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tinycrow

tinycrow

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tinycrow
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  • Seeing your teammate get tunnelled at 5 gens is a near guarantee of an extremely boring match, with the exception of possibly one entertaining chase when it's finally your turn to get chased.

  • Solution: remove the DC penalty when bots are added to let people leave matches they don't want to play without ruining it for the others. The only reason anyone would have a problem with that as killer is if they want to make the survivors suffer.

  • They've done this before too with Jake (Lucious and Washed Up Washed Out heads) and they've never addressed it. It would be great for a statement to be made about it and to get insight on if these identical pieces are an oversight or a bug or are intentional. It's hard to have good faith when it's been a repeated issue that hasn't been addressed. Charging twice for something identical is a scam.

  • In addition, the head cosmetics are identical, yet still charged separately for both.

  • Please fix asap! No counter while the path is invisible.

  • This bug fix should be top priority. Just had it happen two matches in a row. Right now there is no counter to it when the knight uses the power at a distance since the guard path becomes invisible.

  • Just came to the forums to make sure this had been posted because I just experienced it. It also affects struggle phase skill checks and you get hexed before there are any tokens on the perk.

  • UPDATE: the bug may be replicable, as I blinded The Legion and, unintentionally, the bug seems to occur again, as seen in the following linked clip: https://youtu.be/2Z9W858aULk

    (I DC in the clip to hopefully prevent getting reported again.)

  • @adam1233467 said:

    Just get off the gen when the kill will hook? its just that simple, and another thing, even the survivor screams, the killer will continue to don't know wich generator got affected by pain ressonance

    I already listed that counter in my post. It is not enjoyable gameplay and as mentioned in another comment, not intuitive for newer players. Especially when you have to do it 1) regardless of if the killer has it or not 2) for every hook until you see if Pain Resonance has activated or not (as soloq you don't know if another teammate let go of their generator that pain res hit), and then 3) you can also get skill checks that then blow up the generator anyway.

    As for not knowing which generator it is, every killer gameplay I've seen has been very easy to identify the general location of the generator if you're playing with stereo audio. If BHVR insists on including the interruption, at a minimum it should be an interruption without the scream.

  • @Tsela said:

    takes longer to do something silently. Makes complete sense to me

    In theory out of context it makes sense... however, people were running Calm Spirit for a completely different reason and now we have a forced downside. And anyone who wasn't running Calm Spirit already won't start running it now because of the penalty. And the action isn't even silent because you as a survivor still make noise. So overall it's a downgrade as someone who actually used Calm Spirit. I wish they would just revert it.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3099679#Comment_3099679

    Perks that completely remove an entire killer tracking method, for the entire game, shouldn't exist, and if they do exist, they absolutely should have a downside. Survivors that try to hide from the killer the entire game are a problem that is just as bad as camping and tunneling, and those survivors are partially to blame for camping and tunneling. Why should a killer leave a hooked survivor if the other survivors are hiding?

    Additionally, if Calm Spirit were to have any downside, it should be a short cooldown regarding disturbing crows or maybe rechargeable tokens like Distortion. It should absolutely not have anything to do with totems and chests. The perk's identity should stay with crows and screaming.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3099679#Comment_3099679

    Perks that completely remove an entire killer tracking method, for the entire game, shouldn't exist, and if they do exist, they absolutely should have a downside. Survivors that try to hide from the killer the entire game are a problem that is just as bad as camping and tunneling, and those survivors are partially to blame for camping and tunneling. Why should a killer leave a hooked survivor if the other survivors are hiding?

    Someone running Calm Spirit is not the reason a killer is camping or tunnelling. There are NUMEROUS tracking perks that are not affected by Calm Spirit.

  • @premiumRICE said:

    I think it is a decent perk.

    If you run flashlight and go DH, DH, OtR, CS you can get saves easier cause you bypass docs shock and infectious fright other some other perks like dragon breath. I don't think it is meta, but it works in a "flashlight build" which is still good build and fun to play.

    Moreover, now that ruin is dead, is really rare that you need to cleanse a totem, and that single situation might not even make difference and is not worth fussing over it.

    It's worth "fussing over" because there was no need to change the niche perk in the first place, especially a change that makes it worse instead of objectively better. The feedback is needed so that the same doesn't happen to other perks in the future, similar to how people are also giving negative feedback about the Pharmacy change.

    Plus I just want to be able to run Calm Spirit again without the penalty of slower totem cleansing, which 100% impacted the games I used the new Calm Spirit in. Let the perk be niche and only impact crows and screams without the new downside.

  • I'm glad to see Calm Spirit included in the list :D I hope they see all the feedback about it.

  • @Maxx_Calin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098596#Comment_3098596

    Who cares if u are cleansing totems 50% slower with it on when u don't make noises while doing it. If it were a nerf u would still be making noises while doing it.

    Because you're not even silent if your breathing and grunts of pain are still being heard + the killer can still clearly see you on many totems and chests, effectively making the silent part not matter. That extra time could be the difference between cleansing Devour, getting a gen done, etc ... Time is very important in this game. The penalty isn't worth it, and is undeserved when compared to other perks that are far stronger with no penalty.

  • @Maxx_Calin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098021#Comment_3098021

    Ur logic makes no sense at all. How did it get nerfed when at lvl 1 it is still 100% effective at not startling crows. All calm mind has ever been good for is that and that part of the perk alone makes it one of the best in the game.

    Perks should be compared at their strongest, and be balanced according to their third level. But if you want to compare level 1 perks ... at the new level 1, you're cleansing totems 50% slower. I would call that a nerf any day.

  • @RbLen said:

    Very good suggestions. Calm Spirit is really bad after the update, it was way better before without the penalty. Also make it so the survivor doesn't scream from the EGC or Moris.

    That would be a funny change. Cenobite is sending you to another dimension and you simply make no noise LOL.

  • @Hex_Ignored said:

    I genuinely think that they had good intentions and wanted to buff the perk but vastly overestimated to power of silent actions and attached a downside that is way too harsh to balance that.

    That's my guess, too. I hope they see the feedback that the downside isn't worth the trade-off and find a fix, even if that means reverting it.

  • @Maxx_Calin said:

    https://forum.deadbydaylight.com/en/discussion/337010/so-how-do-you-feel-about-the-calm-spirit-nerf

    Honestly not sure how it's considered a nerf considering Calm Spirit is one of the best perks in the game for 1 simple reason: When it's at 100%, u don't have to worry about crows alerting the killer to where u are on the map. Which is useful in any match cause there are usually alot of crows and it's really easy to scare them and let the killer know exactly where u are by doing so.

    Since the update, the 100% effective thing against not alerting crows happens at lvl 1 instead of lvl 3 which is why it's one of the few perks the update changed that made it better instead of worse.

    Since Killers sometimes rely on the crows to find out where on the map u are while hunting u. By using this perk u take that ability away from them even at lvl 1. So I'm not sure how more people don't see it as one of the best perks in the game instead of the worst. It's on all my builds.

    But at level 3 it was already at 100%. So when comparing level 3 before and now, it is 100% a nerf because of the slower speed for a "silent" action that isn't even silent and still penalizes you when the killer isn't even nearby. No forced speed debuff is worth silent actions, especially when people are running the perk to prevent screaming and disturbing crows, not for the silent actions.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091430#Comment_3091430

    Is the killer really gonna waste the seconds to go check the totem if he shocks and there is no proc there and a proc somewhere else just assuming someone is running calm spirit and cleansing the totem. I think not.

    https://forum.deadbydaylight.com/en/discussion/comment/3091438#Comment_3091438

    Right but if you start the action outside the terror radius and the terror radius comes to you the slowdown should still kick in. Like with couloraphobia if your healing outside and the killer comes to you the slowdown kicks in.

    That is a single niche scenario that Calm Spirit would actually give the survivor value. That's why Calm Spirit is a niche perk that doesn't need a nerf.

    To your second point, I understand what you mean now. In my head, I was thinking the actions wouldn't be silent outside the terror radius, so you wouldn't be getting the silent action buff anyway. I'd be fine with either scenario then.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091376#Comment_3091376

    And in those scenarios the slower speed isnt a factor because you arent in danger anyways.

    To your second point i could agree but it would have to affect you mid action if the terror radius comes to you.

    The slower speed is a factor though, that's why killers run Thanatophobia, Dying Light, etc. that slow down actions when they aren't around. The extra seconds on a totem could make a difference in getting a generator done, getting an unhook, etc. That's why it shouldn't be a penalty when the killer isn't around (and the only fair way to determine that is with the terror radius), if they want to call the Calm Spirit change a "buff".

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091372#Comment_3091372

    How about cleansing devour hope against a doctor defending his totem with his static blast

    It still interrupts the action, you just don't scream. The Doctor could then do what any other killer does and check on the totem, especially since they would likely know someone has Calm Spirit. The survivor's madness level would also increase, which is reflected on the HUD. Nearly everything has a counter in the game, Calm Spirit is no different.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091308#Comment_3091308

    It takes what 16 seconds to open/cleanse, and with this its like 20. You can offset the open time with pharmacy so maybe if they added a cleanse speed buff to small game to compensate that would kinda cool.

    But frankly stealth shouldnt come for free. And the whole reason they changed calm spirit was because not many people ran it, and since it is a stealth based perk they gave it extra stealth utility.

    I still see it as a buff overall

    More often than not, you are opening a chest and cleansing/blessing when the killer is not around anyway, and those actions are still slower with this change. Therefore, it is explicitly a nerf in those more common scenarios. That cannot be denied.

    I only think the slower speed is potentially a fair trade-off if you start the action while inside the terror radius.

  • @Negi said:

    Did anyone ever actually use this or are people just mad for the sake of it?

    I did actually use it, cause I like not screaming. But since it's not a perk used by a lot of people, the negative feedback on this change is getting overlooked over all the other changes in the PTB.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091285#Comment_3091285

    Why make a new perk that no one's gonna run Than add value to a perk that a lot of people don't run anyways to give it extra value in niche situation.

    Because it removes value in all other situations outside of the niche one. I'm all for the silent cleansing/searching to be added if it's without the penalty, or at a minimum, less than a 30% penalty (worse than 4 stacks of Thanatophobia).

  • @kingcarl2012 said:

    OKI don't love playing super stealth that is where I'm coming from here as a player.

    And while I agree for a totem that's just out in the open this would be a Nerf however If the totems in a place where the killer can't always easily have line of sight on it Being able to cleanse it silently means you're less likely to be interrupted so those extra seconds may or may not matter.

    So here's a couple of examples of where this is clearly a Buff, let's say you're going against Devour hope and you've already cleansed undying so it's gone you find Devour hope. Killer is chasing someone that kind of come in range and doesn't get line of sight on you but he hears you cleansing devour hope he might drop Chase and go after you and interrupt you if he can't hear you hes not gonna drop Chase for you you might still get the cleanse. To this You might say well he won't hear me over the Chase music OK fine maybe here's another example.

    Killer gets a discordance proc Walks within range of hearing his Totem cause he wants to go after the guys on the Generator But he is making sure his Devour hope is still OK But he here's your cleansing So instead he goes after you cleansing the totem instead of the guys on the generator. Not with calm spirit. Still not enough.

    OK let's do another one, End game situation there's a hatch offering hatch is gonna be at main building killers gonna get there 1st you are near shack and a Door Both doors are close together so it's gonna be tough to win the door battle And basement is in shack You hit the chest in basement to try and get a key while the killer's doing his patrol He's not gonna hear you opening that chest, You get a key and you get Hatch.

    The point here is yes sometimes it will be seen as a nerf but there are also times where the extra stealth is going to be s buff.

    Stealth costing speed is also already a common factor, don't want to leave scratch marks walk, slower, Want to avoid hag traps or trail of torment Crouch walk, Slower, Is hide in a locker or vault without making a sound, Slower.

    Make it a new perk then. This effect shouldnt be forced onto Calm Spirit that people ran for completely different reasons.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091208#Comment_3091208

    It isn't just the crows, though. What about the killer perks and powers that cause screaming? All hard stopped by Calm Spirit, with the only downside being if you decide to open chests, or cleanse or bless totems. And as stated earlier, I disagree with the speed reduction. I think a lengthy cooldown is more fair.

    A 90-second cooldown is far too long for the niche benefits. The perk was completely fine as it was before. Doctor and Clown also both have aura reading add-ons to counter the RARE time someone is actually running Calm Spirit.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090965#Comment_3090965

    It’s the same logic BHVR used when they changed Stridor so it couldn’t override Iron Will, and then called it a buff because they also made it so survivors can’t tell if the killer is using Stridor.

    I wish they would acknowledge that then, honestly, assuming they make another developer post with an update to how the mid chapter changes are playing out. At least it's more justifiable, even if I don't like the change.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090890#Comment_3090890

    Calm Spirit removes an entire killer tracking method for the entire game. It absolutely deserves to have a downside added to it.

    I can understand it from that angle, but I can't imagine that being the devs intention when it was listed as a "buff" to the perk, when it clearly is a nerf, justified or not. Besides, there are still numerous ways for killers to still track someone with calm spirit (auras, Whispers, scratch marks, breathing, grunts of pain, footsteps, blood). If the effect on tracking was so strong, you'd see it as often as old iron will.

  • The action speed penalty needs to be removed or the change needs to be reverted. No one new will be using calm spirit and everyone who did use it doesn't want the speed penalty.

  • This bug is still occurring in 6.1.0. unfortunately.