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Crypticghoul

Crypticghoul

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Crypticghoul
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  • After playing him for a little over an hour, I honestly think he's one of the worst killers in the game which is disappointing because he probably has the most hype behind him out of any killer.

    • He takes way too long to down people because of having to go through 3 health states.
    • Tier 3 feels like it should be how he is at the beginning of the game.
    • His tentacle visual is completely unclear as to whether I can hit over something or not.
    • The speed boost on contamination shouldn't be a thing.
    • Zombies constantly get stuck on things and do nothing.
    • You get 2 zombies regardless of map size, so Hawkins and Mother's Dwelling both have the same amount of zombies.
  • Or just don't give the speed boost for infecting someone. It's ridiculous the amount of distance they gain for him chipping away at their third health state.

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2273335#Comment_2273335

    You cannot buy them separately any more, they're linked

    Oh that's really screwed up then. Hopefully it's unintended because when I looked at them in the store when the chapter came out they weren't linked :/

    Edit: Looks like they've since fixed it and yeah, I can confirm they're linked sets now.

  • PSA: if you want to buy the outfits, buy the chest and legs separately without the head for 800 instead of 1080.

    But yeah, this is really messed up and they should be called out on this.

  • I hope they fix her face because the skin looks really good otherwise and it's great that they added a custom voice for her.

  • The Franklin's change is fine imo. What isn't fine is that keys weren't changed.

    They could even do something incredibly simple, quick, and easy like keys can no longer open the hatch without charges. But instead we get nothing for some reason.

  • Can we talk about how Franklin's, one of the only answers to keys other than just 4x gen slowdown and a meta killer + good addons to make them never get more than 2 gens done, just became useless against keys?

    That is absolutely ridiculous. Especially considering how many lobbies I queue into and dodge that have a key. Why has there still not been a placeholder adjustment to hold us over until the "rework" comes in?

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2269853#Comment_2269853

    Yea...It's almost like ruin should have a counter...Oh right

    Don't kid yourself, Ruin is so strong while active that the current meta is running it and a perk that has anti-synergy with it as a backup (Pop), which is quite frankly pretty stupid.

    Yes, you can destroy it but the amount of time survivors spend looking for it, assuming it isn't gone in the first 30 seconds from a bad spawn, is a huge deal if you aren't awful at killer.

  • It makes survivor and solo queue much better but also makes playing killer much less fun and more stressful. It affects both for the same reason -- survivors bring better perks, loop much better, and push gens way harder in a game that isn't balanced around the entire survivor team playing really well.

    Personally, if SBMM becomes active full time I'm going to stop playing killer. After the first few games, my matches felt really sweaty and it was more stressful than enjoyable. Even the games I won.

    And if my survivor games become nothing but Nurse (or BiS addons on strong killers) with Ruin + Pop + Tinkerer every game then I'm going to quit playing altogether.

    I'd much rather they drop SBMM and instead make it harder to stay in red ranks as a survivor. The black pip is too forgiving. And they should fix SWF matchmaking when grouping with others outside your rank to match you using your highest ranking member(s) to prevent bully squads from grouping with a grey rank friend to beat up on lower ranked killers.

  • I don't really mind Tinkerer by itself but combined with Ruin it's just too brainless and easy. I refuse to use it when I play killer and I get disappointed playing against this combo as survivor because it feels like I'm not really playing against the killer player but rather a bot following neon lights around.

  • Let's be real though, it does a pretty poor job as an anti-tunnel perk outside of a gen-slamming SWF where the killer can't afford any time loss. The killer eats it once and then just tunnels you straight off second hook because it only works once. And some killers like Nurse, Spirit, and Blight can be right back on you after the stun.

    Not saying I disagree with the change it received though, it was a great change. It could really use some buffs like working off both hooks even if you use it imo.

  • He really needs brown bag base kit. Anything more and they have to start touching his other addons due to how powerful they are imo. It's really silly that he can only carry one trap without a bag addon.

    And as others are saying, he could also use more centralized initial trap spawns.

  • They can kinda band-aid fix this problem by making Monitor & Abuse -25% and +25% terror radius instead of -8 meters and +8 meters. It might slightly affect other killers but it wouldn't be drastic imo.

    That and add the heartbeat to his terror radius. The slow fade in gives him an extra meter or two before you realize you are in it.

  • It's been an awful experience for me and I've been playing for roughly 4 hours today.

    Survivor games are either the killer is massively outmatched because the survivors are good at the game and close to no hooks happen while gens get slammed out quickly or you get the usual old matchmaking solo queue teammates except even worse somehow.

    Killer games seem to be really weird in that I find the matchmaking system tries to balance out good players with bad ones? I feel like I've gotten 1-2 really good players and 1-2 really bad players each game and the rest are average.

    The worst part of the system is the total lack of any kind of information. I can't tell if my MMR is high, low, increasing, decreasing, what my teammates' or opponents' ratings are, etc. It just feels really bad and the matches haven't been any fun and I swear they've become lower quality the more I've played rather than higher quality, despite escaping/4king most of my games today.

  • I'd love it as I'd be able to put on stronger add-ons and perks in preparation as well as getting a better idea of how they're going to play.

    They won't do it (understandably) because there will just be tons of lobby dodging against SWFs and some killers running blind/slug builds against solos if I had to take a guess though.

    I would really like to know whether I faced one or not post game at the least though so that I can confirm/deny the power of SWF anecdotally.

  • Personally, I'd remove the i-frames so that you have to use it for distance preemptively instead of just guaranteeing you can correct a mistake at almost any point in a loop.

    This would also make it so that it doesn't just unnecessarily dumpster Trapper (Dead Harding over traps) and remove a lot of the annoyances of playing against it like having to ride a survivor's back for several seconds to see if they have it.

    I think there would have to be a few balance changes to accompany a Dead Hard nerf though. Nurse, Spirit, and maybe Blight would have to be nerfed as I think Dead Hard is keeping them in check and everyone would start running Sprint Burst so maybe that would have to be looked at as well. Or maybe Mindbreaker would become meta in response to a Sprint Burst meta.

  • There's 2 things I'd like to see changed that would stop this:

    1) A "give up" option if you're slugged for over a minute straight, the ability to make your bleedout bar tick 4x as fast, or something similar.

    2) Better baseline anti-stealth for killer. By this I mean crows appearing on a survivor if they do nothing to progress the game for a while. If they're good enough at hiding on a huge map and don't do objectives it can take the killer forever to find them because the crows just aren't good enough.

  • Either smaller maps or something similar to Home Sweet Home's version of bloodlust where the killer ramps up in speed over time until they get stunned, blinded, use an ability, or hit someone.

    They'd have to add more deactivation conditions to the "bloodlust" to stop killers from being the ones that mindlessly hold W but it could be interesting.

  • @csandman1977 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2216060#Comment_2216060

    Does it need a counter though? Cleanse a totem; see an aura then theres more. No aura congrats, all the totems are done

    It won't notify you of your teammates doing bones so without Small Game or voice chat your teammates could cleanse the last couple and you'll have no idea. Not a situation that will come up all that frequently but it'd be a nice quality of life change for solo queue imo.

  • I really like the idea of the perk and plan to use it for a bit to form a better opinion on it but Counterforce as a standalone perk seems underwhelming because it doesn't have a totem counter like others have mentioned and because it picks the furthest totem from you to reveal.

    If a survivor picks the farthest totem to cleanse each time they cleanse one then it will take them a ridiculous amount of time to cleanse them all. I'm hoping they change it to a random totem that gets revealed as survivor perk slots are already incredibly competitive.

  • This is the perfect choice of characters for me. Can't wait for it to fully release, I'll be playing nothing but Nemesis and Jill for quite a while.

  • It's just a worse Corrupt Intervention since corrupt gens are almost always where the survivors spawn. That said, I expect this perk to make a massive difference for less experienced killers.

  • It's not that matchmaking is broken, it's actually working exactly as it is supposed to but there aren't enough killer players at night.

    Most matchmaking systems start to expand their allowed ranks/skill level the longer people wait (usually so that people at the highest end can still get games and don't sit in queues for hours). At some point it just goes "ah these guys have been waiting in queue for 10 minutes, I'll just give them whatever I can find to get them into a game" hence the state of your matches.

    Essentially, queues are so lopsided that it becomes first come first serve just so that people get into games in a timely manner.

  • Yeah playing against him is a really miserable experience. The post uncloak lunge feels very cheap with very little interaction or counterplay from the survivor in a lot of situations. Getting hits as him is so low effort and easy now that it doesn't feel like he really outplayed someone or earned it.

    And All-seeing and silent bell still exist with no drawback for some reason.

    They need to give him some kind of other chase power because the post uncloak lunge just ain't it imo.

  • I've had so many solo queue games that are entirely lost because someone ends the game with like 6000 points doing nothing all game :( Like it's fine if people play it like it's a horror game and are legitimately scared but so many people won't even hear the terror radius and I'll see them getting out of lockers or Urban Evasioning on the opposite side of the map from the killer.

    Also I usually run Kindred and my favorite is I'll be the one that gets found and hooked by killers running it. They'll all proceed to just sit there near the hook crouched not looking for the totem as if he's just going to stop doing a tight patrol... Drives me nuts.

  • He needs to be able to hold more traps base kit but some of his best addons might need to be nerfed slightly to compensate.

    It takes him too long to walk around collecting his power and setting up. But his snowball potential is insane and I assume that's why he hasn't been getting any changes.

    I do think the single best change they can do for him against good survivors is making Dead Hard unable to go over his traps though. It's really stupid that Dead Hard can turn his traps against him.

  • It gets better with time and experience. Red rank killer is an awful experience until you learn how to mindgame and run many of the loops as well as just develop a general game sense of where people are at a given time.

    After 1k hours the only times my games aren't at least somewhat chill are against SWFs bringing in 16 great perks and slamming gens hard, which really isn't that often.

  • I'd play them more if I found them more fun to go against. I try to avoid playing killers that I hate playing against when I play survivor.

  • Nothing is really wrong with it other than it feels bad to be on the receiving end of and it's overly effective against solo players (don't even get me started on how stupid Knock Out is). But it's one of the best ways to snowball and build pressure.

    The only change that needs to be made is the ability to "give up" and die when downed for over a minute or so. I also think that Infectious Nurse can also be an issue due to her not having a downtime period like Oni.

  • I like that they're showing stats like this.

    I do see a problem in that the % escape rate is based on games where the survivors brought DS, even post-nerf. So the escape rate doesn't include people who ran it previously but stopped using it post-nerf. It also doesn't include anything about the games with no obsession during the week between 4.7 and 4.7.1 where they made the obsession always appear (because nobody brought DS to those games obviously).

    I'd be more curious to see overall average escape rate between the 3 points in time (pre-nerf, post-nerf, post-obsession change), including anybody who ran DS pre-nerf but stopped using it post-nerf.

    I do want to add that most people that I see bring DS now seem to be decent at the game, whereas before almost everyone was bringing it regardless of their skill level.

    Edit: cleaned up a couple sentences for clarity.

  • @[Deleted User] said:

    That's just a normal Plague game. If you're downing only a single survivor with an usage of Corrupt Purge then you're playing Plague wrong. Use Discordance or Infectious Fright.

    Pretty sure the wording on the challenge implies a single stream of vomit hitting 2 people.

    Though I hope the wording is just strange and that your version is correct because otherwise this is going to be hell to try and do unless you just camp a hook and vomit on the rescuer and rescuee.

  • It's SWF-sided but if no SWF is present it is killer sided due to matchmaking imo.

  • I just walk backwards for a second while facing the pallet while listening for their footsteps. If I don't see them then I turn around and follow them.

  • I've noticed as well in the past week so I'm inclined to either point my finger at 4.7.1 or rank reset. I play PC crossplay on with an SSD.

  • Start with Wraith or Doctor because they're both great for just finding people, which is probably the hardest part of the game at low ranks because they're terrified of the killer and hide in corners.

    Level Bubba until you get BBQ & Chili, and then level your main killer. Plague is another good one to level if you want good perks but BBQ & Chili is just way too important for those blood points.

  • I'm alright with his base kit despite it feeling bad to play against due to it being very binary and low effort.

    All-seeing, silent bell, and bone clapper are just way too strong with all the other additions to his kit now though. Throw in any of these and he's just downright miserable to play against imo.

  • Regardless of the tunneling and camping (which is lame and frustrating), if all my matches were Spirit, Deathslinger, and Wraith I wouldn't play survivor for the rest of the day at a minimum. That sounds absolutely miserable.

  • Bring Small Game and then all your games will have no Hex perks (because the killer didn't bring any). Very consistent for me until I take it off, I swear.

    I disagree with it deactivating but I definitely think it's way too powerful and synergizes with other perks too well. It really feels like a coin flip perk that either just passively wins you the game or you play with 3 perks from near the beginning.

  • I'd like more for Yui, Elodie, Zarina, Yun-jin and Blight. Feels like all the free survivors and Feng (though I guess she's free on consoles) get all the cosmetics.

    Also I'm still waiting for Yui's Waterfront Massacre outfit from the Rift to hit the store since I wasn't playing around that time unfortunately :( When Behaviour?

  • Using your power removes Bloodlust and resets the timer on it. This includes Doctor's Shock Therapy and Static Blast. So if you're both running around a long dropped pallet it will take him quite a while to hit you if he's continuously shocking and you can Dead Hard a shock too.

    I'll agree that King and Queen are kind of stupid and Shock Therapy's interaction with latency is dumb for both sides though. But otherwise he's pretty cool to play as and against while also having a pretty high skill ceiling. Plus, I'll support any killer who is designed to find survivors as stealth is not only boring for the killer but screws over your teammates.

  • Nurse is completely unfair if the player is experienced with her but at least you can tell what she's doing. There's an audio cue for when she's charging a blink, there's a visual effect for it, you can at least try to break line of sight and she's punished for missing.

    Compare that to Spirit who knows where you are in her power if the player is using headphones + Stridor, goes lightning fast without much effort or precision required, has no visual or audio cue for her using her power (unless you're outside the terror radius) and she leaves a clone of herself behind with no difference in animation so you can't even tell when she started doing it. And she doesn't have to immediately swing out of her power if she's unsure of where you are exactly so she can exit phase and just run at you without fatigue unlike Nurse.

  • I went to 9 and 9. It's been great, games are really chill and I've gotten some adepts. I take it easy on survivors in a macro sense and fool around with them a bit so hopefully it's enjoyable for them.

    Playing as survivor the games are pretty heavily stacked against lower ranked killers though. I'm afraid to give them pity downs as I'm worried they might just face camp me and my teammates will just crouch nearby without BT despite having Kindred lol.

  • Demogorgon. He felt weak to me for the longest time. I thought his buffs would be really underwhelming but they honestly feel really good and he has some insane addons now.

    Inversely, I hate playing Pyramid Head despite him being the coolest killer thematically and visually. His counterplay is just holding W and if people just slam gens he can lose to people just running forward on big maps without a ton of slowdown perks. It feels really bad.

  • I'd rework her traps first off:

    • Make them never come off first try but always by the third (so she can't just hover a box on small maps or crouch in front of the person's last box if the timer is close). It also removes randomly dying to an unlucky fourth box using Tampered Timer + Crate of Gears
    • Downing someone with a trap increases the time remaining. Alternatively, a survivor stopping work on a box saves their progress, so if they do a box 50% and Pig stops them then the next time they touch that box their progress begins at 50%

    Then buff the rest of her kit to fix her problems of downing good survivors to get traps out in the first place:

    • Crouching made faster
    • Crouched move speed up to 3.8 or even 4 m/s
    • Ambush slightly faster charge time (might be too much with faster crouch speed). Full control of Pig during ambush (so you can moonwalk mindgame)
  • I got it yesterday but I've noticed that very few people seem to actually be looking for it in EGC.

    I will say the disparity between the difficulty of getting it as killer (just wander the map and smash it. Survivors are usually dancing at the gate for the entire EGC anyway) vs survivor (run around looking for it, hope the killer isn't trying to run you down, AND escape before time is up) is really silly.

  • I'm nearing 1000 hours and yeah I'm really feeling the grind. Any time a new chapter comes out I need to grind like 6 million blood points because of all the teachables I have unlocked just to get the perks I want. Mind you the hour count is probably like 60-70% killer with BBQ and scoring around 25-30k. I couldn't imagine trying to level up characters with the measly ~15k you average from survivor games, even with the unreliable WGLF.

    I swear DBD is like the only game that punishes you for grinding with more grind.

  • The reason you don't see WGLF all the time is because you rarely get to use the healing speed, there are a ton of other game changing and insurance perks that compete with it, and getting stacks is too difficult. You have to fight your teammates for unhooks and trying to get protection hits can throw the game.

    Even then, survivor averages around 15-20k blood points per game while my killer games average 25-30k.

    Meanwhile for BBQ blood points you just need to... play the game normally and you effortlessly get double blood points. The tracking is nice but there are some better options if all you're using it for is info. I'm not saying it's bad by any means but I'd probably use Infectious, Discordance, Tinkerer, Surveillance, or Thrilling Tremors over it on most killers if it weren't for the blood points.

    Also Prove Thyself is really bad for blood points because you cap the 8k out really quickly and there is no spillover into the other categories. Unless the killer tunnels you for the rest of the game you're not just going to avoid getting objective points from then on and not be a useless potato.

  • @Yords said:

    It's hard to believe people who say that most games they were camped, tunneled, or slugged.

    It's very believable actually though I doubt slugging is a thing at low ranks.

    • The emblem system rewards chasing and punishes camping, so killers who camp all the time will stay at low ranks
    • I'd imagine survivors are terrified of the killer and hiding all the time (and gens aren't getting done as a result. New players have a hard time actually even finding gens)
    • Camping/Tunneling probably provide great results due to a lack of unlocked teachables for survivors, the previous bullet point, and next to zero map knowledge or looping skills
    • Similar to the last bullet point, killers don't have many teachables unlocked to help them find stealthing survivors like BBQ or Infectious. They only have Whispers but probably can't gauge 32 meters properly and can't use it effectively as a result
  • Assuming they pull something from each of the first 3:

    I'm hoping for Jill + Chris (#1), Racoon City Police Department map (#2), and Nemesis killer (#3).

    I'm expecting Leon + Claire (#2), Spencer Mansion map (#1), and Nemesis killer (#3).

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