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Crowman

Crowman

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  • With Overcharge & Eruption getting buff on top of the immediate 2.5% regression on kick and faster gen kicks. Kicking gens is more ideal than it was before.

    It's much better than it was before where kicking gens was actually pointless, because survivors could just tap the gen immediately invaliding the time spent kicking the gen.

  • The reason why survivors aren't grabbing tapes out of tvs is because sadako's tp cooldown per a tv is longer than the cd for pulling out a tape. Meaning unless you need to remove condemnation on yourself or you want to finish a gen that is almost done without worrying about sadako teleporting to you, there's no real incentive to take a tape. If she teleports you gain a stack of condemnation (which you would have gotten for taking the tape) and the tv is offline for longer.

    You're trying to solve a "problem" by forcing survivors to have to interact with the object instead of giving survivors more reason to do so naturally.

    What Sadako really needs is her base power cd per a tv to be lowered and her addons that reduce her projection cd to be adjusted with the new cd. If Sadako can teleport more frequently and build condemnation on survivors, that will naturally cause survivors to interact with tvs more. You already see this when Sadako is using the Iri Videotape addon which refreshes the last 4 tvs she projected to when she gets a manifest hit.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3020671#Comment_3020671

    I mean, two Survivors being downed is already a misplay regardless where they are hooked. But two Survivors hooked next to each other with the Killer "patroling" between them is not a favorable situation for the Killer, it is basically a win. The other two can basically just run to the Killer and let them down them, because there is not really a point in playing anymore.

    The killer is playing smart, because of the situation the survivors put themselves into. The killer at no point should be forced to let you unhook your teammates just because they messed up and gave him a huge advantage.

  • @Aven_Fallen said:

    You are not supposed to wiggle out. Wiggling should only prevent the Killer from choosing any hook they like. If wiggling would not exist, you would probably end up in the Basement or on any Scourge Hook all the time.

    However, I agree that Hooks are too close. Often enough Hooks are close enough that the Killer can camp (or, like Killers like to say: "patrol") both Hooks. And this should not be the case, the Killer already has a lot of pressure with two people on the Hook, no reason to make it easy to camp (sorry: "patrol") both Hooks.

    Survivors still have some control where they get downed. The killer is able to down and hook 2 survivors near each other, then the survivor made a misplay.

  • No.

    If a killer downs a survivor, they should be able to easily hook that survivor unless the rest of the team interferes. If it became harder to hook survivors by default, slugging would just increase and then you'll complain about how you get left on the ground and die in 4 minutes.

    If you want to wiggle off, you have perk options to help: Boil Over, Flip Flop, and Power Struggle. Or hope your teammates bodyblock the killer or sabo hooks.

  • @ChurchofPig said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018456#Comment_3018456

    I feel like a lot of people are just mad that either

    A. BHVR meant both sides meta so it just hit them that their favorite perks are getting gutted

    or

    B. Feel that the base game changes to compensate for some of the metas being nerfed, wasn't a good enough compensation (which I can get behind, but not enough to be all doom and gloom over)

    There's a few changes that really just don't make any sense.

    Like Calm Spirit's additional functional is just a net negative. The perk is still useful against perks that make you scream, but that was already niche and this isn't helping making people us it more.

    Ruin is now just straight up worse than kicking a gen with not only the drawback of being a hex, but a perk that deactivates itself after a kill. Which is just like "why would anyone use this over the other changed regression perks?"

    Self-care is literally 45 second healing.

    Between the quesitonable changes there are a lot of good, but negatively usually wins out ove rpositivity.

  • Ruin.

    While perks like Spine Chill, Iron Will, and DS are super hurt by their changes, I think Ruin is the most underserved nerf because it's already a hex perk. Hex perks are high risk, high reward and now ruin has like no reward. It's not even better than just kicking the gen. Obviously it can still be useful in situations where you can't get to a gen for a while, but that's not enough to justify bring ruin.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018513#Comment_3018513

    Yes, I specified MoM as the exception in the quote you used :).

    I've always wondered if that was an oversight that they never got around to fixing, because almost nobody runs MoM.

    For the build up you have to do to get MoM to trigger, it not applying deep wounds is hardly a problem.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018483#Comment_3018483

    I cannot think of any Endurance effect in the game that does not give a deep wound, aside from MoM. I think it's reasonable to assume that DH will work the same way.

    Mettle of Man grants endurance, but being hit does not give deep wounds.

  • @TurboTOne said:

    the Goal of this Perk Overhaul was to change the Meta. So to make Meta Perks less appealing and other Ones more.

    Thats basically why they gutted Perks like Ruin or DS. to make Room for new perks like Overcharge and Off the Record.

    Here's the thing. While meta perks needed to be nerfed along side buffs to weaker perks to open up more variety, making current meta perks worthless doesn't solve the issue of lack of variety. Granted as far as killer meta perks go, ruin is the only one that is absolutely bad to the point of not even worth running.

  • Honestly even if they didn't add that part to ruin, it's still worse than the buffed base kit kicking mechanic. It's like they forgot hexes are meant to be impactful since they are high risk perks.

  • @bluedusef said:

    https://forum.deadbydaylight.com/en/discussion/comment/3017997#Comment_3017997

    You seem confused aswell. im talking about how it should be fun for both sides. i used to use whispers all the time. it dosent just favour, like the reasons i pointed out, it literally gets you the kill like almost every single time. like i said, you have to be insanely bad to not get the kill at that point.

    all you have to do is look at your screen and see whispers go off and follow it.

    So you only find escaping fun?

    Because there's far more to the game then letting your teammates die so you can try to open the exit gate by yourself.

  • @bluedusef said:

    https://forum.deadbydaylight.com/en/discussion/comment/3017240#Comment_3017240

    https://forum.deadbydaylight.com/en/discussion/comment/3017503#Comment_3017503

    https://forum.deadbydaylight.com/en/discussion/comment/3017522#Comment_3017522

    lmao at these comments. USING WHISPERS at end game is basically a 100 percent win.

    there you are saying " are not entitled to an easy gate opening" while killers are literally gonna win 100 percent.

    how are you gonna run from killer and open gate same time? hello, anybody home today.......

    What's the problem exactly? The killer is bringing a perk that really only shines in a really specfic end game situation.

    Plus the situation you are complaining about is meant to favor the killer so it's not like the perk is changing that much.

    Just accept the loss and move on.

  • Desperate Measures still has faster unhooking speed which is more important now with the faster killer cd on swings.

    Though I do agree it could use a buff.

  • New Dead Hard can combo pretty well with MoM now if you want to go for a breakout build.

  • Prove Thyself doesn't increase bloodpoint like bbq or wglf. It bonuses the amount you get from actions and is still subjected to the 8k cap.

  • Why? It's not even that good of a perk anymore.

  • Even if it wasn't a hex, it's a weird design decision with how harshly they nerfed ruin. With all the buffs to kicking gens, ruin most of the time is just worse than kicking the gen normally.

  • It's a scourge hook perk now. If you run another scourge hook perk with it, you now have 4 non basement hooks that sacrifice survivors faster. It also allows you to use basement hooks with the other scourge hooks as well.

    It's not a perk you'll likely run without another scourge hook perk, but it helps compliment a build around scourge hooks.

  • @AnneBonny said:

    i would genuinely be amazed if anyone besides new players ran calm spirit if this goes to live. i never thought we'd see a perk more useless than no mither.

    well that's a little harsh actually, but still good god what an awful change lol

    I wouldn't say Calm Spirit is useless. It's still good into Doctor or perks like Infectious Fright. You could always just not cleanse totems or open chests.

    It just didn't improve the perk in a useful way and falls flat at giving survivors more reason to take it while also penalizing you like Technician for using the secondary effect.

  • The devs have never explicitly said they were going to remove bloodlust. All they did was did a weekend test with bloodlust off to see if it was still necessary. Turns out they think it's still needed.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016864#Comment_3016864

    That’s my reading of it. The faster timer progression might be ok too (stages will take 12 seconds less.)

    It is extra pressure on survivors to get off gens to go for the save. Which can be impactful. And since survivors aren't used to hook states being less than 60 seconds, you'll likely get some free hook states using the perk as well.

  • It seems like Monstrous Shrine make basement hooks become scourge hooks while the other scourge hook perks convert 4 random hooks that aren't in the basement into scourge hooks. If you run Monstrous Shrine and another scourge hook you would have 8 scourge hooks. 4 in the basement and 4 outside the basement.

  • It still gives Aura Reading on hook which is still useful. Lethal Pursuer buff also increases that aura reading duration to 6 seconds which is pretty huge itself.

    It's not useless, just not a near mandatory perk to run on every killer.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016165#Comment_3016165

    Actually when this was polled a while back half the killers who use BBQ responded they use it for its aura reading alone and don’t need the bloodpoints, and half said they use it mainly for bloodpoints and won’t use it without that. So if that holds up BBQ won’t be a top pick perk but there will still be a fair number of people who use it. (Personally I like other perks better but that’s just me.)

    With the lethal pursuer buff, BBQ + Lethal Pursuer is now a great combo for just getting into chases back to back.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016186#Comment_3016186

    Not really. Limited uses and is no different than running Soul Guard.

    WGLF allows you to make aggressive plays to pick up a fellow survivor. Which is far more reliable to accomplish than hoping someone else is ready to pick you up with Soul Guard.

    Plus Soul Guard needs other perks to be reliable (even then killer still needs to slug you) such as unbreakable or boon: exponential for self pick ups or hope the killer has an active hex. Where as you only need WGLF for both faster pick up and granting the picked up survivor endurance.

    Plus technically WGLF isn't limited. You can body block for an injured or carried survivor for a stack and there's no real limit to how many times you can do that.

  • Right now kicking a gen does not apply immediate regression so I'm not sure what comparison you want.

  • @graveyard_7777 said:

    Ruin is dead. Mainly due to if 1 survivor dies it deactivates which is dumb.

    Hex:Ruin = high risk no reward

    Even without that, ruin doesn't do a lot more than just kicking gens yourself.

    Kicking a gen: 1.8 seconds, removes 2.25 seconds of progress from the generator, and generator regresses at 0.25c/s.

    Ruin: 0 seconds to start regression at 0.25c/s meaning it'll take 9 seconds (if my math is right) just to match the instant regression from the kick.

    The only situation ruin is better is when survivors are letting go of gens you aren't near, but that only happens if you have multiple people dying or hooked where those survivors have to get off the gen to save their teammates. In which case, ruin really isn't needed.

  • They made ruin a sidegrade to just normally kicking a gen now that kicking a gen grants 2.5% immediate regression. But ruin has all the risks of being a hex and an additional way to turn itself off that you might as well just stick with kicking gens since ruin barely performs better in that aspect. Plus you can run newly buffed Overcharged or Call of Brine for faster regression with kicks.

    Eruption now incapacities survivors for 25s which is actually ridiculous on top of the extra 10% regression.

    Kicking gens has never been better with this update.

    If you don't want to kick gens, Surge and Pain Res are still good options that can't be removed from the match.

  • Pretty sure they are just adding the condition that if you put a survivor into dying state then the blocked gens are no longer blocked. It'll still end after 2 minutes.

    Makes the perk less good as a generic perk on all killers and only really good on killers that need the early setup.

  • They nerfed Self-Care for being consistent at-will healing, but didn't touch CoH.

    And CoH if you boon and then self-care everytime is still quicker than Self-Care, so there's not even a reason to use Self-care over CoH.

  • I don't get why the perk needed a debuff to quiet those actions. Pharmacy also quiets chest opening and does so without penalty. Technician quiets the repair sound of gens without penalty.

    Neat idea, but poor execution.

  • It's a passive perk with no cooldown that let's you know when you and the killer can see each other. It's still good at helping you aware of danger when you aren't actively looking at it.

    Now there's a reason to us premonition to actively check for stealthily threats.

  • @dspaceman20 said:

    People were complaining that it wasn't skillfull. now it's more skillful and its a problem. What more do you guys want?

    Dead Hard was always going to be complained about as long as it denied killer hits. Anyone who thought Dead Hard was going to get changed in a way that it wouldn't be an extra "health state" was deluding themselves.

    Plus people were complaining about both the distance aspect and the dodging hit aspect, so it was bound to still be a complained about perk.

    My only gripe is the change to Dead Hard gives no indication to the killer it's being used. So it's just going to lead to "hacking" complaints.

  • You aren't describing anything that isn't already the case with Legion and 2% isn't going that much.

  • @HexPleaseLetMeSpeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014858#Comment_3014858

    If a perk is only useful on 2 killers, I can't see it as a good perk.

    It's not that it's just useful of those 2 killers, they are just two examples of the best case with ruin. Ruin can still be very impactful on other killers, but it all depends on how quickly you can down survivors and pressure the map. M1 no mobility killers on maps like red forest will struggle to get ruin to work, but those same killers can feel oppression on smaller maps like Wrecker's Yard with ruin up.

    Hexes are meant to be high risk, high reward perks. Ruin currently has a reward that at least matches the risk. The nerf to ruin makes the reward much less than the risk.

  • @HexPleaseLetMeSpeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014768#Comment_3014768

    I mean even in ruin's current state I think it's useless and call of brine is better. Having to use a perk that is basically up to the survivors if I get value out of it, is horrendous, especially when they can spawn within 30 meters of it. But they nerfed to death? Yea now it's even more useless than I thought.

    Current Ruin is good, just only on strong chase killers like Nurse and Blight. Those killers can not only end chases quickly, but also quickly get into another chase. Which doesn't leave survivors a lot of free time to do gens, save their teammates, and cleanse ruin. And the base 200% regression can be really devastating in that situation.

    Call of Brine needs you be kicking gens which is time spent kicking gens, which currently is not that ideal.

    Now ruin is arguably on par with kicking gens since while you don't get the 2.5% regression, the regression happens immediately which means you save some time not needing to kick and can affect gens you aren't near. But it being a sidegrade to a basekit mechanic that not only disables itself if you are playing too well, but can be removed by the opposing team means that it's better to not run a perk to do a similar thing to what you can do basekit.

  • Ruin is pretty bad now. Not only do base kicks do 2.5% immediate regression, but you have perks like Call of Brine and now Overcharge that increase how fast kicked gens regress. Meaning you can get more consistent regression with gen kick perks rather than a hex that's at the whims of survivors not spawning on top of it at the start of the game.

  • It seems they are buffing the 6% gen speed to 8% gen speed and adding an additional effect where if the totem was a hex the bonus is doubled.

    It's still not really worth the perk slot considering that ruin was basically gutted (despite being a hex perk) and most other hexes aren't worth using either so killers are not going to be bringing hexes to trial anymore.

  • Off the Record only makes it harder to locate the survivor after hook. It does not make them immune to being grabbed.

    Not sure why you want to nerf a perk no one really uses.

  • I don't like ruin just like I don't like hexes. I'd rather bring perks that aren't dependent on my opponents not removing it from the match.

    However, if you keep it up, it's the strongest regression perk in the game. But we also have access to not quite as strong as ruin, but more consistently good regression perks so you have alternatives to it.

  • If the nurse is getting multiple downs before a single gen has gotten finished, I'd rather not waste my time playing out the match.

  • Dark Devotions makes you undetectable which has advantages against having your aura being read as well as the red stain not being visible. The fake TR on the obsession will trigger any TR related perks or abilities as well.

  • When I get solo teammates who actually do gens and don't just run around the map doing absolutely nothing, maybe you'll have a point.

    But after having several matches in a row where survivors not being chased are not doing the gens, solo queue survivors are just bad.

  • @ProfSinful said:

    https://forum.deadbydaylight.com/en/discussion/comment/3003882#Comment_3003882

    Exactly, like it's an iridescent addon that does ONE thing with a pretty sizeable downside and it doesn't even get value when people play to counter it, which as you mentioned, is just staying injured. Like, people get so pissy about this addon when plague's BASE POWER literally forces a screwed if you do, screwed if you don't scenario in the form of cleansing vs not cleansing and nobody even considers crying about her. Like what is with people and wanting to nerf something that's not even remotely problematic?

    Against Plague you do have the option to cleanse back to full health which sometimes you have to do if the killer is staying near the hook and you want to go for the save.

    You don't get that option against Myers.

    The addon will likely see nerfs if the devs ever plan to buff base kit Myers along with the tomestone addons.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3009476#Comment_3009476

    90%...there's hyperbole and then there's being Cable News.

    Yes, sometimes DH would jank out. But it was still incredibly popular.

    Ex perks can be strong, but they don't amount to a third health state that can eat killer powers. You can't SB over a trap. You can't Lithe through a Slinger shot. You can't bypass Nemmy's pallet break with Balanced Landing.

    https://forum.deadbydaylight.com/en/discussion/comment/3009478#Comment_3009478

    The core issue with DH is that, if used properly, can be anything from 'lol, I have a free health state' and 'lol, I just DH'd to that pallet and now you've lost Bloodlust and the chase will take another minute'.

    SB is a strong perk, but it's strong in the right way in that it comes with a sacrifice in sustained speed and can actually be played around. The only counterplay to DH is mindgames that don't often work.

    That has nothing to do with my post tho. At no point am I saying that DH isn't strong or that SB is as strong as DH, just that DH and SB excel at different things.

    And I disagree that SB can be played around as a killer. If you are playing an M1 killer like Freddy, Ghostface, or Myers, you have no tools to deal with a survivor running from a deadzone to a safe tile unlike already strong killers like Huntress, Blight, or Nurse who have the mobility or range to deal with it. And the killers that can deal with SB the best are also the same killers that deal with DH the best, so it's not like nerfing DH is suddenly going to make weaker killers more usable if SB becomes more popular. So I imagine they'll still be complaints about exhaustion perks after DH nerf.

    Now granted fearmonger can deal with SB, but having certain killers feel pressured to run a specific perk is not really a great solution either. Same reason why devs are looking at base changes to the game while adjusting multiple slowdown perks.

  • @Carth said:

    I still love that people are ardently defending an 80% usage perk as 'weak' compared to alternatives. I guess old ruin was actually trash by that logic and overcharge is still sleeper OP.

    Is anyone really saying that DH is weak? The premise of this topic is that if DH gets nerfed hard enough, people will swap to the next strongest exhaustion perk SB.

    And honestly it's not like SB is that much weaker than DH, both excel at different things. DH is great when you are on a strong tile as it lets you greed the tile to waste more time. However, the perk doesn't do much when you're in a dead zone as dodging a swing in a dead zone won't save you from being downed shortly afterwards. SB however is great when you are in a dead zone as it allows you to get distance to a usable tile. Some killers have powers that can easily play around it compared to DH, but it's going to be just as annoying for M1 killers to deal with all SB as it is with DH.

    Also I would argue that old ruin wasn't that good for it's usage as much as at the time there was simply not much for passive slowdown. Ruin was the only passive slowdown option and it worked with pop. Old ruin honestly didn't do much against experienced survivors whereas it could be an auto win against inexperienced survivors. I'm pretty sure if ruin was never changed, it's usage would not be as high as it was then because killers have gotten so many good passive slowdown options to replace ruin. If anything the ruin changes made ruin both a stronger and better perk.

  • I do not believe it gives a noise notification the few times I've interupted survivors healing with sloppy. But you can hear the healing being stopped when you are close by. I think once it was enough for me to find the survivor who I otherwise might have missed if I didn't hear the healing being stopped.

  • Wanting bloodpoints is fine. It becomes entitlement when you start demanding other players play in a way you want them to.

    It's not like you rally need to farm to get bloodpoints. I've been seeing all flan offerings so far and even a bad game still turns out good due to the 530% extra bp.

  • The problem is being solely attached to the default head.

    I like Ace's mask, but it looks kind of goofy with his default head's hat.

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