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Crypticghoul

Crypticghoul

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Crypticghoul
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  • Base kit is okay. Addons need nerfs (All-seeing, Silent Bell, Bone Clapper).

  • The ones that place Victor under a hook and just switch to him when killer instinct activates, no (why is this even still a thing?) which unfortunately is probably most of what you'll see.

    The ones that actually try to place him strategically and pressure the map, yes.

    I do think that Victor's recharge time after getting kicked might be a little too quick and that slugging solo players is way too easy with Twins but they do require a lot of game sense and map knowledge to do well.

  • @gibblywibblywoo said:

    Neat.

    Nice to see they're thinking of console players. Hopefully they can find some way of making Trickster playable on controller. From what I've heard it's a real trial in patience.

    I only played against a Blight that actively admitted to J flicking once and while it was impressive it made playing against him not very fun and had no real counter unless you knew they'd go for it ahead of time.

    Yeah, the counterplay of spinning out of the loop because you think he is going to flick was really counter intuitive. I played against my first one yesterday and if I didn't follow AscensionWho's Youtube videos I would have had no idea what you were supposed to do about it.

    I'm really glad they fixed it and buffed console Blight. He's such a cool killer but the massive variance between the turn rate of different Blights was honestly pretty frustrating.

  • In my opinion:

    His base power recovery should be faster but his recovery addons should be nerfed to compensate

    Revealing him should show you how much he stalked you, to help prevent the frustration of him trying to 99 you and pop it the next chase

    Leaning is really frustrating to do and trying to reveal him in areas he can lean is a nightmare. Both mechanics should probably get polished up some

  • Honestly giving her a different free hat to choose from that doesn't add like a foot to her character model's height would help her mindgame and land m1 hits at loops.

    As for making her feel more fun/better to play: add debuffs for staying sick for extended periods of time to further incentivize cleansing but make sickness passive buildup slower. Thanatophobia helps but games where survivors all have Dead Hard and just stay sick all game are incredibly boring.

    I also think that stuns removing Corrupt Purge is kind of silly.

  • I'd like to see Ruin prevent other regression perks entirely throughout the match due to how powerful it is but they also need to fix totem spawns.

    It just goes to show you how strong slowdown/regression perks are though when people want to use a bunch of them together as backups for Ruin despite having anti-synergy (although, Corrupt with them is just outright bad. Undying or Tinkerer would be way better).

  • Silent Bell and Bone Clapper are a little too ridiculous with his new post-uncloak lunge imo.

    All-seeing could use either a downside for equipping it (like Amanda's Letter) or have it only be active for a short amount of time upon entering cloak.

    The generator iridescent one probably needs to be looked at too but nobody seems to actually use it despite it being really strong.

    These statements are all coming from the perspective of solo queue though, where he is now incredibly oppressive and unfun to play against. Against a SWF he's probably still on the weaker side.

  • His base kit is okay. Factor in addons (silent bell, all-seeing, bone clapper) and he is just miserable and unfun to play against imo.

  • @Aven_Fallen said:

    It looks good. But I am really tired of Backpacks at this point.

    Yeah I really wish Behaviour would add a toggle for back objects like backpacks and Kate's guitar.

  • He's really not fun to play against but he's balanced minus a couple addons being ridiculous with no negative trade off (silent bell, all-seeing).

  • I'd actually really appreciate being able to see what my stalk meter is at if I break him out of stealth. This would reduce a lot of the frustration of playing against him.

  • Surprised more people aren't mentioning Zarina's outfit. Hers and Plague are definitely making me buy this rift.

  • It gets better with experience. Around 300 or so hours I would get annoyed at many games but now I'm around 1000 and find that most of my games are pretty chill. If you're playing a weak killer or play poorly though, expect survivors to not be afraid and actively BM you.

    If you want more relaxed games and play at night when queue times are fast, I'd suggest lobby dodging until you get a mix of crossplay and non-crossplay players (globe icon by their name). This makes it very unlikely that you are against a SWF.

  • I'd like to echo that I've been playing them a lot this past week and this change feels really awkward and bad. All this change really seems to do is make normal non-slug/camp gameplay as them even worse and it makes them even weaker vs SWF players that stick together but does nothing to fix the problem of them being a slugging/camping powerhouse against solo players. It should be reverted imo.

  • After playing it for a few hours, it's a really good update. No bugs I've run into yet. Pallet stuns are fixed so I can actually run Enduring Spirit Fury and try out Smash Hit.

    They need to go back to the drawing board on the Twins change (especially since the animation doesn't match, making It feel really weird) but otherwise there's a lot of great changes and I have no complaints about the farm map changes so far.

    👍

  • Keys nerfed into the ground

    Display item icons (and item quality) over survivors' heads in lobby

    Early game pacing change. Generator completion is very frontloaded in a match which I think is one of the main causes of killer stress

    Slowdown perk stacking looked at for killer

    SWF/solo power disparity looked at

    Blood web grind

    And brown bag base kit for Trapper

    I'd also kill for a Deathslinger rework so he doesn't just suck all fun out of the game when playing against him

  • I agree that new audio would make legendary skins way better. The Crypt TV skins look great but I find it hard to justify spending $15 on a linked set that has no audio or VFX changes. Especially for killer where you really only get to see it in the lobby and at the very beginning of a match and otherwise you're just staring at a $15 weapon.

    And if BHVR is worried about pay to win or loss of clarity they could just make new audio/VFX killer side only or put in a toggle in the options to allow survivors to turn it off.

  • They're letting Victor move after a successful pounce though which is potentially pretty huge depending on if he's at full move speed or not. This could actually be an overall buff.

    Also huge props to Behaviour for the pleasant surprise change with an obsession being in every match now, regardless of perks. That's a huge change.

  • @DawnMad said:

    It lets you lose the killer only one, maybe two times per match for a perk slot and you can't lose the killer before getting injured. Do people really think that's any stronger than perks like Dead Hard or BT?

    Against killers that can't instadown, yes actually. Lucky Break + Iron Will can prevent the killer from getting a down in the early game when they need it most because there are 3 unoccupied survivors doing gens (assuming the survivors are spread out and not wasting time. This argument obviously doesn't apply to solo queue).

    Getting that first down and hook is so crucial because then you have one person on the hook, one going for the unhook and healing after, and another hopefully being chased, which means there's only one on a gen ideally. With Lucky Break, a medkit, and no instadown you have 3 people nonstop on gens from the start of the match and one self healing for 16 seconds. Even if you break chase and go for someone else the timer is now paused on the original one and they will hop right on a gen afterwards.

  • Solo queue is pretty fun until you get a killer that camps, slugs, or tunnels. Not that I'm saying these strats are OP or can't be dealt with but solo queue teammates don't do gens and don't have the coordination (or game knowledge/skill) to help out their team so it ends up feeling pretty bad.

    Getting a good killer that goes for 12 hooks against solos has created some of my favorite matches though, win or lose. Unfortunately they don't know if they're getting a bunch of solos or a sweaty SWF so most killers probably just assume the latter.

  • His base kit is finally in a decent spot but I think all seeing blood and silent bell could use some negative trade offs for equipping them as they are a bit ridiculous.

    Otherwise my only gripe is that his optimal playstyle of hit and run is quite boring to play against. But he's pretty balanced and very mid tier post buff.

  • I think All-Seeing and Silent Bell could use a trade off for equipping them but his base kit is finally in a decent spot.

  • I find it strange that they changed her hair color but otherwise she looks great. Cleaning up most of the dirt on the character makes them look much better too.

    I'm really eager to see Nea now as I'm hoping they clean up her face a bit like they did with Meg.

  • I'm hoping he gets brown bag base kit at some point. I just don't feel like dumping tons of blood points into him for a bunch of one time use consumables to make him feel like he has an actual power.

  • I wish they would because he's absolutely miserable to play against. And it's strange that they reworked Pyramid Head's power yet don't touch the exact same problem that Deathslinger has (free zoning/hits due to no m2 windup or winddown).

    Sadly they probably won't touch him because he's not overperforming statistically.

  • It's one of the coolest perks in the game but it's hard to find a spot for it in builds when 1-2 of your perk slots are going to tunnel/camp insurance (BT/DS), 1 is probably going to information in solo queue, and 1 is probably going to exhaustion :(

    Also the activation time is tuned too high imo. If it was 30 or 40 seconds it would probably see more use.

  • It's so bad. Even at 900 hours I still look at my unleveled killers/survivors or ones that are missing important perks, proceed to sigh, and go back to the same handful of killers/survivors because I just have so many teachables unlocked that getting the perks I want is an absolute nightmare.

    I swear DBD is like the only game that actually punishes you for leveling characters by clogging the bloodweb with a bunch of teachables you don't want because you wanted one teachable unlocked.

    And this is all with BBQ's double blood points. I don't play killers that don't have BBQ and usually run WGLF on survivor. I can only imagine how bad it is without running these.

  • There's nothing wrong with slugging to punish grouping up or if you just straight up don't have the time to hook. Or you know where the last survivor is when there's only 2 left.

    I think most take issue with the fact that the bleedout timer is 4 minutes long with no way to "give up" and exit the game sooner than that without just DCing should the killer either take forever to hook them or just decide not to and let them bleed.

    I can also see how being slugged by an Infectious Nurse or a suited up Huntress can be both boring and frustrating as they don't have the typical downtime or ramp up that a killer like Oni has.

    The most annoying case being slugged for up to 4 minutes so that the killer can wander the map looking for the last survivor to prevent hatch (or EGC gate escape) but they don't know where they're at and don't have Whispers is mega zzz.

  • @meep109 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2139514#Comment_2139514

    Couldn't number 2 be abused pretty badly to cause immunity?

    That's what the consecutively portion is for. Hooking another survivor would completely remove it.

    The worst offenders I foresee would be people with it active trying to flashlight/pallet save. Though it wouldn't hurt to make it disappear at an accelerated rate if they do anything on the list of DS actions if it could be abused.

  • Teachables are automatically given to every killer/survivor at tier 1 once unlocked (or the removal of tiers entirely).

    Tunnel protection base kit. Hooking the same survivor consecutively within x amount of time will not skip to the next hook state but instead resume where it left off.

    SWF indicator for killers.

  • There's 2 changes for her that I'd really love to see.

    Stunning her shouldn't remove her corrupt purge.

    As you said, something that further encourages cleansing. Something like staying sick for extended lengths of time should reduce action speed. Plague games are really boring when everyone just has Dead Hard and stays sick all game.

  • The inconsistency due to latency drives me nuts, same with pallet hits. Especially since you have no way to see the killer's ping.

    When both sides have good connections I have no problems with the way it's designed and balanced atm.

  • The best way to reduce the stress of playing killer would be restructuring the overall pace of the game somehow. Having a survivor down, healing, or on the hook at all times while chasing another is just way too important (assuming the survivor team collectively is trying to push gens). Otherwise, you'll quickly lose all your gens committing to a bad chase.

    This also makes the first chase the most important one in the game, as a long chase with a good amount of pallets thrown and a good Dead Hard can make your gen count go from the beginning 5 to 2 remaining.

    The early game collapse idea could have been a possible solution to this problem but early game stalling mechanics could also swing the optimal way to play to be stealth for the first x minutes of the game, which would be incredibly boring.

  • @Palkia123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2133587#Comment_2133587

    I don't know what you're talking about, I take bond, dark sense, visionary and windows because my friends don't help at all with that intel, lol

    I mean regardless of your anecdotal experience, most SWFs in voice chat will usually say little things that greatly increase the efficiency of the team.

    Stuff like "killer is chasing me" "killer stopped chasing me" "I'll get the hook save" "I'm on the gen by the hill if you want to heal" are actually a pretty big deal in a game that is balanced around not knowing what your teammates are doing without giving up perk slots.

    Ex: if nobody brought Kindred and the killer just hooked someone, with voice chat you can say that you're getting the save and the other survivor that isn't being chased would stay on a gen, buying probably somewhere around 10-20 seconds when you include the time to run to the hook and to another gen. Without it, it's possible neither of you get the save for half of the hook state before realizing the other isn't saving and then both run to the hook. Little things like that add up a lot throughout the match.

  • I wouldn't mind it if it either made you broken for the duration or healing didn't pause the timer. But since it doesn't, everyone is going to run it with Iron Will and a medkit to just pause the timer if you stop chasing them to go for someone else.

  • I wouldn't care for having bots. I'd just like to be able to load up a map by myself to practice tricky fast window vaults and/or test killer powers in specific areas.

  • Demise of the Faithful. I like Plague and Jane is cool too. Infectious and Corrupt feel really good to use and Head On can be fun. The map is okay.

    Runner up Descend Beyond just because of Blight now that his camera is fixed.

  • Because they basically get all the information perks for free without having to equip them, letting them equip powerful perks like Dead Hard, Iron Will, BT, Unbreakable, etc. in slots that would be going towards those info perks without voice chat. Blindness and stealth killers become way weaker.

    There also seems to be an effect of solo teammates are bad -> this causes any decent survivors to get fed up and only play SWF -> solo teammates are more likely to be bad while SWF teams are more likely to be full of good survivors because the good ones stop playing solo and every person you bring into a SWF is one less spot a bad solo can occupy.

    Also matchmaking is really whack if you play SWF with people outside your rank.

    • Silent Hill is so cool
    • Blight is giga fun now that his camera has been fixed
    • Bubba rework is pretty good
    • DS/BT and hook struggle changes are all amazing
    • For the most part I've liked the map reworks and animation changes
    • Moris nerfed

    Overall, this year has been great.

    They made Hillbilly feel pretty bad with his changes, Ruin/Undying was miserable to play against for a while before they nerfed it, Twins chapter broke the game for a couple weeks, Autohaven rework made the maps worse imo, and Trickster released in such a poor state that it killed any kind of hype behind him. But otherwise, pretty good year in my book.

  • It wouldn't be THAT bad if the timer didn't pause when healed. The fact that they can bring Iron Will and a medkit to get away and pause the timer, putting the killer in a lose lose situation if they decide to continue chase or drop chase is the real issue because the killer will be unable to build any pressure in the early game when they need it the most.

  • Having just finished RE1 yesterday for the first time, I do hope they pick Spencer Mansion or the Police Department from 2 as the map and Jill as the survivor.

    Assuming they're going to do the Silent Hill thing where they pull from something from each game in the original trilogy, I'm hoping for RPD, Jill + Chris, and Nemesis. I'm expecting the Mansion, Leon + Claire, and Nemesis though.

  • Hex: Ruin. It either gets cleansed early and the killer plays with 3 perks or it goes unfound and passively wins the game for them. Usually no in between outside of 4 man SWFs. It also single handedly got Hex: Undying nerfed hard for other non-token hex perks, which don't stack up anywhere near Ruin.

    Dead Hard having its i-frames removed but keeping the distance or maybe gaining a tiny bit to compensate would be a really nice change as well but I don't think it will ever happen.

  • @MadLordJack said:

    People do overlook a lot of extremely strong perks because there's others with more overt, immediate, and easy to use effects. This is true of killer as well, to an extent.

    While I do agree there are a lot of strong perks, nothing compares to tunnel/camp protection from BT/DS and the chase extension of Dead Hard/Sprint Burst. The survivor meta patches up fundamental game design flaws that killers can abuse and other slots tend to go to chase extension or anti-slug. Same goes for killer meta being slowdown due to the fast gen speeds and limited pallets.

    Denying the killer the ability to go for the injured person off hook and progress their hook timer more rapidly as a result is more powerful than any other perk in the game because there's nothing in the game to deter them otherwise should they choose to do so.

    To shift the survivor meta one of three things need to happen. Either BHVR release more tunnel protection perks, they implement base kit mechanics that prevent tunneling/camping, or they release perks that are so broken that the killer never hooks you in the first place (Lucky Break PTB buff).

  • @Dragonshensi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2125060#Comment_2125060

    I’m fine with tunneling, especially with how fast gens pop and how long each hook state is. Face camping is the only issue I have. Cause it doesn’t give a person a chance to get saved. If the Killer isn’t facecamping and you’re still getting tunneled then that’s on your teammates for doing an unsafe unhook. Tunneling is very necessary in a lot of matches due to gen progression and how long hook states are.

    I don't find face camping in need of fixes from a game balance perspective but yeah, it's incredibly boring and should receive changes based on that alone.

    Tunneling really isn't necessary against most solo queue players and this is coming from somebody who plays probably 70%/30% killer/survivor. My argument for tunnel protection isn't actually because I get tunneled, as I would consider myself okay at looping and most killers (I think) realize how much of their time I would waste if they're not immediately able to smack me off hook without BT.

    My problem is I unhook Meg at least 40+ meters from the killer, who immediately drops what they're doing to return to hook. I show myself to them and try to body block if they can't one hit down but they'll obviously do their best to ignore me and go for Meg if she's not great at looping. You could argue she's not good and now just gets removed from the game as a result but I really don't feel like it's fair or fun to her or anyone else. Imo, solo queue would be much healthier if this just wasn't a viable way to play the game at all.

  • I just want tunnel protection put in the game because I see it happen so often to teammates in solo queue. It's really not fair or fun to anyone that you just have to pray that they know how to play the game like a 500+ hour player and/or gave up valuable perk slots for small amounts of tunnel insurance while also hoping your random teammates, who can get to red rank by pretty much existing, will slam gens hard.

    In a SWF, you have a free Kindred + Bond, everybody has BT/DS, and gens being finished puts pressure on the killer to not risk checking these perks or they lose.

    But in solo queue you have to choose between chase and anti-tunnel perks or slotting information perks and pray your teammates have BT should the killer just hang around the hook and there really isn't much you can do to prevent a solo queue teammate from just getting run down out of the game.

    TL;DR Ranting that I'm tired of killers tunneling these people out in solo queue just because they're the "weak link" and that insurance perks are the only real thing stopping this from happening. It's a bad and really awful experience for all players involved.

  • Changes I would make:

    Monitor & Abuse is 25% and 25% decrease and increase to terror radius instead of a flat 8 and 8

    Either walking backwards while reeling no longer takes away all control from the survivor or make him have to aim for half a second before firing but increase his move speed a bit while aiming.

  • I just hate that the game doesn't tell you who is in a SWF and who isn't. Stuff like blindness builds or stealth killers immediately become way weaker because the odds of any give SWF using voice chat to tell each other what's going on is pretty likely.

    It would have the double edged sword effect of killers just lobby dodging SWFs though so I understand why it isn't a thing. It's just a shame that if you take something like Third Seal you're completely gambling on if they have voice chat and it just becomes useless or not.

  • @StibbityStabbity said:

    The Killer will be Chris Redfield. He will just get bigger and bigger as the trial progressing, until he is a literal mountain that towers over the map. He then leans in and eats all the Survivors before working on his gains.

    At least the entity won't even have to superpower him because he can already punch boulders into submission.

    For those who haven't played RE5 https://www.youtube.com/watch?v=4xuXkVzBdJQ

  • Jack Baker or Mr. X would probably be the easiest to slot into DBD but I could see them getting really creative with a power for Nemesis.

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