Crowman
Crowman
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- Crowman
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Comments
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I'm sure TCM will kill dbd just like the previous games that were hailed as the dbd killer.
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Build variety has always been terrible. It's just before MMR matchmaking was often unbalanced so you could get away with memey.
MMR has made it much harder to get away with meme builds and devs often don't make meaningful changes to meta that you just see the same things far more often.
Also new perks are often too weak for their conditions to activate or just don't do enough that they never have a chance to see much use.
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Mangled cannot go back to being a timed effect. Otherwise survivors will just wait out the timer making it just as effective as broken.
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@ProfessorDunwich said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512765#Comment_3512765
Still snapped out of their power by the time it is destroyed.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512768#Comment_3512768
Interaction is fine. Having the Killer fighting to be able to use their power at all is not.
I've seen people playing Xenomorph on the ptb destroy turrets without losing runner mode. It's close, but it looks possible to destroy turrets without losing runner.
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At least Alien can actually counter turrets. Singularity just has to eat EMPs.
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Syringe literally states that it cancels the healing when you take damage or get picked up by the killer. Going into deep wounds is taking damage.
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You didn't list anything actually toxic
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They keep fixing it then breaking it again in the next patch. Just don't expect the black circle to not interfere with aura reading.
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I mean, reverting a change is much easier to do than reworking a killer's kit. Bringing up Skull Merchant is irrelevant.
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@Grigerbest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511605#Comment_3511605
What this site says is not really an issue of it's true or not...
The fact is - This killer needs some qol as fast as possible. And one of:
- Buff to his power.
- Further nerfs to emps.
Something might be done with. You can't just deny that.
Some people really insist that Singularity is some secret OP killer that despite being out for 2 months means that people just haven't figured out the killer.
And even if you want to deny the data we do have, just look at the killer complaints. Literally no survivor complains about Singularity. That right there should tell you Singularity isn't really that threatening.
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Not really surprising.
Killer is difficult to pick up, has a very frustrating to use power, and the payoff for successfully pulling of his power really isn't that great.
Singularity just doesn't really do anything better than other killers and gives survivors the tools to hard counter his own power without a downside or much effort.
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This is why as a killer you shouldn't care what survivors think. The killer is not there to facilitate the survivors fun. They are there to be an obstacle in their goal of escaping alive.
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If survivors are allowed to teabag at exit gate then killers are allowed to hit you on hook.
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Yes. The killer is another player with free will. If they want to focus out a single survivor, they are allowed to do so.
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You do know it's very possible that Alchemist Ring isn't over performing and that's why it hasn't been touched. Plus I would say C33 is far stronger than Alchemist Ring.
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@tenoresax said:
Singularity really does feel like he has one of the worst effort to value ratios in the game, especially when you factor in how he only seems to be getting weaker overtime as more and more survivors learn how to counterplay him.
Because his power is completely shut down by EMPs which infinitely generate for survivors without them needing to put in any input.
Then on top of that, Singularity doesn't get anything out of survivors EMPing (like how Plague gets Corrupt Fountains) and has no way to disable EMPs so they can't be used against him.
He's fighting an uphill battle against the game itself.
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@bm33 said:
They kill switched Haddonfield for months while they reworked that map and it was just considered unfun, it didn't cause hour stall games like Skull Merchant 3 gen.
It got killswitch because of a bug and since BHVR was wrapping up the realm rework there wasn't much reason to fix the bug when the entire map was being changed.
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I see plently of survivors BM when they get hatch, so I can understand just not wanting to put up with it.
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This is not what the killswitch is for
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This system will never work, because the killer is another player who has to pick their killer before queueing for matchmaking.
If killers could swap killers in lobby, this system could work as killers would have a choice to dodge lobbies. But a killer banning system would only exist to make survivor easier as a 4 stack now can prevent facing the top 4 killers at any time.
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Back in 2019, there was no limit to how long a game could be extended. I don't believe dedicated servers were even officially released at that point either.
A doctor back in 2019 could hold the game forever whereas a Skull Merchant game ends in an hour.
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@jeffkillsyou96 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505439#Comment_3505439
Then why is it that I loop a killer for like 3-5 gens die then get a safety pip if I’m lucky
Because pips and mmr are not related to reach other.
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The mmr scoring was updated to adjust based on team outcome a while back. So this is already the case.
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@[Deleted User] said:
There’s over 100 perks. Let there be some useless fun perks.
I wouldn't really say Plot Twist is useless. There's far worse perks in the game than it. Honestly the only real issue is some people shotgun plot twist immediately instead of being smart about it.
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I like how people are focused on the result but refuse to consider how it felt to play the game out.
I've had 4k games that were absolutely miserable to play out because of survivors using a map offering and loaded out kits to only win because they mess up a save at the end. Doesn't really make you want to play more despite the 4k.
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Nah. You can easily just not run any exhaustion perks and have perma 100% sound reduction. The killer is unlikely rubbing any exhaustion inflicting perks of addons because they are largely bad.
100% sound reduction is only fine when it's attached to an actual condition abi and a limited duration.
Besides 75% is fine because it can be masked by other noises in the game.
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@JonOzzie16 said:
Lol, and every single lobby has multiple people running made for this, right? It's not even in the top ten.
End Transmission came out June 13th
The stats are from April 27th to August 5th.
Made For This likely isn't showing up, because it wasn't around for half the time the data was collected.
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That's the secret, survivors don't want you to play anything.
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@Uxoxe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503941#Comment_3503941
Forum goers are giving the developers suggestions to improve the fun of the game. You're statement really doesn't add anything and detracts from the conversation.
Why shouldn't players give feedback on things that are unfun on forums that are specifically designed for that which kind of indicates the developers want feedback, right?
Your feedback is you want to allow people to rage quit games, because it's not fun. Which just begs the question why are you still playing if you aren't finding the game fun currently.
You can leave feedback on things that aren't fun while not wanting people to be able to freely rage quit out of games.
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@Uxoxe said:
Here's a good reason, you solution does not do anything to fix someone giving up on hook.
Survivors are giving up on hook because the game isn't fun for them.
Skull Merchants, Knights, Sadakos, Nurses, Blights and Weskers are not fun for most solo-queue survivors. SWFs can handle those killers but most solo-queue players cannot.
- Also, Skull Merchant, Knight and Sadako are flat out unfun for survivors to go against
- 3-gen is unfun, see the 1st two killers above and any other killer that can 3-gen with the right perks.
- Tunneling at gen 5 is unfun
- Face-camping at gen 5 is unfun
Alternatively, if you find yourself consistently not having fun with the game go play something else.
Idk why you guys keep forcing yourself to play if you aren't having fun.
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I wouldn't take any of this as 100% true. Especially considering that one is literally listed as "speculation".
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No I do not.
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Do you feel the same way about Moris, because they were changed from requiring no hooks, to requiring 1 hook, to requiring 2 hooks?
Almost like if we had the original Moris in the game, it wouldn't be a very fun to game.
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If killer is the way to make bank, then just play killer.
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@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502987#Comment_3502987
Oh we have, and yet nothing has changed. Also, they really can't change the looks of powers that easily from what I understand.
Also, as I said above, if too many were trying to avoid say The Doctor, then it would need to "turn off" to an extent.
I and other autistics have been complaining about The Doctor (along with those who had epilepsy issues) since he came out. While he has gotten better for those with epilepsy issues, us autistics still have a problem.
BHVR has been very slow at addressing accessibility issues. Asking for a change that they will not implement is not going to help you. The devs have already expressed they have no plans to implement any functionality that will block you from being matched against other players.
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I wouldn't really call it a nerf.
BNPs lost their burst potential (no longer can an entire gen be completed in seconds with 4 BNPs), but are now stronger into defensive setups as the gen loses max charges needed to complete.
It's a sidegrade.
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The problem with this is that people will use for non-accessibility reasons and preventing facing certain killers will create balance problems.
Instead of asking for the devs to allow you to not match against certain killers, it would be better to ask for specific changes to the killer's power that could help those with accessibility issues.
Things like being able to toggle the sound of Plague's purge so it doesn't sound like puke and a toggle to changing the effects to look different.
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It's just bad luck.
I've had games where the perk gives me an item every other time and some games where I get no items.
You can even get really unlucky and have a string of screams and exposed.
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It still spawns a rare item and toolboxes can come with bnps and medkits can come with syringes. You can still have moments of the perk really paying off.
The wording on the perk has always stated "a rare item" so it giving purple or iri items was a bug.
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People d/ced quite a bit back then as there was no real penalty to it.
But ultimately too many people are addicted to DBD and instead of taking a break when they get frustrated, they keep queueing up.
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The root of the problem, is too many people are queueing up to not play games out. The game would be much better off if people knew how to take breaks.
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@Steel_Eyed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501633#Comment_3501633
Killers should not be hitting faster than the unhook animation. Which is 2.0 seconds. Compared to old versions or not, it’s cheese in the game.
My prescription would be to lower the effectiveness of STBFL or increase the unhook timer.
And the cheeseheads in this thread whomst think killers have a right to camp hooks, and tell survivors to just not save: That is killer entitlement in its purest and I believe the developers have made it clear they are doing away with that level of camping. Clutch your pearls.
This game needs to encourage the chase interactions and not strategies that supersede it.
It takes 1 second to unhook.
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Vigil + Dramaturgy is pretty good. I always use Drama at the start of the match since you could always just roll into a BNP.
Then I use Drama outside of chase to help cycle effects and vigil helps make sure it is up when I do need it.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501702#Comment_3501702
So a killer who is camping instead of chasing anyone managed to build up STBFL stacks? How?
The other thing is that many killers have powers that can camp just as well as STBFL, but require no build up.
Huntress hatchets have a lower CD than the M1 CD.
Several killers have instant down abilities.
Trickster has no real CD when he's throwing knives and has more than enough to down the unhooker and interupt the unhook.
Plus the devs have already announced an anti-facecamping which should address the issue with STBFL camping as well.
Anecdotally, people keep claiming STBFL is so broken, yet I hardly see killers I face use it. Just feels like a lot of people want it nerfed, because they are upset killers got some basekit buffs a year ago.
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BHVR has been classifying killer power objects as separate things that don't work with perks. Blindness doesn't block killer power objects that show their aura. Skillchecks from interacting with killer powers are not influenced by perks. Killer items no longer trigger perks like Franklins and Hoarder.
Devs don't want perks to interact with killer powers.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501547#Comment_3501547
By Any Means and Smash Hit do the same thing.
Smash Hit is considered one of the worst exhaustion perks in the game and doesn't show auras of pallets.
Any Means shows the auras of dropped pallets, but is a very niche perk itself.
Windows also shows vaults.
So no you can't just run Any Means and Smash Hit and get the same thing as Windows. Windows is a single perk that always tells you what you can use nearby.
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@Raccoon said:
I find it weird that so many of games, SWF or not, have 3+ instances of this 'learning' perk.
I think many people don't realize how useful it is to have a perk that always lets you know where available pallets are, especially in solo q. Just not running to an area where my teammates already threw pallets is worth the slot at times.
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Got a syringe.
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This was the 12th item I gotten.
Iri addons are still possible. All 12 items were all green quality (rare).
I've gotten a few very rare addons as well.
From what I can tell the changes are basically:
- Items are always rare quality now
- No event addons.
It's important to note, there's 2 green toolboxes whereas every other item has only a single variation at rare, so toolboxes should be the most common and toolboxes lack very rare addons.
Keys have 4 very rare, Med-kits have 2 very rare, Flashlights and Maps both have 1 very rare. So most of the time when you get a very rare addon, it's likely going to be on a key.
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@Exxodus21 said:
After using it in a few matches a feel like they lowered the odds of getting an item as well as lowered the odds of getting a purple item. None of the add-ons I had today were above purple either.
I played 1 match, got 3 items.
Mechanics with 2 yellows
Broken Key with 2 yellows
Broken Key with a yellow and purple.
I'll get more data, but I don't think the odds have been tampered as the toolbox doesn't have many high rarity addons.

