Crowman
Crowman
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- Crowman
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The rule exists, because sometimes people do accuse legit players with being cheating and it's not fair for a witch hunt to be created over a misunderstanding.
Even against actual cheaters, people on the interview can be really vile towards others that I don't see why someone cheating in a video game would even deserve to deal with that in the first place.
BHVR's report system is archaic when it comes to reporting people for cheating. That needs to be updated so reporting cheaters and hopefully cheaters get banned more quickly as a result of an updated reporting system. We don't need mob justice over a video game.
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Camping isn't something that needs to be nerfed.
There are many situations where camping just make sense. I've had a game where the survivors left a 3 gen around the shack in a corner of the map so when I hooked the survivor at shack I stayed on the hill next to the shack watching the gens and hooked survivor.
Part of playing survivor is that sometimes you are unable to do anything.
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There are legion challenges in the current tome.
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@theblimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2980420#Comment_2980420
Just change those addons to only get 30% from each survivor.
You aren't solving the issue.
It doesn't really matter if the addons cause him to drain less, the addons will still be problematic not forcing Myers to have to stalk multiple survivors.
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Is Dead Hard too strong currently? sure.
Does Dead Hard reward failure? I wouldn't say so. A survivor who is truly caught out of position can dead hard to avoid the hit but will likely go down shortly afterwards because they are out of position. Dead Hards that do actually extend the chase are from smart uses of it.
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@Breadn said:
https://forum.deadbydaylight.com/en/discussion/comment/2980799#Comment_2980799
I've seen many people talk about how it works well on M1 killers that it doesn't make sense working on. Otzdarva and Tru3 specifically, who are also looked at as some of the best pub killers. Doctor, Clown, Freddy, etc.
I can see a point for Clown.
Shorter CD on weapon wipe + bottle slowdown on survivor means the distance they get after a hit is really short and can lead into quick downs if caught out in a dead area.
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So the camped person now gets to spend longer on hook and the killer can still secure a 2K with NOED.
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Is it overrated?
You really don't see people even talking about the perk outside a few select killers whose powers synergize well with it.
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@AbsolutGrndZer0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2980730#Comment_2980730
Yea, but it's still only a 4% chance each time, and that's the point. It's only worth it if you are positive your friends aren't going to come to get you.
I never said it wasn't 4% each time. I was saying that someone attempting to unhook themselves 3 times has an overall 11% to succeed at doing so.
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@AbsolutGrndZer0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2980397#Comment_2980397
This is a case of The Gambler's Fallacy.
https://us.v-cdn.net/6030815/uploads/3AFY24WXAXJ4/untitled.jpg
It's not Gambler's Fallacy at all. I'm not saying that because you had failed to unhook yourself twice that the next attempt is more likely to unhook yourself. I'm saying that if you make more attempts, the odds that AT LEAST ONE of those attempts works is higher.
The more you attempt something, the odds you succeed once is more likely. Flipping a coin once and getting heads is 50%. But if you flip the same coin twice, your odds that at least one of those flips are heads is now 75%. This is because the outcomes of two head tosses are:
HH
HT
TH
TT
And in 3/4 of those attempts you got at least one head.
An individual attempt to get yourself off the hook is 4%. However, you have up to 3 attempts to do so. If you try to last ditch effort yourself off the hook while you still have 3 attempts, you only need to succeed on at least one of those three attempts.
The chance that you fail all 3 attempts is 0.96 * 0.96 * 0.96 which is 88.5%. Therefore to not fail all 3 attempts the odds are 11.5%.
If you only attempt twice the odds are 0.96 * 0.96 which is 92.16% that you fail both attempts and 7.84% that you don't fail both attempts.
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1 cannot happen without addon changes because addons like tomestome piece and tuft of fur require myers to stalk multiple survivors to hit t3.
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As long as addons like Tuft of Fur or Tomestone Piece exist this could never happen.
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@AbsolutGrndZer0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2979093#Comment_2979093
No, that's not how it works. You have a 4% chance each attempt. Your chances of succeeding do not increase just because you didn't succeed previously. It's like flip a coin. What are the odds it will come up heads? 50%. Now flip it again. What are the odds it will come up heads? 50%. Sure, it's not likely to come up heads 100 times in a row, but it could since every attempt is a 50% chance and previous flips do not factor into that.
I rarely see anyone try, and 9/10 times they end up just accelerating their hook state. If you get 3 successful attempts per game as average, then your games are not the average, they are an outlier.
It is how it works.
The chance that you succeed on at least one unhook attempt is 1-((1-success chance)^number of attempts).
1-(1-0.04)^3
1-(0.96)^3
1-0.885
0.115 or 11.5%
The chance isn't going up each attempt but when you make multiple attempts and only one success matters then your overall chance it works is higher.
Also for your heads example the chance you flip a coin twice and it lands on heads twice is 25%.
0.5 * 0.5 - 0.25
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Scourge Hooks aren't strong enough to warrant a perk to counter them. Plus it's not always feasible for a killer to make a scourge hook.
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I think Kinship needs Kindred treatment more than upping the duration of the perk. Just let it so if another survivor is hooked in 2nd state and you get close their timer is also paused.
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@BeanLag said:
https://forum.deadbydaylight.com/en/discussion/comment/2979081#Comment_2979081
4% each attempt
You wouldnt believe how often it happens if you arent killer main, but in 1 out of 3 games there is usually one unhook. It is true that 99% of the unhooks are when is the last survivor and you just camp him until he unhooks, but if you manage to down 2 or more survivors, even 4, the unhook is an absolute unfair pain.
It's like an 11% chance to unhook yourself with 3 attempts @ 4% each attempt.
4 survivors each game each with an 11% chance to unhook themselves and seeing it once every 3 games is about average.
I don't think the mechanic itself should be removed, but it and luck could likely use adjustments to be more modernized.
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So not only do you somehow think that a survivor having 150% haste for 8 seconds is fine, but you also suggest that you want to give survivors 20% action speed on the last gen as well.
It's one thing to have perks that are a bit lackluster, because there are some really strong perks that overcrowd the pool. But the solution isn't just to turn everything to max.
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It was removed because the ease of applying it. Exhaustion addons are both short duration and limited in how often you can realistically apply it.
I know people don't like Dead Hard and Dead Hard being too strong is a separate issue. But they devs clearly don't want addons or perks that completely shut down exhaustion perks as a whole. Which is what the old exhaustion bottles did and even if they got nerfed to be 5 second duration, they would still create no real opening for a survivor to use any exhaustion perk (aside Sprint Burst) during the chase against clown.
And idk why people are acting like the change was made to for dead hard when the removal was before dead hard validation.
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Because I don't feel like doing so.
I basically never see survivors do the same so I see no reason why I should give hatch.
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Idk if I would call her unfun to play.
But the combination of having to go through forced delay in order to fire out her crows and how much work it is to get damage with her ability just leaves her in a category of a killer I don't feel motivated to play.
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I get it can be annoying when survivors hop into a locker to force a ds, but like the perk already prevents the survivor from doing much in order to keep it active. So a last ditch effort to try to get buy more time from a killer going after them off hook is fine.
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If you aren't having fun just take a break.
Don't need to d/c out of games when you can just opt to not play in the first place.
The resetting per a day was abuseable since now you had a free d/c or two per a game and I don't see that being healthy when the system is meant to try to reduce d/cing by punishing people who do it.
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We got Ringu since Stranger Things left. Hellraiser came out before Stranger Things left, but it leaving was already announced at that point iirc.
But also BHVR doesn't want to do just licenses. A couple years ago on a stream they mentioned how they don't want licenses to take up more than half the new content in a given year. The devs have a story they want to tell with dbd and they need original content releases to tell that story.
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So you want to buff slugging which will cause killers to slug more?
Yeah being on the ground for 4 minutes sucks, but it's that way so killers feel rewarded for hooking compared to leaving survivors on the ground that entire duration.
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There's no reason to do this, because there are other scourge hooks besides PR that exist.
Your issue of PR + Pop being combined is a skill issue. Any killer who is able to both PR and Pop gens constantly through the match where they outpace gens getting done would have won without those perks anyways.
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@Megmain80 said:
https://forum.deadbydaylight.com/en/discussion/comment/2973081#Comment_2973081
Everyone who plays survivor has this problem. I’m done talking about this, it is OP and devs should address this. You know it is as well, but it favors you so of course ‘everything is fine’.
It's not OP. Both perks require the killer to down survivors and hook them. PR has an extra condition of hooking on specific hooks which isn't always possible.
If the killer is constantly getting value from both perks throughout the game, they are outplaying you.
Not to mention it's still half the build dedicated to defending gens.
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@Megmain80 said:
https://forum.deadbydaylight.com/en/discussion/comment/2973066#Comment_2973066
I don’t have a problem with either of those perks on their own, but together they are OP. Changing it so you can only activate one perk per hook would balance this out. Scenario I often encounter:
survivor is downed, I stop working gen, PR hits my gen, wait for 15 seconds to see if killer comes. While I am waiting killer pops a different gen and mine has regressed an extra 15-20 seconds OR I do tap the gen at 20 seconds and killer comes around to finally pop the gen. That’s totally OP.
It's not in any way op. Your individual struggles against both perks is not a sign that both perks together are overpowered.
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@Megmain80 said:
https://forum.deadbydaylight.com/en/discussion/comment/2973057#Comment_2973057
my mistake about the add-on.
the change to pop would balance the use of pop/PR. You get one hook and activate 2 powerful slowdowns? That’s really OP. Scourge hooks should only activate scourge perks.
There's nothing really wrong with the syngery. If survivors aren't working on the gen that PR hit, then the killer can't pop it. If they are, then the killer can pop it.
Sometimes it's best to leave a gen regressing so the killer can't pop the gen. As the 45 second period often means killers aren't going to wait for a survivor to touch the gen to pop it and just use it on another worthwhile gen.
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@Megmain80 said:
The synergy of the slowdown perks is completely OP. Getting one hook and activating 2 strong perks is ridiculous. They should change the definition of pop to only activate on non-scourge hooks. Also, the add-on for demo to see auras while traversing should be Iri.
The addon for seeing survivor auras as demo is an iri.
Also I don't see why pop needs that change. The killer has to be able to reach and kick the gen within a 45 seconds window or they get no value from pop. And the gen can't already be regressing either.
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Killers run slowdown to have more time against second chance perks. Survivors run second chance perks to have more time against slowdown.
It's less about being carried and more that both sides are picking the optimal strategy.
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@VaJaybles said:
https://forum.deadbydaylight.com/en/discussion/comment/2972132#Comment_2972132
Hello! Fellow Xbox user here. It is not impossible for console players to cheat. Before the devs did their most recent ban hammer round I had a Pyramid head (Xbox) with speed hacks. After the Ban hammer I ran into another Xbox killer who once hooked you, immediate death. You had 3 seconds to unhook or it skipped struggle completely and boom you're out of the game.
While cheating is more common (like killer bots who I've had several times) on PC, no one is safe with cross play on or off.
If you're encountering them as often as you say you have, unfortunately the only way to avoid them is not play. I went against 5 bots in 2 days, decided it was Stardew Valley time and took a break from dbd. Luckily since leaving my farm for the fog I haven't gotten a cheater.....yet.
I honestly don't get this narrative that it's impossible to cheat on consoles. Gamesharks were a big thing and consoles are just very specialized pcs.
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There's nothing wrong with it and there are always situations where camping is just the best play.
People just need to get over themselves. Camping does not equate to being a bad killer.
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The map is visually interesting and somewhat balanced.
The strong tiles have breakable walls to reduce their strength (sadly saloon is more mandatory than optional)
It's small so easier to patrol but survivors have a few gens that often aren't worth trying to defend.
While the map has some weak areas there's still a pallet or two that can be played around.
It's really one of the better maps in the game which really says a lot about the other maps.
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A killer using a strategy to win the game is now a sore loser? It sounds more like you are the sore loser since you are getting upset over how your opponent chose to win.
Best strategy for killers is to lock down an area and force an early death. proxy camping first hooked survivor in a defensible spot is simply good strategy.
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Here's the thing, you can absolutely balance for both high skill play and low skill play. I followed Riot and their LoL patch notes closely for a while (not really lately) and LoL devs do targeted changes for both bronze/silver players and for plat/diamond players.
The problem is the devs haven't done either. Their buffs/nerfs to perks/addons barely have an effect at low skill levels and new player experience is still bad. Meanwhile the devs have been largely neglecting issues at higher skill levels leading to the game becoming stale in higher skill levels. This bad since both new and veteran players don't have much reason to stick around.
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@Tryharder said:
So pig traps are just time waster no more trying to go for trap kills, next they gonna nerf crouch so pig can’t follow a trap survivor and call it a overall buff
You can try for trap kills, it's just you have to be more active in it. You can't just throw a map offering and run specific addons and practically guarantee yourself a free kill anymore.
There's a 97% chance that at least 1 survivor has to check 4 boxes and a 58% chance that it will be 2 survivors. (basekit, no addons). Pressure survivors off of boxes and delay their search attempts and you can secure yourself a trap kill.
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Thana applies a 3/4/5% action slowdown for each survivor who is injured, in the dying state, or hooked.
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It's map dependent and not every locker is going to be convenient to open to figure out where survivors are compared to just patroling gens normally.
Like in midwich it's good because it's hard to patrol gens and lockers are everywhere.
It'll end up a niche perk on Huntress who at least has some reason to check lockers and can possibly land a follow up shot. Less so on Trickster.
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Here's some statistics I calculated out with these changes.
Odds that 1 survivor takes 1 attempt is 38.7% (12/31).
Odds that at least 1 survivor takes 2 attempts is 58.1% (18/31). one 2 attempt is 38.7% (12/31) and two 2 attempts is 19.4%(6/31)
Odds that at least 1 survivor takes 3 attempts is 80.6% (25/31). one 3 attempt is 38.7% (12/31). two 3 attempts is 38.7% (12/31). three 3 attempts is 3.2% (1/31)
Odds that at least 1 survivor takes 4 attempts is 96.8% (30/31). one 4 attempt is 38.7% (12/31). two 4 attempts is 58.1% (18/31).
The odds that when the pig places a trap on you it'll take
1 attempt: 9.7% (12/124)
2 attempts: 19.4% (24/124)
3 attempts: 32.2% (40/124)
4 attempts: 38.7% (48/124)
Overall, survivors as a whole will be checking boxes 3-4 times more often than they do 1-2 times.
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@TMCalypso said:
"In the event that addons adjust the number of traps, so is adjusted the number of searches. So with Amanda's Letter, she has two traps and six searches."
Correct me on this, but isn't this wrong? Each trap can only have 4 searches till the trap is removed. So isn't it still 4 searches even with just 2 traps? Or did I miss something entirely?
It just means that if the pig starts with 2 traps, she'll have 6 total searches divided between the 2 traps.
Which leaves you the combinations:
2, 4
3, 3
4, 2
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2970282#Comment_2970282
Would it help if if I said that the new system makes it very likely that at least one person will have to search four boxes, which is the only way a Survivor has a chance to die to the trap (outside of hardcore tunneling, which is pretty gamelosing for the Pig anyways)?
If we write out all the sets of combination, there's only 1 combination that doesn't result in a survivor taking 4 attempts (3, 3, 3, 3).
Assuming I didn't miss any I got 31 total possible arrangements of the following 4 unique sets.
1, 3, 4, 4
2, 2, 4, 4
2, 3, 3, 4
3, 3, 3, 3
Here's all the sets written out in an image
1/31 (~3%) chance that no survivors take 4 attempts to get out.
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@Tizzle said:
If the key is still predetermined it will be in two boxes when the trap is applied.
No idea why anyone would assume it just magically works on the last two boxes.
That would require an unneeded overhaul of how the boxes work and be a complete waste of time.
Assuming that there is two keys placed is unreasonable.
They already did something similar with Trapper's traps and guaranteeing escape after x attempts and that was also package with a buff to make it less likely for survivors to escape 1st try. There's no reason to believe the devs are doing anything more than adding an extra condition on the 4th search.
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I didn't like that part either, but I think it was how they grouped the maps. Like one section was corn maps, eryie, ormond, and red forest maps and Ormond was winning at the time I voted and I don't think it's because people love Ormond.
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The only things the devs should consider is if all survivors are at the exit gate area and that the egc timer speeds up as to force the survivors to leave sooner.
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@DaddyMyers_Mori said:
https://forum.deadbydaylight.com/en/discussion/comment/2969759#Comment_2969759
there is an extra box, but maximum attempts is still 4.
The first three searches now are less likely to give a key. So survivors will end up searching boxes more on aveverage.
At worst this will neutralize itself with survivors spending more time searching but making it up with less distance traveled.
There's only a couple of maps where this might be a full on nerf like rpd and midwich since those are the only maps where it might be impossible to check all 4 boxes.
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I don't think the game being balanced around 75% would be any better.
Personally I just think the devs need to factor in that majority of games the killer can secure at least 1 kill. That gives you an average of 60% instead of 50%.
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It's honestly hard to get excited over things for dbd given the previous years, especially the years since covid.
Between the buggy chapters, lackluster balance changes (note: this doesn't mean the devs didn't do any good changes just overall), and old promises like the early game system confirmed to be canned don't help to put much hope the devs will suddenly get the upcoming balance change right.
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Given the times we've seen maps lose breakable walls creating infinite loops causing the maps to be kill switch'd until fixed, I'm going to say that this likely is just a bug.
People should really calm down about this being intentional.
@Laluzi said:
You sure this is intentional? I had Grim Pantry yesterday and it was business as usual up there. They didn't announce anything as far as I know.
Having no vaults at all doesn't seem right and turns that loop from good-to-OP-depending-on-RNG to pathetic.
This is the ptb since the new killer is being played.
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Iron Will just needs to not be 100% injured sound removal. There's other conditional perks that do that.
