Possibly Hot Take: I actually like the new crows
I've seen a lot of complaints on various places about the new crow system on DBD social media, but almost every single time I've seen someone post actual gameplay of them getting crows "unfairly" they spent 1+ minute doing absolutely nothing useful like walking across the entire map without sprinting before getting on a generator.
I've seen some edge cases (mostly relating to totems and killer powers), but in the vast majority of cases I like that the new AFK system actually encourages better play from survivors. If you're spending so long hiding you are getting a crow 99% of the time you are being a bad teammate and the crow is good encouragement to get your ass in gear and do something useful as well as a detterrant from spending so long doing useless stuff in the future. The rate at which you accrue AFK points is reduced when the killer is nearby so in order for you to get a crow while they are nearby you have to have already been doing nothing for quite a while OR they have to have been searching for you for a very long time, in which case I see this as no different to bloodlusting at a pallet, a losing move for the killer most of the time.
In my experience, since the new system has come out I've only gotten a crow a single time and even then it was only 1 crow and i got rid of it very shortly afterward. I'm not denying there are some edge cases that should be fixed. mostly relating to interacting with killer power related objects and totems, but I think the new system has been pretty fine other than that.
Comments
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The main issue are perks like Grim Embrace, and powers like Myers' Tier 3, Oni's Demon Mode and Pinhead's Chain Hunt.
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Sometimes you have to lay low when your exposed. Sometimes you're stuck near the killer and can't just break out in a run. Sometimes you're looking for hex totems, which is how I'm getting crows. As a very active partcipant who doesn't hide unless I absolutely must, I'm hella embarrassed showing up to gens with crows.
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Like I said power interactions are really the primary issue, but this can be pretty easily fixed. Gen blocking could be an issue too, but once again this is fixable, these perks/powers just need specific interactions to reduce AFK points when they activate but is good otherwise
Getting crows for actually interacting with a hex totem is dumb, touching hex totems should remove crows even if the interaction isn't complete, but simply running around the map looking for the totem is totally deserved, most hex totems aren't worth spending minutes searching for nor are they such an immediate threat that you can't stop to do a gen if you don't find the totem relatively quickly. Devour is probably the most imminent threat, but the killer has to get several hooks before it even becomes a problem. Very few exposed status effects last long enough to give you crows, nor is being exposed/injured a good excuse to stop participating complety in most cases. Doing gens while injured/exposed is okay.
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Currently, the way it works with totems is that you only lose crows after you break them.
I'd just change it to trigger after 14 seconds of cleansing/blessing so it takes Thrill and blessing Hexes into account.
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Getting crows for actually interacting with a hex totem is dumb, touching hex totems should remove crows even if the interaction isn't complete, but simply running around the map looking for the totem is totally deserved, most hex totems aren't worth spending minutes searching for nor are they such an immediate threat that you can't stop to do a gen if you don't find the totem relatively quickly.
This is such micro-management of gameplay though, at this point you might as well let the bot take over.
Devour is probably the most imminent threat, but the killer has to get several hooks before it even becomes a problem.
Yeah, kinda too late to start looking at that point!
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or they could make any progress on hex totems count like gens. Not overly concerned with dull totems not counting until completion since the killer generally doesn't know the location of dulls to defend nor will they commit resources to doing so. Although anything that interrupts actions should get rid of crow points like screaming from killer perks/powers.
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I work gens injured but if I get hit with something like Friends Til the End I'm not gonna sit on a gen and wait for the killer to come get me.
I run Small Game on my basic build for finding hexes. It doesn't take that long, but I have to sprint a lap around the map, and the sound notifications don't give me exact locations so I have to look around, and then I have to fully cleanse it. If I get interrupted by the killer hurtling towards me, or a perk that makes me scream, or Doctor zapping me, or any other potential problem, then there's that. There's also the lengthy cleanse time for Thrill of the Hunt.
You might not think cleansing them is worth it but it's an aspect of the game, and one I like, and people shouldn't be punished for participating in it.
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Friends till the end exposed status lasts 20 seconds, nowhere near long enough to trigger crows. If you're running small game you should be able to find and cleanse the totems long before you're getting crows unless you get interrupted or the killer has thrill but like I mentioned before, cleansing hexes requiring action completion to remove AFK points is dumb and should be changed anyways.
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It's a poorly thought out update. It should be more environmental and not just a basic timer. The 10 seconds start should really be 30 seconds to negate the head on/flash save issue. The timer in killer TR is clearly inefficient.
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The crows are a huge problem with defining gameplay and removing player agency.
Hiding is a core part of the game. If the killer is between you and the hooked survivor, you aren't going to walk directly through the killer to go for an unhook like you're brainless, you're going to walk around stealthily trying not to be seen.
There is nothing wrong with stealth in moderation. The onlytime stealth is even a problem is when done excessively: so that's basically all they are doing and nothing else. Hostage situations have already been dealt with by deleting distortion and the 10 minute abandon feature for killers who just really really struggle with their role of hunter.
This doesn't target extreme stealth, it doesn't even target stealth at all.
This system has a list of 4 or 5 very specific things and says "were going to assume you're afk and not trying. To convince us otherwise, you have to check one of these 5 boxes every 60 seconds, or we punish you" .
This system does two things that this community cries about all the time for insignificant things, but crows actually does this:
This afk system tells you how to play, removes player agency, and has effectively deleted an entire tactic from the game.
People have said that about camping and tunneling deterrents in the past (despite the fact that these are still meta), and these strategies are similar to hiding: situationally, and in moderation they're fine and good gameplay. It's only when used excessively that it's a problem.
But the crowd don't take situations into account here. Nearly everyone recognizes that "camping and tunneling is basically all the killer can do in end game", and that's why those systems, perks, etc disable at end game.
Crows doesn't take that into account, at all. Slugging for the 4k, the game is over, and at least 4 minutes of stealth is the only gameplay available to the last survivor standing.
But instead, you get crows. It's a free kill, because punishing the player, and assuming the worst (you're just not doing anything) is how the system is designed.
It needs to be reworked. Period.
Because if not, then the only way BHVR can remain consistent is to use ham fisted, broad changes for the anti camp, anti tunnel, and anti slug.
Because if, say, anti tunnel were implemented the same as crows were: a timer starts when you hook a survivor, and you have a limited time to hook a different survivor. If you don't complete one of those 3 specific actions, the survivor team gets to know where you are until you do change targets. No accounting for end game, situation, or whatever.
That sounds awful, but that's how crows are implemented. Assume the worst of the player, dictate how they play, and punish them for not doing it right.
And, for the record, I don't think this should be implemented in this way, for any of these tactics. Tunneling, camping, slugging, and hiding are perfectly fine gameplay, situationally and in moderation.
You shouldn't just delete these from the game, but that's what 9.0 crows have done to stealth. It's too much, and by a lot. And it needs to be undone, so we can get reasonable measures for "anti tunneling", "anti camp", "anti slugging", and "anti hiding" that don't just delete those from the game entirely.
Because right now, BHVR's only consistent stance moving forward is to go overboard, continue to remove player agency, and just delete the other 3 next. I think that's a bad idea. Almost as bad as them being inconsistent about which players can have agency in their game or not.
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Hiding is important, but hiding too much is straight up a bad play. Yes, if the killer is between the hook and you, you might need to stealth, but that shouldn't take anywhere near the time it takes to get crows, much less the time it takes to get enough crows for noise notifications to reveal your location. You are "AFK" when you haven't done an action considered to contributing for 10 seconds. After than it takes 90 seconds to get 3 crows. This amount of time is lengthened when you are moving or near the killer, although I am not certain of the amount, in my experience even if you need to stealth to the hook, you are granted more than enough time as long as you were doing something meaningful before you came for the hook instead of running around like a headless chicken and while moving it takes at least 1 minute to get even a single crow above your head. By the time you get a single crow, the survivor on the hook will be nearly dead if you started going to the hook the instant they got hooked in that time frame, that is far too much time doing nothing. Currently the system is a little too punishing under certain very specific circumstances mostly related to perk and killer power interactions, but in most cases it works perfectly.
As for slugging for the 4k, I frankly do not care. The game considers hatch escapes to be "draws", and I consider a match a loss whether my team got 3kd or 4kd so I really do not care what happens at that point in the game.
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This amount of time is lengthened when you are moving or near the killer, although I am not certain of the amount
It's 50% slower accumulation, though I, for my part, don't know the range in which it checks for the killer's presence.
Though it should also be considered that long sightlines can still make it important to be patient and sneak. If you're trying to go for the rescue, even if the killer is on the other side of the map, if they spot you, your rescue is bust. So you need to wait for an opening to go for a safe unhook.
By the time you get a single crow, the survivor on the hook will be nearly dead if you started going to the hook the instant they got hooked in that time frame
It's 40 seconds to get the first crow, and 70 seconds for a hookstate. But also, this is missing situational context. If I finish a gen and am halfway towards another gen when I decide to go for the unhook, I've already accumulated 'AFK time' when I start heading for the hook. Even if I arrive at the hook with 50 seconds on the hookstage left to spare, I could get there with an AFK crow yapping over my head.
Because that's also a problem with this system; it doesn't allow you to change your mind. You can't be on the way to one gen, then see a gen in another area get popped, and then decide you should be going for a different gen because otherwise you'll 3-gen your team. That's flagged as going AFK, even if you are actively participating and doing your best to help your team out.
Interrupted actions suffer the same problem. Not finishing a heal because the killer is on the way over is also flagged as AFK. Logical, correct decisions will still get flagged as being AFK. There should just be no false positives, especially not to this degree.
Even if someone is playing sub-optimally, this is supposed to be AFK detection, not 'you did not play META'-detection.
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Hiding is important, but hiding too much is straight up a bad play.
Yeah, we basically agree on this.
You are "AFK" when you haven't done an action considered to contributing for 10 seconds. After than it takes 90 seconds to get 3 crows
Yes, I know how the system works. And it functions because it defines what is considered gameplay.
The game doesn't have context to decide what is gameplay or not, it just has a very restrictive list.
And, for the record, "unhooking* does not remove crows. So if unhooking a survivor isn't considered "contributing" then what the hell else are you doing during an unhook? I can understand that unhook spamming isn't what you want, but completing an unhook isn't gameplay? Excuse me?
Currently the system is a little too punishing
Yes to put it mildly.
As for slugging for the 4k, I frankly do not care.
You should.
This is a case where hiding for a decent amount of time is valid gameplay. When there's only one survivor standing, and any number of gens left, the only correct play is to hide for hatch. That's it.
And you have to hide for at least 4 minutes while the 3rd survivor bleeds out. All of that is outside of your control, and specifically in the killers control.
This would be like, if "anti tunnel" didn't disable in end game. "What else are they supposed to do?" And yet, the game is actively punishing the player for making the only valid play.
Slugging for the 4k is the most obvious situation where this system is broken and should be scrapped.
And for the record, you do care, because you are incredibly fixated on the MMR part. If they called hatch a "kill" instead of a "draw", would you give people hatch?
I'm taking about gameplay, you're focused on the extrinsic part (MMR), outside the match entirely. You do care, just that you care about the part that doesn't have anything to do with the match.
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Yeah, I would rather hex totems get a progress rule for 12 seconds of interacting, and the progress is kept if the survivor stops interacting with the object. And dull totems still require completing the interaction.
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You don't know what was happening before that 20 seconds though.
Here's a scenario. I'm in a party and we spawn together. We spend some time emoting and being silly, participating in highly illegal fun that gets our AFK timers going. But, hey, we're risk takers. I have Small Game and there's a hex totem. I head right. Unbeknownst to me, the totem was directly to my left. But off I go around the map, checking totems. I see the killer on the way and slow down, maybe diverting or laying low. By the time I get to the totem I likely have a crow. God help me if Thrill of the Hunt is in play. I also have to pray the killer doesn't come by and hear my crow and realize I'm at their totem, because people tend to take that pretty personally and will likely tunnel me right out. And if I'm interrupted, I'll probably have two crows now.
The game is punishing me for doing a side objective that I enjoy doing and that is a part of the game. As it already was, the game is monotonous. It's even more so now. I want more side objects, not less. I'm now only running Small Game when I'm in parties because they think my totem hunting is funny. In soloq, I'm now running a good toolbox with Built to Last, Streetwise, and Deja Vu. This build allows me to tear through a good two and half gens, what many killers call "gen rushing", even though there's like nothing else to do but gens unless you want punishment. But you're gonna get that punishment anyway because now you're getting slugged cause you did the gens too fast.
This sounds too specific but it's happening to me, someone who never hides for hatch or let's teammates die unaided. I went from someone who never got crows unless I was goofing with the killer (rare now, because it's fun and fun is, again, illegal) to having one or two several times now.
Now imagine you're a new player, you're nervous, you don't understand the mechanics, and you can't even find a gen. You're gonna get totally stomped with crows broadcasting you and you don't even know how to handle chase.
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According to the patch notes, the slowdown of the timer applies to moving as well as being near the killer's radius, so unless you're literally standing still it would've take longer than 40 seconds to get your first crow. Like I said none of the hypothetical situations you're posting in your post have happened to me in actual gameplay. Since 9.0 came out I've personally gotten a crow a single time, and it was for less than 10 seconds that I had a single crow before it was gone.
I've yet to see a single clip of actual gameplay where a person getting a crow that was actually impactful on the game, and hasn't made baffling bad decisions leading up to them having the crow, and I'm not saying there aren't any flaws whatsoever with the system. Certain interactions weren't great as I've mentioned before, but my in game experience leads me to believe anyone who was consistently getting crows in their matches is just bad at survivor.Although It doesn't matter much anymore since they've made the system take much longer now and it now takes around 12 minutes to get 3 crows if you're moving, I just didn't think it was that big of a deal either way if you were playing well
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