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Crypticghoul

Crypticghoul

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Crypticghoul
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  • @Lord_Tony said:

    Stop using the same 4 meta perks and just run small game.

    jesus christ

    To be fair, this is exactly the problem. The meta perks patch up fundamental problems with this game's design (tunneling/camping/slugging prevention. Gen speeds for killer meta perks).

    It's really hard to justify slotting this when you already pretty much have to run either DS or BT, an info perk like Kindred/Bond if you're not in a SWF, and then I run WGLF to help with the silly blood point grind. Throw in an exhaustion perk and you really only have one perk to play around with as a non-SWF survivor :/

  • Very happy about it. I would have preferred they left the endurance duration as is and removed body blocking with it but it's still an amazing change.

  • Very happy with a lot of these changes, especially BT being based on proximity but uh... why is the endurance duration on BT getting nerfed instead of them just losing collision or something so they can't body block?

    Also the Lucky Break change sounds insane tbh. Even though it's only one time use, pair that with Iron Will and it will be a nightmare to track that person.

  • @DwightFairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/2099441#Comment_2099441

    Toxic Cheryl mains and no one really plays PH because he's not "optimal". All of the perks that came with the chapter are situational or bad, and the map the DLC came with, while visually good, is not the best designed and can be a detriment or a godsend dependent on which killer you're playing.

    The Silent Hill chapter was cool but no one uses it anymore because there are better alternatives that can be grinded for (spirit) or are free (huntress), I see a Cheryl every now and then and a killer playing PH every blue moon.

    I'd be playing Pyramid Head all the time if his counterplay wasn't just holding W :/

    He's probably my favorite killer in the game visually, lorewise, etc. but it just feels so bad to lose to W key holding. I'd imagine there are a good amount of other people that feel the same way.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2094454#Comment_2094454

    They haven't stated it's optional at all

    https://us.v-cdn.net/6030815/uploads/X37N9CXU233O/chrome-10-04-1618013487.png

    The tweet specifically states it's "being replaced" not added as an option, for what it's worth, this will of course increase kill rates because it'll be impossible to die to give hatch :)

    You may be right and if so I'm even more excited for this change than I was previously. I guess I just assumed it was a toggle because they called it an accessibility change.

  • I fully expect the people that would suicide to keep the button mash on so they still have the option unfortunately.

    Though I think the removal of hook suicide altogether would be a really healthy change personally.

  • He's still god awful if the survivors decide to do generators while someone just throws pallets and I feel like the loss of his exhaustion bottles hurt him more than the antidote and reload speed changes helped him.

  • I'd be okay with the killer running faster in end game but definitely not NOED. At least not without a total rework to the way hexes and dull totems work -- as in each dull totem cleansed makes the hex weaker or something and a count of how many totems are left in the game on screen.

    DS base kit would be bad but I'd kill to see Behaviour implement more subtle anti-tunneling mechanics, like not jumping to the next hook state if you rehook the same person.

  • It's just one of those relics of an earlier design that has just stayed on the perk after reworks and/or nerfs, much like BT and the terror radius, which should be changed to proximity but I digress.

    I think I've only missed the skill check once or twice but I'm in favor of its removal or making it bigger because I think the players that need it most (read: players that don't play frequently or are newer) are the ones that are more likely to miss it. And it's kind of silly that missing the skill check won't even let you use it off your next hook tbh. The perk is now situational enough that I think this change is warranted.

  • @Witas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2089813#Comment_2089813

    I actually disagree, making his laceration not decay or decay after a tremendously long delay would just make him play like Myers or Ghostface where he "99%s" people, Im far more behind the idea of him being a purely chase killer.

    I do agree that keeping short decay would be the more fun design for survivors but if they insist on keeping the decay how it is, his power needs to be usable at more loops. You can't force a killer to hard commit to chases by design but then also make him arguably the least threatening killer in the game at any tile that doesn't have debris/walls shorter than the survivor.

  • Seems like a pretty good list but I still think his laceration decay needs to be much, much longer like 1 minute+. The fact that the decay exists forces him to commit to chases or waste his time, even if they're horrible to continue.

    Still though, this is great to hear that they're doing buffs of this magnitude in a bugfix patch rather than making us wait till mid chapter. Props to Behaviour for that.

  • Underneath any structure on Swamp. I can't see anything because the walls and entryways are the same color as the ground and the tint of the map. Doesn't help that they aren't consistent spawns either, so the orientation and entryways always seem to be different.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2085246#Comment_2085246

    It is 100% good for those who dont want to mash buttons. But it is bad that there is no option to suicide. And, as I said, only Killers benefit from that.

    Someone who wants to suicide on Hook does not care about BPs and will probably not have fun in that game (because otherwise they dont want to suicide on Hook in the first place). So it does nothing to unhook those people, except that they might sandbag you afterwards.

    If someone wants to suicide on hook, just let them. They wont be of use anyway, even if they are unhooked before suiciding.

    The only benefit is for Killers, they avoid people suiciding to give others hatch (or at least prolong it), but thats about it.

    I don't think the benefits are purely exclusive to killer. I think there's a good amount of killers that slug for the 4k that probably wouldn't feel the need to do so if hook suiciding to open hatch wasn't a thing. In which case, this benefits the second to last survivor because they can get out of the game quicker in an overall sense.

  • I'm seeing a several people say Ghost Face has stealth sounds you can hear. Does anyone have a video example they could drop for me? I've never heard any kind of sounds from him before and he's honestly the main reason I run Spine Chill nowadays.

  • Steve. Not all Steves are toxic but I swear Steve attracts a bunch of the toxic players.

    Same thing with bunny Feng in my experience.

  • If SBMM is good at its job, I probably won't be playing much killer tbh. DBD really doesn't feel good when the other side is trying to sweat hard and play meta. Games potentially could quickly go from chill more often than not to frustrating.

    I think the top end survivors will just only be seeing Nurse and Spirit while killers that tow the high MMR line will just be massacred by meta tournament voice chat SWF every few games.

    The current system definitely needs to be looked at but I'd probably just add a SWF notifier for the killer, make SWF matchmaking based on the highest rank in the group, and make getting to and black pipping in red rank a little harder for survivors.

  • You can bring Distortion, sit on the opposite side of a gen, or hop in a locker when they pick someone up and count to 4 (5 for safety) after they hook to exit.

    However I would advise against trying to hide from it if you're not on your last hook because if the killer doesn't see anyone on BBQ they may not leave the hook (the lack of auras could imply the survivors are near the hook). It only activates beyond 40 meters from the hook so they're giving your team a pretty good chance to save if they go towards your aura.

    Running Kindred and faking running one direction, count to 4, and then walk another direction if you see them walking towards you is also a pretty good strategy if you want to hide but still want the killer to leave the hook.

  • I think that it really just highlights that there's a fundamental game design flaw that needs to be looked at with more subtle dissuasion measures, without the need of perks.

    Tunneling feels really bad to be on the receiving end of and to watch happen to someone else (unless they're being a toxic clown to the killer). The fact that the only tunnel protection in the game that applies to yourself rather than teammates is locked behind a licensed DLC perk that you have to bring in as insurance if you don't want to risk the killer just removing you from the game really quickly is pretty stupid imo.

    *Disclaimer: I think the DS change is one of the best changes they've made to the game and I love it. I just really think BHVR should make tunneling much weaker without the need to bring perks.

  • After playing him for a couple days, I think my current list is as follows:

    • 105 or 110% speed during Main Event.
    • Less delay before Main Event starts firing maybe?
    • No Main Event decay.
    • With the above changes, Main Event will probably need to be harder to acquire.
    • Either no laceration decay or it only kicks in after 90ish seconds.

    He might still be a little on the weaker side but these changes would give him the option to break off from really bad chases without just wasting his time and would make Main Event not feel detrimental to press outside of proxy camping a hook imo.

  • One of my favorite survivors. She's got great mix and match cosmetic potential and I really like her voice acting.

  • I agree that making recovery addons worse and making his power cooldown lower would be amazing.

    Another problem he has though is his power is based on looking at people sneakily but the existence and popularity of both Spine Chill and SWF (voice chat) really hurt him.

  • Yeah it feels like they need to make his rush collision lower to the ground. I played Shelter Woods like 3 times as him yesterday and you cannot bump off any of the tree stumps unless you look down before bumping into them.

    His new camera PoV is amazing though.

  • Absolutely, it's a great change.

    However, Borrowed Time should also be changed to not be so situational so that it can step in as tunnel protection against all killers. It should be changed to work based on the killer being within 32 meters of the hook rather than terror radius.

    There's no reason for Tinkerer/Freddy/Ghost Face/(insert random undetectable or oblivious perk) to just ignore BT.

  • He has a very big problem where on some maps he feels okay and all the others he feels useless. Main event feels detrimental to use outside of proxy camping a hook, laceration decay forces him to commit hard to chases, even if they're very bad to continue, and he can't do anything about tight loops with high objects/walls or large buildings you can W in/around.

    I think giving him 1 ricochet base kit, laceration decay either removed or only when healed/m1'd, and 4.0 or 4.2 m/s (100%, 105%) move speed during main event wouldn't make him too oppressive.

    He's at least pretty fun to play against assuming you don't abuse him around things like trucks with pallets.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2064992#Comment_2064992

    Why aren't you helping them when you see them get tunneled? You don't have to be in any sort of swf to see a teammate getting chased and either try a save or at least to take the protection hit so they can make the next loop.

    Survivor queues are long because there are less and less people willing to play killer. Balancing the game around the worst Survivors would be the best way to make sure that trend continues unabated.

    It's really not as simple as you make it sound, depending on the map and killer of course. Not all killers are body blockable nor do they have to pick you up upon downing you. Killers like Nurse, Huntress, Spirit, Bubba will multi slug or easily get around you if you try to stop them.

    And yes I'm fully aware of why the queues are bad and it's why I play killer more often than not. I'm not asking to balance it around the worst survivors, as many killers (myself included) do just fine without tunneling. I just want them to add deterrents that prevent the killer from trying to remove them from the game immediately after their long wait time. Something even as simple as rehooking the same survivor within x seconds won't jump to the next hook state would go a long way in giving non-SWF players an infinitely more enjoyable experience.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2064926#Comment_2064926

    There is. It's called teamwork and is available for free on all Survivors, doesn't even take a perk slot, just people willing to work as a team to win a game.

    Sure your argument works for coordinated SWFs but regardless of the match result the amount of people I see just get run down off hook and removed around 3-4 gens left just because they are the "weak link" in solo queue is just wrong. They barely get to play the game and survivor queues are so bad at night that they probably wait like 7-10 minutes for that experience.

  • Tunneling just needs to be looked at in general by BHVR. It's stupid that the only things deterring tunneling are good will and the fear of the survivor MAYBE having two perks (BT, DS) that extend chases off hook. There should really be a non-DS base kit tunnel deterrent.

  • My wishlist:

    • Faster move speed while aiming. Probably 100-105%
    • Main event doesn't decay. Full move speed during it
    • Knife 1x ricochet base kit
    • 6 or 7 knives to damage a health state. Can probably knock 10 off his ammo count to compensate. Or keep it at 8 and let him throw faster
    • Recoil gone. Seriously, why is this here?
    • Laceration removed only if healed or m1'd
  • Once Trickster gets buffed this will probably be one of my favorite chapters.

  • The DS change is one of the best changes they've made to the game but there should be an anti tunneling mechanic put into the game without the need of perks imo. Having to bring an insurance perk that prevents the killer from just deleting you if they have no empathy is poor design.

    Hook state should not progress to the next stage if you rehook the same survivor in x amount of time.

  • After playing for several hours yesterday, both as and against him he's just... so weak it's sad. I can't believe the devs didn't give him large buffs before release after the PTB.

    I love the voice lines and filling someone with knives but I don't know how long that novelty will last. There's a salvageable and pretty fun killer here imo but he needs a lot of buffs.

    When I play against him I am never scared of him. Playing as him it just takes way too long to down people AND you have to hard commit to chases because of laceration decay. The recoil existing is pretty questionable. He's soooo slow for how many knives you have to hit. Main event feels actually detrimental to use a lot of times and it doesn't punish grouping up as hard as you would think it should.

  • I'd like to see BT buffed to offset the DS change (make it based on killer proximity rather than terror radius) but the DS change was very much needed imo.

    Granted, I'm still an advocate for built-in anti-tunnel mechanics without needing to bring perks.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2059578#Comment_2059578

    If you have time to tap a regressing gen. Then you're not being tunneled.

    This is not true. The killer could be returning to the hook and tapping is just that, a quick tap of the button before moving on.

    *Not saying that I disagree with it turning off after a gen tap, I just disagree with this statement

  • Yes for survivor but that's the problem with insurance perks existing rather than the devs directly fixing problems. Playing without DS/BT is basically a gamble saying "whelp, I hope the killer doesn't tunnel or they just get to kill me incredibly quickly." I'd like to run something else but I also like not just immediately dying.

    And Kindred feels necessary if you're not in a SWF for obvious reasons.

  • I didn't play him pre-rework but I did play him for about a month after his tome was out. He's really only exciting to me anymore with lopro chains. The overheat is honestly stupid and should be removed and due to the existence of spinning, while completely counterable, makes me question why ever play him over Bubba. Especially if you're a console player.

    I also have a friend that loved Billy before they added the overheat as he liked to do double boots map chainsaw sprint builds but doesn't like playing him anymore.

    Despite those flaws (which mostly just affect how fun he is to play), he's probably the most skill expressive killer in the game and a perfect implementation of high risk/high reward. And hitting curves is really satisfying.

  • I'd like to see the i-frames removed but the distance remain (or even get slightly buffed to compensate) personally. When I play killer I hate having to get up on survivors and ride their backs for several seconds to see if they have it or not. And getting your outplay robbed from you via E to a window/pallet is one of the worst feelings in the game.

    On the other hand though, it honestly feels necessary vs any halfway decent Nurse. And if Dead Hard ever got a meaningful nerf everyone would be using Sprint Burst instead, which would probably be more annoying.

  • I'm actually really excited for Yun-jin even though I probably won't be using her perks. And the DS, Blight, and Wraith changes are going to be incredible. I've been waiting for Blight's PoV change since his release to actually put time into him.

  • I do hope he receives more buffs than what they announced on Twitter. The decay on laceration happens too quickly, 110% is pretty bad for how underwhelming his power seems to be, and he has to stack too much laceration for a single health state. I still think he should have a single ricochet base kit as well.

    He looks fun to play but if he ends up like Clown where survivors just aren't scared of you when they are halfway decent at playing the game then he's going to be awful to play.

  • Blindness is incredibly strong. Unfortunately though, you have no idea whether the survivor team is a SWF in voice chat or not which makes it a huge gamble every match you decide to use it.

  • There's really no reason BT shouldn't work based on killer's distance from the hook rather than terror radius. It's really ridiculous with all the random undetectable and oblivious effects that it hasn't been changed yet. And now with the DS change, it's the perfect time to make this change imo.

    Though I do also think that if someone has the endurance effect from BT that they should lose their collision so that they can't body block the killer.

  • @Tizzle said:

    https://forum.deadbydaylight.com/en/discussion/comment/2052871#Comment_2052871

    Notifying the Killer that they are facing a SWF is and always has been a horrible idea.

    How so? Imo, that change would make the killer experience way better as it would at least be a good indicator to if they have access to voice chat and that your match will be harder so that you can at least have some expectations as to what you're playing against. And it may even change the common killer's perception of SWF if most SWF games end up just feeling like regular games.

    Of course there is the downside that you'll have some killers that go around lobby dodging to hunt solo lobbies but people are doing that right now anyway.

  • I think they just need to look at second chance perk stacking (4 people with UB/DS/DH/BT is ridiculously difficult to deal with) and notify the killer that they're facing a SWF in the lobby so they can at least decide whether to be sweaty or not for the game.

  • Resident Evil will be incredibly hype and is the top of my wants for licensed content.

    Considering Fortnite released a trailer for a Xenomorph and Ripley crossover though, I'd say an Alien chapter is pretty likely.

  • I think that rehooking the same survivor, whether it be consecutively or within x amount of time, should just resume the hook timer where it left off as opposed to jumping to the next state. This would massively cut down the strength of tunneling, as it would be a very ineffective strategy and survivors won't feel like DS is necessary.

    As for camping, I don't really see it as a problem other than it's just really boring. It's already punished via the emblem system and the only real problem with it is that in solo queue the only way teammates can know the killer is camping is if you have Kindred.

  • @UnentitledBunnyMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2050090#Comment_2050090

    By bullying new killers away from this game u save them money and make them know what the game really look like if they decide to play along. Doing that is not a bad thing but a good thing. After they play this game several hours they can't refund and they will find they r lied by the steam ad. They promised a horro game with a powerful destroyer but in the end u find u r a clown entertaining 4 bullies.

    This is honestly a ridiculous take and no sensible person will be doing this. Not only is it a waste of your own time, it's a very dickish thing to do to queue up with the sole intention of ruining other peoples' experience. I'd assume the majority of us here really like the game and want to see BHVR fix glaring issues.

    If you want to "hurt the game" the best you can do is just stop playing and/or stop giving BHVR money until you think they deserve it.

  • I'd just like to add another rant to the pile that I stopped playing killer because I'm tired of the obnoxious toxicity and second chance perk spam from SWFs. I find it hard to want to play as killer anymore.

    But the queue times are so ridiculous for survivor at night that it's just not even worth waiting the time it takes to get into a match, which sucks because I would like to play but at this point it feels like you're waiting as long as the actual match takes.

  • There's a few that I absolutely can't stand.

    Deathslinger and Spirit because they leave you little to no counterplay or interaction in chase. Sucks all the fun out of the game and I immediately want out against them.

    Freddy because of Ruin/Pop/Tinkerer existing and his addons providing slowdown just makes his kit too oppressive for too little effort.

    Legion because he gets an essentially free stab on you and then runs off to chase someone else while you are forced to stand there mending.

    Pig because I swear I somehow always end up having to search the fourth box and activating your trap is something your teammates passively do.

  • @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2045456#Comment_2045456

    That's the same thing though. it's still throwing the game to get one person. The 4/5 boxes are always highlighted for pig so in order to know you have not already searched a specific box she would have to either tunnel you whole time or hook you and go to a box and sit there. Meaning the rest of your team should be destroying her just like it sounds like OP's team did. It sucks for that one person sure but that pig got 1 kill. She sucks and lost. Keep dishing out those losses and hopefully the light turns on and She starts to play correctly at some point in time. I personally enjoy Pig and this disgust me.

    Theoretically it should be throwing a game but if you get a tiny map like Wrecker's Yard, all the boxes are within walking distance by the time it takes to search the box, which is when I feel it becomes problematic. Throw in some good slowdown perks like Ruin/Sloppy/Surge and she loses practically nothing on said maps while you're on a timer to begin searching the box and can't even afford to heal if her intention is to interrupt you at all.

    I've also had a situation with Crate of Gears + Tampered Timer being actually impossible to do in time without interference due to breakable walls on Gas Heaven if you get the fourth box, which was quite frustrating.

  • Tbh the only things I think need to be looked at for Pig are the Tampered Timer addon and guarding a box (whether it be crouching in front of it or just hovering around it) when it's the fourth one to take the trap off on a small map. At least the exit gate thing has the counterplay of hatch, the aforementioned has no counterplay if you get unlucky and have to search the fourth box, mostly because you're not the one that activates your own trap.

  • I wouldn't mind the iframes being gone. Aside from avoiding a Nurse swing and some hatchet tosses, no good player really uses it for the i-frames as the on-demand distance is really powerful. It might sound stupid, but I really hate having to ride someone's back for a few seconds to wait and see if they dead hard or not when I play killer.

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