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Crowman

Crowman

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  • This would likely kill a lot of perk synergizes which would just make the game less interesting.

  • Snowmen being a free health state was just poorly designed for what was meant to be a "fun" event.

    Snowmen are now solely a "fun" focused mechanic, so idk what the problem is. You can easily ignore snowmen.

  • @Tsukah said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3291267#Comment_3291267

    I'm solo, I never do that, too many sweaty killers ruining this event for solo q players

    Too many sweaty survivors

  • Event's not fun with genrushing survivors who tryhard with map offerings.

  • I like that you can get the rewards without having to go through the effort of either hitting survivors in snowmen or being hit in a snowmen. If you didn't play when the event launched, it was hard as killers were often playing ones who could ignore the snowmen and survivors later on just stopped going into snowmen.

  • @Audiophile said:

    I’ve been playing the event since early afternoon and all my teams EVER ARE are fools getting in snowmen and trying to be cute. NFW are killers constantly going up against badass swfs. That is NOT what happens in events. Everyone knows… events are the joyous time of year when killers take pleasure in trying to ruin events.

    Well survivors are ruining my games right so deal with it.

  • @Audiophile said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3291164#Comment_3291164

    Lofl. Gimme. A fng. Break. “Keep facing”. The facts have already shown 4 man swfs are 5%. Amazing how much you killers exaggerate to try to prop up a broken system that’s HEAVILY in your favor.

    I also just faced a cheating survivor. But sure it's killers that are the problem.

  • I keep facing boil over/breakdown squads so I can't say I blame killers for tunneling and camping.

  • They made Recent Discussions much worse. It now only shows the 1 pinned thread and the 10 most recent posts. Plus I don't care for how they layout the recent discussions either.

  • People need to stop calling things they don't like as "badly designed".

  • The perk is honestly fine.

    Expose is 30 seconds so unless you exit the locker near the killer, it's unlikely you'll get downed from the expose. The noise notification scream is nice, but weaker for tracking since there's no aura to follow.

  • No.

    There's nothing wrong with camping or tunneling

  • @Ike_1046 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3276038#Comment_3276038

    I'm sure you weren't one of the killers crying about survivors having dead hard, before nerf. Or maybe DS in the end game. Killers get noed to help them at end game but survivors get tunneling camping killers in return. Bhvr is trash just flip flopping every other patch to help one side then the other rather than balancing the game.

    I defended Dead Hard pre-nerf actually and I really had no issue with DS working in end game, but I'm don't mind that it doesn't anymore.

  • @Zokenay said:

    https://forum.deadbydaylight.com/en/discussion/comment/3289503#Comment_3289503

    Ive never gotten exposed by that Glyph so far, im starting to believe people downright forget they even choose this challenge lol.

    It depends on the map and spawn. Sometimes you simply don't have the ability to get to the glyph before it exposes you and you don't have any easy way to break LoS

  • I doubt it's solely Eruption, because I can still have games where I don't encounter Eruption.

    The last mid-chapter patch we got didn't really change anything. The recent chapter is underwhelming because Knight isn't that good. Not to mention the last chapter was pretty buggy.

    I imagine the game will pick up a bit once the event launches in a couple of days as that will be something new and interesting to play around.

  • You don't have to buy every dlc. You can pick up most of the dlc characters with shards by playing the game. Sure that takes time, but all spending real world money does is allow you to obtain the characters faster.

    License characters are a different story, because license characters can only be purchased with money. But licenses aren't cheap and you are still free to not buy any of them if you don't want to.

    As for cosmetics, many cosmetics are still available for free purchase with shards. You don't have to spend money on cosmetics.

    The company has been supporting the game for 6+ years now. Development costs money. If you think stuff is too expensive, then don't buy it. No one is forcing you to. People who enjoy the game and want to support the devs have the option to get some in game content with that money.

  • I think the incapacitated status is the main issue with the perk. Personally I see long durations of incapacitation that can't be removed by completing some other actions as inherently problematic for the game.

  • The cooldown doesn't really matter much when the incapacitated status effect lasts is just as long as the cooldown.

  • Survivors already have an anti-kicking perk. It's repressed alliance.

  • It's 0.4 second buffer not a 0.04 buffer.

  • @not_requested49 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3288347#Comment_3288347

    You can but the tvs take so long to turn back on if you're not running iri tape (which is practically mandatory tbh)

    Basekit sadako could use some buffs however iri tape and ring drawing sadako is really strong

    I didn't say that Sadako couldn't use adjustments, but saying she has no power is just false.

  • You can still teleport around the map. Saying she has 0 power is just wrong.

  • People saying that nurse completely ignores pallets and vaults are overstating her power.

    You can still pallet stun a nurse who is blinking at you (hard, but possible) and she can't attack through pallets or windows if she blinks on the wrong side of them. Pallets and windows aren't useless against her, but you do have to be much smarter how to play around them.

  • @Malkhrim said:

    https://forum.deadbydaylight.com/en/discussion/comment/3287058#Comment_3287058

    The reply is from March 2019 (before Legion got reworked). I guess we have a time traveler here.

    How is that even possible lol

  • @Jungles23 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282768#Comment_3282768

    It was a nerf, flashlights are super weird now as explained in my post

    They really don't feel any different than before. The only way you would be impacted by the changes was if you were someone who was spam clicking in which case I don't really feel sorry for you losing that.

  • @Tamayo2001 said:

    What confuses me about this nerf is that Wesker's perk, Superior anatomy, was literally tailored to enhance his Virulent bound vault ability.

    In some way, a killer's perks relate to their power, or their lore as far as I know. Like, I understand Wesker is a superhuman but how was that perk NOT specifically made to synergize with virulent bound? There is no way it was just a coincidence that BHVR introduced a new window / pallet vaulting killer that just happens to come with a perk that increases vaulting speed.

    That would be like introducing a new killer who uses lockers for their resources like Huntress and Trickster, introducing a new perk that for them that specifically aims to increase locker animation speeds, then disabling the potential stackable bonus speed to refilling their resources, and only applying it to searching lockers for survivors.

    Whether or not Myers and Wraith have retained the ability to stack vaulting speed bonuses, it is just really dumb for it to not apply to "special vaults", even more so when like I said, Superior anatomy was most likely made with Virulent bound vaults in mind. Even if it wasn't, perk synergies that play into a specific killer power actions have never been an issue for players.

    I mean Dredge has 2 perks that literally do not work well with his power due to being undetectable in Nightfall.

    While a killer's perk should compliment their power in some way, that is not always the case.

  • @I_CAME said:

    https://forum.deadbydaylight.com/en/discussion/comment/3283965#Comment_3283965

    I feel like the escape rate would be significantly lower if they actually factored in the dcing epidemic that has hit the game recently. In reality the escape rate is probably 25-30%. The number of rage dcs and hook suicides alone show that the game isn't in a good state for survivor. People have never done this at the rates they're doing it now. It's just frustrating to play survivor more than anything else. The game's playerbase was propped up by major updates, the anniversary, and a popular dlc release. Now we're back to losing 12% of the playerbase monthly. We're almost back to the player counts we had before the perk overhaul. The honeymoon phase is over and now the frustration has set in.

    People need to stop using rage quits to "prove" the game is in a bad state. People rage quitting because things don't go the way they want them to has nothing to do with the game being in a bad state.

    Survivors could have a 60% escape rate and you would still see tons of d/cs, because some people simply can't be adults.

  • @PapaQuintus said:

    https://forum.deadbydaylight.com/en/discussion/comment/3283866#Comment_3283866

    Yea totally skilled.. Get max stacks with STBFL on Deathslinger, and camp the hook. If the unhooked survivor get's unhooked, you hit them with your weapon, get a small cooldown, and immediately use your gun to shoot them... Totally a way to play around. It's called abusing broken mechanics in the game, and BHVR do not give a #########, because killer mains have the same mentality as truetalent lmao

    So not only did the Deathslinger get 8 hits to build up STBFL, but they were also able to successfully use their power to land a follow up attack on you. You are literally describing a scenario that only exists if the killer is good.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3283901#Comment_3283901

    It is by definition if they don't beat it. Outplaying doesn't necessarily have to mean outskilled, it means playing in a way that secures victory. It's up to the survivors to outskill the unskilled play.

    People underestimate the skill in decision making. Not every skilled play is being mechanically better than your opponent. Sometimes you just need to play smarter.

  • The killer uses a tactic and outplays the survivor.

    Survivors: "That was unskilled"

    Yet you still lost to the "unskilled" killer.

  • I don't think it should be buffed.

    Self-saves should require a huge investment to pull off.

  • It really is confusing. They changed 40 perks to make highly used perks used less and lesser used perks used more and then make perks that had good synergy with a few killer powers not work with those killer powers.

    That just limits perk diversity

  • @Jinxed said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282853#Comment_3282853

    I see, so you're saying that killers can have things and survivors shouldn't? Very balanced argument.

    You're correct though, if survivors didn't have items there would be no free information for killers to gain, but we do have items so I'm not sure your point is relevant.

    It's a 1v4 game. The killer having things and survivors not having things is not an innate problem, because survivors are the 4 player team.

    If you want to remove the killer's ability to see survivors before the trial, then items would have to be removed. If you don't want your items to be removed, then the killer seeing what item you bring into trial is fair game.

  • Addons are part of the killer part and the thing they need for the 1v4.

    Being able to see survivors in lobby is solely to see what items they bring in. If items are removed, there's no reason to see survivors in lobby.

  • @Jinxed said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282843#Comment_3282843

    Yep, the killer should be more powerful than a single survivor when the game has started, but that advantage should not extend to before the game has begun.

    Then let's remove items from the game so neither side has an advantage before the game begins.

  • @Jungles23 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3280616#Comment_3280616

    Why would they need to nerf flashlights if the warning is enough then? Your logic isn't lining up. I honestly doubt more than like 5 people who play this game are at risk anyway, really no point in nerfing flashlights. And honestly if they did add a delay after like 3 quick clicks I wouldn't care, but their system now has made me miss so many flashlight stuns it's insane. The beam is always like one second away from blinding the killer, and I never had a problem before. Flashlight click registry just seems to be broken at the moment. Before I could quickly turn in blind, but now I have to click twice for the game to register. Never had a problem before the update, they nerfed flashlights with their horrible programming and should fix it.

    Having a warning appear does not mean the devs shouldn't make changes so elements in the game are less harmful to people. Plus the changes to flashlights were not a nerf. They still have the same function they did before.

  • @vladspellbinder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282648#Comment_3282648

    No, but every bad game makes the day just that bit more worse.

    If you add a drop into a bucket the drops add up and soon enough the bucket is over flowing.

    Small things matters, sometimes more than you would ever expect. There are tons of stories on both sides, of something as simple as someone saying a nice thing to someone else and that other person not going to to jump off the bridge like they had planned. Or going the other way someone being cut off in traffic and then going home to beat his wife to an inch of her life.

    The mindset of "Because it happens in a video game it doesn't matter." is a very core part of the problem. It is not the game that is doing these thing it is the players and player can be held accountable for their actions. The anonymity of the internet has eroded people's empathy towards others, or maybe just put the natural lack of empathy humans already had to the forefront, and there is a very firm "us versus them" mindset in play as well. You can do whatever you like to the other side because they don't matter. They are other and not us so are valid targets for hate and suffering.

    Does that sound familiar to other problems in the word that most rational people actually agree are problems?

    Just because something is small doesn't mean it doesn't matter.

    Just because something is "How it has always been" doesn't mean it can't be changed.

    The shear apathy when it comes to toxicity in multiplayer games astounds and infuriates me.

    If you make someone else suffer in a game just to fell better about yourself and they take it personally and go hurt someone else in real life how would you feel? Would you ever care? Would you mock this person you hurt for being weak? Do you have no empathy at all?

    I'm not asking people to actively care about other others, I am just asking people to stop actively hurting others. Stop taking actions you know are going to hurt someone's feelings, even if only for a short moment before they "suck it up and move on".

    No one is forcing you to play dbd. If you are constantly having back to back bad games, take a break. Forcing yourself to play a game you are not currently enjoying is not something you should be doing.

  • The keybind to swap bottles should be moved to a different key. The devs did with Reassurance so it wouldn't overlap with Dead Hard. I personally find it annoying to try to swap bottles only to start reloading, because I didn't perfectly press the button.

  • @vladspellbinder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282615#Comment_3282615

    YOU, personally, are taking actions that hurt other people to make yourself feel better. The fact you are doing these things though the medium of a game does not change the fact you are doing things that cause other people harm, in this case emotional harm. Yeah most people will just shrug it off and say "Jerks are going to be jerks, what can you do?" but not everyone will do so and you very well may wind up ruining someone's ONE chance to play the game and have fun and ruin their whole day because of it.

    The key factor here is that it is a multiplayer game. There are actual real people on the other side of thing you are doing these things to.

    And you don't care. You have no empathy for them.

    When I have a bad day and want to vent my frustrations I load up a single player hack and slash and just kill loads of bugs or faceless soldiers or whatever. Or load up a fighting game and just beat up a character in training mode. I don't load up a multiplayer game and spread the misery to other people.

    You are part of the problem.

    You are ACTIVALLY making the world a worse place to live in for other people with you actions.

    I hope you can get to a better place in life where you don't feel the need to ease your own suffering by causing it in other people.

    The world isn't a worse place to live, because you had rough games online

  • It's a 1v4. Survivors have a numbers advantage. The killer gets an advantage in getting to prepare for items being brought into trial.

    It's really not a big deal.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282288#Comment_3282288

    Well you quoted someone post where he claimed these kind of troll tactics shouldnt be in the game and it would be better if they were eliminated because they are used mostly to grief and I quoted your quote with another argument in favour of getting rid of it even if it has counterplay.

    Now relax, no need to be caustic, Im not implying anything, I was just supporting his argument and quoted you because you were the last person I saw replying to him, its not a personal attack but if you really feel that way dont worry, I can just eliminate you from my message and quote Edgar as a continuation.

    You're one implying that people support afk pinhead on box when they are just pointing out how you can counter it and get gens done, because the topic itself is claiming that it's impossible to get gens done.

    I'm not responding to you anymore, because it's very clear you have no intention of discussing in good faith.

  • @vladspellbinder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282204#Comment_3282204

    My idea was it would apply BEFORE going into a lobby, so people only get matched up with other with matching block lists. You're waiting for a lobby not in the lobby.

    As for the other factor, if you are being blocked maybe you should change the way you play so people don't block you. And if people are being petty about blocking you for no other reason than the Killer you are playing you shouldn't want to play against them in the first place.

    https://forum.deadbydaylight.com/en/discussion/comment/3282206#Comment_3282206

    See right above. If you are getting blocked then something you are doing is wrong. Change how you play. Though of course some people will block you just to block you but, again, you shouldn't want t play with those people anyways.

    Of course I don't have a "Main" Killer that I play, so if someone only ever exclusively plays Nurse and refuse to play any other Killer that is on them for not changing how they play and they should have to wait for games so they can play against people who enjoy or at the very least don't mind playing against Nurse.

    I put no stock in the "You bought the game, you can play how you want." argument when it comes to a multiplayer games. As soon as your actions start impacting another person it does matter "how you play". In a multiplayer game you are entering a social contract that everyone is there to have fun and you shouldn't do thing that stop people from having fun. If you play in such a way that the majority of people don't want to play against you then you are part of the problem. If that problem is that you play Nurse and Nurse is the problem then branch out and play other Killers until such a time that Nurse is fixed to not be problematic.

    At the end of the day I am sick and tired of playing against the same toxic Killer players three to five times a night and every single game I have with them is anywhere from five minutes to an hour of misery depending how they play. I do not not have any fun against these people because they go out of their way to make every match with them as not-fun as possible for the sole fact they get enjoyment out of running other people's fun, they are breaking that social contract I mentioned before. This is a straight up fact some of them have told me in end-of-game chat about why they play they way they do, that they do it because they know people hate it. If I am not having fun why should I bother to continue to play the game? If blocking these toxic people actually made my games more enjoyable I'd be willing to play more often and actually go back to recommending this game to others. As it is right now I do not recommend the game to others because of how toxic a good amount of the player base is and how I'm really only playing any more out of Stockholm Syndrome and chasing the one in fifty fun games.

    People can back out of lobbies which then requires the lobby to get more people which then gets impacted by the block lists if the devs were to ever implement a system of preventing matching with other people.

    And people shouldn't be forced to play a certain way just to prevent being blocked by people who can't handle playing a pvp game.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282270#Comment_3282270

    Where did I said you were making that claim? I was stating things having counterplay as an argument to not getting rid of them is not a real argument.

    No one bringing up counterplay options to this has stated that this should stay possible in the game. OP made this topic stating that afk pinhead on the box holds the game hostage indefinitely is just simply not true and people are pointing out how that is the case.

    Maybe actually read the topic before you start implying that people want to keep this in the game.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3280733#Comment_3280733

    As far as I know cleansing takes 14 seconds and in that time chains will spawn and interrupt you.

    https://forum.deadbydaylight.com/en/discussion/comment/3280799#Comment_3280799

    Claudettes used to be able to blend with the map in a way it was almost impossible to see them, it wasnt a strong tactic because they were doing absolutely nothing and the match was a 3vs1 from the start but it was boring for the Killer to find that ultrainmersed Urban Evading Claudette with a purple mist offering who could prolong the game for an hour, it wasnt holding hostage either because you could play around too, you could always find and kill her but it was an absurd gameplay feature, it had to go.

    Something having counterplay and being weak doesnt mean it should be in the game if its just a boring hassle as big as that was, Pinhead sitting on the box spamming chain hunts to prolong a game for as much as he cans while doing absolutely nothing is absurd too, it should go.

    Where did I say this should be in the game?

  • For whatever reason the 6.4.1 patch notes are on the bottom of the list instead at the top where it should be.

    image.png
  • @vladspellbinder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3281488#Comment_3281488

    https://forum.deadbydaylight.com/en/discussion/comment/3282051#Comment_3282051

    And this doesn't matter. Because the block only applies for the person making it. If someone doesn't want to play against Nurses and Blights at high MMR and only blocks the Killer players who play them then they can sit in queue for hours without getting a lobby. It is a problem of their own making.

    There would need to be some means of unblocking people, like a "List of people I have blocked" with an "unblock" option per person, that way you could be matched up with them again if the wait time gets to be too much but if it is clearly stated "If you block people you do not get matched up with them. This WILL make your queue times longer." then they would only have themselves to blame if they blocked every Killer player they went up against just because of the Killer that person played and not HOW they played that Killer.

    I wouldn't block someone just for playing a normal Nurse game with double recharge add-ons alongside Infectious Fright, Starstruck, Jolt, and Sloppy Butcher (or whatever the current meta build is), however I WOULD block someone if they played out-of-bounds AFK Nurse that waits for N.O.E.D. to proc then they slug everyone right as the last gen is finished and force everyone to bleed out or DC.

    You can't really use "People would just block anyone who plays [OVERPOWER KILLLER]" as an 'argument' because it only applies per person and it only impacts that person that makes that choice. If someone is willing to wait two, four, ten hours in queue just to get a game against a different Killer then let them.

    That's good for you if you don't block someone for playing nurse, but people will do that. We know this, because before dedicated servers there was a mod that allowed people to block others and it caused issues for some players who liked to play strong killers getting games.

    Also if you end up in a lobby with someone who blocks nurses, then you will be affected by that person's block list. Not to mention if people block you then you now have to wait longer for games even though you haven't blocked anyone. This system will simply never work.

  • This is never going to happen, because will abuse the system to avoid playing against people playing strong killers.

  • @Archol123 said:

    But the condition for spirit fury and Hubris is the same getting stunned... Sure you don't need to pre throw them from a mile away but you are probably not risking it either... Or might even take a free hit over a stun because you don't want to get exposed if the pallet was not safe enough... The safest and easiest option would still to just prethrow so you don't have the possibility to misjudge distance or get a stun oon accident because you dropped the pallet out of reflex.

    They have the same condition to activate, but different effects upon activation. Which is why pre-throwing matters against Spirit Fury and not vs Hubris.

    Let's say you are injured or already exposed, stunning the killer who only has Hubris does nothing. You were already going to go down if the killer caught you and getting the stun gets you more distance. This is also true against killer powers that can also instant down such as the chainsaw killers.

    In the same situation, but against Spirit Fury. You lose more distance landing that stun as thrown pallet is immediately destroyed and the killer will easily catch up to you and down you easily. In this case, prethrowing gets you more distance as the killer needs to either go around or break the pallet.

    There's very few reasons why a healthy survivor should be throwing a pallet instead of taking a hit instead which is why hubris isn't really that good of a perk. Because being Injured isn't that important if you are trying to keep the killer busy at loops. Oni and Spirit are the only killers where throwing a pallet while healthy despite no threat of going down is important, because their powers are greatly improved by injuring survivors.

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3281241#Comment_3281241

    I would not say smarter, because it makes them pre-throw them... But rather more carefull over all..

    Pre-throwing isn't' necessary against hubris itself, because if you only use up pallets when there is a threat of going down then hubris does nothing.

    What forces pre-throwing is spirit fury which you often see with hubris, because it's the only way to guarantee to actually reach a survivor before expose timer is up.

  • @Archol123 said:

    Yeah hubris is similiar to spirit fury in a way that it will only work once, because after that the player knows you have it and will just pre throw pallets, unless they are already injured... And then you basically wasted at least one perk slot... 2 if you took enduring as well... 3 with enduring spirit fury... So I don't think a nerf is needed... You should only get hit by it once... And after that you know the killer has it, so it's fine.

    Stunning the killer with a pallet when already injured also does nothing. Which if the killer doesn't already threaten to instant down you from healthy, there's little reason to throw pallets while healthy.

    Hubris just forces survivors to be smarter with pallets.

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