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Crypticghoul

Crypticghoul

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Crypticghoul
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  • It's really fun when you actually get into a match as killer but the queue times kill the entire game mode for me and my friends. We end up just playing a couple matches and then just playing another game due to the absurd queue times.

    Then there's survivor, which I had fun with in the first iteration (didn't play the second) but man, the bots and Legion being added really make me not want to even try playing survivor.

  • The only thing that needs to be added to the conspicuous action list is hovering the killer with a flashlight for saves. Otherwise the list is fine.

  • Honestly as long as they remove the Scout loadout from the previous iteration I'm looking forward to whatever they do. Dealing with 4 people having a 20 second cooldown sprint burst for everyone around them and pre-nerf Made for This felt so awful if you weren't playing Huntress.

  • Xenomorph was one of my favorite killers until they added an ungodly amount of slow to the tail attack a week or two after release. Ever since then they've just felt clunky and punishing to play.

    (And for the record I do think release Xeno's tail attack slow was too short but they made it way too long).

    The turrets also get irritating after a while.

  • I would love if they did because I really don't like how bulky the male models are but I highly doubt it's ever going to happen at this point.

  • I'm pretty disappointed with her using the male animations. It just looks so weird. Hopefully Behaviour finds some kind of way to give her the female animations. I'd imagine it's not impossible due to some legendary sets switching between male/female animations.

  • My only complaint is the visibility of my screen becomes nearly unplayable when infected. I have the same complaint with mend bars and Legion.

  • I've got no problem with incredibly strong info perks that help you find survivors to start a chase (I'd argue survivors hiding is some of the most boring gameplay in the game for the killer and the built-in crow mechanic doesn't do anything unless they're literally afk) but I do think two changes should be made to it -- the scream shouldn't interrupt actions and the blindness feels like it might be a bit much.

  • Stealing other peoples' idea I've seen and making DS stun 4 seconds and making it disable the killer's power for ~10 seconds. Also skill check either removed or made bigger. I wouldn't mind seeing a range increase to Reassurance as well.

  • @GentlemanFridge said:

    https://us.v-cdn.net/6030815/uploads/MVN2PNYQI1GK/image.png

    ok so i've reread this 3 times and i dont understand what this means

    anyone able to lay out a scenario where MfT would activate with this?

    Legion, Deathslinger, grabbing Knight's banner, a handful of killer addons, Dead Hard, Off the Record body blocking, Styptic, Buckle Up + For the People, random endurances from events. Any time you have a mend bar you just passively run faster and can use other exhaustion perks with it now.

  • Overall seems like a pretty good patch.

    I really appreciate that MFT is getting nerfed but I don't think it's the right change. It shouldn't give move speed at all or only for a short duration after some kind of condition and then cause exhaustion. With it in this state all it does is hurt a small handful of killers that need to apply deep wounds to use their power and said killers aren't strong enough to warrant it existing.

    I really hope they take the time to add more lockers to Garden and Red Forest because Dredge really needs more lockers on those maps to teleport to.

    Trickster is going to be crazy at 115% speed I think. Should be interesting to see.

  • I'd really like to see Behaviour remove forwarding your own hook timer completely. It's such an awful mechanic for everyone in the match.

    I've had so many matches ruined as survivor because somebody just decided they didn't like how they went down and unalive within about 10 seconds from first hook, completely screwing the rest of the survivors over because they don't even get a bot now. And I've seen it happen multiple times as killer where a survivor just leaves their team without a fourth, causing them all to die when they probably wouldn't have otherwise.

  • It's really strong but at the same time it doesn't do enough if the killer wants to hard tunnel and just hits you right off hook anyway since it doesn't stack with the 10 seconds of endurance you get off of hook.

    I would really like to see the devs try buffing DS to a 4 second stun. 5 seconds felt a bit oppressive but 3 is pretty useless.

  • I really wouldn't mind hook unaliving being gone, I think it would be healthy for the game to have it removed. It ruins the match for everyone else and incentivizes the killer to slug for the 4k (assuming they want it badly enough). Plus it also removes the survivor from the match instead of replacing them with a bot.

  • @JdoHybrid428 said:

    There's situations where you want to ######### on hook to give your remaining teammate hatch. That alone makes it to where they couldn't program it in a good way. They probably wouldn't disable self unhooks due to the few perks revolving around unhooking yourself and luck perks/offerings.

    This is a double edged sword though that causes killers to not bother hooking if they want the 4k. If hook unaliving wasn't a thing we probably wouldn't see nearly as much 4k slugging I would think.

    I would personally really appreciate the removal of hook unaliving for the reasons the OP listed as well but I doubt Behaviour will ever change it. I think the DC bots will be mostly useless because this is the way that most people get out of games they don't want to be in and it avoids any kind of penalty too :/

  • I don't want to play him anymore until made for this gets nerfed. I find that it gives survivors just enough move speed to run from your entire overclock which makes him feel really awful.

    That and dealing with the constant emp spam vs swf just isn't fun. The chests should stop auto generating at like 80% progress imo.

  • I'd be curious to see what it's like with a 4 second duration and maybe usable on both hook states.

    If they are going to buff DS again though (which they really should or add more basekit anti tunnel), I'd really like to see it deactivate if you use a flashlight. It was pretty toxic to just have people with DS Unbreakable hang around threatening a flashlight save.

  • I really hope they nerf it soon or at the very least buff Fearmonger to like 10 seconds of exhaustion so killers have a good answer for it. It feels so awful to play against.

    A passive move speed boost for just being injured really hurts killers that don't need to be any weaker while leaving the really strong ones mostly unaffected. Plus it incentivizes and further rewards the boring and uninteractive hold W play style which does not need to be any stronger than it already was.

  • Generator speed itself is fine, prove thyself and brand new parts should probably be looked at though.

    The bigger problem is most maps being massive and having to get the first down as quickly as possible while all the pallets are still up so that survivors are occupied healing and rescuing rather than having 3 work on generators. Killers could really use some base kit slowdown until the first down or something imo.

  • I also can't change it in the menu. If I try to change it it just becomes "press any key" and I'm unable to change it to anything. I can however revert it back to Q by pressing reset defaults.

  • This perk has got to go. It is so awful to play against as killer and the worst part is it's so subtle that you don't even notice it until you're knee deep in a chase with them and haven't caught up when you should have been catching up. Idk what they were thinking adding a completely passive speed boost with the only counterplay being to instantly down them from healthy.

  • I'm conflicted because on one hand I really like it thematically. It makes the killer feel more powerful/scary and makes it so you can't just sprint up to hook bomb in their face without concern after waiting until the last second to save. Plus it feels really satisfying to get one as the killer.

    On the other, it would probably be healthier for the game if it was gone. A good chunk of killers use it to just face camp and have standoffs with survivors.

  • Its existence (whether they have it equipped or not) is genuinely very unfun to play against for killer. Nobody likes having to get up on a survivor's back and ride them for several seconds and having your lunge basically disabled at loops if you don't want to risk giving them a third health state and huge speed boost.

    This change doesn't really help fix the problem of why it feels so bad to play against, it just makes it so 1 out of 3 chases they won't have it. But you still don't know whether they have it equipped or not in the other 2 chases so you'll still have to go through the whole process of just breathing down their neck waiting for them to press it.

    This perk deserves to die.

  • Yeah medkit self healing speed and charges getting nerfed are both some of the best changes they have ever announced but increasing the time it takes to heal others is not a good change. 18 or 20 seconds might even be fine but 24 is too long imo, especially when you factor in effects that decrease healing speed like mangled.

  • Shadowborn is just too powerful. They'd have to make survivors run 50% faster at all times to compensate for the massive power difference that being able to have a slightly wider FOV would provide if they made it basekit.

  • Really unhappy with these changes. I would have much rather they used the dev time to go after camping and tunneling personally.

    Infinite Unbreakable is a massive buff to flashlight and sabo SWFs and will only make playing non-S tier killers feel even worse than it already does against groups of survivors in voice chat.

    When I play killer I like having the ability to carry the last person to hatch and also find it pretty satisfying to pick up and hook slugged survivors after a close game. Not to mention moris can get kinda repetitive since each killer only has one. And I think the new mori offering is pretty useless personally. You're basically gambling getting your blood points back which feels bad to take over an add-on.

    At least these changes have the benefit of stopping toxic players from slugging all 4 and watching them bleed out I guess, which I think there are better solutions for (let them press a button to toggle bleeding out faster or "give up" after a certain amount of time being down consecutively).

  • Trapper. Takes too long to setup and since there's no SWF indicator you have no idea who is in voice chat calling out where you're putting traps and who isn't. Really fun to play otherwise though imo.

  • Yeah I agree. I swear Behaviour did something to the map spawns within the last several months because I'm noticing way more jungle gyms and pallets you can't do anything about other than kick.

    It really feels like it's still the survivors' game to lose (assuming they're all at least competent) unless the killer is playing a top 5 pick or/and tunnels someone out. I'd really like to see Behaviour change this as the game would be so much better if they did. The crazy safe/big map spawns and tunneling that is.

  • Medkits and Brand New Parts are the major pain points for me. They both just save the survivor team way too much time without a tradeoff and medkits make it so that injuring someone without downing them is basically a waste of your limited time. Medkits letting you heal yourself once or twice at normal speed for free per survivor is absolutely insane imo.

    I don't really think toolboxes are a problem but BNP is a bit too strong and the toolbox skill checks shouldn't work with Hyperfocus.

  • Agreed, Shadowborn should be a setting instead of a perk.

    I'd like someone from Behaviour to actually tell me how increasing your fov slightly is supposed to compete with using something like gen slowdown or STBFL in that perk slot instead.

  • Should be 4 and possibly also usable on both hook states imo.

  • Just some kind of anti-tunneling and anti-camping mechanic that isn't a joke made basekit.

    It's so frustrating to see teammates of lesser skill/experience get tunneled out rather quickly because the killer realizes it and they probably don't have great perks unlocked or equipped. And camping is just zero fun for everyone involved. It should be disincentived harder.

  • It is a huge shame that ultrawide resolutions and the fov are handled the way they are.

    At the very least they could make Shadowborn do something else for you on top of the fov increase so that it doesn't just feel like a wasted perk slot. You can't seriously tell me that anyone at Behaviour thinks increasing fov is as powerful as a gen slowdown or aura reading perk.

  • Behaviour should remove deep wounds from Legion's frenzy until they can come up with a more fun rework/change imo. Absolutely nobody wants to play against them.

  • Legion, Nurse, Pig. They're all either incredibly boring or incredibly frustrating to face.

  • Shrinking the maps a little so just holding the W key isn't nearly as strong against a majority of the killers.

  • I'd love to actually have it taken a step further in the current direction and be able to see if people are in a SWF in the lobby so that I can prepare and put on appropriately strong perks and addons but it'll never happen because people would dodge like mad and abuse it with anti-solo queue perks like Knock Out.

  • Ah yes, completely passive perks that work unconditionally, are useful at nearly all times, and are very powerful with barely any counterplay available. The definition of fun and exciting.

    Spine Chill and Iron Will are awful to play against as killer and hard counter several killers completely passively. I'm so glad they're being nerfed.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3020192#Comment_3020192

    Grabbing needs to go from hook saves. It makes face camping unfairly strong.

    I want to preface this by saying that will be a good, healthy change but I'd rather they make Camraderie a base kit feature based on killer proximity to the hook. I like the grabs thematically and it feels really good as a killer to get one, provided you just get it from normal gameplay and aren't just face camping in the first place.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3015968#Comment_3015968

    The locker grab should not be removed. If a killer wants to tunnel that hard, they should face the consequences. Everything else you said would be fine, especially now that it deactivates in the end game.

    Maybe the 3 second stun makes the locker thing a non factor but I've had too many survivors trying to be as toxic as possible while it's up or just following with a flashlight for a save if you down someone else and then just jumping in a locker if you threaten to slug them for it.

    But I do want to see it buffed for both inexperienced players and in cases where survivors get legitimately tunneled when they aren't trying to be annoying.

  • They should make DS work twice, remove the skill check or double its size, and make it not activate when locker grabbed but keep the proposed changes as well imo.

  • Camraderie but based on killer proximity rather than another survivor should really be base kit.

    Camping creates really awful gameplay for everybody involved and I hope behaviour puts in some camping changes before this patch goes live.

  • @VoidOfMe said:

    https://forum.deadbydaylight.com/en/discussion/comment/3015562#Comment_3015562

    but aren't these killers the most complained killers of the game tho?

    If you look at this forum, you see people begging to nerf these killers. lol

    Yes but they're not good specifically because of BBQ, they're just good in general and want aura reading to find survivors because they're good at getting hits.

    I guarantee if you removed BBQ they'd perform just as good running other aura reading perks like Bitter Murmur, Hex: Retribution, and that scourge hook that reveals all survivors.

  • Most killers absolutely only run it for the blood points. I expect only killers that can cover large distances quickly like Blight, Nurse, and Dredge to run it after this change. Maybe Huntress too for some long range hatchets.

  • Yeah they really need to make Bubba not able to run down an endurance hit during chainsaw or slow down his multi hit.

    And I like the healthy hook grab thematically but it can lead to toxic standoff gameplay sometimes. Either the healthy grab needs to go or we need a baked in camraderie based on killer proximity to the hook (I prefer the latter).

  • I really wouldn't mind seeing the skill check removed and making it work twice (with the two slated changes they announced) but also making it no longer activate when you get grabbed out of a locker.

  • The changes do basically nothing to camping, which I'd really like to see Behaviour bring the hammer down on because it's just awful gameplay for everyone involved. I'd say they probably hit tunneling a good amount though.

  • Looks like a lot of really good changes. I only have three immediate concerns:

    I hope Dead Hard shows that they used it. Like the survivor gets highlighted white or something.

    Not happy about the removal of BBQ blood points and stacks. It was a very healthy perk because it incentivized you to go after multiple different people. Removing this kind of incentivizes tunneling and/or just ignoring a survivor to try and one hook them at the end imo.

    The changes to unhooking help with tunneling but not really with camping. There's still nothing preventing just face camping someone as Bubba (or just in general) which is really boring gameplay and I was hoping they would address.

  • Trapper: Survivors unable to Dead Hard through traps.

  • Meta perk changes and prestige. Really hoping Dead Hard, camping, and the slowdown meta all get dumpstered.

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