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Crowman

Crowman

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Crowman
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  • The slugging changes aren't even going live in 6.3.0 and the PTB solely exists to gather feedback. It's really not the end of the world if these changes shown today aren't perfect.

    Plus we don't even know what content will be in the 6.3.0 midchapter anyways so it's a bit early to call it the "worst ptb".

  • @GoodBoyKaru said:

    No Mither also provides a boost to recovery speed.

    25% boost is kind of nothing when Unbreakable is getting buffed to 100%.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200904#Comment_3200904

    and they ruined a couple of fun perks.

    soul guard, Hex: Devour, rancor, and no mither

    Soul Guard is barely ruined. The cursed infinite pick up thing basically never happened and now you can pick yourself up without needing to be cursed. If anything the perk is better.

    Devour isn't ruined. You still have the ability to instantly kill a survivor at 5 stacks, it's just now via the hook. While worse than straight up mori, it does allow you to trigger perks that activate when hooking a survivor. So kind of a net neutral change overall.

    No Mither and Rancor are both nerfed by this, but they are both bad perks that won't really be that heavily affected by the change since it's not like people were running these perks before.

  • You can easily get at least 20K with a survivor pudding without needing to get a 4K.

    The addons are honestly way undervalue for the work they require you to do.

  • Idk if I would say this would kill the game.

    I honestly don't see a lot of slugging in most of my survivor games, because it's just easier to tunnel a survivor out. the only time I see slugging is usually at the end with 2 survivors left and might force killers to actually hook the survivor instead of dragging out the game which I would personally love to see.

    I do think there is issues with the idea and some of their changes, but hopefully since it's not being pushed out for 6.3.0 it means the devs will refine the system before going live with it.

  • Onyro should be getting some adjustments this mid-chapter and I'm not really going to cry over this playstyle getting nerfed

  • Bleed out timer still incentives survivors to pick up their teammates if possible since you can only pick yourself up 5 times as the 6th time you are down you will die if not picked up.

    Plus it allows the game to eventually end if the killer fully commits to trying to slug all surviors.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200555#Comment_3200555

    Because an infinite self pickup is not balanced without insane restrictions???

    I'm not sure what you are getting at me for. I was only pointing out that despite Soul Guard having an effect removed, it's basically better due to the basekit changes.

  • In all fairness to Soul Guard, the cursed effect for infinite self pick up basically never happened anyways. Soul Guard if anything is better now that you don't need to run another perk along side it for self pick up.

  • I think survivors being able to pick themselves up if left on the ground for too long is a fine change. The problem is I think 45 seconds (especially when you factor in recovery speed boosts adjust the time) might be too short.

  • I do think Knock Out needs one small change with this. Make the recovery speed penalty applied while downed instead of the 15 seconds. This way it makes it take longer before the survivor can pick themselves up.

  • @Pukenplag said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200347#Comment_3200347

    Current devour is down-kill.

    New devour is down-flash save, pallet save, sabo, no hook nearby, hex cleansed before hook etc.

    It's NOT the same.

    I didn't say it was the same.

  • Devour Hope is kind of net neutral. You can hook the survivor for instant kill and get value out of hook related perks.

    Rancor is just bad. The only reason to use it was for the mori effect now it doesn't do that. Exposed doesn't mean much honestly because you could always run noed which also works on hatch close.

  • @Jago said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200218#Comment_3200218

    I'm talking about the 2 status effect. Snap out of it FORCES a down if you have <60% of a mend bar.

    Niche situation maybe, still : it doesn't have counter and is an unintentional design.

    Go to a teammate. You not wanting to adapt is not a balance problem.

  • @Jago said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200181#Comment_3200181

    No you're talking about a survivor already downed. Try again.

    I'm talking about the 2 status effects that don't work together and FORCE a down.

    Deep wounds does not force a down. If you let the timer wear out which you can pause by running, but that's solely on you.

    The problem is solely you. You refuse to adapt your playstyle and want to nerf a niche situation because you don't want to play around it.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200165#Comment_3200165

    How is it healthy.....? If a group messes up so badly. All 4 get slugged at the same time....They're rewarded for anyone who isn't hooked to get up ....?

    If all survivors are dying, you finisher mori the guy you just downed and the others get entity sacrificed

  • @Jago said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200139#Comment_3200139

    Won't react to first paragraph, I disagree and thats not the point. Straight and simple : I was surprised this was a thing.

    You should be able to mend before Snap out. That's it. The 2 status effect HAVE NOT BE THOUGHT to work together with the recent patch. It doesnt make sense that the only option is to find someone else to get out of this situation, or like you say not being able to do a single Slow action. That's not balanced.

    Name me one killer that requires 2 survivors to avoid a uncounterable down. I'll wait.

    It's not about Doc really. It's about the 2 status effect that counter each other.

    Twins.

    Victor downs someone, other survivor kicks and pick up their buddy before twins can get to them.

    Deep Wounds is far from an uncountable down. Just keep running.

  • Unbreakable is honestly kind of dead.

    Tenacity allows you to quietly move away and recover.

    Soul guard gives you endurance.

    Unbreakable makes you recover twice as fast (and allows you to pick yourself up in half the time) but I don't see that being enough to warrant the slot now.

  • @Jago said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200100#Comment_3200100

    I'm repeating myself on this one, but by your logic, once you're on mending timer :

    You can't walk against a Doc

    You can't slow vault against a Doc

    You can't play around Builds like Fixated / Vigil / Sprint Burst or try to hide scratch marks / go in a locker

    Etc...

    This ... is not balanced ;)

    I really wonder why you keep going with that statement when all is needed is just a priority swap between both status effect.

    You can't using heal perks or items against Plague.

    Some killers have powers that are effective against certain things survivors can do. Doctor just happens to be good against endurance if you are in T3.

    There's no balance issue occurring here

  • @Jago said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200087#Comment_3200087

    It's a flaw considering the recent huge patch. Mend was not a problem before because the only trigger was BT.

    Now that there is Base BT, and DH trigger mend, this is more common than ever.

    And once again : you shouldn't be forced to rely on someone else. That is not a counter. Needless to say this argument becomes weaker the less survivors there is in the trial. I wont even talk about the state of SoloQ and Matchmaking in this equation. No. This is not a counter.

    You have enough time to snap out of it and mend. If you let the mend timer drain enough that you can't do both then you need to find another survivor.

    It's really not a big deal even with the more sources of endurance. You simply need to be more careful playing with endurance against Doctor.

  • @Jago said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200072#Comment_3200072

    This is not the point.

    Being FORCED to find a team mate is not balance, it's a flaw.

    Don't compare with Legion or Deathslinger, they're find. The only problem and MY POINT in this thread is that Snap out should block Mend, or Mend be priority over Snap. Simple.

    It's not a flaw. It was an intentional choice made by the developers.

    It's really not a big deal needing to seek out a teammate.

  • @AGM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200037#Comment_3200037

    Before. So maybe it's time for them to reconsider their stance, now that there are so many more ways to get into deep wounds these days.

    You don't lose progress on snapping out of it if you have to cancel snapping out of it. Having to find a teammate to mend you is not really a problem. It makes endurance effects against Doctor more deadly while not giving Doctor an innate ability to ignore them like Legion or Deathslinger.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3199420#Comment_3199420

    Fine... have teammates that have eyes, as far as I know, it takes 3.5 survivors to feed him with Judith's, so like...if you guys fed him that much, you weren't gonna win anyways

    It's only 3. Each survivor has 10.1 worth of stalk.

    It takes 5 stalk to go from T1 to T2, 5 stalk to go from T2 to T3, 10 stalk due to Tuft, 10 stalk due to Judith's for a total of 30 stalk points.

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3199448#Comment_3199448

    Disclaimer: Video Conference Device is probably bugged. It’s doing 70%, but it only says 30% in game so it’ll be even longer than that if they fix it.

    If +30% is the intended, it would be 1.04 charges/second. So 26 from a bound would become 74 seconds of building up (roughly since it's a little over a charge/second).

    Still Infection is largely just there to act as some passive slowdown and some minor tracking. The effects of being fully infection are strong enough that survivors will want to avoid it while taking too long to really make a build around.

    That said in a 3-4 gen situation, you can easily wear out all the sprays that survivors will eventually have no more to use.

  • The devs really you want to be throwing survivors at nothing if you want to build up infection faster.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3199206#Comment_3199206

    isn't there a purple that also gives more infection on the initial grab? i was thinking about running both the passive and the grab one for a chase wesker build, how practical would that be?

    +30% from grabbing with bound and base is 20 charges. You end up with 26 charges per a grab. With the passive 70% add it would take from 26 charges to fully infected 54.4 seconds.

    Still a long time to be chasing a survivor for hindered.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3199229#Comment_3199229

    myer's lore is to instant kill. so its faithful to lore of his character. weakened these add-on would really hurt myer's as whole.

    I just think that the shape and his whole tier 1/tier/tier 3 feels like he is suppose to be ever-changing but he doesn't feel like the shape in the sense that tier 1 is detriment, tier 2 is barely better then normal killers and tier 3 is downside where other killers like billy have base-kit instant down without needing to waste time to acquire it. He does not feel dynamic as killer in the sense of being transforming killer.

    Myer's feels like he is suppose to be like Iron man where he is suppose to just go through everything and be like super-killer m1 that does everything quickly. Its just that he does not feel oppressive in tier 3 because he has no anti-loop towards pallets in the game. He get stunned like every normal killer and pallets impede his ability to down in tier 3. I think they envisioned him to be more of a build-up killer that progressively gets stronger the longer the game goes on by making him have faster action speed on everything similar to freddy's fire-up perk. Its just that positive additive bonus have diminishing returns in DBD and fire-up just is has little impact so stacking action speed bonus do not make much of a difference for his tier 3 to be threatening.

    I do not think they're going change him or any add-on's because he is gimmick killer. you make his tier 3 relevant by optimizing his niche mori play-style that has synergy with his pwyf perk. there is nothing more to him. Keys & mori offering were global to the game. Nurse could use mori's and survivor could use keys that could impact the match result heavily which is why they got changed. Mori's for Myers are his unique gimmick and I do not see them changing his gimmick unless they change Myer's design but people like his add-on design so it is unlikely to change.

    The tombstone addons are holding myers back from being a better killer. At no point am I saying the devs have to remove Myers having the ability to instant kill survivors. But the fact he can do it against healthy survivors who haven't been hooked is no longer fine with the direction the devs have been taking the game.

    We've seen Moris get nerfed for giving killers the power to quickly tip the scales of the game in their favor. Hatch/keys got changed to not allow multiple survivors the ability to escape without finishing the objective. There's no way the tombstone addons will stay the way they are.

  • @ThiccClaud said:

    You start at half infection when you get unhooked, how the ######### are you guys not getting infected during chase? It's not like you can spray mid chase. And it just feels like this is a free tunnel mechanic for garbage killers. Also if he hits you once he is "succeeding"????? Imagine huntress huntress hitting you with a hatchet and then a timer runs for 50 second which makes you 10% slower after the timer is done. Is that fair?

    Only if you have more than 50% infection when hooked.

  • @ProfSinful said:

    https://forum.deadbydaylight.com/en/discussion/comment/3199229#Comment_3199229

    For the time being, we should ignore tombstone because it will take more time to bring myers to a fair spot than it will to adjust broken blight and spirit addons (nurse addons on the other hand will take awhile because they need a total rework).

    The devs shouldn't ignore Myers needing work over the existence of other things in the game.

    The devs can certainly work on adjustment Myers need along side adjustments to other things in the game that need changes. The entire dev team of DBD doesn't all have to work on the same thing. Myers work might not get done before other things, but it shouldn't be ignored.

  • @ProfSinful said:

    https://forum.deadbydaylight.com/en/discussion/comment/3199222#Comment_3199222

    Actually it isn't a bad argument. You're looking at nerfing an addon reliant killer when S tier killers have the best addons in the game, period. Nurse range addons are still broken btw, they shouldn't exist at all.

    It is a bad argument. We shouldn't ignore unhealthy stuff in the game just because it's attached to a weaker killer. Myers needs basekit adjustments and an addon overhaul. He should get those things regardless if Blight's addons have been touched. DBD is constantly being updated so it doesn't really matter if 1 thing gets adjusted before the other.

    Moris got changed before keys did. Both were unhealthy and they both got changed

  • @ProfSinful said:

    There are so many more problematic addons in the game on killers that are much more problematic than myers will EVER be. Come back when MDR, Alc Ring, C33, C21, Adrenaline Vial, Blighted Crow, Iridescent Tag, Dried Cherry Blossom and Nurse range addons get fixed.

    Nurse range addons should have been fixed already with the last chapter.

    This is also a bad argument, because the existent of other addons that should be nerf doesn't mean we should ignore this one.

  • In order to infect you, Wesker has to actually land a bound on you which gives 20 charges. The only exception is if Wesker uses an iri addon to make everyone start infected.

    I don't know how much infection you start with if Wesker uses the addon, but I'm going to assume 1. So you get 1 charge out of a 100 charges to fully infect you. Infection charges at a rate of 0.8 a second. Meaning it would take over 2 minutes (123.75 seconds) for you to become fully infected without Wesker ever hitting you with a bound (each bound adds 20 charges).

    You can make this faster by using Video Conference Device (+70% passive infection gain) so infection becomes 1.36 a second resulting in the time being 72.8 seconds to become fully infected.

    And Wesker can really only do that once since once he begins chase with an infected survivor, the others will spray themselves. In which case two addons are being used to hinder a single survivor in the first chase after 72 seconds. Hardly an actual problem and it means Wesker gives up some strong chase addons like the Egg or Tendril/Loose Crank

  • People certainly give Judith's more slack, because it's objectively worse than Piece, but both Piece and Judith's are not healthy for the game the way they currently work allowing Myers to instant kill a healthy survivor with no other condition than being in T3.

    Both addons need changes alongside tweaks to Myers basekit, but I doubt we'll see anything on that soon because it doesn't look like a priority for BHVR.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3198753#Comment_3198753

    Where are you getting 100% chance of escape? Base escape chance is 4%,Up the Ante is 9%, Slippery Meat is +4% and three extra chances, and Vigo luck offerings are +3%. Even with four luck offerings that’s only a 29% chance to get off per attempt which comes out to an 87% chance of escape in six attempts, not 100%.

    If you have all 4 survivors using Luck Offerings and Up The Ante, you get like a 99% chance to unhook yourself using all 6 attempts. It's impossible to ever hit a 100%, because as long as it's possible to fail any of the attempts, there's always a chance to fail all the attempts.

  • I doubt the next ptb will include anti-cheat stuff.

    My only expectations right now are:

    Recent killers who are due to be looked at would be Dredge and Sadako. I believe the devs said Sadako got delayed to this mid-chapter so my only expectation is they look at her, but they could look at both. I'm not convinced Twins will get looked at, but they did skip her.

    Mori and Bots in Customs were features I believe were slated for fall

  • I would like to see the devs actually make luck a more meaningful mechanic since right now all it affects is the chance to unhook yourself.

  • There's an sounds effect when interacting with totems whether it's blessing or cleansing that killers can hear you do.

    Calm Spirit silences that.

    Is it useful? Not really. Rarely do you want to bless or cleanse in front of the killer that needing a perk to stealthy do three actions and slower than normal isn't really worth it.

  • It's one of the unique things about Wesker and I don't see a good reason to change just because a few perks synergize well with a larger TR.

    The build you are highlighting has 0 gen slowdown or regression so it's like you can't get gens done.

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3197924#Comment_3197924

    Gen slowdown perks exist to punish it..?

    My point is, “in game definitions” are a poor litmus.

    If you want to bring in perks, Reassurance exists to punish camping.

    There's no in game definition of facecamping or genrushing, there's no base mechanic that punishes either of those things, perks existing that make those strategies easier to deal with isn't creating an ingame definition of facecamping or genrushing.

    The only thing devs have basically said exists is tunneling with the BT basekit changes and those were honestly fairly simple to implement and had little ability for abuse.

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3197898#Comment_3197898

    There’s also no in game definition of gen rushing but…

    And there's no mechanic in the game to punish that either. I'm not sure what your point is.

  • Ever? Yes. The devs will eventually get around to giving him attention he needs.

    Soon? Probably not. The devs already gave us the roadmap for this year so it's unlikely they'll surprise us with a rework to Myers.

  • There's no ingame definition of facecamping so there's nothing here to implement

  • Deadlock is a stall perk not a regression perk.

  • Too many abilities?

    He can dash, infect you, vault, and maybe instant grab you if you happen to be fully infected.

    Do you think Doctor has too many abilities? Because Doctor can Static Blast, Shock Therapy, passively mess with your skill checks, and passively find you with hallucinations of himself.

  • @MarkDenvelue1987 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3197423#Comment_3197423

    But does it scream? Maybe. If you, as the killer, chose this add-on, you'll scream in real life.

    It makes his shock therapy a donut shape.

  • Honestly this wouldn't be the kind of buff you think it is. Maps like Swamp or Blood Lodge or Gas Haven have locker dead zones. While this would help on maps like Midwich where there is a locker everywhere, this would hurt him on maps where he can't easily get to a locker.

    I think there's better ways to address his traps than to make him "reload" at lockers.

  • Doctor technically has a meme addon. It's Scrapped Tape.

  • Play With Your Food doesn't lose tokens on survivor death. If you kill the obsession you still keep the tokens, but you just have no way to regain them.

    STBFL is the opposite as you stop being able to gain tokens once the obsession is dead.

    Dying Light has many issues that make it kind of a bad perk, but the main reason it deactivates is because part of Dying Light's affect is to buff the obsession as a trade off for generic slowdown on everyone else. Without the counter balance to the slowdown it turns off.

  • This idea is terrible.

    Working on a gen with other survivors should not be made more efficient working on a gen solo. You already get more BP working on a gen with other survivors and while it's not as efficient the gen still gets done faster which can be useful for getting a highly contestable center gen done and break up an endgame 3 gen. It doesn't also need to be more efficient.

    Survivors working on gens together are already hard to defend as it is due to how fast gens can get done if survivors work on a single gen together. The main trade off is that it's less efficient for survivors to stack.

  • @Pukenplag said:

    https://forum.deadbydaylight.com/en/discussion/comment/3197366#Comment_3197366

    Judith tomsbtone at least isn't extremely unfun to face or op. It's rather fun in the sense of shifting the feeling of the game. I'd like for it to stay.

    T.P., on the other hand, just provides with an easy kill (cosnidering it's easily stackable with stalk speed addons) which provides in turn a deadly snowball.

    I really wouldn't playing against Judith Myers fun. It may be more ideal than Piece, but the gameplay is still avoid myers and hope your teammates don't feed him, because Judith + Tuft only requires fully stalking 3 survivors.

    Judith games are also binary in outcome. Either the Myers fails to hit T3 and all 4 survivors escape because the build on it's own has 0 pressure on survivors or Myers does hit T3 and survivors play locker games to avoid being Mori as the killer drops survivors hoping they get picked up because they insist on getting the mori kills.

    Both addons need an overhaul, because fundamentally being able to Mori from healthy state without any other condition is the problem.

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