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Crypticghoul

Crypticghoul

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Crypticghoul
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  • The nerfs are definitely deserved but I do wish they would change BT to work activate based on proximity rather than terror radius to compensate. The fact that BT just doesn't work against some killers and perks makes DS feel necessary as an insurance perk.

  • A toggle would be great. I'd buy and use several torso pieces if it weren't for the obnoxiously large backpacks/equipment on some of them.

  • DS patches up a massive flaw in the game's design -- that being you can just kill someone very quickly due to hook states progressing each hook, no matter how much time has elapsed.

    I'd really like to see BHVR just implement some kind of anti tunnel mechanic/measure without having to bring perks rather than just making the killer potentially afraid of picking up someone with an obsession in play out of fear of a long stun. Survivors shouldn't have to feel like they need to bring DS to not just be removed from the game swiftly while barely being able to play imo.

    (Time to plug my suggestion a handful of people may have already seen elsewhere so it doesn't sound like I just want DS base kit: hook states don't jump to the next if re-hooked within a certain amount of time and instead resumes where it left off.)

  • Really seems like he should either get buffed to 115% speed or have a single ricochet baseline. As it stands now, he's looking like he'll unfortunately be like Trapper where you need an addon just to make him feel playable (trick blades). And since it's purple, I'm expecting almost nobody to have it because getting purples you want is harder than getting iridescent addons.

  • I think it will suck all the fun out of the game if you reach higher MMR because this game gets more unenjoyable and frustrating the more optimally the other side plays and the harder they're trying to win (in terms of build).

    I am predicting that high MMR killer will face 4 man SWFs all with Dead Hard/BT/DS/UB with purple medkits slamming gens and high MMR survivors will face nothing but Nurse/Freddy/Spirit with Ruin/Pop/Tinkerer/Corrupt and great addons burned.

    I think they just need to tighten up the current pip system for survivor, making it harder to get and maintain red rank if you play stealth and incentivize people to play the lesser played side when queue times are bad. And give killers some kind of bonus when they play against a 3-4 man SWF or at the very least let them know they're playing against one so they can put on a good build. Also, matchmaking should put you against a killer equal to the highest ranked survivor in your SWF, not just pick out literally any rank near any given member like it seems to do.

  • Yeah I want to play but queue times are so whack that I just end up playing something else. I don't even mind the bad teammates, I just want to be able to get into games so that when I do get a bad game I can just move onto the next one without frustration. But waiting 10+ minutes for a bad game and then waiting another 10+ minutes to even hit the loading screen for the next one is ridiculous.

    And killer games at that time become either hunting down stealthed people who actually have no idea how to loop and that aren't anywhere near gens or 4 man squads all with great perks who crank generators hard. Very little in between in my experience.

    There really needs to be a shiny icon and blood point bonus for playing the lesser played side when queues are disproportionate to try and at least alleviate how bad they are imo.

  • Both me and my friend have noticed this. Has been happening since 4.5.2.

  • Survivor looks and sounds great, hate her perks. Love everything about the killer other than the default outfit. His ammo count may be too high balance wise.

  • This is an amazing change. I hope they consider doing the same for Trapper and his brown bag.

  • @CryptFriend said:

    https://forum.deadbydaylight.com/en/discussion/comment/1984454#Comment_1984454

    Extra bloodpoints in deviousness for safe unhooks? Bonus if you down someone else after?

    ... Or is that a terrible idea?

    I think killers that tunnel don't care about blood points and just want a good match result (lots of kills). You already get bonus blood points for your first hook on each survivor.

    My suggestion is that if you rehook someone in a certain amount of time, say 30-45 seconds, then their hook timer resumes where it left off as opposed to jumping to the next stage.

  • Or the game should have actual anti-tunneling mechanics implemented rather than just putting in a couple of perks and hoping the killer respects them to provide an enjoyable gameplay experience.

  • @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1984280#Comment_1984280

    Ironically they have made the killer experience a lot better from how it used to be.

    But instead of increase the killer population it actually decreased it. Some 3 years ago killer queues were super long because there were too many killers and not enough survivors. This was an era when we still had infinites like the Ironworks infinite, we had uber balanced landing which made every building on Haddonfield an infinite, we had old Decisive Strike, we had 99% Sabo, we had Toolboxes that actually did stuff, Leader wasn't nerfed into the ground, maps were signifiicantly darker and clothes were also darker, it was legit hard to see survivors, Endgame Collapse didn't exist, etc.

    Playing as killer during this era was hellish but we still had more killers than survivors.

    Couple of factors here, though I don't know if this holds true for consoles. Up until we got crossplay on PC, killer queues were very long and survivor was instant. Ever since crossplay survivor queues have been unbearably long later in the day and killer is instant. I'd be willing to bet all platforms that aren't PC have the reverse disparity where there's a lot more survivors than killers.

    The other being that the playerbase is just getting better over time. I feel like killer is immensely less fun to play if you get a bunch of good players running good perks.

  • BT really needs to work based on proximity and it's stupid that it doesn't tbh. I'd take off DS if it would reliably activate against all killers.

  • This wouldn't be a problem if killers could see if there was a 4 man SWF in the lobby or not (though if they could see this 4 mans would never get into games, which is indicative of a problem imo).

    Nobody wants to play against a 4 man SWF due to the usual toxicity and just being a punching bag that comes with it so the lobby dodging is understandable. And because killer gets instant queues, it's honestly sadly just a better experience to dodge 8 lobbies to pick out a non-SWF looking one rather than just take whatever lobby you get put into.

  • I do agree with him regarding the double standard existing. Survivors are frequently toxic towards killers that don't perform well, pushing any empathetic and/or non-meta players away from playing killer.

    I do however think that tunneling shouldn't be a viable strategy in the first place and I fault Behaviour for not having anti-tunnel/camp be a part of the game without needing to bring perks or rely on the killer being afraid of the possibility of said perks. I think relegating tunnel protection to a teammate bringing BT and the tunneled bringing DS is poor design that unnecessarily hurts newer players who don't have those perks yet and it stifles build diversity.

    Camping is whatever. It's objectively bad for the killer if the survivors just do generators and last second hook trade. Not fun for the camped person or the killer but it's really only a problem in solo queue where you can't tell your teammates to just do generators, hence why I think Kindred's killer reveal should activate if the killer hangs out near the hook for ~10ish seconds.

    Edit: To alleviate how powerful tunneling can be, I'd like to see it changed to where the hook timer resumes where it left off rather than progressing to the next stage if you rehook the survivor in x amount of time of being unhooked. I'd propose maybe a 30 second grace period.

  • I'd like to see him more incentivized to just use his cages in the first place rather than hook tbh. As it stands right now, they're very situational due to sending them across the map, usually right into another survivor's arms for an instant save, and they don't activate BBQ/Pop.

    A slew of changes I think would be cool include hooking removing torment, torment being applied by POTD (with a grace period of immunity to it off hook maybe?), cages activating hook perks, and cages trying to pick a spot where any given player is not currently located. Or just have it pick a random hook to send them next to.

    Or they could have fun with it and make the survivors have to find a key to get someone out of a cage. That way sending them far away to another survivor doesn't matter so much.

  • I'm probably incorrect but my guess is the Twitter hacking and picture are the survivor and their "Magnum Opus" is going to be a mechanical creation of some sort that is the killer.

  • @Phasmamain said:

    Honestly an underrated perk but I’ve barely used it

    I don't really think it's underrated so much as the activation condition really hurts it via poor number tuning, like many non-meta perks. If the gen time to activate it was more like 30-40 seconds it'd probably see a lot more use.

  • I like them if they don't camp and go on a slugging spree (so pretty much just low ranks trying out Twins lol). The game of trying to dodge and kick Victor is pretty fun even though it feels bad and is overly punishing for the Twins player if they somehow miss.

  • While medkits are very strong in the macro sense in that it saves the survivor team a lot of time, my problem with medkits is that you as a killer can't tell if the survivor has a gray one-off heal or a mac daddy purple one with addons which can be bumped up to almost 4 full heals. They should be visually different so the killer can at least guess how many heals they have or that are remaining (or just decide to bring Franklin's).

  • Tunneling is just unhealthy and boring for the game imo. My reasoning being:

    • Only one person gets to interact with the killer all game. The others just hold m1 on gens until either the gates are powered or it's their turn to get ran at for the rest of the game.
    • You as a survivor have to waste perk slots that could go to fun perks on stuff like BT + DS + Dead Hard because the developers create insurance perks rather than fixing fundamental game design flaws.
    • Results are very binary. Either it works because you picked out someone without DS or a bad player (who you now didn't even give a chance to play the game) and made the match a 1v3 quickly which is now heavily in your favor or you followed one person all game and lost all your gens with minimal hooks. And if the former does happen, the survivor team and the person tunneled both have very little or no fun.
  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1957759#Comment_1957759

    And why not? doing all objectives like save unhooks, gens, but not going into a chase (but still wasting the killers time, because he is searching around that gen you´ve been working on) should be punished because you dont like it?

    Let me guess: Spirit has no counterplay?

    It would be two-fold. It feels awful when your teammates refuse to do much because they're terrified of being chased, so while the killer isn't trying to tunnel, you're the only one they can find (I've been on both ends of this, as the killer and the survivor).

    And as killer it's incredibly boring when most of your match is spent looking for people rather than chasing.

    Of course, this change would probably need a harsher pip system for killers that tunnel as well since survivor pips would be more dependent upon the killer not just running one guy down most of the game (there's already some anti-camp in the emblem system, hence why I don't mention it).

    I think the game is more fun for both sides when a lot of chases are happening.

  • I would like getting and staying red rank as survivor to be a bit harder but the unbroken bug is too harsh and the only survivors I see that are in red ranks are playing SWF.

    The biggest change that I'd want from the emblem system is to punish stealth play. Hiding from the killer a majority of the time should not get you to red ranks imo.

  • For most people there is a food chain thing going on in that killer is really fun against solos and/or average players but miserable against a decent SWF. Thankfully the majority of games seem to be filled with the former rather than the latter. If most games were the latter I doubt anyone would play killer.

    Though when I play killer it's less the losing that gets to me as much as it is the toxic things that people do when it does happen. Because a decent amount of survivors can't just leave and take the win gracefully.

  • I'd really appreciate this change as it's pretty dumb that oblivious and undetectable nullify BT.

  • There's really no reason for her Starting Over set to be linked. She looks really good with jeans.

    Cheryl.png


  • Actually I'm just happy to be getting into games as survivor due to queue times being way faster than usual, even during peak times lol. I usually play killer or play something else entirely due to the queue times.

    As for dealing with it I try to drop pallets and use Dead Hard a little early.

  • Demogorgon is an instant discard from me every time. Missing a fully charged Shred when you could just get an M1 really screws you over.

    I usually get rid of Trapper's too just because my experience with him is that if survivors aren't in voice chat they just hold W into the open all the time and waste a ton of your time while not stepping in any traps and if they are in voice chat they tell each other which loops have traps =/

  • Either remove the quickscope or make it so that walking backwards while reeling doesn't remove all control from the survivor so they can snag on things.

  • I want to say Deathslinger due to personal bias and because the ability to zone survivors just by existing thanks to the ability to instantly shoot is quite frankly, stupid and frustrating.

    But it probably should go to Hag, who just picks a few gens to set up a bunch of traps on and doesn't chase. Then when she downs someone she proxy camps via traps while out of range enough to activate Make Your Choice.

  • This is something I really dislike about DBD's current design. Major fundamental issues in the games' design or balance are relegated to various perks (tunneling/camping prevention, gen slowdown).

    I do wish there was a base kit mechanic in the game to dissuade or prevent killers from tunneling rather than just the fear of someone having BT/DS and that gen speed was balanced more appropriately so that a bunch of slowdown perks don't feel necessary against survivors that are slamming gens hard.

  • Much better but the vertically stacked survivor portraits seem to be taking up valuable FoV. Maybe consider giving us a toggle for the names so that it doesn't take up so much screen real estate?

    Or having the portraits be horizontal (along the bottom portrait's location) with the names under them could also be much better.

  • Was having problems with a Nurse swinging mid blink on Suffocation Pit and hitting me from double the usual distance so I doubt it's map related.

  • Disclaimer: I haven't played much Clown before the changes but I'd like to think my bottle placement at loops is at least okay.

    I have a lot of fun with him in chase but it feels like he really can't down survivors fast enough to win if they just hold W and drop pallets nor can he get around the map quickly enough to pressure gens. Granted, the perks I have unlocked on him aren't great but also aren't bad.

    I was excited for Antidote but in practice it feels like it isn't worth the reload time and all it seems to do is give you something to do with your last bottle before you reload or make already unsafe loops unsafer. Feels like it either needs more speed or a longer duration.

  • I like Yui's hair and Oni's outfit. Kinda wish they would stop with the large backpacks or give us a toggle to show/hide them. Otherwise I'm not really excited for anything in it.

  • If I had the option to never play against Freddy and Deathslinger ever again, this game would become a million times better.

  • Survivor: Breakout is pretty fun but I rarely run it because I just can't fit it into my build. Stacking We're Gonna Live Forever is also pretty fun and can make post-gate altruism plays worth more than escaping if I end up dying for it.

    Killer: Save the Best for Last feels really satisfying and I try to run Whispers and BBQ all the time because I hate stealth and like knowing where to go after a hook.

  • OoO if they are in voice chat

    Spine Chill if I'm playing Ghost Face or Pig

    Dead Hard, while it wouldn't be ridiculous if it either gave on demand distance or i-frames, the both combined used to get to a pallet or window can extend a chase to the point where it loses you the game when you're not playing one of the top tier killers

  • @TransverseCaster said:

    https://forum.deadbydaylight.com/en/discussion/comment/1920057#Comment_1920057

    "In this case give the chase up"

    I like how your advice ended up being "Well they're just better than you or you're in an unwinnable situation". Says a lot about the core playability. Fact is, even ######### know how to run the shack now.

    I mean something very important to acknowledge during a match is that a good survivor on a gen won't do the gen any faster (barring minimal time differences with great skill checks) than a survivor who isn't good at getting chased doing a gen. But a good survivor will waste a lot more of your time in chase than a survivor that is less skilled.

    And downing a survivor now takes away a lot of gen time because someone has to go and save and heal that guy while you're (hopefully) chasing another.

  • Make sure to hug the loop as tight as possible without getting stuck on anything.

    Try mindgames from time to time. Hide your red light via moonwalking, double back in loops the survivor can't see over, etc.

    If you know the survivor is really good, it's probably better to go for their teammates and just ignore them sometimes sadly.

    Scott's video linked above really helped me learn the best way to path a lot of tiles as well as just watching really good killer streamers like Bronx and Umbra. And most of all just playing and seeing what works and what doesn't.

  • I think the change to DS will hurt solo queue, just because you'll probably have a teammate every so often that opts to do nothing to keep their DS up.

    But both of these changes hurt SWF squads and toxic play a lot and will most likely reduce a lot of the frustrations with playing killer, which is great.

    I do wish they would make Borrowed Time activate based on killer proximity rather than terror radius though so that I can just ditch DS altogether. The fact that it doesn't activate when the oblivious or undetectable status effects are in play is really silly.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1916966#Comment_1916966

    So long as killers are not nerfed in any way in the process, have at it. Same with camping.

    Show me a way to solve these problems without negatively affecting killer or punishing them in any way and I would be all for it. I have yet to see a genuine solution that would work as such.

    (Someone is going to post one that is like "Well if a killer is near hook for X amount of time..." and it's like you've already nerfed killer even when not actually camping; that shows you how hard actually solving that problem is)

    There's many changes they could make but any change to tunneling would arguably make the killer role weaker just because the killer's objective is to kill. And in some situations it's just arguably the better choice and the only thing that makes it not the better choice is the existence of DS -- a perk you bring to punish killers who play in an unfun, yet optimal way (because removing a survivor from the game is the best way to win) and is really one of your few defenses against it.

    Proposed ideas for possible changes could be a weaker version of DS made basekit or hooking the survivor again in x amount of time doesn't skip to the next hook state.

  • @TicTac said:

    It would be a good change. But i dont understand why anybody will switch out ds. Im running ds since the old rework and this new rework doesnt affect me in the slightest.

    Imo, people would switch it out for the reason they don't run many other situational perks: it might become too niche with all the deactivation conditions (though the point of DS is that you hope the killer plays in a way in which you don't have to use it) and may just become Borrowed Time but for yourself, which is overkill if the person that unhooks you has BT.

    Not saying that I disagree with the changes or that it will be a weak perk not worth using but I like being efficient with my time in game and having to just run around for a bit injured and not doing anything to see if the killer wants to tunnel or not makes it less appealing to me.

    @Bwsted said:

    Switching from TR to radius would leave high mobility killers working around it though.

    I don't see how this would be any different from currently though if they make the radius 32 meters.

  • I think the DS changes are great but I also think that tunneling fundamentally needs to be looked at by the devs and that you shouldn't have to bring an insurance perk to prevent being removed from the game quickly in the first place.

  • OoO change sounds amazing. I hope they go through with it.

    How I feel about the DS change would be contingent on a few questions. Those being:

    • Does the perk deactivate when you get grabbed unhooking or only after you finish an unhook?
    • Is there a grace period where you can touch a gen but it doesn't deactivate? Ex: to stop regression
    • Does it deactivate when being healed or healing? This could incentivize just running around injured for a chunk of time.

    Pretty unfortunate it doesn't deactivate on locker grabs.

    I think these changes will promote a survivor running at the killer and trying to be obnoxious with noise notifications and then just jumping in a locker if the killer decides to chase. Which wouldn't be good for the survivor team as a whole but it'd be really annoying as killer.

    Personally I'd take healing off the list but otherwise I'm looking forward to it and think it will remove a lot of the frustrations around the perk. I'd even like to see it just become basekit with this iteration so that I don't need to run it in the off chance a killer wants to tunnel but it'd almost definitely make survivors way too strong.

  • Tbh if they would just move the survivor portraits back to bottom left and move the killer hook counter out of the way so it's not obstructing your fov, it'd be perfectly fine. Really disappointed to hear that it's going live without changes despite massive amounts of feedback on placement being too spread out.

  • @Olokun said:

    i dont think it's a lack of Killer .

    My idea is : there is an increase of ppl playing and limited amount of dedicaced servers so you are not waiting after a killer but you wait for a free lobby .

    https://steamcharts.com/app/381210#All look at all players

    edit: add link

    It's not the players on Steam causing the disparity in queues. Or rather, they seem to have more killers than survivors because the queue times were lopsided the other way around before crossplay. And I highly doubt it has anything to do with server capacity. I believe it's just a problem with a very high amount of survivors queuing up and so few killers at night to fill the lobbies with.

    The problem with queues is the overwhelming majority of players on consoles (which I'd imagine collectively outnumber Steam players by a pretty good amount) seem to play survivor exclusively. I can only imagine what their queue times must have been like before crossplay.

  • Queue times are atrociously bad at night for survivor and honestly, some nights I just don't want to deal with the toxicity or all the meta perks a SWF brings as killer so I just end up playing something else despite wanting to play DBD.

    I do hope the devs end up implementing a system that rewards you for queuing as the lesser played side if queues are lopsided at any given moment.

  • Honestly? Borrowed Time to work on killer's proximity to the hook rather than terror radius.

    If you were to ask me to pick a non-meta perk though I'd say Camaraderie buffed to work based on the killer coming close to the hook after a grace period.

    As for killer, a button to toggle Coup De Grace on/off so that you can save your tokens for when you need them or make it only consume a token if you hold the button long enough to go past the base lunge distance.

  • Tbh I really only run it because of the possibility of playing against Nurse/Freddy/Deathslinger. I do feel like it's overkill against the majority of killers with how bad matchmaking is and would much rather run something like Balanced Landing or a healing perk for fun.

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