Crowman
Crowman
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- Crowman
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The goal of the killer side is to kill survivors. The devs can't just make survivors invincible so you can "enjoy" not dying.
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The tombstone addons have needed changes for a while now. No real point to adjust the AFC system over these two addons when Myers has needs an addon pass and basekit changes.
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You would have to redesign the entire game by implementing a sprint stamina mechanic and frankly I don't see what it really adds to DBD itself.
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License cosmetics are always going to be up to the license holders. Some are more willing to allow them than others.
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Reassurance got buffed with the afc system because pausing the timer allows the bar to more likely fill up before next state.
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Considering her undetectable is tied to sending a drome and there's no downside to survivors disabling drones, I don't see why Skull Merchant needs a downside to recalling disabled drones.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3562481#Comment_3562481
Ironic that before it released there were a bunch of killer players sure it would give survivors free unhooks for breathing within 64 meters of a hook, and now there are a bunch of survivor players upset that it doesn't.
The system got adjusted from the ptb and the devs agreed with the complaints about issues where survivors could get the unhook when the killer wasn't facecamping.
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Antifacmping doesn't do anything against non facecamping strategies. Idk why you guys thought it was some system meant to give you free unhooks outside of facecamping.
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@cheetocultleader said:
Ehhhhh no face camping yes, but plenty of proxy camping where they just chill and watch you. The moment someone runs up, they either target them or you, if you were unhooked. It's much the same imo. Idk if it was a bug or what, but Pyramid Head camped while I was in a torment cage, I poofed across the map and then died 10 seconds later, lol.
https://us.v-cdn.net/6030815/uploads/PCKQWJBEN1D3/20231012213012-1.jpg
https://us.v-cdn.net/6030815/uploads/UKRUF8Q19YZG/20231012213031-1.jpg
I've been gone a while though so I feel rusty and feel like I've forgotten a bit. Hard to say what's what.
PH cages function different than hooks and has it's own system where if PH is close to a cage for a few seconds, it teleports to a new spot. This has been in the game since one of the hotfixes during PH's chapter.
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It is a skill issue. The drone radius being large doesn't matter that much, because it's the scanning area that actually do anything and it takes being hit by the scan 3 times for you to be trapped and there's a huge 3 second immunity between scans.
I swear some of you guys really need to play the killer you are complaining about before you start demanding nerfs.
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These perks aren't even used that much as it is. They hardly need extra restrictions on them
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You can blame people complaining that upping background player to 5 seconds was pointless during the ptb causing the devs to unnecessarily buff it further.
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Victor isn't treated as a killer.
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If the Killer isn't just standing right in front of the hook to deny any trade opportunity then you shouldn't be getting yourself off hook for free.
Too many people are falling to understand what this mechanic was meant to address.
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Unfortunately it's an engine issue and something like that isn't an easy fix.
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The easiest way they could nerf screams interaction with box searching is to not have box search progress reset when interrupted. Like how they changed Doctor's snapping out of it.
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Too many people forgot that any killer can 3 gen defend if they want to. Skull Merchant was just the META 3 genner. But historically Doctor was the 3 genner of choice and before skull merchant people were experimenting with Knight.
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Hangmans trick was designed as an anti sabo perk and it kind of fails at that. Being a scourge perk it should also make sabos on those hooks take longer so it can actually function as an anti sabo perk on scourge hooks giving it an actual niche.
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We've had some big games come out recently and dbd doesn't have much new going on.
Being at a low point doesn't really mean anything especially when next week is the Halloween event.
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The system is only meant to provide an unhook when the killer is standing right next to the hook and no survivors are around. If your teammates aren't doing gens when you are being facecamped then it's the fault of your teammates, not the system failing to work.
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The system shouldn't be going off if the killer isn't facecamping. Patrolling around the area of the hook is not meant to give survivors a free unhook.
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There needs to be a lot of hooks, because the killer's main way to kill survivors is by hooking them.
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@OneAutmLeaf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559940#Comment_3559940
My main issue is this shouldnt be a basekit thing to begin with, just buff something like Kinship or deliverance most the survivors that complain about playstyles like that NEVER run the perks that are used to counter it, they would rather run a full gen build and complain about slugging instead of rocking unbreakable. im just tired of the hypocrisy that this community brings. and ive been having ppl today purposly down themselves near almost 99d gens so i legit have to stay far away and they either pop the gen or save the survivor, I cant even sit and let a gen regress....
A dying survivor counts as a standing survivor and slows down the progress. Carrying a survivor now pauses the progress. These were changes from the ptb.
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If you aren't standing right next to the hook, the survivor will lose a hook state before they can get themselves off. Any nearby survivor or moving in and out of the area on a patrol really shouldn't be causing many situations where survivors are unhooking themselves (outside of maps like The Game until they improve vertically).
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She's practically just an M1 killer who can go undetectable. Sometimes you might get a free hit with drones and benefit from the slowdown, but it takes quite the time investment to trigger that and frankly the game moves too fast for her to do that in every chase.
You would be better to play Ghostface who at least can expose survivors with the potential to avoid chases in the first place.
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Ultimate Weapon and other tracking perks working in a 1v1 scenario isn't a problem.
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I spend bloodpoints in the lobby often not ready up due to that. Would be unfair to get kicked because sometimes it takes a while for the lobby countdown to finish with people lobby dodging.
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@Lobos said:
BHVR needs to do another massive ban on cheaters. There was a few months of relative peace after the first one. Sadly they don't care until it starts effecting their money..
I don't think it's a lack of care. Cheaters try to find new ways to cheat. As bhvr closes old methods and ban accounts, they get new accounts (easy with the free accounts from egs) and find a new way to cheat.
Cheaters are always going to come and go in waves.
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@Venusa said:
They only reverted his movement penalty for missing a tail attack back to the same value on PTB.
But when doing this something happened. Now the hitbox feels kinda off and your camera gets locked in the position you hit. Because of these bugs people might be turned off from playing them or the chapter hype just died down.
(Ps. don't take advice from people who can't differentiate bugs from nerfs.😇)
xeno was takoradi released with higher movement on missed trail attacks. It got nerfed from his release version.
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I don't think it needs anything. Killers who can bypass losing a stack with power hits generally want to use their powers for hits in the first place. So by forcing themselves to use m1s, they are hindering themselves.
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It's the flashlight issue all over again. People will start abusing this over the weekend, because BHVR tends to not have people in office over the weekend until the devs killswitch it on Monday.
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@xltechno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557560#Comment_3557560
I never thought that once AFC was implemented, it would degenerate to the point where other survivors no longer rescue each other.
I was thinking that I should just repair it for a few dozen seconds and then just help the person in need of rescue, but are they going to neglect that anymore?
Survivors are still going to have to rescue their buddies if they aren't being facecamped as there's no guarantee that survivor will be able to unhook themselves before they die unless the killer is sitting right next to them.
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@xltechno said:
Even if a survivor is waiting nearby, if you can't find it, you'll have no choice but to leave, fearing the AFC's actions.
The indicators that determine whether the killer is nearby are not visible to the killer.
After the Killer is gone, the Survivor only needs to repair the generator that was kicked back by a few seconds before rescuing the On-Hook Survivor.
Even if someone tells you to be an idiot, you have no choice but to accept it.
If you are on the edges of the 16m area, the bar won't charge before the survivor moves onto the next hook state. And if there's another survivor in that area, then the bar moves so slow that the survivor will die first.
You absolutely can protect gens near a hook and patrol around the hook, especially if you are moving in and out of the area.
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The system with the tweaks from PTB should really only punish killers that stand right next to the hook.
The bar charges slowly at the edges and patrolling around hook shouldn't build up the meter to the point that the hooked survivor gets the self unhook before they die.
I see nothing wrong with adding this system, because it gives the hooked survivor a reason to stay on hook and let the other 3 survivors work on gens.
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Can we stop calling everything problematic or unhealthy? It feels like some people won't be happy until every killer has no power and all perks/items are just removed from the game.
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You're just recreating Beast of Prey.
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The faster alturism healing speed can matter when it comes to picking up slugs before the killer can intervene. It frees up a perk slot so you can have things like Made of This or Buckle Up for the endurance.
I think Med-kits are fine. Yes if you only care about self healing, you only need a brown med-kit. But it's far more balanced this way as efficient self healing is really strong.
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@Chaosrider said:
Where exactly did they fix exploits? I just see survivors arent allowed to use anti-face-camping to their adavantage while killers are allowed to do so. Like, survivors arent allowed to crawl to a hook to pause the timer. Meanwhile the killer is allowed to carry a survivor to a hook, put them down and pause/slowdown the timer while actually camping two people. Another one: killers arent penalized by vertical distance on different floors, meanwhile killers are allowed to better camp in shack than in basement or under/above a staircase or at a drop. double standards at its best.
This scenario could only happen if survivors are close to the hook. If you don't go for a save against a face camping killer, there will be no slugged survivor to slow the timer and the camped survivor gets their self unhook.
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@Majin151 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556737#Comment_3556737
If Reassurance didn't get hard nerfed there would be situations where trolling survivors would troll their teammates
Even if it didn't get nerfed after the ptb, there's no way the ptb version would be allowed to exist with the anti-facecamping system coming this midchapter. It would basically guarantee survivors can force free deliverances ignoring the fact that it was overtuned on the ptb.
Reassurance even got a buff with the new system, because having the hook timer paused doesn't pause the build up the bar so it's even better at dealing with camping.
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We've had Dev Blogs get posted on Friday before. We've even had Dev Blogs posted the day before the patch goes live as well.
Last time we didn't get a dev blog was because there was really no changes going live. So if we don't get one by the time midchapter releases, don't expect much to have been changed.
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Baulder's Gate, Starfield, and Cyberpunk got releases/updates end of August, start of September.
Steamcharts still show a peak of 49K players during September, so there was interest when the Alien chapter released. Since the survivor perks are kinda of meh and Alien got nerfed shortly after release, wasn't bound to keep players over other big hits coming out.
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The best play a killer can do is to spread the early hook states on as few survivors as possible so you can get a survivor dead before the generators are finished.
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@ironligma said:
Pentimento is outlandish to me. I have to say I disagree with a large part of the list. I don't see much of a problem with stbfl although I understand how it's a good perk, but not overpowered. Things like forced hesitation are also strange to me as I really don't see it being that problematic. Deli is another questionable one, I don't think its that problematic and meanwhile rancor exists
Forced Hestitation procs on survivors who were recently unhooked and lasts as long as the endurance. Very nasty if the survivor was hooked in the basement and the killer downs the unhooker.
Though you honestly never see killers who basement camp run Forced Hesitation and with the upcoming mid-chapter, survivors don't need to rescue a survivor who is being camped.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555439#Comment_3555439
I don't think it's reasonable to expect survivors to memorize where Hex Totems have been broken through a very vague notification system while they're in the middle of doing other things before they even know Pentimento is in play.
Keeping some map awareness is a key skill for survivors. Having the general idea of where totems where incase pentimento is in play is not asking for a lot.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555422#Comment_3555422
Pentimento is yet another one of those things that's brutal on SoloQ because you don't know what totems your teammates broke and where, and vice versa. So SoloQ players will run circles around the map checking every corner, all the while their teammates are probably dying and nothing is progressing.
All hexes when broken will have a loud noise notification for survivors to see. Very rarely do you actually have to worry about survivors cleansing dulls for pentimento.
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It's no different than other killers waiting out the endurance while riding the survivor's back. Really just an unnecessary change.
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@ArthurVeloso said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553832#Comment_3553832
Well, so you accidentally supported my narrative.
Sloppy is ran because it delays and interrupts heals (what it is a good counter to medkits). Slowdown are ran to avoid genrush mainly caused by perks and toolboxes. Therefore, what you call “solid” is merely what I call counter play.
Again, thanks for your support.
You don't understand what support is.
No one is running Sloppy, because they see Med-kits. Likewises on one is running Jolt, Pain Res, or any other perk to slowdown the game because they see toolboxes.
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@ArthurVeloso said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553827#Comment_3553827
Thanks for your support. But, yeah, perks are countable for survivors and killers in this game. You don’t need to be a Ph.D to understand that.
I wasn't supporting you.
Sloppy and Slowdown perks aren't ran as counter perks. They are ran, because they are solid perks regardless what the survivor team brings.
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@ArthurVeloso said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553810#Comment_3553810
It is about guessing my friend. If you see flashlight, you get light borne. If you see Medkits, you get sloppy. If you see tool boxes, slow down perks.
So, claiming that this game is not a counterpick game is not only inaccurate. It is a false statement.
Sloppy is a good generic perk and not just a counter to med-kits. Same with slowdown perks.