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Crowman

Crowman

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Crowman
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  • His power blocks the exit gate in case he throws an injured survivor at the exit gate and downs them. The reason you end up with the blocking injured person is that the game is likely not checking to see if the survivor went down before applying the block.

    Kind of like how Pinhead chains keep survivors from leaving regardless of survivor's health state.

  • You have bigger issues if a survivor using Deliverance in EGC.

    The endurance exists to help prevent survivors from instantly going down off hook. I don't see an issue with how it currently works.

  • The devs most certainly do listen to feedback. You just have to remember that not everything left in feedback will get changed the exact way in feedback. People have different ideas on how to adjust the same thing.

  • The killer isn't required to play nice, because a survivor d/c'd.

  • @nf452 said:

    Even if bhvr supposedly balances dbd top down, it is still not a competitive game and it will never become one.

    -You dont need bans in competitve game genres. For example in fighting games 99% of the time in tournaments there are no bans. So bans wouldnt make dbd more of a competitive game.

    -There is no official dbd tournament series by bhvr. This shows that they understand that dbd is not meant to be a competitive game.

    -The unofficial dbd tournaments by individuals have different rules and standards of what can be cosidered as a victory for the killer or the survivor side. There are tournaments where either number of hooks count or hook stages count or number of kills. Certain killers are allowed in some tournaments, certain killers at specific stages of the tournament in others. Certain number of specific survivor perks are allowed in some tourneys, while in others all survivors can run whatever they want. The list goes on. All this stuff shows that the game does not have a definitive win condition for either side. When you play dbd and a killer gets 2 kills and the other 2 survivors escape..What is this considered? A tie? Most players would agree on this. In a competitive game there is no tie. Every game has a definitive result. One team or player wins and the opposite loses. So when you play bo5, ft10 or even a single game there will always be a victory or a loss for each side.

    -Solo queue experiece is completely different from swf one. Even a duo swf experience is different from a 4-man swf. This makes MMR a joke. Having different MMR for solo queue and different for swf would make sense. The way this game works is that you could have a mediocre 4-man swf that is really efficient going up against a decent/good killer and having a 3-man out, The same players in a solo queue environment could be below average or even slightly bad players, not being able to have good decision making or efficiency, since they heavily rely on the rest of their team. Furthermore typically solo queue is killer sided favoured, while 4-man swf is survivor favored (except for top tier killers with optimal builds, like nurse)

    -The ranks are a joke and always have been. Just grind the game and you can reach rank 1 pretty soon, even as a completely new player. Something that does not work in real competitive games. Aside from the MMR in these games, there is a global or server ladder that is related to the win percentage of the player and is actually tied to the MMR, if we exclude rank decays in some.

    Actually, BHVR recently announced an official tournament

    Experience a new side of Dead by Daylight with monthly Community Cups, an official way for fans to connect and square off in The Fog. Registration is open now!

    Also draws can exist in competitive games. TCGs like MTG and Yugioh have conditions that can cause the game to end in a draw.

  • Ban simply wouldn't work with the game due to the asymmetrical nature. Survivors banning a killer has no trade off, because they can't pick to play as that killer and anyone trying to queue up as a popular banned killer would just have long queue times.

    Map bans don't really change anything since map offerings exist and honestly I think either side having any control over what map is picked is unnecessarily. I would much prefer that maps are always completely randomly picked.

    Technically survivors can already concede as they can just let themselves die on hook. But I wouldn't be against a conceding option.

    As for DCs. They mean nothing in terms of balancing. People will dc for any reason. Making changes to the game based on people dcing will only create a larger problem of people dcing more because they want something changed. Which would be super problematic.

  • Billy's addon rework came at a time when BHVR was being a bit more experimental with addons. They were trying to move away from addons that were just simply "power is x% better" and trying to create more interesting addons.

    That's why things like "boost power when blinded" exist even though that's a terrible addon concept, but since Lightborn is his basekit perk they gave something that could synergize with it.

  • @Sharpefern said:

    So I am going to agree with the 115 question. So he takes away health states by range but requires to hit with 6 blades to do so and the entire time that you are able to throw you are below survivor speed. I have the same question about his lullaby and why he has one but someone like Deathslinger doesnt. Like I understand thematically, sorta but it just doesnt make sense to me. Like my thought on the lullaby was always that it doesnt guarentee free hits like with huntress. Or even with Sadako and Freddy they have no terror radius during the time. But trickster has the normal 24m terror radius for a 110 killer and a lullaby out to 40m, that varies in volume based on distance.

    https://forum.deadbydaylight.com/en/discussion/comment/3257569#Comment_3257569

    Artist needs to hit twice, but ignores all objects in the way and the bird has a pretty large hitbox. Trickster needs to hit 6 times and unless you are decently close you need amazing accuracy because those daggers are tiny and are blocked by sticks.

    You have to have to land the initial hit with a single crow otherwise cooldown time is longer than it takes to repel the swarm. And even with a single crow you have a couple second window to actually place and fire your crows before the survivor finishes the repelling action. Due to the nature of placing her crows before firing, she can't re-aim once she places a crow down. The nature of Artist getting damage with her crow swarm is precise, because there's practically no room for any error.

  • @TheArbiter said:

    https://forum.deadbydaylight.com/en/discussion/comment/3257529#Comment_3257529

    I mean artist takes health states away from range yet us 115

    Artist does have to hit twice in a very small window with high precision.

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3257511#Comment_3257511

    Cant be right, i just had a game with wraith (trying to adept him) on ormond. 2 iri emblems, 2 gold emblems. I'm ranked gold 2. And i only got ruthless killer.

    15-16 in Silver and Gold

    You can only have 1 Gold Emblem with the rest being Iri in Gold Grade to get Merciless. You can't have 2 gold emblems in Gold Grade.

  • It's based on your emblem score. Depending on your grade the requirements are:

    14-16 in Bronze and Ash

    15-16 in Silver and Gold

    16 in Iri

    For the record 16 emblem points is getting all emblems iri. 15 would mean you can have 1 gold. 14 means you can have 2 golds or 1 silver.

    As for getting iri emblems,

    Gatekeeper is scored based on the number of gens remaining each minutes up to the first 9 minutes and grants additional points if the exit gates were never opened.

    Devout is scored based on hooking and killing survivors. You get points for each survivor you kill (expect when bleed out), a point for hooking every survivor once, and a point for hooking survivors 9+ times. Do all that and you get Iri.

    Malicious is scored for hitting survivors and for having survivors hit new hook states. Avoid having survivors wiggle out or get rescued with blinds and stuns as that makes you lose points.

    Chaser is scored starting chases with survivors and gives more points for faster chases. You also get points for hitting survivor you are chasing as well. You do lose chaser staying close to a hooked survivor, but it's relatively minor unless you hard camp a survivor.

    As a general rule, instant downs hurts you in emblems. Emblems are based around health states. The game rewards you for hitting survivors from healthy to injured rather than healthy to dying.

  • It's a good perk that I think people are overreacting to.

    On paper if a survivor gets a skill check every 6 seconds they can have permanent aura reading of the killer. But that's such an unrealistic situation. The only real way to make the perk more reliable is with toolboxes, but toolboxes themselves drain pretty fast. You could run perks like Built to Last or Streetwise to extend the usage of your toolbox, but that's such a huge investment for a single perk.

    It also doesn't help you against blindness or undetectable

  • The main reason to block Dredge from teleporting to a locker near hook is to prevent him from just hiding in a locker by the hook. It doesn't really stop dredge from teleporting back to an unhook.

    Blocking Nurse from teleporting near the hook would legit make her awkward to use on some maps with multiple floors.

  • @Tragopan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3256603#Comment_3256603

    No. It isn't a strategy. It's just being lazy and goes against the nature of the game.

    The nature of the game is the killer is trying to kill the survivors. There's no rule the killer has to switch targets throughout the game.

  • @Colton147147 said:

    Killers are not entitled to 4ks every game.

    Survivors bming at exit gate has nothing to do with anyone saying they are entitled to a 4K.

    If survivors want to justify their bm at exit gate, just slug out the last survivor. It's the same time wasting bm.

  • I'm indifferent. The killer power concept is pretty cool even if a bit underpowered on the ptb. It being a knight is interesting, but not something that I say I'm excited for.

    Still will pick up the dlc since the perks looks interesting on both sides.

  • Ah yes, when no one agrees with your post it's clearly everyone else that is the problem.

    And bringing up survivor dcing means nothing. People rage quit over anything. And the bonus also means nothing because survivor queues demand 80% of the playerbase to be even.

    I'm sorry you have had some bad games but that's just the nature of pvp games. Not every game will go your way.

  • The problem with trying to make self unhooking viable is that it weakens a tool killers have to create pressure and killers don't really need that. It's the same thing with wiggling. If survivors could more easily escape the killer's grasp or self unhook themselves, there's less need for other teammates to stop working on gens, meaning there's less overall pressure survivors have to worry about.

  • The oblivious addon while can be good to sneak up survivors who are injured also makes him unable to detect you anymore with Feral Frenzy.

    I also wouldn't really consider Legion a high mobility killer. His Frenzy speed is only 5.2m/s and it only lasts for 10 seconds. For contrast Wraith moves at 6.0m/s while cloaked and that has an unlimited duration. His power is good for tracking and getting first hits, but it's mobility is very limited without chain hits.

  • The speed boost and endurance don't really make sense from the banners at all.

  • It's really not your responsibility to make sure survivors don't d/c. Regardless of what you play, survivors will still rage quit. Just play what you want.

  • The devs have said that tunneling is fine. They've added endurance and haste off unhook to give you a chance to make it to safety instead of just getting downed off hook. OTR was added as another unhook protection perk.

    The devs have addressed tunneling, it just won't ever go away because the killer is another player who can make their own decisions and that tunneling isn't against any rules the devs have set in place.

  • @MaTtRoSiTy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3251701#Comment_3251701

    Yeah she is awkward as hell as far as I am concerned. I have been learning her lately and I found getting started on her really difficult and far from easy. She seems easy in theory but actually using her against survivors with brains and functioning eyes is pretty hard to master from what I can tell

    She's also very punishing since swarming a survivor does nothing without follow up and you have to time it perfectly.

  • @brokedownpalace said:

    I don't think Artist is OP or anything but people acting like she is difficult to master or weak are kidding themselves.

    She is difficult to master. She has the ability to damage survivor through walls, but in order to do so you have a very very small window to fire 2 crows at a survivor before they repel the swarm. Any Artist who can master her power is extremely threatening because no where is safe against her swarm.

    But no one has really done so from what I've seen, because the time and effort you put into master Artist power, you could simply play blight or nurse and spend less time mastering their powers instead.

  • Artist is a deceptively hard killer. You really won't get far with her if all you do is place crows at pallets and windows because those crows are easy to counter.

  • @dbd900bach said:

    https://forum.deadbydaylight.com/en/discussion/comment/3251250#Comment_3251250

    Nemesis zombies are completely random and you have you have to either steer a survivor in their direction or oh well I guess?

    The knights minions have to be manually placed and worked around to get any value off of as anyone who can move foward can mostly avoid them. Much more difficult to use.

    Nemesis can still see his zombies so you can still zone survivors into zombies.

    Survivors also see you placing the path for the knight to follow so they can easily just leave the area and not be detected in the first place. A survivor would have to be outplayed for them to get instant down by the summoned knight and the knight instantly.

  • One thing to note is that the Knight can't body block a survivor being chased by a knight he summoned. Plus Nemesis can already do this with his zombies. People can complain about it, but it's hardly an issue.

  • @Mandy said:

    They don't "grab" from them, but they are supposed to open the door and injure survivors yes. Lockers are not a counter to The Guards.

    Watching Otz right now, the guards get stuck on lockers and just keep running into the locker.

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250425#Comment_3250425

    Is the adrenaline + renewal interaction also a bug then?

    Currently, adrenaline actually ignores renewal’s broken status and heals you anyway, leaving you broken while healthy. If you get hit again during the 20 seconds renewal takes to heal you, you can actually get a second instant-heal to healthy after adrenaline has already triggered - this is especially important if you get unhooked with adrenaline on hold. This is the only source of broken status that adrenaline ignores like this.

    But yeah I can confirm that deathslinger + forced penance can cause broken while healthy since the spear itself triggers a protection hit, even if the deathslinger breaks the chain off early to avoid the stun (and not injure you).

    If that's currently live, then it might also be an issue with Artist crows and Cenobite possessed chain.

    Are you able to test those killers? We should probably make an actual bug report for that.

  • @MizukiAyu said:

    This whole "well then just tunnel the body blocker" mentality is why this endurance is a problem. It promotes unhealthy gameplay and the 10s does NOTHING to stop tunneling anyway.

    What's the problem exactly? The person wasted the speed boost from the unhook endurance by staying by the killer to body block. There's nothing unhealthy about it and it's not really tunneling because the survivor forced the killers hand.

    If you don't want to get tunneled off hook, don't just run at the killer.

  • The next major patch is a chapter patch. I wouldn't get your hopes up for balance changes until the mid chapter.

  • @Tranquil_Blue said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250052#Comment_3250052

    One correction: All survivors can HEAR that a hex totem was cleansed somewhere, but they don't get a visual indicator of where it was. For Solo Queue players in particular, this can make things extra challenging. If the survivor who cleansed the first totem isn't able to cleanse the rekindled totem as well, the other survivors have to scramble to find it.

    There is a visual indicator.

    https://clips.twitch.tv/HealthyNeighborlySardineCeilingCat-8aljerJRQPwMqZg4
  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250417#Comment_3250417

    In this instance that would be a bug. Being healthy while broken should not be possible.

    That's cool to know.

    That gives some interesting utility to Deathslinger's spear, Cenobite's possessed chain, and Artist's crow swarm with forced penance since I believe they all trigger protection hits, but don't damage. I might have to play with that now.

  • Because the perk only activates when the person with the perk is engaging in the healing action.

  • I did this 2 years ago so maybe something has changed with broken, but I landed Deathslinger's spear using the perk Forced Penance and the healthy survivor was broken but not injured.

    image.png

    Is it just Plague's broken status that makes survivor injured or is broken suppose to always make the survivor injured?

  • No.

    First off you have no proof that every dc is solely because of not wanting to face a killer nor any proof that people are d/cing more against certain killers.

    Second we shouldn't cater to children who rage quit from games.

  • @WeaverReaver42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250038#Comment_3250038

    my last comment was actually supposed to go to you, my bad. but yeah, I would argue you don't need 3 or more pentimento stacks to get significant value out of it. The first two already put survivors way behind. Heck, you can even add thanataphobia for additional healing and repair slowdown. because both slow down healing, thana gets even more value as survivors have to waste time healing or repair gens abyssmally slow. that time spent healing is noteworthy when it can be the difference between you finishing a chase before a gen gets done or the exit gates opening in the middle of chasing a survivor. gen regression is huge in the game for a reason, and pentimento just requires ONE TOTEM to do that. every additional totem functionally acts as protection against losing that effect along with the other bonuses. people look at pentimento, see how hard it is to get max value, and forget that even the minimum of value is still pretty good with the right build.

    The minimum value is still not easy to keep up. The only way to force totem cleanses is with hexes, hexes when cleanse give noise notification to all survivors showing where it was. Not to mention some totems are not easy to get to.

    Pentimento is a good perk, but there's a reason why killers aren't opting for it over other options. It's not a reliable way to slowdown the game compared to other options.

  • Half those effects require getting 3+ rekindled totems.

    Can pentimento be strong? sure, but actually keeping and maintaining more than 2 rekindled totems at a time is difficult and you're likely already in a winning situation if you can do so.

  • If the unhooked survivor bodyblocks, just tunnel them out.

  • Probably because being put into the injured state is different from being damaged.

    I do not believe Plague's power states that infection damages the survivor upon reaching max infection.

  • @jajay119 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249515#Comment_3249515

    It's times where its one survivor where this is the most important, really.

    My point is that the exit gates spawning in a way that make it easier for the killer to watch is not exactly a sign that the map is killer sided. Because if the game doesn't end in that 1 survivor left situation, then the exit gate largely spawns don't matter.

  • @Sweet_Potato said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249009#Comment_3249009

    It always makes me laugh when people think haddonfield is survivor sided. When in fact it just has two stron buildings an nothing more. Most of the time killer can even stand still on the street and see both doors on opposite sides of the map. Witch hatch spawning under their ass on this street.

    Same with Ormond. Hypocritical killler mains should have played old Ormond. New Ormond just have a decent main building but other than this its a pretty balanced or even killer sided map (play nurse lmao).

    If maps are survivor sided, I cant get how killer are able to get a 60% kill rate, not counting matches with a DC. So actually even 70-80% kill rate.,

    Being able to watch both exit gates on Haddonfield is hardly important if you don't reach a point where it's 1 survivor trying to open an exit gate. Haddonfield has ridiculously strong windows on the houses that can't even be reduced with breakable walls. Survivors can absolutely run killers around a house without dropping a single pallet for quite a while just because of how strong the multiple windows are.

  • @whispersenthusiast said:

    I don't understand what these types of post try to achieve tbh.

    Some people want to use this as a reason survivor should be buffed but the only way you'll acieve a 4:1 split naturally is by making survivor super unfair to play against which will easily kill the game.

  • @Lobos said:

    No really!? You need 4 survivors for 1 killer!? Wow thanks, who would have guessed!? Maybe ask yourselves why there are not enough survivors or why you don't play it more often..

    You'll never get people to 4:1 survivor to killer ratio naturally without just making survivor blatantly unfair which will just kill the game.

    If the game is in a point where both sides are equally appealing them the incentive will be on survivor because a 50/50 still requires more survivors.

  • It honestly feels like you wouldn't be happy unless killers could literally never lose games.

    People can lose games and sometimes you lose multiple games in a row. Good players will win more than they lose. No reason to get upset over every single loss.

  • It's not a bug.

    You have to heal someone for 16 charges. If you co-op heal, you only get 8.

  • There's never a point where you can't slug. It just can be very risky if you leave them on the ground for too long and you can lose all that work to down that survivor when they get picked up.

  • I have 3.6k hours and I've only seen this happen in YouTube videos.

    So this change literally doesn't affect you. It's a change to reduce the gap between solo and swf, hardly a big deal to be upset over.

  • Flashlights don't stun. The killer is still able to move while blinded. Unless you mean saving a survivor from killer grasp, but that has nothing to do with flashlights and the mechanic of a survivor escaping the killer's grasp.

    Also flashlights it would be awful if survivors didn't need to aim flashlights.

    Also you are confused, because Lightburn mechanic is a stun and doesn't require aiming at the killer's face. You can lightburn a wraith by aiming at the body. Should work the same with nurse, but admittably I haven't tried. Flashbangs are really great at lightburning wraiths.

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