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Crypticghoul

Crypticghoul

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Crypticghoul
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  • At the very least they should change it to require everyone being hooked at least once to use them until they are able to do a more extensive rework.

  • Ghost Face, Trapper, or indoor Scratched Mirror Myers when I'm not against a SWF hit squad. Freddy when I am.

  • I would also like to know if it's safe to spend them or not. Would love to get that Ghost Face skin with it.

  • @weirdkid5 said:

    I cross-played with a bunch of PS4 friends yesterday and they were super salty at the fact they couldn't 360 me because I play on PC.

    Off topic I know but it's pretty hilarious tbh. 360s shouldn't even be a thing at this point, it's technically an exploit anyway.

    I'm pretty surprised it hasn't been changed as well. Counter steering your camera to basically uncap your movement speed is incredibly silly and really hurts console/controller killers.

  • Seems to be related to the rift pass for tome 4. I purchased it, claimed all the tiers, and got the 1000 auric cells upon opening the store earlier but my friend who didn't buy the rift pass couldn't get it to trigger. Of course, a sample size of 2 isn't enough to determine the issue.

  • Sounds like a bug but I fully support it

  • Reserving my opinion of the changes for when I actually get to play him later.

    I will say though, I would like to see his POTD apply torment to survivors hit. I think that'd be really cool and incentivize him to go for more risky shots.

  • I'm baffled they haven't touched some of the really glaring issues with even quick bandaid fixes while they work on reworks to stuff like moris, keys, and iri head but those aside, there's a reason I've put in 400 hours and counting while still having a lot of fun, which you don't find in many games.

  • Yeah I really wish they would have added more ways to get tokens so that we aren't fighting other survivors for unhooks and running at the killer to give free hits for the sake of getting a protection hit token.

  • It's been confirmed that these stats only come from archive challenges. Even then, there's way too many variables to draw any kind of conclusion from this.

  • I'd really like to get Yui's rift outfit but I wasn't playing the game when that rift was happening so I'm happy they're doing this though with too much of a time gap imo.

    I don't see a problem with this. When you grind out the rift you get a good amount of cosmetics and your $10 worth of auric cells back. There's a lot of people that don't have the time to grind out the rift or have something come up and are unable to put the ridiculous amount of time into the grind.

  • Currently dead hard, kindred, detective's hunch, and either decisive strike or borrowed time. I like to get all the bones and laugh at noed not activating unless they run at me for most of the game.

  • Two is fine. If I see four I dodge the lobby because even if I win it's just stressful and not fun due to comms and nearly guaranteed meta perk stacking.

  • I'm not a fan of counter perks because you're bringing them in blindly as insurance against a certain playstyle or perk setup so the odds are usually that you just bring in what is essentially an empty perk slot.

    Plus relying on perks to counter perks is bad for the health of the game because it causes two things to happen:

    1) New players have to purchase dlc to stand a chance against poorly balanced perks this way and then grind that character to level 30, 35, or 40.

    2) You can't play another killer/survivor until you unlock the perks you need on them. And with the way the bloodweb is you can end up not getting the perk until several levels past 50 just due to bad RNG.

  • I'd kill to see it removed in favor of Pyramid's cage skill checks. Not only does the mash cause needless wear and tear on your equipment, it's also not good for your wrists.

    I get that Behaviour doesn't want the player to just afk or tab out but mashing is not the right solution imo.

  • Needs to be deactivated if you touch a gen, totem, or get grabbed trying to unhook imo.

    I'd like to see lockers included on this list too so they can't just do stupid stuff in front of you and then jump inside one.

    Otherwise when it's used honestly its existence is necessary because Behaviour doesn't disincentivize tunneling enough and it's the most effective way to 4k sadly.

  • Blood warden doesn't need any changes, survivors just shouldn't be able to 99 the exit gates to incentivize them to actually open it.

  • BT should get 2 changes imo:

    1) When BT is active the survivor has no collision with the killer.

    2) BT activation is based on killer proximity, not terror radius.

    BT is a great perk that really feels like it should just be base kit to deter camping and tunneling imo (and it's stupid that it doesn't work against Freddy).

    But like most things in this game, it's hardcore abused by swfs who just actively throw themselves at the killer to body block when it's active, giving you no choice but to swing or wait 15 seconds staring at the guy assuming they unhooked in your face and even then they probably have ds.

  • Hard camping is pretty rare.

    Tunneling is almost every game though, obsession or not. I usually don't get tunneled but I very frequently will watch the same teammate get thrown back on the hook 3 times consecutively as I'm doing gens.

  • I like doing the challenges but you just don't get enough fragments from them and some of them are incredibly difficult at the red ranks.

    I'd much rather prefer they had a rift specific shop that you spent fragments in or every x levels you got a token to buy what you wanted but this probably won't happen for the obvious reasons that battle passes exist to keep you grinding.

  • Imo, if you get grabbed off anything that isn't a pallet or window then it should deactivate. DS is now fixed because they can't hop in lockers in front of you, unhook, or do a gen/totem in front of you hoping to get grabbed and then you get punished for stopping them.

  • To play: Ghost Face as long as the survivors aren't running spine chills.

    To play against: Honestly probably scratched mirror Myers. The jump scares and gen grab attempts are pretty great but I've only seen like two people play it. If you want something more broad I'd probably say Pyramid Head.

  • We've seen that multiple killers is possible thanks to a bug earlier this year. I'd love to see a mode like this.

  • The worst part about survivor blood points is that your points are entirely dependent upon how the killer plays. Inversely though, you can still get a good amount of blood points as killer as long as you just let the survivors unhook and are constantly hitting/chasing.

    Killer camps/tunnels? You're not going to get many blood points.

    Killer chases you all game? You're looking at somewhere around 8-13k depending on if you escape.

    You can't even max out survival without self care or a medkit and if you do heal yourself you're giving your team less opportunities to get altruism points, which is silly.

    I agree with the above that survivor blood point gains should be increased and I also think that the categories should be more intertwined, like killer's categories are. Or even just make it so that if you're actively doing something you get shared blood points from categories your team are getting points in.

    Ex: You're working on a gen while someone else is getting chased. You get boldness points while doing the gen as long as that person is in chase and they get objective points. Say someone unhooks during this time, everyone gets altruism as well.

  • Really only Mother's Dwelling and Ormond make me not want to play since they're so big and so safe.

    The Game really sucks as a survivor too due to it being hard to find gens and stairs plus the terror radius being audible basically everywhere. And Azarov's Resting Place is way too easy to hold a 3 gen on.

  • I would love for her crouch to be more fluid like ghost face's and/or maybe allow for gen grabs while crouched.

    Otherwise addon changes would be great as most of her current ones make you want to chase/tunnel people with traps on them which is counter intuitive as you put the trap on them to prevent them from doing objectives and give you time to pressure their team.

    Protection from having the trap taken off by the first jigsaw box attempt would be amazing too, even if it's made into an addon.

  • I actually wouldn't mind seeing repressed alliance have its 60 seconds of working on a gen prerequisite for activation looked at so that it can be used more reliably against ruin + undying. This perk is so cool but the prerequisite makes it awful.

    Aside from that I wouldn't be opposed to having undying have a unique look to its totem so that you don't end up in some games where you randomly cleanse ruin 4 times (with the killer seeing your aura each time before you go to do it thanks to undying).

  • Boil over really doesn't do anything other than slightly inconvenience the killer assuming they've played at least around 50ish hours since it only affects how much you move the killer around and not your actual wiggle progress. And breakdown doesn't really help because there's always plenty of other hooks nearby 99% of the time.

  • I play roughly 50/50 in terms of survivor/killer. My wishlist for survivor would be:

    • Kindred or some variant of Bond being base kit if you're playing solo.
    • The ability to either speed up your bleed out when down or to "give up" after x amount of time down. Being slugged for nearly 4 minutes just so the last guy doesn't get hatch is really lame and the worst part is I can't even start playing the next match.
    • Skill checks instead of mash to struggle on hook.
    • A killer blacklist - the ability to select a killer and the matchmaking system will never put you against them. Doctor and Spirit are just so miserable to play against and I would kill for the option to never see them again.
    • Specific killer changes:
      • Spirit: Notify survivors when phasing. Grunts of pain quieter in phase so that you're not screwed for playing roughly half the survivors without iron will into her.
      • Doctor: Tone down the incredibly obnoxious vfx and sfx. Seriously.
      • Deathslinger should have to aim down sights for a second before he can fire so that he can't just spam m2 to force you to juke or get shot.
    • Moris reworked and not made secret anymore. At least the yellow one shouldn't be secret.
    • BT working against Freddy. More specifically, it should function if the killer is within 32 meters rather than being based on their terror radius.

    Editing on two more:

    • A counter for the number of totems left on the map on your screen.
    • No specific suggestions but I'd love to see more incentivization for killers to not tunnel.
  • DS just needs to deactivate when you touch a gen, attempt to unhook, hop in a locker, or touch bones and it wouldn't be as big of a problem.

    The fact that people can get in my face doing these things when I play killer and if I accidentally or intentionally grab them then I get punished for it is stupid and frustrating.

  • This perk is so frustrating when I try to play Ghost Face because I swear at least half the survivors have it whenever I play him. I really think it shouldn't be active while you're undetectable so that I can play Ghost Face or scratched mirror Myers instead of man with knife >.>

  • A very large majority of the time camping goes unpunished for some reason. If the survivors realize the killer is camping they can just start slamming out gens and the killer will get at most 1 or 2 kills and around 5-10k blood points. Instead they start throwing themselves at the hook and end up giving the killer either a 4k or a ton of blood points and emblem points.

    In fact, the current rank system does punish camping as long as no other survivors are within 16 meters of the hook and do their objectives:

    • If gens get done fast they get a bad gatekeeper.
    • If they only hooked one person one time and they died the killer gets bronze devout. Silver for 2 people.
    • They won't get many malicious points because they aren't hitting survivors much.
    • They lose chaser points every second for standing near a hook while no other survivors are nearby.

    I will agree that it isn't fun for anybody but killers will keep doing it as long as survivors aren't punishing it. If they do it and see good results (pip up, 2+ kills, decent blood points) because survivors are throwing themselves at the hook, why would they stop?

    I'm against harsher measures because there are some times where you do need to legitimately hang out around the hook - that mainly being to either exploit overly altruistic SWFs or when nobody shows up on barbecue. The dev team could really, really reduce camping by making Kindred part of the base kit though.

  • I do want to chime in on this and say it feels really bad to be playing a handful of killers without addons. The fact that I have to keep dumping blood points into them for one time use consumables to make them not feel like garbage is stupid quite frankly. At least the lowest version of the below addons should be base kit with the higher ranks making them better (Ex: brown trapper bag baseline. Yellow still exists).

    Wraith - Windstorm

    Trapper - Bags

    Demogorgon - Rat liver

    I hear from people that Ghost Face and Doctor both don't feel good without addons but I can't comment on them as I haven't gotten around to playing them much.

  • I'm going to somewhat echo what others are saying in that getting pressure started is difficult. If the first person you find is competent at looping/running then the game can feel like it's over if they're not making huge mistakes and your killer can't down them quickly like Deathslinger, Pyramid Head, or Spirit.

    The first down (or just injuring a bunch of people so they'll stop doing gens and heal) is just so crucial to get asap because until that happens there's 3 people working on gens. Even just holding down W away from gens being worked on and throwing some pallets can be incredibly detrimental for the killer if the other 3 are just cranking out gens.

    Of course, this is assuming all the survivors are finding and hopping on gens efficiently and that the person being chased isn't making more than a couple of mistakes, which shouldn't be assumed with randoms. The game can quickly snowball uncontrollably in the killer's favor if there are 1-2 people hooked and more injured or getting chased.

    A couple of proposed solutions:

    Corrupt intervention base kit.

    The generator repair speed penalty when several survivors are working on a gen is made global when there are more than 3 gens left. Ex: 3 survivors working on 3 different gens will all get the -15% penalty to repair speed per survivor. Might need to be lower for people not doing the same gen. Edit: If anyone is on a hook this should be disabled.

  • Imo it's wrong to abuse it to just tunnel someone out of the game who isn't doing anything wrong and trying to play honestly.

    However, you bet that if someone is throwing themselves at me, unhooking in my face, hopping in a locker, or doing a gen right in front of me that they're getting the DS bug abused. There are few things I love more than seeing the 60 seconds of getting in the killer's face that cocky survivors do backfire on them.

  • @mintchapstick said:

    https://forum.deadbydaylight.com/en/discussion/comment/1624026#Comment_1624026

    Lol what are you talking about? If you got DSed it means you tunneled off hook--so three seconds or not, you're probably going to continue to tunnel. Even regular DS only sort of buys a little bit of time in that situation unless it's end-game and you're next to a gate.

    Nevermind the survivors that actively run at you and try to force grabs, do gens in your face with it active, or the situation when you hook somebody else in rapid succession and they try to unhook their friend in your face with BT/DS active.

    I'd love to just eat the DS and continue to chase them but if they're even semi competent and have dead hard you'll waste at a minimum, a half a gen worth of time to down them, pick them up, eat the stun, run them down again. Multiplied by 2-3 if people are just going to town on gens.

  • Doctor. So many unnecessary sound and visual effects. It's incredibly annoying.

    Freddy and Hag are boring, Deathslinger's instant aiming down the sights is frustrating, and Spirit is no fun due to the no information guesswork. But all of them pale in comparison to how obnoxious Doctor makes the game.

  • I really enjoy playing pyramid head but his ability to walk around with m2 and then just smack you if you don't drop the pallet/vault a window definitely needs to get nerfed.

    I really wouldn't mind seeing punishment of the damned apply torment as well but this might be too strong and promote campy gameplay (hitting unhooked and unhooker then just caging).

    More incentive to cage would be cool too. BBQ activating or cage spawning closer but allowing hook perks could be interesting.

  • @EuphoricBliss35 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1611528#Comment_1611528

    Why chase people in an area were the objective isn’t being worked on...

    Because you need to start building pressure at the start of the game while they run to gens initially. The sooner you start injuring and downing people the better. I've also had games where people just try to stealth out the corrupt intervention near the corrupt gens while I patrol the non-corrupt ones.

  • Corrupt Intervention and walk straight to the white gens with whispers. I have yet to have a game where I don't find somebody within 20ish seconds.

  • Used to dodge lobbies with a lot of flashlights until I got lightborn. Now I just stare them down and it's great.

    Now I only dodge if someone puts a key on.

  • I know it probably won't happen due to possible issues with Konami having to give the go ahead but I'd love to see Cheryl's green outfits become unlinked as well instead of being restricted to a set.

    I'm in full support of this for sure though.

  • Survivor: Excluding things like voice comms or swf and synergies like unbreakable/ds, I'd say dead hard. If used correctly you can probably get a minimum of 10 extra seconds out of a chase which is time the killer isn't spending pressuring a gen, getting pop goes the weasel, or chasing a teammate.

    Killer: Toss up between ebony/ivory mori and spirit imo. They're both really stupid and miserable to play against.

    To a lesser extent, pop goes the weasel is kinda up there too if your teammates suck at chase imo. PGTW is game winning in the lower ranks where people can't loop well.

  • We're gonna live forever should probably be rolled into another perk like kindred and given more ways to stack like doing generators or totems imo.

    Currently, it doesn't even remotely stand up to its killer counterpart, BBQ, and is infinitely harder to stack because you have to fight your teammates for unhooks and waste time taking protection hits to get it stacked. Not to mention BBQ is one of the best information perks as well for killer.

    Or just forget rolling WGLF into another perk (but still make it easier to stack). Just make the blood point gains from BBQ and WGLF entirely passive without needing a perk but still needing to be stacked.

  • I'd definitely buy a bunch if they were cheaper but having to spend $10 for each killer/survivor I play is kind of absurd. If I just stuck to one or two characters the price wouldn't be too outlandish but I have to level a million different characters for their perks which makes it hard to just stick to one.

    Also what is up with us not being able to see what mixing and matching different pieces looks like in the store?

  • I understand why hatch exists but I personally hate the hatch race as both sides. Feels awful as a killer when you play well and the last survivor happens across hatch and I hate running around the map as the survivor racing the killer for it so I usually just run at them if they played well or just afk in a locker if they played scummy.

    If hatch didn't exist and there weren't any changes to gates being powered it'd be hopeless for the last survivor though and without end game collapse starting when there's one survivor standing you'd have a lot of salty survivors just stealthing around wasting everyone's time.

  • We're gonna live forever needs way more ways to stack it up during a game. It should probably also do something so that it is closer to its killer counterpart. Maybe roll we'll make it into WGLF? I'd make working on gens and being chased progress stacks on it. It's already bad enough that the perk is a dead slot for extra blood points but on top of that I have to fight my teammates for unhooks or intentionally get hit if a teammate happens to be near me who is in trouble? Why?

    The ability to sell addons/offerings.

    More perks appear per web.

    Teachables moved to 25/30/35 or 20/25/30. The amount of levels you have to get because perks for a character very rarely synergize or create a build is absurd. So you end up leveling one character for one perk, another for one perk, and another for one perk.

  • My suggestion would be to make DS visible when active (something in their hand maybe?), reduce the timer to somewhere between 20-30 seconds, and make the timer pause to somewhere around 60 seconds overall if chased or slugged. Touching a gen makes DS' timer go down at two or three times the rate while working on it.

    The synergy between Unbreakable and DS probably should be looked at if they don't want to touch DS. Maybe even putting them in a category like the exhaustion perks.

    They could also look into making Borrowed Time base kit for all survivors to alleviate hook camping and nerf DS but it would just lead to a playstyle of the unhooked throwing themselves into the killers face to body block even more than they do now which is really obnoxious. Maybe making the killer able to walk through people with BT active along with making it base would be a good solution?

    Just spitballing random thoughts here, I'm sure these don't cover some edge cases that the usual 4 man groups will abuse but I think it will be better than current design.

  • BBQ is great because it gives them immediate feedback on where they should go (usually across the map) instead of just hovering around the hook.

    We're gonna live forever should really get some buffs and be made easier to stack though so that survivors can get some decent blood points. The disparity between WGLF and BBQ blood points is insane.

  • For whatever reason, people I'm getting matched with in purple ranks just won't touch gens until corrupt intervention is gone. I've even found people hiding near my corrupt gens which is hilarious to me. I just walk around setting up traps inside the grass at loops for the first couple minutes of the game and they barely touch gens, it's great.

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