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Crowman

Crowman

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Crowman
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  • I don't see much reason to use ruin. The only good thing it has going for it is being a passive perk with the major downside of being a hex and disables itself if you kill someone. It's also not a big deal to leave ruin up since the regression is just base regression.

    Retribution is much better paired with Plaything or Haunted Grounds than ruin it self. AS you get multiple 15 second aura reveals with plaything or you get a nasty 15 second aura reveal attached to a 60 second expose. Any other combination of hex perks doesn't really accomplish enough to warrant bringing it. Hexes in general are in a bad spot. Unless the hex has a huge snowball power (devour hope) or can get around the downsides of survivors often spawning near totems (plaything or haunted grounds) it's a huge gamble for some lackluster effects.

  • Sadako has to wait 30 seconds to teleport, has no way to instant down a healthy survivor unless survivors happen to cleanse haunted grounds when the survivor becomes fully condemned, and the survivor can still turn in the tape before going down if Sadako leaves the tv to pursue the survivor.

    The thing with AFK pig was you could likely secure a kill without doing anything. This still requires Sadako to do something even if it's not a lot and kind of depends on the star aligning.

  • I saw that with a friend over the weekend as well. It only happened the once and we've been sent to that map multiple times. I always just assumed that the gen always spawns on the gallows.

  • The same issue with survival on survivor side although it's technically possible in a long drawn out game where you either self care yourself a lot of times or mend yourself, but realisticallly you aren't getting much higher than the previous 8K cap that existed.

    Increasing the cap was nice, but the game also just needs to award more points as well to go with that cap boost.

  • The games I've had where I didn't get teammates just throwing a fit and killing themselves have been decent. Obviously it might be a little too easy to tunnel out survivors atm and survivors still lack any tools to really deal with camping, but at least when survivors give an actual attempt gens will get done and I've been having much better time getting escapes now.

    At the very least it seems like I'm either not getting paired with the rage quitters because they've dropped their mmr below mine now or they've actually quit playing. And that has significantly improved soloq for me.

    It's still tougher to escape against good killers, but I had a game yesterday against a trapper who had 2 survivors trapped in basement at shack at 4 gens left with traps around shack. Managed to actually pull off a rescue with the help of the other survivor and ended having a 4e against the trapper.

  • I just don't get why BHVR thinks making those actions silent needed to have a penalty.

  • Survivors were d/cing and suiciding on hook before. It's hardly a good indicator of game health.

  • SoloQ's main problem is the amount of people who rage quit over the most minor issues.

  • Honestly those tiles are a welcome addition and other maps should get them too.

    Sounds more like the map needs to be changed than the tiles.

  • DH is perfectly usable now. I've used it myself to some success, it just takes a bit more skill than it used to.

  • People keep saying survivors don't want to play against stacked slowdowns but I see survivors throwing themselves against no slowdown

  • @Bri213 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3083821#Comment_3083821

    2 days ago conspicuous actions was not on off the record. Yesterday it was put on the perk because killers complained about it. And like always they got there wish granted. The game is dead. All killer sided thanks to devs

    Conspicuous action was on otr since ptb.

  • Well the problem with strong survivor perks is that there is 4 survivors and each one can bring the perk. Meaning that it becomes difficult creating strong survivor perks that don't become overpowering when multiple survivors are running it.

    That said the devs do underpower a lot of survivor perks for no real reason and I think it's because they really over estimate how strong certain effects are.

  • DH objective did get nerfed. It's no longer a generically good at extending chases. You actually have to time the dead hard to get the extra health state and it doesn't work when you are already in deep wounds meaning some killers are good at countering dead hard innately.

  • I think in particular. Clown got a lot out of the update. Faster cd from M1 hits with his slow bottles with faster pallet breaking means that survivors really aren't getting away from Clown.

  • @EternalSinOfCain said:

    Been seeing this a lot myself. Their DH doesn't work, they kill themselves on hook.

    I was playing Nemesis and literally had a Jake and a Nancy just run up to me. So I downed the Jake, and hooked him. Nancy flashlight clicked at me and I started to chase her... Jake kills himself on hook. I down the Nancy, hook her, she does the same. After the match I asked What the hell was going on, the Jake said "Perks are worthless, can't do ######### anyway. Maybe if we make the game look bad enough, the devs will actually fix this bullshit update."

    So yeah... Survivors actually are throwing just to inflate the kill rates. It's kind of pathetic to see really.

    What's funny is that survivor told killers to just adapt when the ruin changes happened. Seems they can't even bother to try adapting to changes themselves.

  • @Laluzi said:

    I agree that survivors definitely did not get enough to reduce the reliance on second-chance perks, and that the grind reduction currently feels like anything but, but dealing with camping and tunneling is a lot more complex than saying "these things bad, punish killers." The fact is that those tactics are often necessary to deal with situations that arise in a trial, and while many players look down on people who tunnel at 5 gens or facecamp the first survivor they find (basically, when these tactics aren't necessary), most would agree that tunneling at 1 gen left is a necessity, as is hard camping someone in endgame.

    Scoring events are also not an effective way of disincentivizing 'scummy' play, as those tactics tend to produce less bloodpoints than spreading hooks anyway. When you see people doing stuff like basement Bubba, they're not in it for points, they're in it for the 4k. Any incentive or disincentive has to deal with the effectiveness of the tactic compared to other things the killer could be doing - if you want to reduce camping and tunneling, you have to make going after different survivors give comparable results to removing someone from the game ASAP.

    I do like the idea of generator speed increasing on a DC, but only if it happens during the first 100s of the game. Otherwise people would just DC on death hook to give their team a strategic advantage.

    Survivors absolutely need to earn more bloodpoints. The Survival category in particular is basically dead unless you escape and needs more/more generous scoring events, but really I'd like to see scoring events inflated. You very rarely got 32k as a survivor, so raising the bar to 40k doesn't accomplish much other than giving you 2 or 4k more points than you would have on a game where you did an excess of one category. Killers can much more readily take advantage of the raised cap, with the exception of the Sacrifice category.

    Ranks resetting is perfectly fair when all ranks do is calculate how much bloodpoints you're getting when the 13th rolls around. If you earn 1m bloodpoints for survivor this month, you don't automatically deserve to get 600k bps for the next.

    I'm going to say that there really isn't anything wrong with tunneling at 5 gens. Sure it might feel bad to get killed that early. But it's not like 5 gens left means that there is 5 gens worth of progress that needs to be done. Sometimes you can get into situations where multiple gens are just about to pop so the number of gens left shouldn't discourage a killer from making a tactically beneficial choice to be nice.

  • I don't see why the entity would care that much about the conduct of killers.

    Tunneling, Camping, and Slugging all have their uses. The only real problem that exists is facecamping, but that's not an easy thing to fix since any solution to fix facecamping tends to affect normal gameplay.

    I get it sucks to get killed early on in a game, but being killed is a possibility when playing survivor.

  • @dugman said:

    At least the survivors would be able to wave to each other. 👋

    The devs are just trying to give the survivors more to view instead of just the killer.

  • A lot of the gen slowdown perks were nerfed so they aren't as effective as they were before.

    The other thing is that many people don't read patch notes. So there's plenty of players who don't realize some perks have been changed and haven't swapped off their old builds yet either.

  • I'm not sure why you'd think a pvp game where you get matched against random players wouldn't end up being competitive? Any game where you pvp against random opponents turns competitive.

  • Otr seems fine now that endurance can't stack and it's disabled in the end game.

  • I wouldn't say it's fine, but it's certainly better than people act. Some nights I get really bad teammates and mmr being the way it is means it can be a struggle to get better teammates on a losing streak. But that's just how solo queue in any game goes. Sometimes you get awesome teammates and sometimes you get really bad ones.

    Still there's still a divide between solo q strength and swf strength and hopefully bvhr's next mid-chapter focuses on improving solo q.

  • The devs already acknowledge that solo q sucks and they've already mentioned plans to implement buffs directed towards improving solo q. Just because a patch that the devs stated was intended on improving killer kill rate ends up favoring killers does not mean the devs believe fun is only for killers.

    Not to mention that survivor meta has seen the least amount of changes over time and survivors finally seeing a lot of meta perks get nerfed and open up their build to other perks is going to take some time. You basically have to relearn a new game as a survivor, don't just get frustrated that your first day wasn't as good as you were hoping.

  • It did on release, but the devs changed it in a hotfix later. So it doesn't look like the devs intend for overcome to be used while injured with endurance.

  • @CyberRoninX said:

    https://forum.deadbydaylight.com/en/discussion/comment/3075040#Comment_3075040

    If im understanding correctly (i might not be). You have to have the character for the perk you purchase and then will get the next tier. For example if i purchase CoH at level 1 the only way to get level 2 is by waiting for it to show up in the shrine or having mikaela and then i would have to prestige her.

    You can still find CoH T2 and T3 in your bloodwebs. You just automatically get CoH at T1 on all your survivors.

  • @UnknownKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/3075199#Comment_3075199

    Well overcome have the benefot of sprint burst but without the need of being walking.

    Overcome has the downside that it doesn't work immediately off hook since it does not work when going from injured to deep wound.

  • They mentioned they plan to implement solo q buffs in the future. But there was a never a statement that those buffs would come before killer buffs.

    It was mostly the community acting like the devs had to buff soloq first before killer.

  • It's been 24 hours and this is the biggest meta shake up dbd has seen in a while. It's going to take at least a week before people start adjusting to all the changes and likely won't see things start to stabilize until at least a month out.

  • Because that would make Dead Hard easier to use for it's strong effect of being an extra health state you can call upon on demand.

    I've faced some good survivors who were able to make really good dead hard calls and got the extra hit off so it's still a good perk, just requires a bit more skill and thought to use effectively.

  • @dugman said:

    Camping and tunneling complaints are simply caused by the game having player elimination midmatch, and player elimination generally leads to issues of people getting upset because they get booted from play while everybody else gets to continue. The only sure fire way to eliminate people complaining about being “tunneled or camped” would be make it so killers don’t kill survivors midmatch (e.g. they get ritual tokens every time they hook and for every 60 seconds a survivor is in the dying state and win if they collect 8-12 tokens). But that’s obviously never going to happen, it would have to have been in the design from the beginning.

    Basically tunneling is essentially just downing someone twice in a row. And “proxy camping” is just zone defense. They could MAYBE make actual face camping more difficult by, say, moving the hook after you hook a survivor similar to how Pyramid Head’s cages work, but I suspect they actually thought about that already when they implemented the Cages and decided against doing anything similar with hooks.

    The problem with moving hooks compared to moving cages is that a killer has to pick up a survivor and put them on a hook of their choice. This leads to survivors having opportunities to deny the hook. With cages no such interaction is possible. For the effort and possibility of losing a hook, the killer has the ability to place a survivor in a high pressure zone (such as between 3 gens).

    Not to mention the main issue that caused bhvr to implement cage moves was that PH could actually body block saves due to saving a caged survivor could only be done in one position. Where as saving a hooked survivor can't be blocked due to survivors being able to unhook in a semi-circle around the hook.

  • I think the buffs are fine for now. Survivors need some time to readjust to the changes before we start buffing killers again since currently I do not feel like killers really need more buffs right now. The changes in general make survivor mistakes actually exploitable so as killer I don't feel bad when survivors outplay me.

  • Unfornately that was going to be the outcome at a patch designed to shake up meta perks and buff killers as whole. The devs at least have mentioned they plan to add solo q improvements in the future, so we can only hope we don't have to wait too long for those to be ready.

  • @MikaelaWantsYourBoon said:

    I am seeing only 2 problems with these buffs:

    1. Thana is almost busted on Legion and Plague.
    2. These buffs also helping Nurse and Blight, both killers def needs add-on nerfs.

    But except this, i think this was good step to balance game. I really enjoyed with Sadako today, she felt like good killer.

    I think what people are mistaking was this patch wasn't suppose to be a patch to balance the game. The patch intention was to both shake up the meta and make killers stronger. Of course there's going to be things that end up too strong, but those things will get nerfed.

  • I don't like these exaggerated claims. Killer was playable before this match. It was much more frustrating due to the strength of survivor meta perks, but it was still doable.

    Survivor (solo survivor in particular) has it's own set of frustrations that haven't been addressed yet. But I wouldn't say solo survivor is unplayable either.

    That's not to say every frustration is valid. Both survivors and killers can complain about things that don't need changes.

  • @MadEyePopo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3071133#Comment_3071133

    Do you have some ideas on how working on gens can be made more engaging? I like the thought of it, but would love to hear what it could look like.

    I don't mind the extra 10 seconds for a gen. I have only played 1 killer game and a few survivor games and I would say the games go longer and less snowballing from killer and less gen-rushing from survivors.

    So far this update is a thumbs up and moving at least in the right direction.

    Having survivors needing to collect things around the map in order to repair gens. Gens get repaired in chunks at a time where a survivor sits down and adds the item to the gen. Survivors would have to play around the killer more trying to get their objective done.

    I'm going to say this is the perfect solution, but at least in my opinion a problem this game has is survivors don't really put themselves into dangerous situations to complete their objective which leads to complaints about gens being boring to fix.

  • Repairing gens has always been an issue. And personally I want to see BHVR make the survivor objective more engaging. I doubt bhvr would ever do anything as game changing as that as they would have to fundamentally change how some perks work and given this update with their perk changes, even some of the most experimental changes they did still kept the perk similar to what it did.

  • @lucidlux said:

    The reason you get the incentive is to play the underplayed side, why would they give you a bonus for the role that has an instant que?

    Because the side with the faster queue time is the side that needs more players.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3070975#Comment_3070975

    Huh? It's about making killers feel they can't, or shouldn't, camp. They raised gen times because survivors were doing too well, they admitted this much. If survivors start doing too poorly and/or they deem camping is getting too crazy, they're NOT going to make people wait on hooks longer. It doesn't make sense.

    The other thing is that survivors already complain about how being camped on a hook for 2 minutes is too boring and many survivors in solo q already let themselves die on hook if being camped.

    Increasing the hook timer won't do much as many survivors will opt to let themselves die instead of staying on a hook for a longer period of time.

  • The update is a few hours old and survivors to an extent have to relearn the game (which favors killers) since all their strong meta perks got nerfed. People are literally overreacting over an updating intended on boosting killer kill rates is doing just that.

  • Honestly this is good for the game as a whole since Iron Will was kind of a badly designed perk. Survivors shouldn't have access to completely remove a way to track them unconditionally and without limits. It also means it's easier to balance killers around Iron Will not existing so that the game feels fair with or without the perk.

    Worse case, Spirit happens to be too strong without Iron Will being prominent and gets nerfed.

  • We'll Make It only affects healing another survivor, not yourself.

    Med-kits do get hurt by Botany Knowledge having a -20% efficiency penalty, but that can be built around.

  • Survivor queues are always better during the day, because people are at work and it's hard to get friends together to play. Solo Q has always been bad and not much has really changed in that regards.

    When the evening hits and people can start queueing up with there friends, you'll likely see the bonus swap in the other direction.

  • A killer will still have to stack up STBFL a bit to get to the point where the cooldown is faster than unhook animation. You barely see people who play to camp bring stbfl as it is, because there's many other ways to quickly down the unhooker that don't require some set up.

  • So because some killers can get more value out of the perk than others means we should be nerfing it? I disagree. It's fine when some killers can synergize with perks more than others because that helps promote perk variety as now certain killers have more reason to run other perks.

  • According to the wiki:

    You get 1xp per a minute up to 10 minutes (10 xp)

    You get for silver (6 xp), gold (12xp), and iri (18xp) emblems.

    You get a bonus 300 xp for playing a game as a survivor and another bonus 300 xp for playing a game as a killer each day.

    There's not really a way to grind iri shards outside of playing a game as survivor and a game as killer. As you really only gain sizeable amount of xp for playing a 10 minute game where you score multiple silver+ emblems.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3067006#Comment_3067006

    Is Pig getting reliable head pops now? Because the system Otz is complaining about has been in place a while.

    All I know was it was a bit of issue before on certain maps with certain addon changes. The 5th box likely has solved the issue, but I honestly have not seen enough pig gameplay to state accurately whether or not it's a problem.

    I was just stating that if that was still the case, it would justify nerfing her.

  • Camping is one of those things that if the devs were to ever seriously try to make it impossible to camp, survivors would just have an abuseable form of immunity. And that's far worse for the game than camping.

    Unfornately this also means that facecamping which I think should be dealt with compared to zone defense around a hook is hard to adjust. Since any changes to make facecamping less viable hurts normal killer gameplay around a hook.

  • @Carth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3067072#Comment_3067072

    If a survivor chooses to do a gen over rushing checking boxes then they should 100% be ok with getting head popped. If pigs traps were so innefectual that you could get a trap on -> have it active -> bang out a gen -> still get trap off 100% of the time.

    I'd argue pigs traps literally serve no purpose in that scenario

    And I agree with that. I was simply pointing out that unless the killer or survivor does something to prevent the search of all boxes, survivors should always be able to search the required boxes regardless of addons or map.

  • @Carth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3067006#Comment_3067006

    Define "survivor greeds". I would argue on any map in the game a survivor can reasonably search 4 boxes if they are not being tunneled off, and if the pig is patrolling boxes + gens she is throwing because that is a huge amount of ground to cover.

    Like finishing a gen with an active trap on. I've seen it on a few occasion where a survivor does not prioritizes the boxes (largely before the update to normalize the rng). All I'm saying is if there is a combination that leads to survivor on a consistent basis to not have enough time with a pig interrupting them on boxes or the survivor themselves not giving themselves enough time, then it should be looked at and nerfed. Before the 5 box update midwich + timer + longer searches could lead to situations where a survivor who had to misfortune to not find their key in the first 3 searches did not have enough time to search the 4th box with no fault of their own and the pig not interrupting them.

    @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3067006#Comment_3067006

    I'm saying that the pig shouldn't be able to reliably get head pops without pressuring survivors off of boxes.

    killer shouldn't be able to consistently get kills after a single down without being an active threat against that survivor.

    do you mean afk pig? how exactly do you pressure survivors off boxes. they only need 1-4 tries to remove the trap and there are 5 jigsaw's. camping jigsaw boxes is ineffective. The survivor can go to the other boxes that pig is not near. Chasing survivors that have head-trap is counter-productive in term 4vs1 nature of the game for the pig,

    The pig does not need to do anything after the trap has been set. her reverse trap power is automatic. the power is no longer about pig at that point. It becomes more about how the survivor plays against her traps.

    "Combination of addons and maps that create situations where survivors cannot reasonable search all the boxes (on a consistent basis) without the pig running any kind of interference is a problem that deserves to dealt with."

    survivors control when they complete generators therefore they decide when the trap timer is active. this is why power pig's reverse traps is strong. the pig ability is anti-gen rush ability which is ironically countered by genrushing and not going down.

    You are just being intentionally obtuse at this point. Pig can interrupt survivors searching boxes. If the pig does not interrupt survivors on boxes then she should not be getting consistent head pops with her power. If there is a combination of addons and/or map that creates a situation where a pig does not need to interrupt survivors on boxes and get kills then it should be looked at.

    I'm not done doing this back and forth with you since I'm not going to deal with someone intentional misreading what I'm saying.

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