Crypticghoul
Crypticghoul
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- Crypticghoul
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Comments
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There are some maps where you actually do not have enough time to check the boxes if you end up getting the fourth.
I recently died to this on Gas Heaven and due to the gas station door not being kicked down and a box being on the other side of the car wall, it was not physically possible to check all 4 boxes without getting great on every skill check.
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The ability to instantly fire at any moment is pretty stressful and incredibly frustrating to deal with. The chain is incredibly forgiving and basically is a nonexistant mechanic unless you're on the other side of a pallet. To top it off, breaking the chain injures you so he doesn't even have to be able to hit you after his shot the first time in a chase.
Imo, they should give him the Pyramid Head treatment of making him have to aim for half a second before firing but they'd have to buff him in some other way to compensate. Or they could just make it so that if he's walking backwards the chain doesn't give the survivor zero control over where they go which gives them more opportunities to snag on things.
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A Slenderman style killer that get stronger based on where you're looking (or in this case, looking at them).
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I would never advocate for the removal of SWF but it would be really nice if I could at least see if I'm against a SWF as killer so I can prepare myself with an appropriate perk/addon setup. But this and lobby dodging are exactly why they won't display who is in a SWF.
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Twins are not fun due to playstyle, multiple perks either don't or didn't work properly, they made Blight's Soul Chemical addon way worse, and I hate the Autohaven reworks with a passion. I like Elodie and the Ormond rework but otherwise the chapter just made the game worse imo.
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I don't enjoy them due to having to slug/camp a lot to play them effectively. For me to want to play them, Victor would be changed to not be kickable when he hits an endurance effect and the devs should probably work out some way for Victor to hook people or have Charlotte be able to traverse the map more easily to get to survivors that Victor downs.
They'd be so much fun if the gameplay loop was Victor runs down injured person and then you are able to swiftly hook them but doing that right now takes so much time that you're just asking to lose all your gens.
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It depends. I think with Stridor and/or against noisy characters like Jane and Ash without Iron Will she's incredibly easy, probably one of the easiest there is to play. It's when you play against the ones that have Iron Will or play Ace/Felix that she becomes difficult.
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I think the queue times are breaking matchmaking. The longer someone waits in queue, the more lenient the matchmaking system seems to get and survivor queues are atrocious during prime time.
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I give hatch to:
The last person if it was a laid back game for me
Survivor that did something that made me laugh
The third If I slug them to hunt down the last guy because I don't like the last guy for whatever reason and really don't want them to have a chance at hatch.
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I think it will. The game is way less fun when either side is playing sweaty.
I foresee getting high MMR as a killer meaning that you only play against Unbreakable/DS/Dead Hard/BT, potentially only those that play SWF with other good players.
And I foresee getting high MMR as a survivor meaning that all your games will only be Nurse/Spirit/Freddy and some bis addon spammers like Iri Head Huntress and Topknot Oni. 4x slowdown perks and very little laid back, nice play (not that many killers do this right now, anyway).
Of course, this is the worst case scenario (it also assumes the devs don't balance for high MMR) and I'm hoping MMR ends up being very loose. Either way, I think MMR is going to have a rough time matching people in appropriate skill ranges with how big the disparity in people playing each side is during peak times.
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@Djghostylibra said:
https://forum.deadbydaylight.com/en/discussion/comment/1888624#Comment_1888624
How exactly do you do this specific one with multiple sets? Cause i'm trying to get the Alessa outfit with the pants
You can't. The bug only works with one set's pieces at a time.
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Hard camping 1 person is objectively a bad thing to do for the killer unless it's near a 3 gen as long as the survivors recognize it and just do gens. Bonus points if someone gets a last second hook trade and the camped person has DS and/or BT.
Unfortunately most solo queue players will just hang around the hook crouched and doing nothing instead of gens. I don't think camping needs to be changed (though Bubba and Huntress can make it really unfun due to their multi-hit/rapid hit capability) but Kindred's aura reveal should probably be made base kit if the killer hangs around the hook for a certain amount of time so that solo queue players have the information to play around.
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If it trumped all other addons like Hag's Scarred Hand so that she couldn't carry more than 1 no matter what it wouldn't be as ridiculous. But aside from that, the hitboxes are just way too jank. You can clearly miss the survivor by like 2 feet and still "hit" them.
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If Radeon cards had a filter (they have a garbage brightness increasing system that applies to the monitor instead of the game) I'd definitely make the game brighter and then turn my graphics settings up. I can't see anything above low settings because the game becomes way too dark.
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Huntress is one of the best at camping/tunneling because she can get quick successive hits in due to throwing hatchets having no real penalty like successful melee swings do (which I really despise but that's another topic).
So much like Bubba and his powerful hook camping, people that prefer to play that way will gravitate towards her due to her being really good at it.
Plus she's free to play as opposed to Bubba who you have to buy with money which might factor into it a bit. Meaning people who are less committed to killer will probably play her and imo these people are less likely to have the game sense or perks to know where to go after hooking someone, leading to them achieving better results from just camping.
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They could easily fix this problem and make her more fun by giving people more of a reason to cleanse. Like stacking repair speed penalties based on time spent sick.
She's really fun when you're being supplied with your power and spreading sickness to get more of it but if the survivors just stay broken all game -- which is the optimal move until you need to go for a save -- she becomes a slug/camp heavy m1 killer with bad emblem scores and survivors get near zero altruism.
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Sometimes when I have to go back to the hook and camp someone's remaining timer out because their teammates are waiting till last second to save and slamming gens I'll get some hate but for the most part I've been getting either ggs or nothing.
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Most of the linked sets deserve to stay linked due to how they were made having either massive clipping issues or missing body parts. It would be great if they flagged certain non-problematic pieces from sets to be unlinked though, like weapons or most heads.
But it really sucks that Cheryl's Starting Over set is linked because the jeans look so good on her. I really wish BHVR could convince Konami to allow them to unlink the set.
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@Crowman said:
So a person who messed up mashing a button and dies on accident should be punished too?
There's no way you'll ever figure out which people intentionally killed themselves on hook and which people didn't.
I mean, this is just one of many reasons the button mash shouldn't be a thing in the first place.
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After I played against one on Midwich I checked the vod to see what my actions looked like from the Spirit's point of view. And honestly, excluding Father's Glasses which is crazy broken, I think she would be decently fair if Stridor didn't work during phasing.
I was playing Kate (who is on the more quiet half of survivors when injured) without Iron Will and you basically had to be deaf to not know exactly where I was at at any given moment during phase due to how loud Stridor was making her.
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I like Elodie's voice acting but the volume on it needs to be turned down.
Laurie's scream and injured sounds however, are very unpleasant to listen to.
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Favorites:
Hillbilly - curving is insanely satisfying and I love his ability to get around.
Plague - I don't find her that fun when people don't cleanse as I feel like a tall Legion in these cases. But when they do cleanse I love using Corrupt Purge.
Oni - Demon Dashing is fun.
Pyramid Head would be here in place of Plague if his counterplay wasn't just to W away because he's so cool otherwise. Likewise, Blight will probably replace Oni for me when they raise his camera point of view.
Least:
Hag - set up around a 3 gen all game and wait for people to step in your traps. Finally hook someone and just lay a minefield around them.
Twins - takes too long to hook people. Very camp/slug heavy.
Nurse - feels like I'm not even playing DBD since pallets and windows are useless, feels unfair for the survivors, and I despise playing against her for the same reasons so I'd rather not play her.
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Favorite - Dead Dawg Saloon. Super excited any time I see it.
Least favorite - The Game as survivor and Mother's Dwelling or Haddonfield as killer.
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Huntress, Deathslinger, Nurse, Freddy.
Freddy because he's incredibly boring and really difficult to see. The others because they either lack sufficient counterplay or their counterplay is stealth due to how ridiculously strong they are in chase, which isn't fun for anybody involved.
Hag would go here if anybody played her. Thankfully, almost nobody does.
Spirit is pretty close to being on the list as well but I think I just hate the people that play her more than I dislike her -- in that I see Spirits tunnel and run really strong builds more often than other killers.
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@darktrix said:
https://forum.deadbydaylight.com/en/discussion/comment/1868665#Comment_1868665
There's a lot of things unhealthy for the game. Forcing people to keep playing in a match that sucks is unhealthy for the game.
I get that. But what perplexes me is why is there even a DC penalty then? And why can it be circumvented by hook suicide? If they want to quit that's fine but they should at least be penalized through the DC penalty so they aren't just hopping match to match quitting when any little thing doesn't go their way and ruining it for up to 4 other people imo.
I think that you have an obligation to the rest of the survivors when you queued up for a team game to at least try to play the game out unless an IRL issue comes up personally.
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The only change I think it needs is the ability to mix and match unowned cosmetics while browsing to see what a custom outfit would look like.
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I would really like if they removed hook suicide as I think it's unhealthy for the game but I also understand the arguments for keeping it in. I especially hate it as someone who brings WGLF nearly every game as the ability to get stacks is already so limited.
Hook struggle mash really needs to go for sure though. Pyramid Head's skill checks are infinitely better.
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I play him frequently without Ruin or Undying and I frequently 4k, he'll be just fine. I use Tinkerer/BBQ/Sloppy/Corrupt for those curious and so many of the perks are great on him.
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Camaraderie. I'd love to see it work on both hook states and only require the killer to be nearby after a small grace period as opposed to needing another survivor to come near the hook but not unhook you (which is such a weird prerequisite because this makes it entirely useless outside of SWF).
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I'd kill for a brightness slider so that I can put my game on something other than low and still see Claudettes and Freddy/Legion.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1866320#Comment_1866320
Not just that. Back in 2018 the kill rate was something like 60%. Now it's something like 70%. The game has objectively gotten better for killers from a balance standpoint.
Killers have had more than enough buffs over the last two years and it's still not enough. Something needs to be done though, it's extremely perplexing that we have less killers now that it's easier for killers to win, compared to 2 years ago when things were harder for killers, yet we didn't have enough survivors and killer queues were 10-30 minutes.
If you're referring to queues on PC, it's not that less people are playing killer but that crossplay is a thing now and survivors massively outnumber killers on the consoles. I still remember when crossplay first went live and survivor queues went from instant to several minutes and killer went from 3+ minutes to instant.
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I will never play without it on. Too many killers try to run someone down off the hook and this is the biggest and really only way to punish it in solo queue. If the killer tunnels a survivor without DS the game can be lost very quickly for the survivors and the survivor tunneled hardly gets to play the game if they're not beasts at looping.
The only time DS becomes really scummy is when you're getting in the killer's face for the minute it's active. Working on gens in front of them, jumping in lockers near them, etc. If you're not doing that then DSing them is completely justified unless they're just hooking your teammates that fast imo.
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I play both but yeah, the queues are so bad to the point where it seems better to just stream killer games to each other than queue together for survivor games, which is ridiculous imo.
I do wish the devs would address this by offering blood point bonuses when queues are lopsided in favor of one of the sides to help alleviate queue times no matter which way they swing.
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@tippy2k2 said:
I doubt it. If it works the way it's "supposed" to (we saw how well that went with the first shot of MMR), you'll still be playing the same skill level as you, just the rank will mean nothing except what kind of "bonus check" you get each month.
Correct me if I'm wrong but getting the double pip is what counts towards the adepts and the lower your rank is, the lower the threshold is for the double pip. So yes, unless the devs change it, it should be easier to get adepts in the sense that you don't need 4 iri emblems.
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It's good that they changed the chance to escape but yeah, they really should bump up his base trap carrying to 3 and make each iri addon and honing stone reduce the amount of traps he can carry by 1 imo.
Bags would still serve the purpose of creating more traps and starting with more. Iri addons would be relatively unchanged in power.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1858632#Comment_1858632
Then isn't the hook counter pretty much useless (at least for killers)?
Feels like it would only maybe help a tiny little bit with adept achievements.
I don't think it's important enough to deserve a place on the UI in my opinion
It gives killers that play for 12 hooks a metric on the screen to gauge how well they did without just having to pat themselves on the back. I think it's a pretty healthy change to make no kills or 1-2 kills feel better and I like it.
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The change seems heavy handed but I'm so incredibly thankful to the devs. I don't have to immediately give up any hope of getting more than 2 gens done when paired with random teammates after this change and it'll actually be worth the time spent to look for the totems. And I don't use the combo on killer due to how much I dislike it so I'm entirely unaffected.
Side note: I think the token transfer change will make Devour Hope and Third Seal appealing.
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It looks nice but I have two specific gripes with it. Obvious disclaimer being I'd have to play with it to actually know whether I'm just being nitpicky or if these are actually problems.
1) The information you want is all over the screen. I liked that all the information you needed was available at a quick glance in the one corner as opposed to having to look at top left, center top, then bottom right for my perks to see if Spine Chill is lit up or something or bottom left to check my tokens/ammo on my power as killer.
2) The injured status on the HUD. I feel like something that's more immediately identifiable could be done as opposed to just making their portrait red. As killer I really liked seeing the injured icons and I foresee this change as making it difficult to spot the immediate moment they heal at a quick glance unlike with the separate injured icons, which is incredibly valuable information.
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I am a firm believer that SWF is not overpowered because of perk choice or voice chat, even though it does make it stronger.
SWF is strong because for every person you queue with, you remove a spot that a do-nothing potato fills into. If matchmaking were actually good and gatekept the Spine Chill + Urban Evasion crowd from red ranks and replaced them with survivors that touch gens and last more than 8 seconds in chase then every game would feel like a SWF game to killers.
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It should just activate the second the gates are open if you've hooked somebody after the gens are finished, as opposed to needing to hook someone once a gate is open.
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Once you play enough to realize what your solo queue teammates are doing in red ranks you'll come to appreciate lower ranked matches more. Every game you're guaranteed to have at least 1 or 2 Spine Chill + Urban Evasion + Self Care teammates that just does nothing all game and lasts ~8 seconds in chase from healthy when found.
Red rank killers are more likely to run gen regression and play better killers in my anecdotal experience, which makes the game feel impossible to escape with said teammates (not that I base my fun on escaping but Ruin+Undying against solo queue is a free 5 gen smash imo and that isn't fun for the survivors at all).
Lower ranked matches are more chill as a result imo. You get the same teammates but the killer isn't always running the best stuff and plays a bigger variety of killers. And as a result I feel like I can run less meta builds and play more altruistic.
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I would make the following changes:
1) Each time a totem is transferred it loses a rank on the perk for hexes that don't have tokens. Ex: You cleanse Ruin rank 3, it now transfers to a dull and becomes Ruin rank 2. Rank 1 stays as rank 1.
2) You are cursed as soon as your aura is revealed by Undying. Gives a heads up that they have Undying and buffs Soul Guard.
3) After transferring a totem, Undying has a unique effect on its own totem to distinguish it (this one may be overkill if made in addition to the others).
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Kindred being baseline would help solo queue immensely, even if they decide to not include the killer aura reading portion of it.
A weaker variant of Decisive Strike. Having to dedicate 1-2 perk slots (I'm including BT here) to anti-tunnel every game instead of it just being built into the game really stifles build diversity. I swear in the red ranks I either get to use or see DS used every few games without the survivor getting in the killer's face about it.
BBQ for killers as it helps disincentivize camping by giving them immediate objectives away from the hook.
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I wouldn't mind seeing more Pyramid Heads. I feel like I never see him but I really like his terror radius/chase themes and vastly prefer the skill checks on cages to the struggle button mash.
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Nea or Feng if you want the best selection of cosmetics imo.
I personally play Cheryl almost all the time as I like her voice, outfit, and Silent Hill. I would play Jane more but she's so loud when injured that it's a massive disadvantage.
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Resident Evil. Preferably with either Jill/Nemesis or Claire/Leon/Mr. X. Maybe a smaller version of the mansion from 1 or 2 as the map.
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I hate Nurse, Freddy, Spirit, and Deathslinger pretty equally. All of them lack any form of counterplay aside from just stealth and crank gens, which isn't fun for anyone.
Hag would probably go on this list but nobody plays her thankfully.
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I agree, minus Pyramid Head, that if the killer is playing those killers or running Ruin/Undying the game becomes incredibly unfun -- to the point where if I get multiple in a row I play another game or get up and start cleaning. But there seems to at least be enough killers that don't fall under this category to where I'm able to get enough fun out of queuing survivor and said matches are some of the most fun to be had in this game imo.
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I've been trying to play without it lately to slot more "fun" perks like Autodidact or Adrenaline. Not having it makes me feel really vulnerable when injured but it hasn't been too bad unless I'm against one of the top tier killers like Nurse, Freddy, or Spirit. I know when I play killer someone Dead Harding to a pallet or window after making a mistake and then prolonging the chase for 20+ seconds is really frustrating and I'm trying to just get better in general.
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The game matches based on rank, not MMR currently.
A large majority of your games do not need Ruin/Undying. If you're losing hard to something else other than the rare sweat/bully squad then you did not apply enough pressure via hooks and downs/injures, meaning either you got Haddonfield or the survivors played better than you did, the latter of which is probably deserving of a win for them. Putting it on for most of your games just makes the game hopelessly unwinnable and unfun for most solo/duo queue survivors.
Disclaimer: I personally think Ruin/Undying is only oppressively strong when paired with gen info perks. By themselves they aren't that big of a deal but paired with Tinkerer become insanely strong.
