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Crowman

Crowman

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Crowman
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  • 30 seconds is already a huge time for a single survivor to add to the game which can be repeated up to 6 times.

    If anything the range could be increased from 6 seconds and it wouldn't be overbearing as the survivor with reassurance (or the team) would still have to commit to a save.

  • @RaSavage42 said:

    "Honestly that's why I found the ptb variant to be unhealthy. A perk that rewarded survivors for keeping a survivor on the hook isn't a good design. Now it buys survivors time to make a save or at the very least trade and they get more value out of the perk if they prevent survivors from going into their next state on the same hook.

    At the end of the day if 1-3 minutes of extra time in total per a survivor isn't enough to finish gens and get saves, then the survivors should be dying."

    @Crowman

    So do agree with what I said or am I missing something???

    Cause I had the same thought process... but then again I didn't play it only read the change

    I'm agreeing. I think the perk is in a much better state now. It's still very strong as adding 30 seconds is not an insignificant amount and it's a perk a hook. As long as you keep rescuing people from hooks you can buy the team a lot of time even just by yourself. It's just you have to actually make trades instead of just keeping the teammate on the hook which as somehow who plays solo survivor I was not looking forward to the situation where I'm stuck on hook because my teammates just keep reassurance while never doing anything.

  • @ThatOneDemoPlayer said:

    Doesn't the "Safe Unhook" prompt appear 15 seconds after an unhook? You could run BT to guarantee it, but base-kit wise, it's fine

    It's 10 seconds.

    The time should probably increase to 15 seconds with the basekit 10 seconds buff, but it's not a huge issue that needs to be addressed.

  • @dspaceman20 said:

    I'm not sure I like it. I don't feel it punish face campers enough but I could be wrong

    Outside of Leatherface which is an issue that should be addressed outside a perk, you can force trades against a camping killer and buy out time for others to get the gens done.

    Person A gets hooked, you reassurance an extra 30 seconds and trade close to before they transition to next state. You earned 80s of gen time for your team there.

    Now you get hooked, Person B comes in reassurance you for an extra 30 seconds and then trades. Another 80 seconds.

    It adds up as long as the survivor team goes for the save, which is healthy for the game. Old reassurance had the problem of survivors weren't exactly given a reason to actually unhook.

    It's still very effective as an anti-camping tool as it'll still buy plenty of time and make it much harder for a killer who just camps every hook to win. The basekit BT buff also makes it much harder for the killer to just down the saved survivor as well.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147555#Comment_3147555

    That’s an excellent point on Guardian, with that perk an unhooked survivor now literally outruns 115% killers for 8 seconds.

    They also lose blood and scratch marks so they can make quite a lot of distance without the killer having an easy way to track them.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147313#Comment_3147313

    Don’t forget the increased survivor movement speed, it’s not 10% bonus instead of 7%. That actually does make it take longer for you to catch back up to a fleeing survivor off a hook (you only catch up at 0.2 m/s instead of 0.32 m/s which is a 60% relative time increase for that section of the chase.)

    I actually missed that.

    Guardian is probably way better than BT now as a generic 1 slot perk for unhooking. Adds an extra 7% ms so the unhook survivor moves faster than the killer for 8 seconds and you get to see the aura of the killer for 8 seconds so you can intercept if they return.

  • @RaSavage42 said:

    They just made it work once per hook... to stop one Survivor being on hook all match

    "scare Facecampers".... lol I would've been terrified as a Solo Survivor not as the facecamper

    Honestly that's why I found the ptb variant to be unhealthy. A perk that rewarded survivors for keeping a survivor on the hook isn't a good design. Now it buys survivors time to make a save or at the very least trade and they get more value out of the perk if they prevent survivors from going into their next state on the same hook.

    At the end of the day if 1-3 minutes of extra time in total per a survivor isn't enough to finish gens and get saves, then the survivors should be dying.

    @ArchAbhor said:

    I think since it only can be activated once per hook stage they should extend the range a bit so you dont have to be within chainsaw distance to counter bubba.

    Honestly I wouldn't be against buffing the range a bit. But also I think bubba needs some kind of change so he can't facecamp as well. Against any other face camping killer, you can often force at least a trade. Against killers like Oni and Myers who have instant downs on a timer, reassurance can wait out those timers for a safer trade.

  • @SuzuKR said:

    Mmm yes, mental gymnastics.

    There's really no way to slice this nerf outside of it being nerfed because of Nurse.

  • @Chocolate_Cosmos said:

    No, Its not. It's still very strong, probably too strong because in end game it still works.

    I don't think it working in end game is a problem since it is limited in how much it can extend a hook state.

    @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147298#Comment_3147298

    Thats cool but 30 seconds is already pretty long time, isnt it? Look me in the electronic eyes and tell me it is reasonable to give a survivor the ability to extend the hook time by 6 minutes in any circumstance.

    It was kinda insane before and its reasonable now.

    It's really what I have been saying about the perk. Reassurance with it's old values didn't really support survivors actually go for the save. I get camping sucks to face against, but if the killer is pressuring both survivors and generators and nothing is getting done then the killer deserves something for that. Having the possibility of survivors to drag out a game because the killer put themselves into a strong situation is way too much for a single perk.

  • The unhook endurance increase will have an effect of making it nearly impossible for survivors to be unhook unsafely. Which means unintentionally a deliverance buff.

    Wesker not being completely countered by vaults and making his vaulting part of his power threating is nice.

    I like that they reverted MoM. It wasn't bad after the change, but it wasn't worth using compared to other sources of endurance.

    Reassurance I think is a fine change. I know some people aren't going to be happy with it, but I don't think it was in a healthy state before. Extending the hook by 30 seconds is still a strong thing, but you can no longer just keep the survivor there and have to commit to a rescue. With the extra basekit bt duration, pulling off success saves against camping killers should be a lot easier unless they are leatherface.

    Awakened Awareness, fine I guess. It's really a nerf meant for keeping the perk in check with nurse as I don't think it was problematic with other killers. But it's still good at what it does.

    Low Profile nice buff. If your teammates are being slugged and hooked and you are still around. You can run to make a save now with it. Don't think it'll be hugely impactful, but I guess we'll see.

    Better Than New, no longer increasing gen speeds but infinite increased action to everything else. It's fine. I still don't think it's a good perk with these changes, but it's atleast more likely to give some value than before.

  • I wonder if they increased the time for counting "safe unhook" score event. Largely that if they didn't this means Deliverance will always active whenever you unhook someone as it's impossible unsafe unhook survivors.

  • Under "Getting Started" go to the "Game Manual" tab then click "The Game" and there's a list of just general information and one of the sections is dedicated to the list of status effects.

  • Honestly the mechanic of not being able to use your power near hooks feels awful and I really don't want to see more killers to get that treatment. And it's really awful on multi-level maps where if you chase a survivor under the hook and now you can't use your power.

    Pyramid Head and Dredge I find to be fine, because they can still use their power around the hook. PH just has really short duration trails and Dredge can't just tp back to nearby lockers.

  • @ryokoryu said:

    HELL NO, even if they could tell this is literally the solution we have for some of us to get out of matches we can't contribute to or won't have fun on at all. I ersonally on dredge games will make my presence known, get hooked and kill myself on these because my eyes are already bad. His nightfall power is more severe for me in that I can not see the ground I am standing on nor the wall I am next to in nightfall. this isn't scary, it isn't atmospheric, it's just stupid and if I DC I get penalized because of my disability. If you wanna ban me for it then you can piss right the hell off and the company would have a lawsuit that they would lose for this.

    Honestly you really aren't making a good case for the devs to not do this.

  • I don't think an offering should override a perk. I know playing into a killer with franklins when you used a white ward sucks, but I don't really like the idea.

  • I'm really hoping reassurance gets some kind of adjustment. I like the perk, but I don't see the ability to keep survivor on the hook indefinitely not becoming an issue.

  • Why are we blaming the killer for survivors rage quitting?

  • It's rather disingenuous to say "all you need to do is try to win". I can try to win all I want, but it doesn't really matter if my soloq teammates rage quit, don't try to win, or throw. It's simply much harder to 1v1 the killer unless you massively outskill them.

    People are most certainly overreacting to the killer buffs on 6.1.0. But this post isn't really bring any sort of new information. If you play in a 4 man with people who are equally trying to win and are good, then it's not hard to escape more than you die. Something that was already true before 6.1.0.

  • Honestly, it's probably better to just take a break from the game if you are encountering cheaters holding the game hostage that often. Even if the dc penalty was removed and you could just dc from those games, if you are getting them at a rate causing you to have high penalty timers then I don't see it likely you'll encounter many real games.

  • I doubt you are actually getting facecamped that often.

  • Because that would be highly unbalanced

    It's fine for survivors to have counter perks, but counter perks can only be so strong.

  • So now your teammates can get your permabanned by not unhooking you.

    Bans for dying on hook are simply never going to happen. The only things the devs can do is make it impossible to let yourself die on hook, but there is a valid reason to do so in the end game to let your teammate have a shot at hatch.

  • @ad19970 said:

    The box doesn't spawn too often. But the chains stopping you from solving it is definitely an issue. They once said they fixed that issue, but sadly, they didn't.

    It's half fixed. Chains won't attack you while you are solving the box but since chains attack in a set of 3, once a chain attack starts you have to wait for all 3 chains to fire.

  • It's 45 seconds to respawn unless Pinhead picks it up which it becomes 10.

  • The best way to win has always been to remove a survivor from the trial as fast as possible. Nothing the devs the meta changes have changed that. It was like this before with the difference survivors had way overturned tools.

    Generally it's best to avoid spreading hooks past 2 survivors until you kill someone. Hooking a survivor around a 3 gen location is also ideal as many maps are either too large to pressure all gens or have gens that are simply not worth trying to defend. So that pushes extra pressure on the survivor team and can help you force out an extra hook state.

  • @EvilSerje said:

    https://forum.deadbydaylight.com/en/discussion/comment/3144125#Comment_3144125

    Exactly, expect to play smart, that what they should do. Trying to get easy win by cheesing one survivor out, and then slapping and BM-ing the rest is super "great". But the moment they find decent team, lose all gens completely and cant get more than one hook. And start weeping how "survivor sided" game is.

    Just saw it few times. Wanted to scream to him "game is not survivor sided! You, dummy, run around my gen I was repairing and don't even bother about it, bloodlusted to get injured nea that just got of hook. I repaired and didn't even move, you won't bother even shoo me off! Genrush my arse!" or "Blue angry girl! You were so preoccupied to remove me out of the game at 4 gens so you ferociously ran after me for 5(!!!) minutes and all gens were done in peace and gates are opened."

    Watch how pro's play, how they make survivors uneasy and always busy, how to play strategically, how to play smart and turn everything in your favor rather than hold "W" and "M1". That what I expect killers to do. That what I do. And there is much to learn for me, yet, and that is great.

    The smart move is to make the game a 3v1 earlier rather than later. You can call it cheesing and be upset by the killer playing smart, but you can't complain killers aren't playing smart.

    Both sides play to win. Often as killer the way to win is to focus your energy on 1 or 2 survivors and burn their hooks first. Going around and hooking everyone twice before killing someone is just going to cause you to lose against competent teams.

  • The problem is you aren't listing any actual problems and trying to create solutions for these non-existent problems.

  • So you want to be taken into the basement every single game?

  • @Satori said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141665#Comment_3141665

    Escaping a Trial without being downed results in an Iridescent Emblem, while being downed at least once results in a Gold Emblem.

    Thats from the wiki

    That's is what I said.

    I have yet to see unbroken iri in the tome and all gold unbroken challenge is escape the trial.

  • I'm still waiting for them to implement the system that checks what the overall escape was and reflect that on your mmr. It sucks when you get caught at the end of the game and your teammates just leave and so you're only one who dies and take the full mmr hit.

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141750#Comment_3141750

    Yeah. But the perk is annoying enough it will probably force camping Killers to start chasing Survivors that come to the hook for Reassurance value. Not chasing them and letting them keep using the perk will be too suboptimal.

    Anyone who went into the game with the mindset of camping a survivor is not just going to start chasing because you paused the timer. I've faced many killers who with the I'm going to camp until they die mindset wouldn't even move to pressure a gen I was working on nearby.

  • Killers don't have to fight with their teammates for points.

    If one survivor is being chased then they aren't getting scoring points in objective. Likewise repairing gens does not provide boldness.

    You also get much less repairing gens by yourself then working on a gen with another survivor. So if everyone does their gen optimally there's less objective score to go around.

    Unhooking is the primary way to build up alturism and only 1 person can unhook at a time and you can't unhook while the hook yourself.

    Then lastly survival is mainly from escaping so if you die you lose out on a big chunk of points.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141521#Comment_3141521

    I wouldn't even say thats needed. Pinhead ironically has one of the most information heavy powers in the game. You can see the box, you can see how far chain hunt is progressed at all times, you can see who is carrying the box, and you can even see when they are attempting to solve it. They already gave tons of information for his power for solos to silently coordinate with.

    Pinhead does not see the aura of his box unless he's running an addon to do so, but that prevents starting the chain hunt from picking up the box.

  • Gold unbroken is just escaping. It has nothing to do with how many times you went down.

    Iri unbroken is escaping and never going down, but AFAIK there hasn't been an iri unbroken challenge yet.

  • @Audiophile said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141521#Comment_3141521

    lol. actually arguing that games aren't supposed to be enjoyable by both sides. the input on this board amazes me. lighten up junior. we're saying pinhead sucks. our opinion. it just happens to also be true... lol

    PvP games are much different than single player games. Different players are bound to dislike facing different characters especially in a rooster as big as dbds. Having a few bad pvp games here and there in a game that you generally find fun is not a big deal.

  • It's not fully true that getting hit by a zombie doesn't lose collision. That only happens if the zombie hit doesn't injure you and only contaminates you.

    The zombies do provide some useufl tracking information. I've found a few survivors by seeing the zombie being aggro'd by them that I would have otherwised missed. If a zombie gets struck, there's no harm in killing it and letting it respawn. Honestly it's sometimes useful to kill zombies and let them respawn elsewhere in the map if you know there's no reason for that particular zombie to be in that area.

    I'm not really seeing a good point to remove them. They provide something unique when playing as Nemesis.

  • If you have no mobility or map pressure, corrupt is still giving you early slowdown.

  • Considering Pinhead's weapon is not visible until he swings, it's probably easier to misjudge your swing when you don't see your weapon at all times.

    But all killers have the same lunge hitbox and for killers with smaller size weapons it can often look like they missed you despite getting hit.

  • @Damarus said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141273#Comment_3141273

    Well, so a full premade SWF with BnPs on everyone and all of them running meta perks with second chances for the entire party is still allowed, I don't see why so many killers dislike it then. Really, is there anyone who uses some reasoning here, or am I destined to yield less success chances than those I would have if I tried teaching maths to a wall?

    Give me a second, I'll try to phrase it in a way that is easily understandable:

    If something is part of the game it doesn't automatically mean that there is nothing wrong with it.

    There, should be everything-proof now.

    I could develop a game and put in it a weapon that automatically wins you the game if you pick it up, or something that makes you deal quadruple damage for 5 minutes and makes you invulnerable to damage for the same time, combined with the damage. I put it into the game, so it is part of it. Doesn't make it any more justifiable, nor does it mean that it isn't a flawed "mechanic", or something that should have never seen the light of the day.

    I mean, up to this point you people should already know how few of BHVR's devs play their own game, and how even less of them get to the "important" ranks, to truly understand the game fully. But if they put something into the game, it's gonna be flawless cause it's there, is it? It's a rethorical question, there is no need for you to reply to it. Unless you are gonna put some sense into said reply, of course. But I doubt it. You are probably gonna tell me that something like "a killer killing 4 people 2 minutes after the game has started, without moving from where he spawns, is totally ok, cause dying is part of the game".

    No one is saying you can't dislike being camped on the hook.

    Just that you aren't being prevented from playing the game when it's happening to you.

  • @Damarus said:

    https://forum.deadbydaylight.com/en/discussion/comment/3140216#Comment_3140216

    You are still purposedly failing to see the point, aren't you? Being hooked is a part of the game indeed. Being CAMPED and FORCED TO DIE on the FIRST hook is not. Jeez, I really don't know how much simpler I could make this for you to understand. But then again, if you fail to do so on purpose, not much that can be done. Some people never listen, after all. If that's how you are, fine, but spare yourself and me the hassle, and end our one-sided conversation here.

    Dying on first hook is a part of the game. If the devs didn't want survivors to be able to die on 1st hook they could simply remove the ability to transition between hook states and force needing to be hooked multiple times.

  • They stated it was for consistency with endurance effect since it was causing confusion.

    While I do think it's important for mechanics to be consistent with each other, it does suck to see MoM getting nerfed as a result.

  • Nurse is getting her range addons justifiably nerfed on the ptb. And often when things are about to be nerfed, people will play it before it does get nerfed.

  • @Damarus said:

    https://forum.deadbydaylight.com/en/discussion/comment/3140010#Comment_3140010

    Flawed reasoning. If someone blocked you in a corner for the entirety of the match, back when Twins could do it, you were still inside the match. Didn't mean you were still playing it. But I am used to these forums, where there will always be people who, in spite of common sense, will think of their ideas as right. I'll try to elaborate this further, should be simple enough to understand:

    The game is, first and foremost, not free. So I expect to be able to play entirely something I paid for. With that out of the way, let's move to the main stuff:

    Survivor gameplay is, or at least is intended to be about

    • Being chased;
    • Unhooking;
    • Reparing gens;
    • Healing yourself or others.

    These are the main things, with some extras along the way (totems, saves). If you get to play only ONE of those things, you ARE NOT being allowed to play. Think of it along these lines. Someone who cheats is technically still playing the game and, probably, winning. Does it mean he wins because he deserves to? Is it really him playing, or is it something else doing it in his place? Is he playing the game, or using something to make an advantage for himself AND ruining the fun of others? Videogames are meant to be fun, for both sides. You can win, you can lose, but you should BE ABLE TO ENJOY IT, whatever the case. When one side enjoys it and the other does not, when one side only cares about winning and refuses to consider the bigger picture (balacing the experience for both sides, in this case), it's usually not called a videogame, but war.

    The thing is a killer body blocking a survivor in the corner of the map is a reportable offense.

    The killer preventing you from being unhooked is not.

    You can't list unhooking as part of survivor gameplay and being on hooked is not intended gameplay, because in order for a survivor to unhook someone they have to be on the hook.

    The idea that the killer's main way of killing survivors in a trial is somehow causes survivors to not be playing the game is just not true at all.

  • Are we talking about slugging when there's 2 survivors left or slugging the entire team?

    Slugging the entire team from the start of the match is a bit much unless the survivors were just all in your face in which case I can't really blame you. But if you slug someone on one side of the map then go to the otherside of the map to search for people, I'll judge you.

    Slugging when there's 2 survivors left is annoying for sure, but if the killer really wants the 4K like that they did earn it.

  • @JoByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/3139917#Comment_3139917

    I've been thinking a lot about a ranked game mode and casual game mode recently. I know there a lot of concerns about this like longer queue and a player base not big enough to support 2 game modes. But I believe some part of the "problem" with this game is that it can't separate players who wants to play competitively and players who just want to chill.

    I have no business going against a alchemist ring Blight or double ranged Nurse, yet I see them quite often..

    Adding a casual mode won't do anything.

    People will pick whatever mode has faster queue times, because the "rank" in this game means nothing. Yugioh Master Duel recently added a casual mode to the game and people are complaining they are facing meta decks in casual mode, because the act of being a casual mode doesn't stop people from tryharding.

  • I wouldn't say it's useless.

    MoM situationally is useful at body blocking for teammates. If you have a stack already, you can take 2 hits for a teammates as if you don't leave the range from the killer they won't know you have it. Most notably it's great for breakout saves.

    Other than that, it's just kind of worse than other endurance options. Dead Hard requires no set up, just proper timing. OTR is active after an unhook. Styptic Agent can be used whenever.

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3137644#Comment_3137644

    “The game is an asymmetrical elimination game.”

    ^ Incorrect.

    “Playing survivor means you are on the team that is getting eliminated.”

    ^ Survivors aren’t fated to lose. In any case, quite irrespective of whatever you believe, BHVR made public statements as I described.

    There's nothing incorrect about that. The killer eliminates survivors by sacrificing them. The survivor is the only team that gets eliminated throughout the game. This is nothing about "survivors are fated to lose". It's just simply what the game is. If you don't want to be eliminated you can play killer, because that is the side that cannot be eliminated.

  • @shiroo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3137644#Comment_3137644

    You can't be serious...

    As a killer main who recently started playing survivor...Sure there is time for tunneling and camping. Like...1-2 gens left maybe.

    But if someone is getting tunneled out of the game at the very beginning then it's a gg pretty much. Just because game is asymmetrical doesn't mean it should be unfair. No way a 3man team will do 4-5 gens at that point.

    Personally I never tunnel or camp unless someone is really asking for it. I don't find it fun to make the match unfair and miserable for the other side. Sadly, based on my experience when playing survivor, many people do.

    People get tunneled out at the beginning of the game. Killers slugging at 4 gens while proxy camping...it's really sad to see.

    As much as face camping can be easily dealt with, slugging and tunneling from the start is game over.

    If the survivor team is unable to get more than 1 gen done by the time you kill someone, they aren't playing well. It's not difficult to extend the first chase where a gen or two has popped even with the extra 10 seconds. Most maps have plenty of resources.

    And no it does not matter how many gens are left. Taking advantage of strategy to put yourself in a better spot can be done at any point. If I have a survivor on death hook and the survivor team has only gotten 1 gen done, I'm not just going to let that survivor live out of "fairness" if I'm playing to win. Likewise if the survivor I hooked is nearby gens to defend, I'm not just going to the otherside of the map away from the objectives just to be nice.

    I play a lot of survivor, more than killer atm. While it can be frustrating to be tunneled out of a camp or left to die on a hook, it's simply just how the game is. You have 2 individual hook states for a reason and 3 teammates. It's up to you and your team to try force the killer to spread hook states around. The amount of times on both sides where a teammate unhooks a survivor and then just leaves them for the killer to easily go after is way too common.

  • Open Handed doesn't work with it, because the aura isn't range dependent. For example, a huntress from over 32 meters away can have her aura reveal as long as the hatchet hits a survivor who is 32m away from you.

  • Outside of bugged hooks on coldwind farms, what hooks are too closed to each other?

    Hooks are generally close enough that a killer can reasonably each any nearby hook unless survivors body block or a hook is broken. There's a few maps like midwich that have notorious hook deadzones due to how hook spawning logic works.

    Your complaint seems to be that you can't reliably wiggle out of the killers grasp which misses the point of what wiggle is for.

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