Crowman
Crowman
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Going to be honest. You should probably play Dredge. A lot of complaints sound like they are coming from someone who hasn't played him to understand his power.
Nearby lockers are blocked near a hook so he can't teleport to them and they don't instantly become unblocked on hook, it takes a second or two to unblock. Not to mention travel time for his teleport.
Using his powers at loops can work but it's also very telegraphed and he's slowed down a lot. If a survivor sees you set up a remnant at a loop they can just run away.
Outside of nightfall, it takes Dredge a little bit of time to exit a locker. So you have time to react to it. Most most lockers are by pallets or vaults so you have options.
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No
Killers already don't have a lot of time to really search out boon totems. They don't need to take longer to snuff out (when you already waste an extra second positioning for the prompt) or being harder to notice.
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You have to be cursed which is a status icon.
The hexes that inflict cursed are:
Blood Favor, Crowd Control, Devour Hope, Huntress Lullaby, NOED, Pentimento, Plaything, Retribution, Ruin, Third Seal, Thrill, and Undying.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3161183#Comment_3161183
Sadly thats more common than you would think, Surveillance was bugged for ~20 months or so.
Between the devs not playing their own game and no one thinking that Blast Mine was bugged, it's very easy for Blast Mine's bug to be swept under the radar until the devs looked at the code to introduce a new perk.
Surveillance was bugged in a way that made it more useful thus no one complained about it so the devs likely weren't aware of it for the longest time.
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@Dogma_loki said:
https://forum.deadbydaylight.com/en/discussion/comment/3165857#Comment_3165857
Its a game not a "job". Try again.
Just because it's a game does not mean the killer doesn't have a job to do in the game.
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@bestgirlsusie said:
whats annoying as hell is the fact I will de pip as if I have any actually control over the situation
Losing a pip in a single game is not the end of the world. Ranks don't mean anything and it hardly matters outside of the extra bloodpoints.
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There's a couple issues I see.
Stake Out tokens would get used up on both gens and healing. I don't see this being ideal as you want the tokens for speeding up the action you want to speed up with Hyperfocus so splitting them up will just make Hyperfocus less effective overall.
CoH exists and you can run that with botany knowledge for infinite brown med-kit heals.
You don't have a way to increase the skill checks with healing action like you do with gen repair. Using a toolbox to give yourself more skill checks helps make hyperfocus better since you can build up the stacks a lot quicker. On top of this, Healing is a quicker action than gen repair so you're less likely to reach 6 stacks of Hyperfocus where you get the main benefit.
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Survivor might have the BP incentive up far more often than killer, but it doesn't show a lack of players. There are 4 survivors who are needed to start a game. Only 1 killer to start a game.
As long as there's less than a 4:1 ratio of survivors, survivors will have the incentive up. When i've queued up as killer, my queue times were not honestly that run. People need to stop using the number itself as an indicator of anything.
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@Kasamsky said:
I honestly don't understand why the forums is not flooded with posts about cheaters. For me the whole situation feels out of control and even worse than we had half a year ago. I can't be the only person that gets cheaters back to back. And no im not talking about "oh i think this nea is a little too fast but i can't really tell", im talking about obvious flying around and insta gen popping crap. For the past week 50% of my killer matches are like that and no im not overreacting. At this point i don't even feel like starting DbD anymore. For what? Wasting 10 minutes in queue to get perma head-on stunned? No thanks. And even if you don't get the obvious kind of cheater, with gen times ranging from 40 to 100+ seconds you can't even tell anymore wether the match is legit or not.
Something need to be done ASAP.
It's possible that some people are simply not encountering cheaters. I know I generally don't encounter them when I play survivor.
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Wesker could get some decent value from it since there's 6 boxes and sprays have 2 charges so a lot of chances to catch someone with it. Plus spraying takes a lot longer than vaccines to complete.
Nemesis only have 4 boxes of single use vaccines. Vaccinating takes basically no time at all. So it'd be hard to really get much value from it outside of doing a build with the iri addon that exposes survivors for vaccinating.
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I don't see making Ring Drawing basekit really solve the issue Sadako has. Plus Ring Drawing imo is perfect as an addon for her. Sadako doesn't need anti-healing abilities basekit and if she wants to punish healing she can run an addon to do so. This fits a similiar addon design other killers have.
Her core issue comes from her tv teleport. Her tvs go on a long cooldown that survivors don't have much incentize to take tapes unless the killer is running iri videotape which honestly is a nuts addon that should be reduced in power. But I would like to see that with improvements to her basekit.
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@whampyri said:
https://forum.deadbydaylight.com/en/discussion/comment/3182376#Comment_3182376
So if you have crappy internet though you shouldnt play games
There are games that don't require good internet that can be played instead. It's not like the only option is to play DBD.
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The only way you are hitting 24 hours is if this is a consistent issue or you are quitting out of a lot of games. So yes it's fair.
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While you can generally have a good idea where survivor spawn, sometimes the game does funky things. I had a game where the survivor spawned on a gen near where I spawned, but since I assumed the survivors would be on the opposite side of the map I ended up wasting time looking for survivors who were near me the whole time.
Lethal Pursuer makes those uncommon situations easier to deal with. Plus it has an extra bonus effect with other aura reading perks.
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You can still report hackers if they have anon mode on. I see no reason to change this since it would defeat the purpose of anon mode. To help prevent harassment from others.
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I do not believe Ghostface's stalking has a built-in FoV so increasing it with perks should increase the area you can stalk.
I don't see it being worth it honestly.
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Outside people using the auto dead hard script, there's nothing wrong with the perk. It requires precise timing.
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I'd rather the devs not add a mandatory addon.
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I hit 3 stuns in two separate games tonight and got screwed over by killers respecting Head On.
I'm so sick of it. They have no reason to know I'm in the locker and yet they still play the bait the Head On game. Not to mention I've been screwed over by killers not getting stunned despite being close enough to it.
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I just had a 3 man escape against a Legion despite a teammate d/cing at 5 gens left.
Solo Q is surely impossible to play right now.
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DCs already do get an increasing penalty.
It's hard to penalize people dying on hook, because what if they never get rescued? Or they let themselves die as the 2nd to last survivor so the last survivor can get an attempt at hatch? Plus sometimes you need to attempt to unhook yourself, because the other survivors are unable to get to (being slugged, hooked, or chased). There's too many situations you couldn't program to ignore the dc penalty that it would just end up penalizing people for dying on hook or people who want to rage quit will figure out how to avoid the penalty.
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Unless the survivor is choosing not to wiggle, a killer can't just carry a survivor around forever. Dropping a survivor adds to the wiggle progress so constantly dropping and picking a survivor back up will have them get free.
The only way this becomes problematic is if the survivor is working with the killer by letting them carry them around to find people. Which is a different issue not related to the perk.
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Are we really still complaining about STBFL?
The perk really isn't as strong as people make it out to be. Yes survivors make less distance with STBFL, but that's the whole point of the perk. If the perk was as OP as people complain it is, I would be seeing it on every killer I play against, but I don't.
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@FeelsBadMan said:
You can't imagine how often I accidentally port to a locker across the map while chasing someone as Dredge. He is so much fun yet his power feels so damn clunky to use >_>
I do have to give Dredge some credit with the fact he isn't locked out of using his ability near the hook. Sure he can't teleport to lockers near the hooked person, but I can't tell you how many times not being able to place a crow as the Artist near a hook survivor has screwed me over in chase (midwich being the main map it's a problem on).
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Wesker can attack a survivor who is near a pallet after vaulting, but it's a really small window for Wesker to do it and Wesker has a 1.5 second CD after vaulting. A survivor can stay out of range and then run pass Wesker to vault over the pallet and Wesker cannot do anything about it.
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I think you are really over estimating Wesker's power.
Wesker has a 1.5 charge CD and a 1.5 cancel CD. On top of the slowdown for charging and canceling, Wesker can't really zone survivors very well faking his power as he'll be set back quite a bit if he does.
Wesker also has a 2 second window to use his 2nd bound which he can't cancel early and goes on a 3 second CD if he doesn't use the 2nd bound. 5 seconds of being slowed down just to zone a survivor is a very long time.
While Wesker has mobility if he uses both his bounds, he's only moving 21m (14m/s x 1.5 second duration for both dashes). Which then puts him into a 3 second cd. It takes 12 seconds to fully charge his power (8 seconds if everyone is infected). Complaining he's 115 because he has mobility is really ignoring how effective his mobility actually is. 21m for a 3 second CD and a 12 second recharge is okay. He can't go through walls and he can't use the 1st bound to vault if he's trying to make distance.
His large TR allowing him to take advantage of TR perks only really matters if you are on a smaller map like The Game or Midwich where the TR can cover most if not all of the map at once. On most maps a TR build isn't going to do much. It's fun to have the syngery with TR perks, but it's not really stronger than running tracking and slowdown perks.
Throwing a survivor into another survivor does not happen often enough to be a problem. Even at a situation such as using bound on the survivor unhooking a hooked survivor. Bound does not grab survivors in animation so the timing to grab the unhooker and throw them into the unhooked survivor is a very small window. I've only ever managed to hit a survivor with another survivor once in the time wesker has been out (still was awarded the achievement for doing so 10 times somehow).
The instant down on his power only happens if a survivor lets themselves gets fully infected. Which with 6 sprays and 2 charges each, it's pretty easy for survivors to not stay infected. Otherwise you are throwing survivors at nothing to build up infection (you would have to grab 4-5 times to fully infect) each time going into a 5 second cooldown just to instant down a survivor. I don't see the slowdown from sprays an issue, because Wesker's power is full of a lot of CDs and slowdowns that it only somewhat offsets that. The KI mostly just deters survivors from spraying when Wesker is nearby since otherwise Wesker's mobility isn't enough that he can just drop chase on the otherside of the map to go after the survivor who just sprayed themselves.
Lastly, stopping survivors from leaving the exit gate only matters if Wesker throws an injured survivor at the exit. In which case the mechanic only exists to give Wesker the chance to pick up the survivor they just downed with their power. Otherwise if he slams you into the exit gate, you'll be auto grabbed if injured otherwise you'll escape since there's not enough time for Wesker to recover from the slam, M1, recover from the M1 to pick you up.
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Until the gens are done, you are a team. You won't really get very far if you constantly leave the other survivors out to dry before the gens are finished.
But once they are finished you honestly have 0 obligation to help them anymore.
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Chain hunts being something survivors can completely prevent, it only makes sense that survivors shouldn't want the chain hunt to start in the first place. Pinhead can certainly feel oppressive if you play soloq as there's no guarantee that your teammates know how to play against him. But that's the case with a lot of killers. Can't tell you the amount of times I have teammates who just trigger ever hag trap by a hook because they don't know you can avoid it by crouching.
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Getting stunned overrides the attack cooldown. Enduring reduces the stun cooldown. Basically you screwed yourself over by pallet stunning him when you should have just took the hit since you were in no threat of going down.
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@WeakestNurseMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3178691#Comment_3178691
https://forum.deadbydaylight.com/en/discussion/comment/3178728#Comment_3178728
DBD is inherently flawed and poorly designed, would you rather have a better game?
I think the idea that DBD in inherently flawed is an inherently flawed view.
DBD is unique. It offers something that you don't really get out of other games which is why it has been doing well. Even in the absolute worse times, player counts were still good.
Changing DBD for the sake of DBD isn't guaranteed to create the same success.
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I can very much tell you've never actually played as him. His cooldowns aren't short and his distance only comes into to play if he waits for both charges of his power.
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@WeakestNurseMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3178615#Comment_3178615
What if it didn't have to be that way? You're acting like this is absolute and that no change could possibly make it any other way, but the fact of the matter is that with the right changes you could make tunneling and camping non viable, while still making the game fair for killers.
If you want to make DBD a non-elimination game, you would be making a different game. The "problem" is simply a core design of DBD. The killer's only goal is to kill survivors. Hooking survivors is only a tool killers have to kill survivors and not the goal itself. If you want to make it impossible for killers to tunnel or camp, all you would be doing is making survivors immune to dying which is far unhealthier for the game than camping or tunneling is.
The killer is under no obligation to go around hooking different survivors each time and they are no obligation to hook every survivor 3 times.
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Halo and Doom aren't elimination games.
DBD at it's core is an elimination game where one side is trying to remove the other side from the game. There's only so much you can do to get killers to not tunnel and camp, but the end of the day the fastest way to win is to remove someone as quickly as you can. Focusing on getting a single survivor out of the game or forcing a hook state are just tools to accomplish that.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3178559#Comment_3178559
Correct me if I’m wrong: I thought the secret chest on Midwich was the third chest? Same for Temple of Purgation for completing the temple gen, or all five gens.
Temple and Midwich map chests are additional. Temple is easier to access since it just requires completing the temple gen. Midwich requires getting lucky with gen spawns and completing both required gens and activating egc.
But those chests are not counted as part of the chest limit since they are just part of the map.
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@MDRSan said:
As a new(ish) player, keys seem conceptually/functionally weird to me. Like, what does aura reading have to do with a key when there's a map item type in game?
Maps give you aura reading for objects.
Keys give you aura reading for people.
Mainly keys have aura reading addons, because they need some other functionality besides just opening hatch.
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I'd rather people think keys are trash than to have a bunch of teammates running selfish "I'll let you die and get the hatch" builds.
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Idk why people are so obsessed with saving Deliverance for the end game and hope the stars align where they can self unhook and run out the exit gate.
Like the perk's biggest strength is being able to unhook yourself for free. With the basekit BT being 10 seconds, you can force a hook trade and have deliverance up while the rest of your team finishes the gens they are working on since you can just unhook yourself.
I see no reason to bring back being able to attempt to unhook yourself as the last survivor as it punishes survivors trying to selfishly use deliverance for this reason.
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/3178394#Comment_3178394
I think a distinction between "hooking" "dies by sacrifice" and "bled out" for bp score events makes sense.
But the BP for "bled out" are pitiful and surely could be increased, but shouldnt be as high as "survivor hooked twice and sacrificed"
Honestly I don't see a need to increase the BP for survivors in dying state dying due to bleeding out.
While slugging has a use as a way to quickly increase your pressure with the risk of losing out on hook states, we shouldn't really be rewarding killers to letting survivors bleed out on the ground. As it stands, slugging all survivors til they die takes a long time (4 minutes to bleed out) and there's not really a bp award for doing so hence 4 man slug builds don't see a lot of play, because there's no incentive to do so which (imo) is healthy for the game. Slugging has it's place, but is not the ideal strategy in most situations.
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Slugging is already a risky move on the killer's part. While it can create some immediate pressure by not spending time picking them up and hook them, you lose out on the hook state and survivors take longer to die while slugged than on hook. Meaning if you slug someone and then spend way too much time chasing after someone else and the survivor you slugged gets picked up, you wasted a bunch of your own time.
I get being slugged on the ground isn't fun gameplay, but it's not like it is an unstoppable strategy that requires devs to remove it.
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Generally, it's worthwhile to look out for your teammates until the gen are finished. Letting someone getting tunneled or die on hook when there's still 2 or 3 gens left won't help you escape.
But once the exit gates are powered, just open them and leave.
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Dead Hard is a lot fairer to play against outside the people who are using scripts to auto dead hard whenever you swing.
I tunneled someone out for using a script, because there was no way they could have reacted to a M1 non-lunge swing right on top of them on top of them waiting at vaults to dead hard before vaulting.
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I wouldn't say reassurance was designed to stop facecamping, but I see no issue with giving it a couple extra meters of range. I ran into an endgame situation where being able to reassurance the person on hook without running down the basement would have prevented an extra death.
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The best strategy to win as killer by far is to eliminate a survivor as quickly as possible. You would need to massively change the game to change that fact which I don't see the devs doing.
Tunneling, camping, and slugging have all been stated by the devs as acceptable tactics. Getting upset at the killers for playing within the game rules and not your imaginary rules is a "you problem".
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Red Herring is one of those perks where it either does absolutely nothing, because the killer ignores the noise notification or you end up screwing a teammate who jumped on the gen you had red herring on.
I don't even think this buff would make it useful, because it's too highly dependent on the actions of others.
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The endurance is tied to the perk being active and the perk deactivates when the gates are powered
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I think if there's anything Wesker really needs, it's for his cooldown after vault (more specifically the pallet vault) to be reduced. The fact that survivors can step away to avoid getting hit after your vault and still have enough time to go around you to vault over the pallet before you can do anything about it is really dumb.
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Broken doesn't last forever unless you are running No Mither. It's not really a problem that thana works with broken.
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I don't think Eruption is an unhealthy perk, but I do think the incapacitated duration lasts way too long.
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Honestly this doesn't really look that absurd. There's most certainly a slight latency hit here where the server thought you were a little bit back and considered the hit fair.
But you know if you hadn't walked for as long as you did so you could get those 2 flashlight clicks in, you could have sprint bursted earlier and likely avoided this situation.
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@OrangeBear said:
https://forum.deadbydaylight.com/en/discussion/comment/3174767#Comment_3174767
You don't need Unnerving Precense and sloppy. On wesker you can run coulrophobia and distressing and then the portable safe add-on for Hemmorage
I argue making survivor practically unable to heal is stronger than gen slowdown perks.
You can always run Bite to Bullet so failed skilll checks don't give notifications and only reduce progress by 1%.
You can also run Inner Strength or use the Anti-Hemorrhage addon to heal a health state bypassing the skill checks. Technically Adrenaline does too, but only applies when gens are finished.
You have options to deal with this build if it's such a huge issue.