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Crowman

Crowman

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  • @Kaapskaaps said:

    https://forum.deadbydaylight.com/en/discussion/comment/3138290#Comment_3138290

    The swamp is one of the worst maps against dredge. It's already a very dark map and once night falls you can barely see in front of you and most of the loops are bad and easily countered by the dredge.

    And yeah, he's slowed down but he can just cancel the remnant after he notices that you're leaving the loop and catch up easily. And again if it's night you can't even tell where another safe place would be and usually like half of the match is spend in darkness.

    Dredge has practically no map mobility on swamp maps so while Nightfall might be stronger on them, he also has less map pressure.

    Dredge still suffers quite a bit of slowdown even if he ends up cancelling. It's certainly enough to make distance unless the tile you were playing around was highly unsafe to begin with.

  • @My_Aespa said:

    If you want a better chance at finding rare items, you could use a luck offering

    Luck does not affect the rarity of items found in chest. Luck only affects the chance of self hooking.

  • Increased chance to find better loot does not mean you can't find brown items.

    It certainly does work, because I do often find purple and iri from chests when using it. But it doesn't completely negate finding lower rarity items.

  • @IlliterateGenocide said:

    it only says what the killer is the first few times facing right?

    That's only during loading

  • @SgtMittens said:

    https://forum.deadbydaylight.com/en/discussion/comment/3138963#Comment_3138963

    The first sentence in your second statement is a strawman. I didn't say that. Point still stands. In your case it sounds like if the shoe fits...

    You can't say that escaping or killing means nothing and then complain about killers using tactics to win. If it doesn't matter, then it doesn't matter. You die and then move on to the next game.

  • People just like to ######### at killers for playing smartly and going for strategies that help them win. Until survivors go with the same standard of playing less optimally to make sure your opponent has fun, there's no reason killers need to.

    @SgtMittens said:

    https://forum.deadbydaylight.com/en/discussion/341774/2-hooking-every-survivor-is-the-worst-strategy

    People like you I just can't figure out. It's a game, it should be played to have fun. There is literally nothing tangible waiting for you at the end of a match if you escape or get 4 kills. No money, no trophy, no applause, nothing.

    If it doesn't matter if survivors escape or killers kill, then there's no reason why you should care if you get tunneled/camped out. At the end of the day it means nothing.

  • @Deathstroke said:

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

    They're unfair you just don't want to admit that you win matches because of using dirty tactics instead winning skillfully. I admit that I only win some games because of doing that and it can be even unfun for killer. To way solve these tactics would be make them less effective and give killers rewards if they play more fair way. BBQ and corrupt should be basekit.

    You only consider them dirty, because you personally don't like them. There's nothing wrong, dirty, bad, etc about tunneling or camping. Only facecamping is an actual issue, because the killer really isn't playing the game.

    There's also nothing unskillful about it. A tunneled survivor can still outplay in chases and make the tunnel not worth the effort. Camping as a means to defend the objectives (such as nearby gens, lit hex totem, preventing unhook was visible survivors) is paying attention to the game and reacting on it. Seeing a survivor 5-10 seconds away from dying on hook, the smart play is to force them to die on hook and prevent any unhooks. Survivors had the chance for the save and I'm capitalizing on their failure to do so.

    The idea that killers should play less optimally so survivors can have more fun is just a wrong mindset to have. Same with expecting survivors to play less optimally for the killer's fun. If you want to play a game where both sides are doing their best to ensure a fun environment for both sides, you have the casual KYF lobby where you can set up agreed upon rules.

  • I've seen a few games where an unbreakable gets used. Slugging is now more for situations when a killer downs a survivor and see nearby survivors.

  • Getting contaminated from a zombie doesn't remove collision, but if you get injured by the zombie you will lose collision.

  • @drakolyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3138289#Comment_3138289

    Your logic has flaws, one prevents people from playing the game at all (camping and tunneling) and yours is a mild inconvenience, but the fun part in most cases you can punish the survivors for it.

    With the new anti camp perk you can punish finally. But its still a band aid fix...

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

    You can bring this argument how much you want, but enjoy your long killer queues. Also instead of justifiyng such tactics, maybe for the fun for both sides, ask for... actually fun for both sides?

    It is actually possible. *Shrug*

    You aren't being prevented from playing game just because you got tunneled or camped out of a single match.

    It's a PvP game. Boths sides have access to tools that the other side doesn't enjoy. I can't think of many killers that enjoy being flashlight blinded when picking up a survivor or pallet stunned during a chase. Killer's main goal is to kill you. If they want to focus you out first, that is perfectly valid. If they want prevent your teammates from rescuing you off hook, that is also valid.

  • As long as maps like swamp exist where there is like a total of 7 lockers, his mobility isn't consistent.

    As for anti loop, you can just run away since he's massively slowed down.

    Dredge is honestly a really fair killer.

  • It usually doesn't take that long to hit iri, maybe a couple days if I try for it. Even games I lose I can tend to black pip and very rarely do I really depip. And generally it's not hard to pip up most games with how I try to play.

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3137570#Comment_3137570

    They also mentioned that it’s unfair for players to be quickly forced out of a match via those strategies.

    There's nothing unfair about it. The game is an asymmetrical elimination game. Playing survivor means you are on the team that is getting eliminated.

    Tunneling and camping are both valid tactics with the only actual problem is face camping which is hard to address due to many counters to it affect normal gameplay negatively.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3137365#Comment_3137365

    I mean isn't this the first meta to feature anti-camp? Call me stupid if im wrong. But the last anti-camp per we got was steves right? And it was memey at best. I do like seeing Reassurance having a chance to shine. Campers are used to being ignored by perks.

    I wouldn't say Kinship is a memey perk. It's very strong as extending hook timer by 30 seconds is a lot of time and it's range is really large so it's easy to trigger. It's really the problem of coordination and without. It's really good for coordinated teams to extend hook timer out to finish gens. It doesn't really do anything when everyone is solo q and has no idea you have the perk.

  • @SgtMittens said:

    https://forum.deadbydaylight.com/en/discussion/comment/3137247#Comment_3137247

    That perk literally got nerfed because people complained about it. Don't make a half baked bad faith argument like it wasn't in the PTB so that's different. It would've been the same result but in slightly less time.

    None of the drivel your presented is relevant to the fact that perks get changed all the time because BVHR loves the lowest common denominator.

    I'm sorry your busted perk got justifiably nerfed for completely neutering certain killers. MoM really wasn't nerfed because people were complaining about the perk.

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3137051#Comment_3137051

    I like that the perk stops straight up facecamping (but not really as the rescuer will still go down before getting to the hook against the 'big' offenders, resulting in 1 hooked/1slugged...soon to be hooked).

    As you said, there are times when a killer should confirm a 2nd stage/kill off of a hook.

    Now, if you are having a tight game and need to secure a stage/kill, you can be thwarted by a 'drive by' Reassurance even if you weren't hard-camping/facecamping (ie - you drop chase/patrol far away from the hook - you NEED this progression or it's a blowout). This also shortens the length of the game, in most cases.

    I don't really care about kills/escapes/etc and perform very well at the game (need this disclaimed for the incoming brigade @_@), but this seems to just make tunneling the de-facto superior method of 'securing kills' / progressing killer objective, as you can no longer challenge/force hook states.

    Idk if I would say reassurance really counters facecamping. You can keep the facecamped survivor from dying and get gens done, but the survivor on hook still suffers from being facecamped and with a worse experience. Plus getting that close in a lot of situations can just result you in getting slugged anyways in which case you were probably off just doing gens instead of reassurancing as a counter to facecamping.

    Reassurance more counters situations where a killer has to be near the hook for pressure. Which is fine. Both sides have perks to counter "legit" strategies that can used against them.

    Facecamping is an issue the devs should address in the base game. It's not an easy problem to solve, because it's hard to make something that deals with facecamping that doesn't affect actual gameplay since hook defense is a valid option killers can use.

  • @SgtMittens said:

    I fully expect it to. Any new perk on either side will get cries and pleas from streamers and casual players to nerf/buff a perk. It never fails. I always think of two specific examples. Freddy when he was first released in 2017. For those that know, know. If you don't, find a video and watch how he played when he first came out. He still wasn't that powerful. It was a matter of players being too lazy to learn counterplay. He lasted ONE WEEK before BVHR decided to kowtow to the lowest common denominator.

    The second was the original version of Mettle of Man. The one that required three standard attacks to activate. It was strong to be sure, but it was never a guarantee to work. For example, it didn't count for a nurse hitting your out of a blink, wraith hitting you after becoming uncloaked, Billy and Bubba's chainsaw attacks, hag hitting you after teleporting to a trap, huntress hatchet, and probably one or two I can't think of. It was an amazing solo perk but of course SWF ruined everything and got the streamers to cry about it.

    MoM is a really bad example of "perk got nerfed because people complained about it".

    MoM never was on a ptb. It was one of the few perks that went live without any kind of testing. It was also a very meta warping perk as if you played any killer that primarily dealt damage by using M1, every survivor had an extra hit. Yes people could counter MoM by playing killers who could bypass it, but that didn't change how unhealthy of a perk it was and it's impact of the killer meta. It made already bad killers worse and already good killers could ignore it. It got changed, because it was a highly impactful people that everyone was running, not because people were complaining about it.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3136994#Comment_3136994

    If it didn't stack with another survivor, there'd be nothing "griefing" about it, the only reason it'd be griefing is if you wanted out of the game with no DC penalty, this way you either suck it up or take a penalty, which works for me

    You are really narrow minded if you think this will only be used to stop people from wanting to get out the trial sooner.

  • @botany_nerd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3137046#Comment_3137046

    so keep better track? i remember what people bring so i don't know what to tell you.

    Knowing which specific teammates has a med-kit or a flashlight hardly matters in match on the survivor side.

    You can always stop healing for a second holding shift so they can't heal you and show them your med-kit then continue healing. Or just keeping healing. I'm not sure why your teammates wanting to heal you is such a big problem.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3136994#Comment_3136994

    To be fair, that was a hot topic when I first started playing DBD.

    So much has changed since then and I'd like to see it tested again.

    Also, it is not without risk. 6 meters is not a massive distance, you will need to get fairly close to the hooked player in most scenario's.

    I still don't see anyway for indefinitely pausing of hook timer to ever be healthy inclusion into the game. Sometimes as a killer forcing a survivor to the next hook state is the play to make and while I see nothing wrong with perks to extend the hook timer duration, I see an issue if that extension is unlimited. At some point survivors need to make the rescue or the survivor on hook dies.

  • I can see what items people bring into the lobby, but I'm not actively keeping track of who brought what item halfway into a trial.

  • Survivors can't see that you are using your med-kit to heal yourself. Items disappear when doing actions.

  • The difference between dbd and ranked games that allow you to ban things is that games where you can ban things are symmetrical. This means that you are not only banning things you don't want to face, but you also can't use what your team has banned either.

    DBD is asymmetrical meaning a ban system will never work.

  • Yes. There's no way have the ability to hold a survivor alive on the hook indefinitely will stay. Not only is it a possible griefing tool, but I don't see it as healthy either since a basekit pause the hook progress was tested years ago and removed for being abused by survivors. This is just that with extra steps.

    I think the devs forgot that more than 1 survivor can use reassurance.

  • @KayTwoAyy said:

    What if I told you that Prove Thyself did the exact same thing it does now, when gens took 10 less seconds than they do now, and no one bat an eye?

    That's not true. There were complaint threads about Prove Thyself before 6.1.0. It was just drowned out by the other complaint threads for perks seen all the time (AKA Dead Hard).

  • @Alcuin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3135980#Comment_3135980

    The most recent official stats showed an overall kill rate around 55%. SWF had at least a 15% greater survival rate. Since then, killers have been buffed, a new META has arisen for killers, and the "strong" perks for survivor are either not strong or more effective when in a SWF. This is the problem with solo queue, imbalance.

    The stats that were posted around the time MMR was released live and the data was solely from ranked based matches which were much easier for killer. If we ever got data from MMR matches, maybe you would have a point. But we really have no idea how MMR affected kill rate besides the devs saying the kill rate was lower than they would like.

  • @MB666 said:

    https://forum.deadbydaylight.com/en/discussion/341075/the-upcoming-nurse-nerf

    calling a "NERF" for just the broken addons getting a tonedown , doesnt change the actual basekit of the killer.

    (same strenghts but no longer abusable by people that rely on those addons)

    Regardless of how you want to view it. The addon changes are a nerf as bhvr said the addon speeding up the blinks was intended.

  • Technically this problem isn't solvable.

    The 2 apples + apple with caterpillar isn't a solveable equation as we don't know the value of either apple or apple with caterpillar.

    The last equation introduces another variable with the stick with 6 leaves instead of 5.

    I hate images like these, because they are intentionally designed to get people to find the wrong answer by being intentionally misleading.

  • @Alcuin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3135462#Comment_3135462

    Tinkerer is shorthand for any perk that eliminates the need for the killer to have gamesense. If I'm hooked at the time the exit gates are powered and the Entity's claws begin to impale me/changes the orientation of the camera, I might not be able to get to see where the exit gates actually are. Yet, the killer is able to see where they are throughout the entirety of endgame. Considering that strong survivor perks now deactivate during endgame and thematic choices (like the claws changing the orientation of the camera) hinder survivor gameplay, I don't think it's too much to ask killers to remember where the exit gates are. This is hand-holding.

    Reassurance requires survivors to not be on gens and brings the survivor to the killer. That's not a strong perk, much less the stronger perk in the game

    As far as the killer perks, these are perks that are run by streamers that main killer that win 90-95% of their matches, if not more. Hexy and Pro Vengeance are the main examples. They're not particularly skilled mechanically, but they never lose. These are their perks, though, and it's a way to understand their success.

    How to say you don't play killer without saying you don't play killer.

  • You have to consider that there's 4 survivors and each survivor can bring the same perk multiple times. If perk is strong enough that one survivor using it is already pretty good, then all 4 survivors running it can be downright oppressive. Basically the issue with Dead Hard.

    But this is also ignoring the perks survivors have that don't come with downsides.

    Bond, 0 downside and is always active.

    Counterforce, 0 downside, always active, and gets better as you cleanse totems.

    Detective's Hunch, 0 downsides, actives every time a gen completes, shows all items in a large radius around you.

    There's plenty of good no downside perks.

  • @SimplyPixelated06 said:

    I mean being able to die when you haven't been hooked at all and you're healthy is kinda insane. So going into a locker is quite literally the only thing you can do against a tombstone myers. Either way the person will die, so it doesn't really matter unless you're going for the achievement. Locker is the only counterplay and it doesn't even save you from dying, just from getting insta dead.

    Well I wouldn't say that's the main issue. Because Sadako and Pig can both in theory kill a survivor who is healthy without having hooked them. However, survivors can do something about condemnation or the rbt to prevent being killed by them. Whereas with Myers you have to not only avoid being seen by him, but you also have to hope your teammates don't get seen by him.

  • @dugman said:

    Don’t revert it completely, just remove the action speed penalty. I’m positive if they just take away the action speed penalty the perk will be fine.

    Yeah the penalty was never needed anyways. All the penalty did was take an already underused perk and gave more reason to not use it.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3135141#Comment_3135141

    Yes. And it will always be a slower sustained map traversal speed than it is currently.

    BHVR should have just changed the blink durations for blinks shorter than 20 meters, and kept the current max blink duration so that it didn’t mess up her sustained map traversal speed.

    Nurse is a strong chase killer. She does not need better map traversal than what she has available to her after the range addon changes.

  • @Espshiva said:

    Emm no I think lt can be reported both ways not just the killers you are actively using your body (character) to block a certain area or thing, this is body blocking.

    Endurance effects do stack, straight up example, borrowed time and the now passive one, yes borrowed time is as it says, but these stack extending the time.

    Also I'm not saying that I "don't look very well" but the fact that by the time I have got someone or found evidence of someone, it is already to late and a gen is done.

    The devs have stated that body blocking a killer carrying a survivor is not reportable.

    Endurance effects do not stack. Once you go into deep wounds you cannot benefit from endurance. And every endurance effect gives you deep wounds.

    If you are really struggling to find survivors before a gen gets done, you have perks to help with that. Lethal Pursuer for seeing the aura of survivors or Corrupt Intervention to block the farthest gens.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3135087#Comment_3135087

    Yes. And the increased blink speed made her sustained map traversal speed better, which was a very good quality of life for Nurse patrolling large maps outside of chases.

    Her map traversal is still good as 13.33m/s is still faster than majority of the rooster outside of Freddy tp or Sadako tp.

    Your issue is literally a skill issue.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3135051#Comment_3135051

    The big issue survivors complained about was the shorter blinks. But it is a noticeable nerf to her sustained map traversal speed, because it will take her longer to charge the max blinks.

    ”We” also haven’t been dancing around this. If you don’t think it will affect how you play, then that’s good for you, but I certainly will not be patrolling the map as much anymore, and I will feel zero pity for survivors for my increased proxy camping.

    The core issue was range addons were also increasing her blink speed. That has been changed to no longer get double benefit for running an already strong addon on Nurse.

  • If you are spending 2 minutes searching around the map and unable to find anyone and 4 gens pop on you, well you weren't searching very well.

    Survivors taking hits while you are carrying a survivor is not the reportable body blocking. The reportable body blocking is when the killer blocks a survivor into a corner they cannot leave from and just stay there.

    What's wrong with endurance? It's a single extra health state that comes at the cost of having to mend if you drop chase and deep wounds has a effect of the survivor's screen which can make it harder for them to see as the timer goes down. Endurance effects don't stack so there's lesser benefits stacking endurance effects with each other.

  • Well people suiciding off at the start of the match is a problem, perma banning people over it is way too harsh considering that there are reasons to let yourself die on hook. Mainly for giving the last remaining survivor a chance at hatch.

  • The perk really isn't a big deal. It takes quite a bit of time from the killer to go out and create the hex and it's hard to force survivors to cleanse totems without other hex perks meaning the killer is often running 2+ perks for 30% slowdown that survivors can remove.

  • Killers can't change their killer once they queue. All this will do is cause queue timers to become longer.

  • The tombstone pieces desperately require changes as they aren't healthy for the game at all. So no it's not an issue survivors can avoid the instant kill that requires 0 hooks by jumping in a locker.

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134037#Comment_3134037

    You’re quite incorrect; survivors are meant to avoid capture and being hooked, which pragmatically removes them from the trial until they’re rescued or they die. Being hooked isn’t a natural sequence of survivor gameplay; in fact, it’s a dereliction of their objective. Gens to Escape sequence. Killers are an unpredictable variable that serves to interrupt this sequence, and gives survivors a secondary objective of avoiding the killer.

    Being hooked is a natural sequence of survivor gameplay. The recent changes the devs made were intent on speeding up chases meaning the killer is designed to win chases and hook survivors. Hook states are a resource survivors have to play with. Generally you want to try to protect the survivors who have the least amount of hook states when possible as keeping everyone alive as long as you can is ideally for completing generators.

    While it is possible in chases were you massively outskilled your opponent to never go down, that is not what the game is designed around.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133770#Comment_3133770

    You can barely call it gameplay. Imagine trying to sell a game like this. Salesperson “Your put on a hook and this killer just stares at you.” Person 2 “Doesn’t sound very interactive” Salesperson “Oh you can try to unhook yourself a few times and then you get some skill checks until you die” Fun times!

    The gameplay loop for survivors involves being hooked thus being hooked is still gameplay. You can not enjoy being on a hook and I'm pretty sure the intend is you are not suppose to enjoy being on a hook. Facecamping is an issue the devs have to figure out to solve that doesn't hurt situations where the killer is defending the hook such as survivors rushing to unhook in front of them.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133770#Comment_3133770

    I would assume gameplay would imply some type of interaction with the controller.

    Survivors still have the ability to attempt to unhook themselves and they have skill checks to hit in 2nd stage. Those are interactions with a controller.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133732#Comment_3133732

    I play other competitive games casually, just fine. I'm not stuck on some Christmas tree looking into the cold dead eyes of Leatherface until I can find another lobby. In fact, there's absolutely no game besides this one where one player can completely prevent me from playing.

    Being on the hook is playing the game. Survivor gameplay doesn't stop at the hook.

  • @HugTheHag said:

    Funny how bodyblocking someone in a corner is reportable for "preventing the player from playing the game", but hooking them first thing, facecamping them, tunneling them if someone comes for a trade, and hooking/facecamping them again is not, yet effectively does the same thing : preventing one player from playing the game.

    Don't come at me with "tunneling is a legit strategy", I know that song and I know it's sometimes necessary to put pressure on the team. I'm just making an observation.

    Because body blocking someone into the corner isn't part of intended gameplay.

    Like it or not, the killer's main goal is to hook survivors and sacrifice them. Hooking a survivor and forcing them to die by defending the hook from unhooks is playing the game.

  • @feffrey said:

    Casually playing is no longer a option because now if you want to win you've to make a build for it and be hyper focused

    If you want to win you should be putting some effort into doing so. The fact that people were so used to being able to casually win against their opponents was a problem.

  • @Rokku_Rorru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133495#Comment_3133495

    To say it's not an issue when it's clearly a problem of consistency I'd say it is, the counter to franklins is to drop your item and come back for it when you need it. You can't hide the box from Pinhead because of such so I think it's only fair he can't just force it to the ground either, regardless if it's good or not compared to other perks it's not healthy for the game.

    There's no consistency issue. Just because you can't drop an item does not mean a perk can't force you to drop the item.

    If you are picking up the box, the idea is that you commit to solving the box. Hence why you can't do anything else once you have picked up the box.

  • @Rokku_Rorru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133490#Comment_3133490

    The issue is the survivor can't drop the box willingly but the killer can force them to.

    That's not an issue. If pinhead downs you while you hold the box you also drop the box.

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