honestly, nerf this abomination called "ultimate weapon" or a small DS buff, just a little something
Nerfs to either side do not need to be paired with compensation changes. Besides survivors just got the anti facecamping system.
-
@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575188#Comment_3575188
I think its less restrictive. Since it keeps its annoying endurance effect for healing, that is so loved by SWF. While it also allows to mix it with all exhaustion perks. I expect more people to run DH or OtR+SB/Lithe with it.
It's already pretty common to see DH ran with MFT.
-
@Tsulan said:
Best part is, everyone claims MfT is dead/useless. While it now is effectively stronger than before.
You couldn´t mix it with exhaustion perks. Now you can.
I wouldn't say it's effectively stronger. You still have to be deep wounded for the speed boost which is far more restrictive than not being exhausted. And it's far easier for the killer to avoid chasing deep wounded survivors than it is for them to avoid chasing injured survivors.
It's not dead, but it's also not a perk that is a must run on everyone.
It's basically the dead hard nerf situation all over again. People complaining that the dead hard changes completely kill the perk only for it to turn out to be a pretty decent perk when used correctly.
-
Just because a survivor perk was nerfed doesn't mean killer perks need to be nerfed too.
Pain Res and Eruption already got their huge nerfs. Pop is still current % of gen which means it's effectiveness scales with how much progress the gen has. Jolt has a range limitation and works only on M1s.
Then STBFL might be the most overrated perk by survivors. It's not only a perk that requires the killer to stack it up, but it's also only useful on killers whose largely M1. M2 focus killers get very little benefit.
-
Did I say it was bad?
-
Honestly it's a shame to see so many people immediately decide the Trickster changes are too much when Trickster is one of the few killers I haven't seen in forever, because he's just bad in a way that can't be redeemed. Now the changes are actually giving him the ability to be a threat and people don't like that.
-
@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575039#Comment_3575039
So what? Just shows he is bad design, that's my whole point, he is a terrible killer. Huntress can still get hits in jungle gyms and such despite them having high walls so what exactly is your point?
The same non-existent point you are trying to make.
-
@GannTM said:
Mostly good changes but survivors haven’t gotten anything from this. I would’ve liked to see a nerf to UW but oh well.
Not every patch needs to give survivors stuff.
-
Just because sometimes you get bad solo q games doesn't mean that perks shouldn't be nerfed if they are too strong
-
@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575028#Comment_3575028
Only if they deliberately try to keep deep wound and get chased on purpose. If they do that and don’t get chased quickly then yeah they’re just being inefficient and it’s not worth it. Though it is smart to keep it for around 15 seconds vs. Legion and do a generator for a bit before mending so they can’t potentially get another chain hit on you and get a frenzy down. But that’s not as much of an issue I don’t think.
I’m more referring to the situations where the survivor gets deep wound and the killer continues pursuit and doesn’t leave them. Now the survivor is 3% faster just because the killer decided to use their power. I think that is a problem.
The new mft change means that if you commit to chasing a deep wound survivor you excited accept that they could have mft. The killer isn't forced to chase deep wounded mft survivors.
-
@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575003#Comment_3575003
Yeah and his power is also really easy to hit since he has barely any windup, he is just a less skillfull huntress...
You can use even less skill to hold w around tall walls and counter both.
-
@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575018#Comment_3575018
They can stay in deep wound forever as long as they keep running. If Legion hits them and runs away to hit someone else (which many Legions do), then yeah, you can work on a generator for at most 20 seconds before you have to mend. But if they just keep chasing, or if Deathslinger hits you with his power and continues chase then they’ll be in deep wound until they get downed or the killer leaves them. Just because MFT can be avoided by playing hit and run doesn’t mean that should be the only option for 2 specific killers to avoid it. And there’s a few other killers this affects as well though probably to a lesser degree than those 2.
Then they don't get gens done.
-
@Dustin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575003#Comment_3575003
I know - I am worried about it though because I feel a lot of people are going to underestimate the movement speed change. It will allow him to reposition better for throws though which I worry about the situation of "back rev'ing" syndrome.
Other changes are insanely good though and I admit I wasn't expecting all of these things to happen to Trickster at once. To be honest I didn't even consider Trickster would be the next killer to get a huge sweep of changes. Was more expecting Myers. I know Twins isn't getting touched for a while but I know Twins is planned.
Trickster suffers slowdown from his power far more than other killers, so I don't see the 4.6m/s really being a huge issue.
-
@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574924#Comment_3574924
People won’t bring it specifically to counter Legion, however, it just feels unfair for those killers since they cannot really avoid triggering the speed boost. It directly punishes those killers for using their power which is really bad. No survivor perk should encourage the killer not to use their ability like this.
Survivors can't just say in Deep Wounds forever though and there's still value in making a healthy survivor become injured even if they deep wounded as well.
-
@Dustin said:
I like the changes but to me the most interesting changes are the removal of recoil and the change to main event.
I admit I'm worried about the 4.6 ms change but I'll see how it plays out. I think it's interesting we have a 4.6ms range killer now.
The 4.6m/s change doesn't change his speed while throwing knives. It simply helps him out at tiles where his power is difficult to use, because unlike other killers he has to hit his power several times to do anything.
-
@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574987#Comment_3574987
If you play them at all properly you'll find out that you actually do need to do that. Frenzy chains often do not end with a down (unless you're running Pills/Sketch but NSP is busted).
I play plenty of legion. While you don't always get 5 hit chains for a down, you also don't need to keep the chase on the last survivor hit with Feral Frenzy immediately upon ending the power.
-
@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574977#Comment_3574977
Yes, but it is a very significant part of their basekit. Hence why I suggested MFT should only apply alongside Endurance to prevent it from disproportionately affecting killers (current or future) with Deep Wound as a part of their basekit.
And you don't need to chase deep wounded survivors as legion.
-
@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574943#Comment_3574943
Deep Wound is a core mechanic to Legion. The idea behind the MFT change was to make it more avoidable, and that's not really the case for Legion compared to the rest of the Killers.
Legion isn't the only way for survivors to become deep wounded.
-
@[Deleted User] said:
The main thing I questions is they said that the Twins rework was moved because other priorities. Was anyone calling for this Trickster change? Was it more important?
Many people wanted Trickster adjusted since his release. It just quiet down, because we've gotten new stuff since Trickster and people just stopped playing him.
-
@jayoshi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574955#Comment_3574955
16 fast knives (now 4 per second instead of 3), plus main event going off after hitting someone 6 times. If they bring the add-on to reload after main event, he never has to reload his blades again. I mean we will have to see in the PTB
Main Event doesn't fire instantly. There's a small delay before he starts firing knives with Main Event.
-
@egg_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574935#Comment_3574935
Except that the other 2 projectile/ranged killers existing have a downtime that allows survivors to move away. He can just keep spamming one of his 3876324 knives
He has to land 16 knives to take you from healthy to dying and you still get a speed boost upon becoming injured. If you can't get yourself to safety before being hit by 16 knives, that was your own fault. Trickster has always excelled at open areas and low walls. Nothing has changed.
-
@Purple_Orc said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574910#Comment_3574910
Their whole power revolves around deep wound. So they are the only killer that is not allowed to use their power at all if they want to play around survivors with MTF.
If survivors stay in Deep Wounds just to have MFT boost against you, then they aren't doing gens. Legion in no way is forced to chase survivors immediately after deep wounding them.
-
@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574924#Comment_3574924
It's more the fact that they've said in the past that they don't want Perks targeting specific Killers, and this change does do that.
Legion does chase Deep Wounded Survivors a majority of the time (if you're playing them right anyway), and staying in Deep Wound to prevent extra Frenzy chains is already a good strategy.
This change does not target Legion.
Old Slippery Meat specifically stated it improved the odds against Bear Traps. Old Small Game specifically stated it worked against Bear Traps and Phantasm Traps. This is what BHVR is moving away from.
-
@[Deleted User] said:
I really worry about the fun factor with this. If the killer can aim at all, you just go down at any structure he can hit over.
So just like any other killer with a power that hits over structures.
No one enjoys a mechanic where your power is effective based on rng.
-
Legion already suffers against MFT due to MFT working in both injured and deep wound states.
Legion isn't always chasing deep wounded survivors. While his power inflicts Deep Wounds, Legion doesn't have to commit to the chase immediately and no survivor is just going to stay deep wounded just in case Legion comes back.
No one is going to bring MFT just to counter Legion.
I think people are overreacting about how much this really hurts Legion overall.
-
Trickster being 4.4m/s was always a huge hinderance to him, because he was never good at dealing with survivors at a range. Landing a knife from 20m+ accomplishes nothing. Not to mention the reliance on hitting multiple times with his power meant that certain loops he auto-lost at, because being 4.4m/s meant he couldn't just hold w after the survivor and he was never hitting the knives quick enough to deal any damage. 4.6m/s means that he's not completely screwed over at very specific tiles.
Activating Main Event after 3 knives isn't necessarily a big deal. Right now it's too easy to never have a good moment to use Main Event, because either the survivor is already downed or the survivor is in an area where Main Event would be an active hinderance. Plus I honestly don't think it's worthwhile to bring both addons to reduce the number of knives to trigger main event over some of his other addons.
Also you can't really be comparing Nurse to Trickster.
-
Here's how to get 5 health states:
Take a hit with the endurance off unhook.
Take a hit with OTR.
Dead Head.
You've stacked MoM and can take another hit.
We saw how awful endurance stacking was on the PTB as it allowed survivors to weaponize it against the killer, hence why it was removed going live.
-
@CrimsonVoid said:
Guess this is an indirect nerf to Legion kit. But its better for the game balance overall.
No one is going to run MFT just to counter Legion.
If someone is running MFT on the new patch, they are likely comboing it with another perk that grant endurance.
-
I remember when BHVR did a secret test where they brought back grade based matchmaking as part of testing for SBMM improvements and people massively complained about those tests that they ended them early.
Fact is, old matchmaking wasn't good and despite it's flaws SBMM is still an improvement.
-
@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574292#Comment_3574292
How do games like cod or tcm or overwatch get you to? Not have a mechanic that lets you leave early. And if you try to sabotage through that. They ban you. Seems pretty cut and dry to me.
When I was an LoL player, if you disconnected from a game for any reason, you couldn't queue up for another game until the current one finished. Now this was tied to the fact you could rejoin a game in progress.
Also I believe if you disconnect from a game in LoL or had the AFK leaver applied to you, even if your team won the game you got no rewards when it came to ranked queue.
For DBD, BHVR just needs to remove the ability to expedite death on hook and improved the current AFK crow system to apply penalties to serial AFKers. Griefing and Trolling a game is already bannable so no more action needs to be done there. If this results in people leaving, because they can't quit out of games not going their way, that's for the best.
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574269#Comment_3574269
Yeah, and you know whats common about those?
- AFKing forces a DC after some time, try it as a killer, just queue up as wraith and do nothing, eventually you'll get DCed if they don't finish the match fast enough. Thus the player gets the penalty for AFKing, and the team gets a bot, assuming the killer doesn't immediately kill the AFK player, which is pretty rare, most killers will ignore the AFK in my experience.
- Sabotaging the game in other ways? What other ways? You mean the ones that are by definition in the report section a bannable offense? You mean like, body blocking survivors? Griefing teammates? Working with the killer? Those are all very bannable offenses. So if someone does those, you report them, they get banned for it and punished. They learn they have to stick it out with the game.
People still have failed to explain to me why other games are able to do this just fine. Why can DotA force people to stay in the match? Can't they just give up? And give themselves to the enemy team? Can't they just grief their teammates? Well no, because all of these behaviors are also strictly and harshly punished as well. So again i ask, what makes DBD so special that you are allowed to ######### over your teammates?
And don't bring in the: "its asymmetrical" part, without succinctly explaining what makes a team based asymmetrical game so special that you are allow to ######### over your teammates just because its asymmetrical?
I think the silliest thing I saw, was someone saying that because DBD matches tend to be only 10-15 minutes, it's fine to let people quit whenever they want. But if someone can't commitment 10-15 minutes to play out a match, then why bother queueing up in the first place.
Too many people are coddled by how easy it is to shop for the perfect match as survivor that they don't want to have to adapt.
-
3 Genning was never anything that only Skull Merchant's previous form could do. Any killer with enough dedication can 3 gen.