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Crowman

Crowman

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Crowman
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  • @humanbeing1704 said:

    What if it's a Julie's mixtape user

    Being stunned resets the chain and if you are already deep wounded, he can't just start the chain back up on you.

  • @GlamourousLeviathan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2964591#Comment_2964591

    Yeah but it is the first killer perk in this regard. I'm not saying that it's a good or bad thing but killer perks up until now always work regardless of the other side.

    Well that's not true. Lightborn requires survivors to have flashlights (and the few perks they have to blind killers) and to a lesser extent Franklin's requires an item.

    the difference is that you can see the items survivors are bringing into a trial meaning you can plan to bring those perks to counter items.

  • I had a game on Lery's where a teammate was running Soul Guard and they got themselves up in my Boon: Exponential twice during that match.

    I was running a meme build with OoO and MoM and had Exponentional and CoH with it. Which I also got to work that game as well.

  • BHVR is never going to add this back in as they've made a point to remove unnecessarily ways to extend the game so people can just move on to the next one.

    Instead, you should be trying to take a hook for the team. While there is no guarantee the killer will hook you, it's far better to be in the killers face trying to take the pressure off of someone dead on hook than it is to let them die.

  • @AykDanroyd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2963373#Comment_2963373

    Not when there are 5 4 or mostly even 3 gens left. The game should easily be able to track that by comparing the camping to the amount of gens left and the match timer with how much time elapsed, since I'm pretty sure every match is clocked somewhere. My main exception is toxic survivors but I'd rather not have to deal with the overwhelming about of bad killers who can't play and camp than deal with an occasional toxic survivor who I punish by camping as killer.

    Seriously, how the hell do new players ever expect to improve in this game if they play like that? When I started playing killer, I took the losses like a champ until I learned to play better. It made me realize what I was doing wrong and fixed it rather than get rewarded for trash, no-skill play, which would only keep someone in playing like that if they don't learn the hard way. That style of play is pretty much DBD's version of a participation trophy. ######### participation trophies!!!!!

    There are valid reasons to camp at 5 gens left. Just because you personally don't like it doesn't mean it's any less valid or is "no-skill". Having a good sense of the game state is a part of good strategic camping.

    Survivors being around the hook and not doing gens means there's no reason for the killer to leave the hook.

    Some maps have gen placements that aren't worth defending in the first place so the best strategy is to focus on a smaller area of the map. Especially on maps like Resting Place where it's very easy to split the map in half and completely ignore one half.

    Killer powers that are very good at defending an area like Trapper and Hag naturally lead themselves to camping as well, Because it makes little sense to leave the zone you've set up just because you hooked a survivor inside the zone.

  • @jamally093 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2963387#Comment_2963387

    I understand if someone camps at 1 gen with maybe two or just one hook but it's when people camp at five or four gens and slug not by option because of dc but just because they want to and just let you bleed out.

    If a killer is camping a hook, but still applying pressure on nearby gens or survivors then they are still doing their job regardless of number of gens done. Killers are perfectly allowed to defend against unhooks.

  • @legacycolt said:

    And here comes the clowns saying „camping is a legit strategy“

    Sorry if your feelings get hurt that there are situations where camping an area is a legit strategy.

    I had a game where I camped a survivor, because it was the only real option. I downed a survivor by shack. Hooked them by shack. The 4th gen pops and I see that the last 3 gens are right by shack. So I stood on the hill in the middle of the 3 gen and watched both the hooked survivor and the 3 gens that all had no progress on them.

  • It's not a simple thing to fix, because there are valid reasons to camp and applying a blanket fix that hurts legit strategies is not what the devs want to do. That and previous attempts have lead to survivors abusing the mechanic as well.

  • @Entinaty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2962993#Comment_2962993

    Because in the case of the other two their activation requirements require something to happen other than being injured and have a time limit.

    Self preservation only works for 10 seconds max and only if another survivor goes down within 16 meters of you.

    Off the record lasts for 100 seconds max but only after unhook. Either way IW is better because it doesn’t require ango

    you missed the point.

    If Iron Will gets nerfed so it's not 100% sound reduction which likely it will be with the upcoming perk adjustments, then it should no longer be a hard counter for spirit.

  • @Entinaty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2962947#Comment_2962947

    Spirit would like to have a word with you regarding Iron Will lol

    tbf, Iron Will is almost certainly getting a nerf with the upcoming 40 perk changes and if it's no longer a permanent 100% while injured then it'll be much fairer to face.

    Self Preservation and Off the Record also both reduce injured sounds by 100% and you don't see people complaining about those perks hard countering spirit.

    Also Bite the Bullet also removes healing sounds as well as injured sounds while healing too.

  • I've gotten Power Struggle to go off with the buff it got without Flip Flop prebuilding up the wiggle progression. It's certainly a lot more doable as the 15% mark is a lot more reasonable without the aid of other perks.

    I still don't really run it without Flip Flop since it's just more reliable with it. But it's certainly possible.

  • @[Deleted User] said:

    No. He will be a decent killer, B tier me thinks, but artist is very good but she's not very relevant for some reason.

    Artist is just not rewarding to play most of the time. It doesn't how good a killer is, if people don't enjoy playing as the killer they won't get played.

    It's why Twins generally don't see a lot of player even though they aren't bad. And why bad killers like Legion have always seen quite a bit of play since Legion for a lot of people is just fun.

  • I haven't played him, but rom what I saw and the depending on the changes he gets to nightfall that have already been confirmed by another dev he could easily be an A tier killer. I don't think he has enough going for him to be S with Blight and Nurse, but he'll be a good killer for certain.

    Personally outside of the Nightfall issues, I don't think he needs any changes.

  • An overhaul to the generator objective.

    I think the whole survivor stays in 1 place for an extended period of time and is largely safe if the killer is chasing a survivor away from them leads to tunneling/camping being a dominant strategy and forces killers who excel at chases to be played more since quickly getting a survivor out is by far the best strategy to employ currently. Also why killer meta is full of slow down generators as much as possible since it's just not reasonable for a killer to both pressure gens and get downs in the early stages of the game.

    If there was more to the survivor gameplay than just stand in one place and repair gens it could open up the possibility for alternative killer strategies that don't involve chases. Right now trying to spread pressure just doesn't quite do it since an injured survivor and healthy survivor are just as safe on a gen while the killer is chasing another survivor. There's no chance for the injured survivor on the gen to run into the killer (outside of the chased survivor running the killer to you).

  • A killer dropping you likely can't pick you back up due to the extra wiggle progress you get for being dropped. Meaning he's lost that hook due to Boil Over or Sabotage causing him to drop you.

  • This isn't really showing that killer is easy mode as much as it shows how much having ######### teammates screws you over.

  • Legion being annoying to face is not a justification for a nerf.

    in Legion Comment by Crowman
  • Getting off the hook regardless if it was a self unhook or someone saving you should activate ds.

  • I've been killer a lot less since even if you are winning all game as killer, there's just too much that just leaves you frustrated.

    Safe tiles that you can't play around, getting dead harded after calling right at a tile, snuffing boons not really doing anything to stop survivors from putting boons back up, some killers in particular are designed in a way that they feel bad to play even if their power is good.

    I do want to add on the dead hard, I normally don't have an issue with dead hard. It's more the constant facing it on every survivor and a few survivors who are standing completely still and manage to dead hard without even moving. That shouldn't even be possible and there should be a momentum require to dead hard similar to a killer lunge.

    Also a few times I'll get caught on an invisible hitbox and lose just enough distance for the survivor to make a pallet/vault. That's really annoying.

    I could easily handle a few of those issues if they were sparse and only those issues. It's just the collection of all the stuff you have to deal with on a near constant basis that turns me off from wanting to play killer more.

  • I don't think Iron Will needs to be timed.

    I think Iron Will just needs to not be 100% reduction of sound. There's other perks that grant conditional 100% sound reduction that survivors can opt for instead that and Iron Will doesn't dominate the space due to being unconditional.

  • I don't think the problem is that boons and hexes are different.

    The problem is that boons do not consume the resource you place them on and thus they effectively are lacking meaningful counterplay as the killer. All this new perk does is force killers to be running 3 perks just to have fair counterplay against boons that should have just been basekit.

    Survivors have other perks that consume the totem for personal buffs so there's no reason for boons to be different in that regard.

    Lastly, the fact the perk does nothing if survivors are using boons also makes running the perk suck. There's already little incentive to drop a perk to run it and now if you do and survivors don't have a boon then you are out of luck. Lightborn and Franklins at least can be determined in the lobby by seeing what items survivors have equipped. And Soul Guard has an effect that goes off regardless if the killer is running a hex.

  • I don't see why it would be a bug. Adrenaline states you are instantly healed one health state.

    I imagine other perks that heal you would also be affected like Second Wind and Inner Healing.

  • I'm going to disagree that the game wasn't survivor based.

    In fact I would say the game was far worse in terms of favoring survivors. Before the map reworks, there were many maps that had main buildings that were practically infinites. Old ironworks and old wreteched shop were some of the worst buildings in the entire game. Old grim pantry was bad before they added an opening next to the window.

    Then there was old instant heals that granted an instant health state and could practically erase an entire chase. I've had the misfortune of downing a survivor only for their friend to instant heal them from dying to healthy.

    Totems haven't really improved much and are still often cleansed immediately due to poor spawns.

    In all honesty, the game is far better in terms of survivor vs killer bias, but it still has a ways to go before the game feels overall fair for both sides.

  • There's not a lot to talk about since we have no idea the actual changes they are looking to make. I imagine once the perk changes get posted there will be more to discussion.

    Personally I don't have high hopes the devs will tackle it right. Corrupt Intervention and BBQ are balanced perks they mentioned, but their usage is high because no other perk does what they do. BBQ has alternatives to tracking survivors before/after a hook, but none of them provide the BP bonus.

    Corrupt is the only perk that really does anything for the killer at the start in the game when most killers really need the help. Corrupt wouldn't be needed if the devs ever followed through on their early game system they mentioned and then decided to not develop.

    The devs have also done previous perk buffs that often barely did anything to make bad perks better so it's hard to be hopefully there will be much of a shake up.

    DBD could use a gameplay shake up combined with a perk shake up since survivor objective could be made more engaging, but we know the devs aren't doing that.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2956864#Comment_2956864

    Uhm.

    Infinite boons are not really a big problem though. CoH is kinda problematic still because it provides selfcare for the whole team for only one perk total and boons affecting multiple levels could be problematic.

    And Pig needs some buffs for sure but their fix actually works for the main issue that needed a fix (admittedly sooner than we got it). And AFK pig was just caused by toxic players, don’t try to excuse that behavior.

    Boons being infinitely relightable is a problem, because it forces boons to have to be balanced around the fact they are infinitely reigniteable which often leaves them too weak to justify in most situations. And since destroying boons isn't a basekit mechanic this means any boons balanced or too weak to be placed over and over again is not going to be used since it's not worth the time to set them up if the killer completely removes them from the game meanwhile CoH can be handled by boons being destroyable since it's often placed out of the way making the killer have to travel for it.

    As long as the devs continue to insist that boons having little actual counterplay as a base kit mechanic boons will either be too weak to see use or too strong that they essentially force killers to bring a perk to deal with it.

  • @Seanzu said:

    A 'strategy' that is 'absolutely fine' and so 'rare' that it just had a pretty significant change to pig to mitigate it.

    The devs changing it does not mean it wasn't rare. I've never personally ran into it and I've had plenty of games against pigs since the addon rework.

    Also wouldn't really call this a significant change. Pig had an addon that gave an extra box and adding a conditional check to guarantee a key on the 4th search isn't really a lot of work.

    It's a pretty simple change to address a rare, but not healthy gameplay.

  • @Tizzle said:

    https://forum.deadbydaylight.com/en/discussion/comment/2956129#Comment_2956129

    If the key is still predetermined it has to be placed in two of the five boxes.

    The Survivor effectively then has a 40% chance to find the key on the first box.

    40% on the first, 50% on the second, 67% on the third which would be a nerf to Pig.

    It does not have to be placed in two boxes from the start. All they need to do is after the 3rd search make the remaining boxes both live.

  • @Tizzle said:

    https://forum.deadbydaylight.com/en/discussion/comment/2955815#Comment_2955815

    Before this change the key was predetermined in a box as soon as the player was trapped.

    There were no chances on each box.

    Interested to see if they completely mess this up to where every survivor is getting their trap off on the fourth box.

    The key being predetermined still meant that the first box a survivor checked had a 25% chance to be the one with the key. Also the key stills appears to be predetermined with the exception of the 4th box search always giving you a key.

    So nothing has really changed except now that with an extra box being basekit you have 1/5th chance for the first search instead of 1/4th chance.

  • @Norhc said:

    https://forum.deadbydaylight.com/en/discussion/comment/2955803#Comment_2955803

    Being basekit would be dumb because it would make NOED users penalize themselves.

    Letting killers destroy totems as a basekit feature doesn't have to override snuffing. I simply do not feel like adding a perk to address something people have been complaining about really fixes the issue.

    Snuffing is just kind of weak unless you are already winning. The killer is a singular player so going out of their way to snuff a boon that can just replaced is often not worth it when you are already struggling against current gen speed. And things are even worse when you have maps like RPD or totem spawns like 2nd floor on Ironworks that involve a lot of travel to deal with while the boon area's ignores the level so survivors gain the benefits without needing to go out of their way.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2955800#Comment_2955800

    https://forum.deadbydaylight.com/en/discussion/comment/2955804#Comment_2955804

    Let's hope they make distincted states for totems broken by killer and survivor, so that only the latter can be put up again and if the killer is willing to break it, it stays broken.

    There's no reason to do this. You would still be running another perk to get Pentimento to work and it's still contingent on survivors blessing totems in the first place. It's not going to be overpowered and survivors will figure out pretty quickly the killer has Shattered Hope and Pentimento and can just not boon totems and the killer has no way to get more stacks.

  • I know. But considering they've talked about making BT basekit, it's just annoying that they add mechanics that would be healtier as basekit inclusions as new perks. The only upside is at least this is a generic perk so you don't need to buy the new chapter and level up the killer to get it.

  • I dislike how something that should've been made a basekit feature is being made into a perk

  • Pretty sure it means the killer is Wesker.

  • You can still tunnel a survivor out and get value from the perk. If anything it's more effective to block the gens with 3 survivors left since 40 seconds is already majority of a survivor's hook state which means you get free camping value since gens cannot be done.

  • i'm not sure if I would say it's worse than old haddonfield. But I really hate the balance of let's make every tile strong to the point killers can't play around them and then leave the rest of the map empty.

  • @ReverseVelocity said:

    https://forum.deadbydaylight.com/en/discussion/comment/2953060#Comment_2953060

    If something changes and it doesn't appear in the patch notes, I'd assume it's a bug. There's really no logical reason for the devs to Shadow Nerf things when people are going to figure it out anyway, it just creates unnecessary anger.

    Normally I would agree but considering they changed Shadow Dance the same way and then claim it never worked that way despite evidence showing it did doesn't help put trust that it's just a bug.

  • I don't see a need for survivors to get another perk slot just because aura reading perks might be used less with the hud update.

  • The only thing I see blindness really do is preventing survivors seeing the boon get snuffed out and might trick them to waste time heading to the boon when it's been snuffed.

    Survivors can hear when it goes up and only need to see where it is once to have an idea how to get to it.

  • Seems life if they were going to pull Ash, they would have done so before the release of their game

  • I was in a Monto video years ago. I was the opposing hag. Not a killer I play a lot of and iirc was just doing a challenge or daily. So kinda of a ######### match to get shown off.

  • Of course they'll get nerfed. The devs aren't trying to balance the game around killers being a threat.

    Also Julie's is overhated and really isn't problematic to warrant a nerf. You shouldn't be stunning legion when they haven't got any frenzy hits since it's a waste of resources and generally it's still pretty hard to get 3+ chains if survivors spread out well and don't instantly mend. Once Legion has already gotten a few hits then you should stun him out of his power because then the chain resets. Even better if you can stun him after being hit since he can't frenzy you again.

  • SBMM would be fine if it wasn't for the poor implementation of calculating mmr.

    One side is a team of 4, but they get treated as if it's a 1v1. Meaning regardless how you do up to the point you die doesn't matter. While they added a system to reduce the impact of mmr loss for each other survivor who died before you, they didn't consider to add the opposite of lessing the impact of mmr loss for each survivor who successfully escapes after you death. There's no incentize to go for end game saves and it simply sucks to survive til the last gen pops and then instantly die because of something like rancor or noed + camped.

    Cheaters and Bots really isn't a new issue, just cheaters being far more open since the actual moderation of people who cheat is painfully slow and often inadequate. It's also too much work for the average player to report them.

    Optimization has always been bad. It's just the map reworks are making it much more obvious because now more objects in the game are demanding more resources. And the devs are really slow to address these issues.

    I wouldn't worry about the game being intentionally sabotage. It's more the devs are really slow to address long standing issues and often don't even understand their own game to properly implement fixes.

  • Because if they committed to only releasing patches that only fix things, people would get mad there is no new content.

    People are already ignoring the massive bug fix lists that comes with every patch they put out (including chapters and mid-chapters). The problem isn't the devs not fixing health issues. It's the speed in which the devs fix things.

  • I find too many survivors love to gloat about hatch escapes despite being literal rng and involving no skill to obtain.

    Makes me want to slug for the 4K more, because I'd rather they be salty over it.

  • Majority of pallets are strong. Super strong windows on long walls you have no way to cut short.

    Sure some areas of the map are dead, but that just what happens when the rest of the map is super safe.

    It's better than before, but it's still a problematic map with the same issues.

  • @DrDeepwound said:

    Some survivor mains don't even know what A Nurses Calling is.

    "How you see me behind that wall?"

    Ummm, you were healing. And yes they will still report you and try to get you banned.

    I've been accused of hacking a couple of times the two I remember were:

    Using Pyramid Head's final judgement to quickly mori a survivor. Got accused of hacking for mori without offering.

    Downing a healthy survivor with Legion's 5th Frenzy hit.

    Both times I told them to read the power description as it says it right there. But you know reading is hard.

  • @Mdawgu said:

    Getting hatch shouldn’t count as a legit escape. Also you strike me as the kind of person that DESPISES a late bloodwarden trigger.

    It technically doesn't. You don't gain or lose MMR if you hatch escape.

  • That's really all the flashlight macro defenders have. There's no valid reason for it to exist, but they act like they can't live without being to click flashlights faster than reasonably necessarily and don't care that they might be harming someone on the other end.

  • It amazes me that people are so defensive about keeping a useless macro that exists to annoy others with the possibility of causing actual harm.

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