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Crowman

Crowman

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Crowman
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  • First, he was bugged. It's hard to say if the nerf was needed because the bug was making him much stronger than he was intended to be.

    Second, good luck with a refund

    Third, suing won't accomplish anything, because you've already agreed that things in the game can be changed.

  • You don't really gain much distance spamming m1 bc you can't lunge while carrying. If you want to use a perk to increase the distance you travel you have iron grasp and agitation.

  • The moment bhvr makes an exception for the killswitch, everyone is going to start asking for anything of minor annoyance to be killswitch.

    And this is not the pandoras box you want to open

  • The point is that the odds that you as the last survivor are able to successfully unhook yourself and make it to hatch or the exit gate as the last remaining survivor are low that it's only a waste of time in 99% of situations.

    Not to mention without the instant death, survivors would often just refuse to let themselves die on hook to make the killer wait longer for the game to end.

    It's in the best interest for the game as a whole to just end the game in that situation.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543682#Comment_3543682

    If the bug had been a consistent issue that happened every single time then I would agree. But it wasn’t.

    It wasn't some rare issue that happens 1 out of 1000 times. It was happening pretty frequently. Certainly enough that you wouldn't be able to guage reliably if 2.0m/s was too much or not.

  • @sizzlingmario4 said:

    I’m pretty sure the tail hitbox is bugged now after the nerf and that’s why it feels bad right now. It’s literally going through survivors now sometimes and not hitting them.

    The nerf to the cooldown movement speed was 100% needed, even when the previous movement speed bug didn’t occur there wasn’t enough punishment for missing.

    We have no idea if the nerf was needed because of the bug. Nerfing things due to a bug state is a bad way to make balance decisions. It really wouldn't have hurt to have kept the 2.0m/s cooldown considering that placing turrets was also buffed.

    It would be like saying that nurse blink distance needs to be buffed if she had a bug that was halving how far her blinks go.

  • I just don't understand the logic of nerfing his tail attack movespeed when it was bugged the last 2 weeks and not applying most of the time. At least see how 2.0m/s is when it is actually being applied and not just reactionary nerf xenomorph.

  • @jeremy993 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542472#Comment_3542472

    all you said are 3 maps with bad RNG. with the vast majority of maps, the control panels spawns nearby a gen, same as with sadakos mechanic. even sadakos TV goes off when teleported.

    I gave 3 examples, but it can happen on any map since chests spawn before control panels and any chest that picks the closest spawn near a gen forces the control panel to spawn farther away. You would know this if you actually play the killer.

  • No need to announce that you are going to stop playing. You can just go play other games. You are not that important to DBD as a whole.

  • Xenomorph exists super slow from a control room near a hook.

  • If you find yourself not enjoying DBD, you can just stop playing and go enjoy other games. I'm not sure why people need DBD to die in order for them to stop playing.

  • If you get chased for 5 gens and you are the only hook, then unless the killer is someone like leatherface, I see no reason your teammates couldn't go for a save since they should all be healthy with no hooks.

  • It's not even just the fact they nerfed xeno. It's the fact they nerfed xeno when the problem being complained about was due to a bug.

    Couldn't even let the non bugged version sit out in live just to see if it was actually an issue.

  • @jeremy993 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536320#Comment_3536320

    i agree with the unfairness of power. but no need to revert back the slinger.

    slingers 18m range is not even useful in a lot of situations. i havent seen any slinger mains use 18m shot as a normal kill.

    get bad spawns? you mean its bad because its beside generator? ow thanks for that. i dont think survivors need to finish generators to escape. sarcasm

    deal with turrets? you mean with 3 turrets not affecting him, and destroyed, just to teleport and regenerate his tail attack in 15 secs. wow, thats nice to hear.

    I can tell you haven't played xenomorph if you think control rooms always spawn right next to every gen.

    Midwich, Chemistry room gen spawns in library do you have to walk quite a bit and the turret warning means survivors will be long gone before you get to that gen.

    The swamp map, the guaranteed chest spawns on the main building push the control room away from the main building.

    If anything spawns in the closest spot to the gen, the control panel can spawn quite a bit away.

    If you survivor mains took the time to actually play the killer you would realize there's a lot more going on them you think.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542217#Comment_3542217

    Xeno was slowed down to 1.2 in the PTB, and that made missing fair. That is hardly killing the Killer.

    Nerf flashlights - (No sarcasm) Sure, and lets prevent Killers from using power within 8ms from hook too while we are at it. Also if they put more lockers, but not vacuum distance from pallets/windows then I'm totally on board. Maybe those ideas will stop people throwing games and start doing gens.

    Where did I say it was killing the killer. You really need to take a minute and read the actual complaint. I think it's unfair that Xeno got nerfed when the entire 2 weeks his cooldown movement speed was bugged in a way that it wasn't applying. We have no data to show that 2.0m/s was fine or not and making a hasty nerf, because people were complaining about something that was bugged is a terrible way to handle balance changes.

    It's very clear you aren't interested in any sort of discussion and just want to see killers nerfed for no reason. So I'm no longer going to engage with you any further.

  • I'm just confused why we're nerfing a killer over a bug. The bug was never intended so nerfing the killer because something unintended was making them stronger just feels bad.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542198#Comment_3542198

    That gave far more counterplay than currently exists because the Xeno would have to risk running away getting singed from behind, or wait and break the turret, giving the Survivor distance.

    I played the PTB Xeno, and it was just as easy. The slowdown only hurts players who miss, which while helpful in many matches against 1-3 matches played Xenos, doesn't stop how oppressive Xeno is in chase since turrets still aren't a real counter.

    I don't understand the Adren analogy at all. It would be like the opposite of your analogy. The PTB version of Adren (as a bug) didn't work when Exhausted but did when Broken, then buffed in Live to work through Dying/Deep Wound (up to healthy instead of only 1 state) and bugfixed to also work when Exhausted and not when Broken. They buffed the least unfair version of Xeno, then bugfixed 2 scenarios that on average help Xeno more than hurt.

    What didn't give survivors distance was the bug not slowing down the xenomorph after tail attacks. Judging the bugged state as the norm and nerfing it based on the bug is a terrible way to balance the game. We have no idea if 2.0m/s was fine, because Xenomorph was hardly ever slowed down to 2.0m/s and 2.0m/s is still half the survivor base run speed and slower than other attack cooldown speeds.

    Here's an easier analogy for you then. Imagine if the devs decide to nerf flashlights by making them unable to be used within 8m of any locker on top of fixing the issue with being able to no clip inside lockers. I'm sure the survivor community wouldn't fine that problematic to see flashlights get a nerf over a bug.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542179#Comment_3542179

    Are you selectively ignoring the massive nerf to turrets by allowing them to be broken when malfuctioning (also a bugfix)? That more than makes up for the bug, especially since the PTB values were more than fair.

    I am not, because that really only mattered on badly placed turrets right by the control panel. Hardly the "huge nerf" you're making it out to be.

    It's important we judge Xenomorph on the intended gameplay and not the bugged version otherwise we just commit to unnecessarily nerfs and buffs.

    Imagine for a moment Adrenaline was bugged where it was healing survivors who were broken. This lasts for 2 weeks and then on the patch they fix that bug, they also make it so Adrenaline no longer triggers when the survivor is exhausted. I think you can see how nerfing things that were bugged in a way to make them stronger than intended is a bad way to go about business.

  • They fixed a bug and then nerfed the tail on top of it. Should have just fixed the bug and then see how 2.0m/s on tail cooldown actually was before nerfing the tail.

  • @blithes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541806#Comment_3541806

    and soloq can be 4 single players against another single player? maybe im missing ur point. addons are meant to enhance the killer power not give them another perk, i dont see how applying sloppy debuffs is enhancing a killer power? maybe u can explain that to me

    You are still on a team with 3 other people regardless if you queue solo or swf. Powers applying status conditions is an enhancement.

  • The killer is a single player vs 4 others. Not really the biggest deal if addons allow the killer to get similiar value of a perk

  • Survivor entitlement really is through the roof. Really wonder why some survivors even play if they think the game is so unwinnable outside of using an exploit.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541249#Comment_3541249

    weren't you the one who literally said its "fact" the only optimal way to play xeno is to only use their power? and now you are complaining about the nerf being reverted to PTB tuning... just don't miss, get a better gaming chair.

    No, I never said that. So glad the only way you can discredit someone's post is to make up stuff they said.

  • @KaTo1337 said:

    If they had thought about this killer just a little bit in the 1-year-development of it, a rework wouldnt be necessary.

    Everyone foreshadowed 3-genning since the PTB. How could the devs miss this foresaw?

    As a result, Killers who DESPERATELY need love gets delayed and delayed and delayed.

    Poor Twins, POOR FREDDY etc.

    Twins has been confirmed to be coming soon. It's only Freddy that has been pushed back.

  • Scene Partner requires that you scream in order to see the killer's aura. If you are unable to scream, then the perk will not reveal the killer's aura.

  • The blocking vaults one is good, the problem is it's highly map dependent. It does shut down TL walls very hard.

  • Not sure what the poll question is, but the killer's objective is to kill you.

  • @antag0nisticw0mble said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541265#Comment_3541265

    It should be higher when you get hit but you watch survivors when you use your tail attack. See if they actually get the speed boost they should. I can already tell you 50% of the time their speed will not change. Which means your so called penalty for using your tail means nothing. Even huntress movement speed is dropped to 77% when using hatchets.

    2.0m/s is 50% speed. At this point, it's clear you do not understand how slow 2.0m/s is in relation to survivor movement.

  • @antag0nisticw0mble said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541259#Comment_3541259

    Try checking that with a timer at 120fps and do it frame by frame I think you'll find it's shorter.

    Also if the killer can keep up with you after a tail attack and you're supposed to have chance to gain distance how is that balanced?

    Survivors run at 4.0m/s. A 2.0m/s is still half the speed.

  • @antag0nisticw0mble said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541249#Comment_3541249

    You do realise that this is only on a miss right? So the cooldown not applying on hit is still an issue. I've been noticing a lot of xenos being able to hit a second time and the survivors gain no distance after the first. The tail attack also has a shorter cooldown than a basic attack. It's like having max stacks of STBFL just for the tail for the whole game.

    You're straight up wrong about the tail attack having a shorter cooldown than a basic attack. The tail attack cooldown is 3 seconds. The basic attack cooldown is 2.7 seconds for successful hits and missed attacks are 1.5 seconds.

  • @I_CAME said:

    lmao @ people who really thought this change wasn't going to happen. It was obvious that they buffed him too much from PTB to live. This is just a correction and a completely reasonable one. Finally I don't have to worry about bad Xenos constantly missing and STILL being inches away from me. Now you will have to actually express a small amount of skill in your gameplay. A fantastic change by the devs.

    I'm not sure how it could be obvious when it was bugged for the last 2 weeks.

  • @Sadako_Best_Girl said:

    To be fair, 2 m/s was pretty strong and not nearly punishing enough on misses. You could just spam it with little consequences. I do agree 1.2 m/s may be a bit too punishing, perhaps something like 1.6 or 1.4 should have been considered.

    2m/s is literally half the survivor's movement and was already the highest penalty compared to other killer cooldowns. It was the bug causing the cooldown speed to not apply that was making xenomorph seem like a bigger problem than it was. There wasn't a need to nerf the cooldown speed at the same time of fixing the bug.

  • @WilliamSN said:

    The singularity issue isn't much on the biopod placements but more on how easy the EMPs are to get, how abundant they are and how ridiculously strong they are.

    Grab an EMP, another one starts printing in its place, hold the EMP until you're gooped , pop EMP and remove goop + disable the biopods within your zipcode , go grab the EMP that just finished autoprinting, rinse and repeat.

    Singularity just feels like a glorified M1 killer with a CCTV system.

    I disagree that Singularity's problem stop at just the EMPs.

    Marking survivors is often frustrating, because any small blocker stops the mark completely.

    Sometimes it's hard to find good spots to place bipods due to the restrictions on placing them.

    You have to be pixel perfect to slipstream teleport as if you are even remotely off you just fire a bipod.

    All the hurdles you have to climb to pull of a slipstream teleport only for Overclock to last 4 seconds and often not being enough time to even benefit from the boosts are only compounded by EMPs being such a hard counter to Singularity's power.

  • Static Blast doesn't just make survivors scream revealing their location. It also inflicts Madness which has the basekit effect of spawning Illusionary Doctors that help locate survivors alongside many effects via addons. Madness T3 also prevents survivors from being able to do anything until they snap out of it.

  • STBFL while a good perk, is not nearly as strong as people pretend it is.

  • You can still report people who have anon mode turned on.

  • I wonder if all these people defending this survivor exploit will feel the same way the next time killers have a major exploit that they abuse.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540480#Comment_3540480

    It was definitely on the list of priorities when it was released, so the fact they didn't change it back then can't really be excused. After that, they have seen the tons of negative feedback to this map. They reworked Shelter Woods and the Red Forest maps instead. Kind of makes me question how they make these decisions.

    The Shelter Woods rework I'm fine with but Red Forest somehow became worse than before. So they still don't know how to create balanced maps. The last 2 additions are mostly alright but there is the possibility of RNG spawning some ridiculously overpowered setups. Like 3 windows all lining up and connecting to a main tile surrounded by more filler pallets.

    Being on a list of things to rework does not mean it's something the devs are currently actively working on. Look at Twins who has been on a list for a couple years now.

    Not to mention priorities can change over time. Look at Freddy. Freddy's rework is being delayed for Skull Merchant.

    Shelter Woods was attached to the chapter release of Skull Merchant. It was part of that chapter.

    Red Forest was one of the few realms not yet updated as part of the realm updates started a couple years ago. The last realm remaining is swamp. The realm updates were not necessarily balance updates and were focused more on graphical updates.

    Garden of Joy is a newish map that needs some changes and it simply just doesn't have higher priority than other stuff the devs have already begun working. Remember, the devs told us it takes about a 1 year to develop a chapter. Things that are coming out now, started development at least a year ago.

  • The killer only has 1 objective and all their BP gain is gained by doing their objective. Chases lead to hooks, hooks lead to kills.

    The survivors have more than 1 objective. The main objective is to do gens, open the exit gate, and leave. On the side, survivors also have totems, unhooks and healing, and distracting the killer. Survivors have their BP gains split up between multiple objectives.

    Then on top of that, you also have to compete with other survivors to get BP from those objectives. You can't repair gens already done by teammates. There's a limited number of hooks you can rescue other survivors off of. There's a limited number of totems. Killers can only effectively chase 1 survivor at a time.

  • @oreoslurpee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540025#Comment_3540025

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540035#Comment_3540035

    then don’t kill switch it if it doesn’t have any bugs, boom. kill switch wasn’t the right word to say, my bad on that part. but it should still be taken out of rotation. they need to rework the map, take it out of rotation so nobody has to play it until they decide to rework it completely. it’s literally a win-win because it’s by far the most toxic map for both sides to even play on. there’s absolutely no point of it staying in rotation in its current state, so just take it out of rotation and rework it.

    Killswitching a map is removing it from rotation. The devs are not going to killswitch Garden of Joy, because it's working as intended.

    @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540025#Comment_3540025

    Sad but true.

    I just can't understand how this map has not only gone to live like this but wasn't changed in 15 months! I would rather play on old Haddonfield than this monstrosity. Haddonfield at least took the skill to use it right. Garden of Misery doesn't even have that. Instead it offers some of the best camping spots in the entire game. Truly riveting for both sides.

    Because it takes time to rework a map and it might not be higher priority than content and changes they are already working on. Not only do they need to redesign the tiles and how they fit together, but also remodel and retexture everything they end up changing.

  • @chibizodo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540364#Comment_3540364

    I could yeah but that’s not the point; the point of the change from the others was to make it where you didn’t have to bring something to potentially counter it. Zombies were left out, so what we’re suppose to just eliminate resources just to keep zombies at bay?

    You could always just lure the zombie away from someone else. They go after the closest target.

  • @chibizodo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540356#Comment_3540356

    Like I said without wasting resources. You don’t waste anything to get rid of a hag trap you have an animation. Flashlight was a slow drain to zombies but a flashbang is the entirety of it

    You could run Any Means Nessecary to reset the pallet afterwards.

  • @totallynotamegmain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540309#Comment_3540309

    How in the hell does something like this just not get noticed by the devs xd

    It's simply not possible for a dev team to test out every possible interaction possible. Generally you test the changes being added to the next patch to make sure the changes are working as intended and test basic functions so you're not pushing a patch where characters can't move forward.

  • Zombies can be killed with Pallets and survivors still have access to Flashbangs.

  • Calm Spirit doesn't counter Doctor's power completely.

    You still gain madness, still suffer from madness effects, and shock therapy still prevents your from throwing pallets and vaulting.

    The only thing it does counter is screaming giving away your location, but doctor does have an aura reading addon to counter that.

  • @Evan_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540228#Comment_3540228

    Ahh well, there goes my theory.

    Time to hard tunnel coin-users to save the hassle of filling out forms and uploading videos. So out of pure kindness of course. :P

    I don't know why they didn't disable the survivor coin offerings as well.

  • @Evan_ said:

    A fellow on reddit claimed that he opened 30 chests since the kill-switch, and didn't find a single flashlight. That makes me assume beamers don't spawn. Can anybody refute this theory?

    If not, I'll smile a bit while thinking of the aspiring exploiters pillaging all the chests instead of doing gens or similar beneficial actions.

    Mandy confirmed that flashlights can still spawn in chests, they just killswitch perks and the item to help lower the consistency of survivors having flashlights.

  • Because Flashlights were part of an exploit for survivors to become invincible against most of the killers and hold games hostage.

    Blight and Skull Merchant are working as intended.

  • @Botiz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539911#Comment_3539911

    All they need to do is remove flashlights from the chest loot pool. If it's so easy to add firecrackers to them during events, surely it's just as easy to remove an item

    You do realize there's a patch before the event starts.

  • I don't think the devs can just prevent chests from spawning flashlights without a patch. They should killswitch coins as to prevent extra chest spawns.

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