Crowman
Crowman
About
- Username
- Crowman
- Joined
- Visits
- 20,113
- Last Active
Comments
-
@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3162497#Comment_3162497
The slowdown from the infection is pretty strong. The amount of First Aid Sprays isn't an issue for me.
However, his Bound is useless. After playing him for a good amount of time, I've yet to do something Demogorgon wasn't able to.
Every single one of my Bounds that connected could've been a Shred, and I would've gotten them even quicker
Pretty sure they don't get hindered unless they are fully infected. Which I've rarely seen in many of the games I've played as Wesker. Not to mention hooking a survivor partially resets the infection timer.
Not to mention the cooldown after a throw or slam doesn't seem to be any better than the successful attack cooldown. Rarely feels like it's better to slam/throw a survivor than it is to just M1 them.
This isn't really a complaint, but survivors getting the speed boost after picking themselves up from being thrown looks so off.
-
Infection is pretty non-existent because it's reliant on actually hitting survivors with your power which is hard to do when the collision is so precise.
Not to mention it feels like there's just too many sprays for survivors to expend. It's really hard to keep more than 1 survivor infected at any given time even if you do manage to constant hit your power.
-
Unfornately, I'm not sure how you could fix this.
Adding a cooldown between unhook attempts would hurt baiting out the killer swing so you don't get grabbed. It would also means if you took damage stopping the unhook you also can't immediately unhook during the killer cd.
-
@loothound said:
You camp hook with power, wait for unhook then slam the unhooker into the unhooked
This often doesn't work. I've tried doing this a few times and often I wouldn't even grab the unhooker and just swing at them, because the game still treats them in the animation.
I somehow have 6/10 and I do not recall throwing survivors into each other outside of one time so I'm not even sure what the game is counting.
-
Wesker has the potential to be a fun killer to play as, but the issues with his power really make it hard to enjoy playing as him. So like a 4 or a 5.
You can fly through survivors, you can let a survivor you've grab good for whatever reason (happened to me too many times), trying to use his power to vault and despite colliding with the vault it doesn't register. Not to mention his power feels really slow to charge up and there's no way to cancel if you don't want to use the 2nd charge putting you into a lot of unnecessary slowdown where using his power is rarely the optimal choice. Often feels like I should be playing him as a M1 killer and his power for mobility which is just more boring. If I wanted to play a pure M1 killer I would play Freddy.
Haven't played against him yet, only did killer last night. Tonight I plan to mess with survivor.
-
@Sumnox said:
As always, you will see the vocal minority of killer mains here (it's always the same people, the same 3 or 4 names in every thread saying exactly the same things) yelling that every survivor perk that is -usable- is OP. Hyperfocus isn't OP. It's not even going to be meta.
They said the same thing about Power Struggle, Any means necessary... they just think unless it's trash tier and nobody uses it, it's OP.
It will get nerfed though, because Behaviour listens to these people.
You should spend less time victimizing yourself.
-
@Surrealism said:
https://forum.deadbydaylight.com/en/discussion/comment/3162050#Comment_3162050
I forgot to mention, purposefully letting the gen go makes you lose all stacks.
That doesn't really change anything.
If you stop the task you are working on for whatever reason, losing all the stacks is fair. The perk is meant to speed up the action you are currently doing and not carry over to the next action you start.
-
I don't see a problem with losing all the stacks when you let go. You aren't really hyperfocusing if you leave the gen for another one.
-
I saw BP incentive for killer once last night before queueing up. So they changing.
I imagine with the new killer coming out, more people are trying to play the new killer than new survivors.
-
Have I gotten use out of his power? Sure. It doesn't feel very rewarding, because despite the effort it takes to actually hit with your power the payoff isn't that great compared to hitting with a basic attack. Not to mention his power really doesn't have at many of the more common loops so you often play run around the pallet until it gets thrown down because your power simply isn't helpful.
-
The other thing is reducing the second bound helps a lot, because when you do go through a survivor you lose less distance.
-
Even ignoring the fact you can just go right through survivors at times, even when you do grab a survivor you can still get screwed over by the game not giving you the hit.
The amount of times I just let go of the survivor despite colliding with a wall is way too high.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3160452#Comment_3160452
I have zero opportunity to learn because everyone put on their tryhard pants today it seems.
Everybody is playing perfectly and I don't want to facecamp someone just so that I can use my power. I guess my MMR is too high or something and it just stuck me with players who are way to good for a Killer that I haven't even begun to learn.
Either way, I'm super ######### angry and really frustrated, sorry.
Yeah it's my experience as well. Always getting the most try hard teams on the worst maps and being like I guess I ain't allow to have fun learning a new killer.
-
If the devs had always intended the perk to deactivate after being placed and expiring, then it really just needs compensation buffs to make it more appealing.
Same thing with Dragon's Grip.
-
The game is full of entitled players who think if you their teammates or opponent don't play exactly the way they want them to, it's fair to just quit the game.
-
@Sumnox said:
https://forum.deadbydaylight.com/en/discussion/comment/3159753#Comment_3159753
It requires a coordination for it to be remotely useful that solo Q simply can't have. And you and the few others who "defend" this perk as it is know this very well. Which is why you claim it's fine, because it does nothing, and you want it to do nothing.
It's going to be another perk nobody is going to bring, ever. And for good reason.
Another perk to the large pile of dumpster survivor perks. Together with pharmacy and the likes.
Keep claiming it does nothing when I've already seen survivors use it to prevent their teammate from going into 2nd state before the unhook.
-
@SgtMittens said:
https://forum.deadbydaylight.com/en/discussion/comment/3159710#Comment_3159710
I don't really know how to approach this anymore. There's a demographic that wants every advantageous perk changed so it doesn't really do anything worthwhile. Then, BVHR kowtows to the lowest common denominator, the perk is changed, it's useless, then they celebrate. The players that whine incessantly should be made to play perkless mode so they'll be accountable for once.
Reassurance is still useful. Just because you can't solo stall out a hook does not mean the perk is bad.
PTB Reassurance simply wasn't healthy as the perk rewarded survivors not rescuing their teammate. Worse case you have to hook trade, but if you are consistently hook trading and adding 30 seconds to every hook then the killer is wasting a lot of time.
-
Survivors are just knee-jerk reacting about how bad the perk is now just like they did want DS was changed so they couldn't work on a gen or unhook other survivors and still have it active. I remember the week after that change and no one ran DS.
-
@Dogma_loki said:
https://forum.deadbydaylight.com/en/discussion/comment/3159104#Comment_3159104
And killer mains still can't figure out why people are DCing and killing themselves on hook.
It's a pvp game. If you are quitting because you don't like your opponent trying to win then maybe the game isn't for me. I won't say it doesn't suck to be tunneled or camped out of a game. But quitting simply because it's happening to do shows you don't have the maturity to play.
-
You certainly have some flawed reasoning for why you believe Kinship is better.
First Kinship only works on yourself and only on 2nd state. It also relies on a teammate playing around kinship as there's no indication you have it.
Reassurance works both state of hooks, it used by another teammate who isn't hooked which is a more likely scenario (75% to be the survivor not on hook), and reassurance can be used multiple times in a match. Reassurance helps prevent killers from forcing out the 2nd hook state. I've been watching Otz play while at work and he had a few games of where a survivor he was trying to force into 2nd state got reassurance'd and then saved completely negating his attempt to force out the hook state.
-
Camping and Tunneling don't suddenly become less legit tactics just because there's one less survivor in the trial.
-
@Steel_Eyed said:
Kinship requires a survivor stay there during the duration and does not notify the killer. I’m pretty sure, in a hard camp situation, that Reassurance is better.
Kinship does not require the survivor to stay in range. Once it's activated from the survivor entering range the survivor can leave and the hook timer will still be paused.
-
There's no reason it shouldn't.
Kinship will activate first since it's 16m range and then after you wait out the kinship duration you should be able to reassurance.
-
@TeleportingTurkey said:
https://forum.deadbydaylight.com/en/discussion/comment/3158514#Comment_3158514
what thought process exactly do I have to put while using this perk in order to avoid a situation where the killer just ignores the gen and makes me waste ~60 seconds of my gentime?
Blast mine was already balanced because the killer could always choose to ignore kicking the gen at the moment and come back to it later and survivor could do nothing about it.
I guess if you want to ignore the part where I say I don't think it needed the nerf. Just saying what I expect was BHVR's thought process.
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3158514#Comment_3158514
you could also use it as a btec better together and it suddenly became a perk that was better in solo than in swf
and they nerfed it
Honestly the fact you could do that with Blast Mine probably didn't help it in the eyes of BHVR. I imagine they saw the perk as being good for info and could get a stun and wanted to focus it more on the stunning the killer part. But this really ain't the way to do that since otherwise you have a perk you activate that can do absolutely nothing then you have to rebuild it back up.
-
@badrepo said:
https://forum.deadbydaylight.com/en/discussion/comment/3156895#Comment_3156895
No, you literally can’t unhook against a face camping bubba unless he is braindead. Which is the majority of facecamping bubbas, I will grant you. Are you saying the difference between Sadakos uncounterable facecamp and Bubbas is that in the case of the Bubba the prompt is there? Does it really matter if you are left with the same result?
I'm not going to say it's easy to save against a facecamping bubba, but it is possible to hook trade. With the BT buff coming it should be easier to trade with the 10% haste for 10 seconds since as long as the rescued survivor can reach a vault of pallet, they'll be fine.
-
I guess it's because you could just throwing the blast mine on the gen with no thought process and eventually be rewarded.
Granted I don't think the perk really needed this nerf, but I guess it's just to make the perk more thoughtful in use.
-
@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3158040#Comment_3158040
Killer mains explaining how you aren't allowed to hold survivors hostage on the hook but they can.
You aren't being held hostage on a hook. You will die once the timer ran out.
-
Ghostface was absolutely awful on his ptb. His power could be broken by survivors instantly and anywhere on the map and his power had a global sound effect.
Then going live (and the next couple of hotfixes) not only were those issues fixed, but they removed the ability for him to stalked already marked survivors to keep the mark timer up with the compensation of survivors not losing their mark progress so Ghostface could 99% survivors.
Not really sure Ghostface is the best example of "don't buy this killer because the devs might change him going live". Plus they've already told us last week what Wesker changes were.
-
I doubt BHVR bans over a single report. Best you can really do is all report the cheater and move on. As long as you aren't going out of your way to play with cheaters, you will likely be fine.
-
@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3158410#Comment_3158410
Although i agree that if you used it consistently during a match it would be very strong, i dont think it is okay the way it is now.
If you have to use 3 additional perks just to try to emulate the situation where you can use power struggle, it says how useless it really is.
But again, survivors have like 50% of their perk composed of really weak, really situational or heavy restricted perks
Since the buff to trigger at 15% wiggle, it's not as reliant on flip-flop, but flip-flop is the only other perk you "need" to run with Power Struggle.
Tenacity is nice for positioning yourself underneath a pallet, but wouldn't say it's necessary as if you are slugged long enough to build up Power Struggle, you likely have time to crawl under a pallet without it.
Same with Unbreakable or Exponential. Nice to have faster recovery for Flip-Flop, but not needed to make the combo work.
-
During the chain hunt, chains spawn in groups of 3. Breaking the chain via the environment will cause it to spawn another one.
You just have to dodge 3 chains then immediately start solving the box. If you do that it won't trigger another chain attack and you'll be able to solve the box uninterrupted by those chains.
-
I've gotten the perk to work. It's not a perk you can pull off every game and honestly that is okay. Being able to free yourself from the killer's grasp is a really strong effect that if you could reliably pull it off every single match, well it would be broken.
-
If a killer is repeatedly kicking the same gen over and over, then the rest of the team should be able to get other gens done.
-
@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3013495#Comment_3013495
If the Nurse has multiple downs before the first gen is done, you've probably got less time left than the DC penalty would last, so might as well play it out.
Plus you might cobble together enough points to keep from de-pipping.
https://forum.deadbydaylight.com/en/discussion/comment/3013615#Comment_3013615
"If I don't know you, I don't care" is such a garbage sentiment. You probably hate it when you get camped/tunneled, too. The killer doesn't know you, why should they care about your experience?
People with this attitude should just stick to single player games.
I play only solo, and so long as anyone else on my team is trying I play every game out, even hopeless ones against omega Nurses.
Who said I was d/cing? If the game is clearly over with the nurse having hooked several people without a gen getting done, I'm just letting myself die on the hook.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3157579#Comment_3157579
https://forum.deadbydaylight.com/en/discussion/comment/3157577#Comment_3157577
I could test it when my friends get on if you'd be interested.
If you don't mind testing, I'm curious if it's possible.
-
@Rogue11 said:
I always found it easier to track survivors without running stridor. Stridor makes me think I'm right next to them only to end phasing 12 meters behind the survivor.
It was only used because iron will dumpstered her power.
It is admittedly easier to track healthy survivors with stridor due to the louder breathing sound. Maybe that's why people are using it.
Stridor's main uses are to help track healthy survivors via breathing and to better track survivors with Iron Will (now that Iron Will isn't 100% reduction). Iron Will is still very good at losing killers trying to track via sound despite the nerf it means it's harder to hear the survivor over other noises.
As for Stridor on survivors whose sounds aren't being reduced, it's something you would have to adjust to. Though it's like Shadowborn Nurse vs Nurse w/o Shadowborn. Once you get yourself adjusted to Shadowborn, it's hard to switch back and it means your build is committed to a QoL perk.
-
@SpaghettiVase said:
https://forum.deadbydaylight.com/en/discussion/comment/3157493#Comment_3157493
well wouldn't it be rather difficult as survivors would knock you out of stealth?
I'm not saying it's easy. But Ghostface has an addon to slowdown reveal time from person on hook which would help if you really wanted to do it.
But if you can do it easier with Myers or Sadako, no one is going to play Ghostface to do it. But I am curious if it's possible.
-
Stridor spirit used to be ran as a primary counter to Iron Will. Then BHVR changed the interaction so Iron Will trumped Stridor so spirits dropped the perk as the little value it had was easy to counter.
Now that Iron Will no longer completely counters Stridor, it's worth running Stridor again.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3157356#Comment_3157356
https://forum.deadbydaylight.com/en/discussion/comment/3157360#Comment_3157360
Michael can do the same bug that Sadako can, apparently. Albeit it's more difficult
I can't imagine Ghostface couldn't if the issue stems with killers losing their collision. As like Myers, Ghostface has no collision while stalking.
-
@Pyrosorc said:
https://forum.deadbydaylight.com/en/discussion/comment/3156892#Comment_3156892
I'm literally a killer main, so that kinda misses the mark. The killers who want to play a fun game and not just win at any cost will queue casual. I personally suspect that all killers will eventually when they realise that they actually get a game instead of a 20 minute queue trying to find people who enjoy being camped on the first hook.
You say that, but there's no incentive for a killer to queue up for casual, because all casual does is nerf killers. It's not even about winning at any cost. Sometimes survivor actions forces your hand into tunneling or camping. And now you want to create a mode to nerf taking advantage of survivor mistakes.
No killer is going to willing queue up for a mode that nerfs them without any compensation. All that will happen is killers will stick with competitive mode. Competitive mode is already the same as normal queueing is now so there will be survivors to match with, meaning the only people picking casual mode are survivors who want an easier game which they will never find.
-
@The_Krapper said:
This has been going on for a very long time with Myers but I figured the devs wouldn't do anything about it since they've said camping was fine for years now
Camping being fine is not the same thing as exploiting a bug that prevents a survivor from even being unhooked. They changed PH cages because PH could completely deny the ability to rescue a cage survivor.
Also shouldn't this be in theory possible with Ghostface? Ghostface also loses collision while stalking.
-
I don't see why any killer would choose to queue up for casual mode.
I get why people don't like tunneling/camping, but you guys really don't play any killer to understand why such things are often done.
-
Nah. The addons in their current form are not healthy for the game so I don't exactly see a need to buff them.
-
Tunneling at any point in the game is okay.
-
Hag can put down traps outside of chase and teleport to them to defend objectives and such. Artist's crows only live for a few seconds where they expire if not used.
Not to mention that people really overexaggerate how good her Artist's anti-loop is. Yes you can put them at pallets and vaults and if the survivor is still running that tile you can often get a free hit with them. But most good survivors will take advantage of the slowdown you suffer placing a crow to run to another tile.
-
They have 1 less health state and you can't slug them. They are simply generally the easiest target to go after.
-
The devs will never remove the ability for killers to camp because they've already said it's not against the rules. On top of that it's valid tactic with many situations where it is the best option.
Not to say there isn't an issue with how some specfic killer powers make them too good at camping, but survivors need to get over their issues with killers camping.
-
@Veinslay said:
Stop citing the "killers were all around 50% kill rate so it was balanced" stats pre-6.1 patch because those were before Dead Hard validation, Circle of Healing, Garden of Joy, and I think Eyrie of Crows
The stats also came out around the time mmr was put live so the stats didn't factor in mmr adjustments either
-
It's rare because usually there's enough tiles that spawn pallets for them to be spread apart from each other. But it can happen with some really bad rng on some maps.
-
Some people are just upset they no longer get a perk they can easily abused. I remember when ds got the conspicuous action condition and every was calling the perk dead because they could no longer do gens in front of the killer's face with no consequence.