Crowman
Crowman
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- Crowman
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You can play Hide and Seek if you want. It'll require larger perk investments (Calm Spirit, Distortion, Iron Will) to avoid the killer having an easy time to find you.
Iron Will is also fine. There's plenty of louder sounds that can easily mask the quieter injured sounds from Iron Will. As long as you keep your distance from the killer, you won't be easy to hear.
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It does have a very niche use case at preventing stypics or syringes. Is it worth it just to prevent the use of those addons? probably not.
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Well perks that make you undetectable will still prevent aura reading and remove your TR. Turrets will still detect you, because they explicitly ignore undetectable as being in tunnels gives Xenomorph undetectable status.
However, you might be able to ambush survivors even with turrets, because if survivors can't hear your TR they might assume you are in the tunnels when the turret starts going off and run in the direction away from the tunnel exit.
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@Rihelo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551852#Comment_3551852
You only think about people dcing, but you don't keep in mind that they could have problems with their device or wifi that keeps kicking them out, i'm saying this bc after the alien chapter my game crashed so many times my timer reached 24 hours
If you're having crash problems, report it and take a break from the game until it's resolved.
If it's wifi issues, you're going to need to sort out your internet problems if you want to enjoy a pvp game.
At the end of the day, you're still leaving and not playing out games more than you are actually playing games if you are reaching a 24 hour penalty, in which case I'm not sure why you keep queueing up.
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You're too obsessed with not wanting to play with other players. If getting matched with anon players, streamers, or people you blocked is such a big deal for you, why are you still playing DBD?
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It discourages players from playing the game
If you're d/cing often enough to have a 24 hour penalty, then can you really say you were playing the game to begin with
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Midwich might not have the strongest loops in the game, but it's by far one of the hardest maps to patrol gens since you can only move up to the next floor at the corners unless you have some mobility power that allows you to bypass floors.
Saloon basically comes down to whether or not Survivors do the Saloon gen early. That Saloon gen is really hard to defend. Plus the area by the Saloon is pretty strong with chainable tiles.
As for RPD, I think it depends on the wing, but regardless there's some good loops survivors can waste a lot of time on.
The most killer side maps still have good things for survivor to use. Not really the same can be said for survivor sided map. I can't really think of anything good for any killer on maps like Garden of Joy or Red Forest.
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Pro DCers always have the funniest arguments. Literally comparing a safety feature in a car to rage quitting in a video game.
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@lav3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551175#Comment_3551175
I think BHVR should penalize such people with long ban duration.
Also anonymous mode unironically 'protect' those people who harass others.
Any harassment in end game chat is easily reportable. BVHR can't really do anything if these people harass you out of game.
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Yes. There are some people who will harass you out of game and anon mode blocks them from being able to view your profile to be able to harass you.
Some people simply don't want to deal with that at all.
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Because it's more of a win more combo than a combo that wins you the game due to the set up involved.
In order to get Plaything hexes, you need to chase and hook different survivors. Those survivors then must cleanse the hex (which is shown to them) in order for you to then have to navigate to the destroyed totem and rebuild it as a pentimento hex. This is quite time consuming and survivors will all be aware of the relative area that any hex is cleansed so it's not too difficult to track down pentimento totems this way.
Not to mention it's not unreasonable that multiple gens already finish by the first hook either.
It's good when things line into place and you have time to set up the pentimento totems, but it's not just something you can slap on any killer and easily win with unlike other gen regression combos we've had. Old Eruption and CoB + Overcharge comes to mind.
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If you feel the need to leave games frequently, why are you still queueing up to play?
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So you intentionally sent killers to maps you know they don't like and are surprised when killers don't go out of their way to make sure you have fun?
Talk about karma.
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@Hanuka5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550185#Comment_3550185
Than your own queing takes alot longer in the future, you are only punishing yourself, so be free to do it.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550163#Comment_3550163
Yes I can ban people i dindt enjoyed playing against. For example if i see somebody who tunnel and camp, or try to annoy me in the game. The goal is to have fun in the game, and if I dont have fun playing against certain people why should I be forced to do it?
I dont understand how its "abuseable" if i dont play with/against certain players. How I allready said, in "worst case" i extend my own Queing time and thats it. It will only punish myself to "abuse" the system. If you are playing with 4 SWF and all of you are guys who try to abuse the system and ban every killer avaidable you need very long to find a game, but whos fault is that? Your own. So thats not really an argument.
Even if you don't block anyone, people in your lobby can have people blocked and others can have you blocked. The game has to look at everyone's block list that is in queue or waiting in a lobby and put people into lobbies that don't have each other blocked which will make queue times longer for everyone.
People who block no one can be punished with hour long queues just because they are good at nurse.
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I guess if you want 30+ minute queue times, sure.
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Head On would be terrible if it was affected by Enduring and would require it to be buffed only to end up with the problem where those without enduring are punished if survivors bring head on.
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BHVR really doesn't want people to play xenomorph.
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They'll let the game get to pre 6.1 where survivor queue times took forever, because no one wanted to play killer and then give killers some very minor adjustments as they continue to give survivor more tools.
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Right now locker density isn't equal across all maps. While the perk is strong, it's still going to be tough on maps like swamp where there are huge areas without a single locker spawn.
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I would rather the devs first improve keys and maps than making more adjustments to med-kits when med-kits are already one of the best items in the game.
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Shadow Step came out before the Teamwork perks.
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I don't think it's useless, but the current ptb iteration of the anti-facecamping mechanic will make it largely unnecessary.
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Wish granted, it's now 11 seconds.
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The ptb got put out this week and a lot of the more minor fixes generally gets put into the ptb and added to the mid-chapter. This week's hotfix was solely to address the bug that was causing a killswitch likely so they can reenable the item without waiting til the mid-chapter.
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It certainly seems like the devs want to force to killer to have to go for 12 hook games and ignore any sort of pressure a hook survivor provides without any changes to survivors and maps to make that actually possible for any killer not nurse.
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There's a 3 second cooldown between getting hit by beams, standing still prevents you from getting hit, and you can disable the drone for 45 seconds.
If you're constantly getting injured by the reworked skull merchant's drones that's a massive skill issue considering how many ways survivors have to avoid it in the first place.
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The anti-facecamping mechanic has some issues.
First, the bar starts to build immediately. There should be a delay before the bar can build so that the killer can actually move away. Given that the bar never decays and can slowly build up from the killer patrolling around. I see no reason that the bar should build immediately.
Second, survivors in dying state or carrying a survivor do not slow down the build up. This means the killer can effectively be punished for defending the hook. There should be some consideration to the killer putting survivors into the dying state near the hook by keeping the slowdown for a bit so the killer has time to pick up and carry the survivor to hook.
Third, killers can simply camp the basement stairs and the bar won't build up until after the survivor reaches the next hook state. I'm not sure there's a good fix for this, because the basement should be bad for survivors. But it feels like it goes against the point of the system.
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@HamsterEnjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546182#Comment_3546182
No as a Hag main I knew very well the impact they had but making it so everybody can just wipe away a trap quicker than you can set them wasn't the way to go. "You could delete 20+ with a flashlight!" You can delete an infinite amount now so?
It takes 2 seconds to set a trap and 3.5 seconds to wipe the trap away. Not to mention survivors still have to approach the trap crouched, because otherwise they trigger the trap.
Not to mention survivors can still trigger the traps while you are too far away or carrying a survivor where you can't teleport to the trap.
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@JVJoyner said:
II agree on the break, but it doesn't solve the issue with the game.
The devs already acknowledged the issue of female survivors having shorter vaults than male survivors.
We're getting anti-facecamping mechanic into the game this coming mid-chapter.
Tunneling, Slugging, and Camping are things the devs have stated is fine.
Flashlights getting killswitch is just the devs using the tool for it's intended purpose. Wesker got killswitch when there was a bug that was turning him invisible. It's not like they are targetting just survivors with the killswitch.
Survivors shouldn't have immunity exiting a locker. The killer was likely already going to search the locker and grab you out if you are getting grabbed from exiting. Misplay on your part.
You aren't really bringing up issues. You're just bringing up personal complaints that you likely experienced lately and should step away for a bit.
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@egg_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545375#Comment_3545375
The person who said that was just wrong and disproven by literally everyone who commented right after them, with screenshots of various patch notes implying quite the opposite of what that person stated (this bug had happened in the past already and was fixed once or twice already)
It would've been nice to see a "I was wrong" message, but hey, it's bhvr employees we're talking about
Personal opinion but this bug is stupidly strong and there's no way it is intended that two of the strongest slowdowns synergize in this way
Jolt was literally released causing survivors to scream. It going away without even a note on a patchnote about it being a bugfix or a balance change and no other word from BHVR means that it likely was intended to always cause survivors to scream from the start.
I know this, because I used Jolt (Surge at the time) on Ghostface as a substitute to Infectious Fright due to causing survivors to scream on gens.
This is simply not a bug as it's never been stated as such.
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@Phantom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545375#Comment_3545375
That wasn't the case with Jolt for a long while though, maybe they removed that effect because of old PR. In it's current description is says this:
https://us.v-cdn.net/6030815/uploads/PF3736TVOVAA/jolt-desc.png
Nothing is stated about survivors screaming and letting go of gens. As for Deadlock, the gens are regressing.
Demogorgon came out back in 2021 with the perk now called Jolt. On release, Jolt caused survivors to scream. A few patches later this feature was mysteriously gone and I made a bug report on it. Ever since then, there's been radio silence on whether this was an intentionally removal or a bug.
Now it's finally back in the game and since the devs have not said what is intentional, I can only believe a long standing bug was fixed.
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When jolt was released, it caused survivors on gens to scream. At some point early on it was removed and never stated in the patch notes. As far as I'm concerned, it's a longstanding bug that was finally fixed as the devs have yet to state whether jolt is intended to cause survivors scream or not.
I'm pretty sure I saw a Dev within the last month state that blocked gens are meant to still take damage from instant effects, they are just immune to regression.
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Just work on gens and force the killer to have to do something. The killer is not in any way preventing you from progressing the game so this is not holding the game hostage.
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It's meant to target face camping where the killer parks right next to the hook for no other reason than to force the survivor to die on hook. The killer isn't going to be prevented from defending a hook when other survivors attempt to go for the unhook nor is the killer prevent from patrolling around the hook either.
It's possible the values are overtuned and hurt more than what the system is intended to counter, but I don't see it as unfair that the system doesn't turn off before 0 gens remaining.
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The difference is Huntress, Trickster, and Deathslinger are all seeing minor number changes that don't really change anything about their power or overall strength. Deathslinger is sitll seeing an addon nerf as compensation for the minor buff too.
Sadako got an overhaul and saw her power change at a fundamental level.
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I don't see how anyone can make an accurate determination of Skull Merchant's power level based on the text explanation that lacks any concrete numbers.
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@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544885#Comment_3544885
Which can be mitigated with the footsteps mechanic and still doesn't address the fact that Dredge's power disables camping in it's entirety.
But thanks for your input, regardless.
Dredge's power isn't disabled. He just can't teleport to lockers within the immediate area. He can still however, teleport to the next closest set of lockers to the hook.
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What killer with a non chase focus power is considered good?
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It's likely just a few seconds similiar to Knight and the haste he gets after doing a long guard trail.
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You have to realize that these minor killer adjustments are not meant to make the killer significantly stronger. They just exist to do something without really committing to big changes.
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Xenomorph exits the control room tunnels very slowly when it's close to a hooked survivor. It's like you guys don't even play the killer before complaining about stuff already built into the their kit.
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One is bugged and killswitched because the killswitch are for things that are bugged.
The other is not and currently works as intended therefore not killswitch because it's not bugged.
There's no double standard.
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@mecca said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544158#Comment_3544158
You do say it is a minor annoyance. We are talking about holding games hostage (breaking the game). That should be worthy of a killswitch.
It's no different than killswitching flashlights.
Flashlights are bugged. Skull Merchant is not.
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I doubt removing pipping will put a significant decrease in lobby dodging.
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@Spirit_IsTheBest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544577#Comment_3544577
You still haven't answered my question.
Is her ability to hold people hostage for 40+ minutes healthy, yes or no.
With all respect, chatting with you is like chatting with a brick wall, all respect included.
Since you've decided to completely ignore all my statements and go on and continue saying "Your statements are irrelevant, kill switching things people don't like will ruin the game", I won't be replying to you any further.
Because it doesn't matter if Skull Merchant can defend gens for up to 40 minutes. She's not even the only killer that could do this. Doctor was the original 3-gen killer and he's still very capable of defending a 3 gen.
The fact is she isn't currently bugged which is what the killswitch is for.
But considering you go right for attacking other people, it's clear there's no more value in trying to explain this to you.
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@Spirit_IsTheBest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544570#Comment_3544570
I know that she isn't bugged. I know that they shouldn't be kill switching things that aren't bugged.
For like the 3rd time, she can hold people hostage for 40+ minutes, wasting other peoples time and making games miserable, do you think that is healthy yes or no? I need an answer, don't ignore the question.
And, your statement before of her being a "minor annoyance" is false, since you haven't been facing her at all, you can't be saying that really until you experience going up against a 3-genning Skull Merchant.
She's not bugged, so no killswitch. Anything else you bring up is irrelevant.
Otherwise anything people don't like will be up to be killswitch and that will ruin the game itself.
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@Spirit_IsTheBest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544564#Comment_3544564
I never said I faced her "every game" , but she is pretty common for me.
And.. I'm jealous. May I ask, who do you normally verse? Since you don't face her all the time, I'm curious. May we possibly trade somehow who we verse, haha.😁
But I don't think you get my point, all the things you listed (aka: MFT, Med-Kits, and Dead Hard) cannot hold you hostage for 40+ minutes, sure they are annoying which I do agree with, but they cannot hold you hostage, which is why I want Skull Merchant kill switched, because they are ruining survivors experiences, not only that but its incredibly boring.
Please read my top post, because I don't think you did.
Skull Merchant isn't bugged. We should not be killswitching things in the game that are not bugged. Otherwise we open the doors to killswitch anything people don't like to face.
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@Spirit_IsTheBest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544158#Comment_3544158
The thing is, Skull Merchant is not a "minor annoyance". She literally holds you hostage for 40+ minutes with no counterplay unless if you DC. The best survivor team even struggled to counter her. This is the only time I stand by kill switching a "non broken" killer.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544310#Comment_3544310
The changes will arrive in the PTB on Tuesday, but we will have about 3 weeks still before they come to live, quite a while if you ask me.
She is a minor annoyance. You are not facing a Skull Merchant every game. I haven't seen one in weeks.
Compared to say MFT, Med-kits, Dead Hard. Those are seen pretty often and those are very annoying perks to deal with. So clearly we should also killswitch them.
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544543#Comment_3544543
Xeno was out of the box overpowered, and still is until Ultimate Weapon is nerfed.
He was not. Most of the games I had against Xenomorph before the last patch were escapes. The people who were complaining were the ones refusing to use the turrets and got a killer that likely would have been fined nerfed more than needed.
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544433#Comment_3544433
They didn't act on the feedback of 2 or 3 people. They acted on the feedback of a lot of players who were not happy about this killer. Killer's fun cannot come at the expense of alienating an entire playerbase from the game. Xeno was way too powerful out of the box, and in my opinion its ultimate weapon perk is still way too powerful. Its possible to make fun killers without having them be insanely overpowered. Fun but fair abilities is the key.
And people were leaving feedback over a bugged state. If balancing the game over bugs is how BHVR wants to do things, then I expect a flashlight nerf when they fix the flashlight bug.