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Crypticghoul

Crypticghoul

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Crypticghoul
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  • He should be able to carry 3 by default and his iri addons and honing stone should reduce the amount of traps he can carry by 1 each imo. Bags would still serve the purpose of creating more traps than would normally spawn.

    Also I'd kill to see Dead Hard unable to go through his traps or for him to be able to walk through his own traps if someone Dead Hards over it.

  • We know it's Freddy thanks to the most recent stat release. His addons are strong, his kit is ridiculous and has everything, he ignores BT entirely, his synergy with meta perks is absurd, and he's really difficult to see/keep track of due to his colors and height. On top of all this, he's incredibly easy to play. Especially if you have Tinkerer or BBQ to know where to teleport to.

    Even just seeing the timer around your portrait when you load in is a demoralizer because of how strong he is and how much slowdown he has, causing a bunch of survivors to not want to play and just die to move onto the next game.

    I think a good Nurse, especially with meta perks will surpass him in kill rate though. There's actually nothing you can do against a Nurse that knows what they're doing. Her kill rate is bogged down by people learning her and her being free, so statistically she is the worse performer.

  • I think solo just needs better matchmaking and Kindred to be base kit to feel good. Or the pip system needs to gatekeep out the urban evasion spine chill self care survivors from red ranks. As it stands right now, it's too easy to get to red rank and stay red rank as a survivor.

    The problem with SWF in my opinion, sweat and bully squads aside, is that decent players don't want to queue solo due to all the awful teammates you get, leading to a lack of good players queuing solo and an overabundance of decent players with good perks queuing SWF only. I wouldn't mind having a SWF indicator just so I could see how many SWFs I actually play against and if they perform that much better in my games.

    Also matchmaking gets incredibly wonky when you play with varying ranks. It should matchmake either off the average rank or the highest rank in your group.

  • Also the blood trail they leave is similar to that of a slug leaving a trail of mucus.

  • Every time she phases -- which you have no idea when she does as she can just be standing there -- it's a complete guessing game for the survivor while the Spirit just has to run at them with headphones cranked up to tinnitus-inducing levels to get hits the survivor really can't do anything about without iron will if they're injured or step through grass/corn.

    She also punishes you harder than any other killer for playing "noisy" survivors like Jane, Jeff, Ash, and Yui while having a much harder time tracking quiet ones like Ace and Felix, which is kind of dumb imo.

    Also doesn't help that Spirit players seem to have a reputation for usually tunneling off hook the most.

  • They should really be "after the last generator is powered" because having to have a gate open to get them done is awful when everyone 99s the gates.

  • For me, bringing her height down some and quieting the loud whispering when she has her power active would massively improve her.

    Due to her hat combined with how tall she is there's zero mindgaming at loops as survivors can see you over everything, making her hard and frustrating to m1 people as and making it much easier to just stay sick all game.

    She could also probably use a small move speed bump while charging her vomit and maybe more baseline infection time on objects.

  • For survivor: I'd like the existing ones to be changed to generic ones not specific to a character and have more of them in general rather than escape or open an exit gate for the most part. I wouldn't even mind them being to do an objective with a specific perk equipped out of what you have unlocked as a teachable just to shake things up.

    For killer: I'd like to see the varying difficulties of the rituals normalized. You have ones like Myers' whose ritual is just stare at people and then Blight's whose ritual is to down people with your power (and not just hit them with it).

    In general: more blood points, varying difficulty challenges or "elite" weekly challenges that give a lot more but are harder to complete, rift fragments, one ritual for each side per day.

    25-30k blood points just isn't really worth it to play a killer I don't have BBQ or halfway decent perks on when I could be playing a decked out killer with BBQ who will most likely earn the same amount of points as a non-BBQ killer plus the daily ritual.

  • Ruin/Undying + gen info perk is really miserable to play against if you're not in a SWF. Slap it on someone who is halfway decent at one of the top killers and the game is over before it even started.

    I do hope the devs end up doing something about it, whether it's a nerf or rework to Ruin, a nerf to Ruin transferring through Undying, or changes to make Tinkerer not able to proc multiple times on the same gen.

  • They'd have to either allow Victor to hook or give Charlotte some kind of way to quickly get to downed survivors while also making Victor not able to multi-down injured survivors. As it stands right now, switching, moving Charlotte to the downed survivor, picking them up, and hooking them just takes way too much time.

  • Ruin/Undying alone doesn't carry you as you'll at least need map awareness but Ruin/Undying with a gen info perk like Tinkerer absolutely will because the game basically plays itself for you while you follow neon lights and hold W. The only time you'll have to worry about losing with this is against a good SWF.

    I've stopped running the combo when I play killer several weeks ago because it's just so miserable to play against as survivor imo.

  • @MandyTalk You are correct, it just seemed like he was running slower than normal from a viewer's perspective. That was a poor clip to pick, my apologies.

    I did some tests myself in a custom and put a recording of myself running down a hallway side by side with and without frenzy. You're right that Legion is definitely running faster with frenzy up but it doesn't feel like it did before 4.4.0,

    I could totally be wrong or crazy but it does feel like something is off compared to before while frenzying.

  • @Mandy said:

    As far as I'm aware (and I did test the movement speed) the issue was purely visual due to the decreased fov.

    My comment in the other thread poofed because I edited it too quickly in rapid succession.

    Otz was playing Legion roughly 2 hours ago and he wasn't getting the increased movement speed. Timestamp of his vod:

    https://www.twitch.tv/videos/830152536?t=0h39m14s

  • @SasukeKun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805340#Comment_1805340

    I still feel like they could have done something different instead of further killing a feature further, and granting entitled survivor mains a more ensured escape. Having to be hooked a 2nd time resets all their protections

    ...You do realize moris still work the exact same way and it's just after their second hook now right? Having to hook them an additional time and not completely bypass DS off first hook -- their only means of dissuading tunneling aside from hoping their teammate has BT -- and killing them 2 minutes into the game doesn't ensure a free escape. It just doesn't ensure you a free win, there's a massive difference.

    Gonna be honest, you're throwing around the term "entitled survivor mains" but you sound like an entitled killer main who just wants easy games.

  • @SasukeKun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805225#Comment_1805225

    you say that with ur OP perks and pink keys which guarantees a free escape most of the time

    Dude come on, let's be real. I play both sides and a key escape is pretty rare if you play well and understand how the hatch spawn works. Most of the time it just gets one guy out at the end and you get 3 other kills. And survivor perks are nowhere near the strength of Ruin/Undying/Tinkerer on a strong killer unless they're amazing at looping to go with it. Unless you tunnel hard, just hold W at loops, and eat every DS I guess, in which case you deserve to lose and a key wasn't going to change that.

    Compare that to killers who want the survivors to have a miserable time and bring in iri head infantry belt Huntress or Spirits doing first hook moris.

  • @Mandy said:

    I believe that the speed was never the issue - he was actually the same speed as before but the FOV caused it to look much slower, so there looked like there was no speed increase during Frenzy

    Watching Otz's stream and he's playing Legion right now. There's definitely no speed increase.

    Here's a timestamp if you want to see it yourself

    https://www.twitch.tv/videos/830152536?t=0h39m14s

  • @White_Owl said:

    Consider that it's 10 seconds in which a player is forced to be afk, you can't prolong that time too much or people would just get frustrated and probably DC.

    I mean that'd be their fault for jumping in a locker though. Victor can't just shove you into a locker and shut it, that's their own choice to try and cheese Victor.

  • I play 50/50. A majority of killers would use moris to just tunnel people off first hook and remove them from the game, making it hopeless for survivors unless the killer really sucked at the game. This was incredibly unhealthy for the game and felt awful to be on the receiving end of or watch it happen to your teammates with nothing you could do about it.

    Moris still aren't bad. It saves you from having to pick the person up on their last hook, risking a save, and having to spend the time walking to a hook and hooking them while completely ignoring DS.

    While I still would like to see moris require everybody hooked once, this is one of the best changes BHVR has made to the game, period.

  • @Orion said:

    In 10 seconds Charlotte can cross 46 meters.

    You're not accounting for the time it takes to switch to Charlotte, which assuming it's the regular switch time when you find somebody in a locker, is 3 seconds. And even then you have to factor in any obstacles you have to go around and the second it will probably take many to re-orient themselves after switching.

  • I do really appreciate this change but as the above poster said, I think it should also require you hook everyone once so that you can't just tunnel someone down, which is the biggest complaint about moris.

    Keys having a channel time like cleansing totems would also be sweet.

  • Best - Silent Hill. It's freaking Pyramid Head and Cheryl, whom I both really like. The only thing that can top this for me is a hype Resident Evil chapter imo. Midwich unfortunately suffers from degenerate W gameplay but it's a visually and thematically cool map at least.

    Worst - I'm tempted to just call whatever chapter came with killers I hate bad chapters. But I think Blight's chapter has to be the worst because:

    It brought us the Ruin/Undying combo and Tinkerer was changed pretty close to it as well. This has created braindead "follow the neon lights" gameplay while the game plays itself for the killer and absolutely destroys solo survivor gameplay.

    Blight is still sliding off objects and has a pov located at his belt despite easily being twice the height of his pov (he is fun when he works and isn't on a grassy map though).

    Not to mention this chapter also added the stupid "hatch spawns at x location" offerings. I will admit, I really like Badham map reworks though. Easily one of my favorite maps.

  • Mash struggling needs to go.

  • I would definitely like to see the Twins have either an easier/faster time hooking people or more incentive to outside of camping with Victor. As it stands right now if you down someone far away from Charlotte as Victor it just takes way too long to switch, walk over there, pick them up, and walk to a hook and the optimal play becomes just leaving Victor on top of them and waiting for killer instinct to activate.

    Switching and moving the two around the map just takes way too long.

    Bugs aside, I think they're pretty fun to play but I don't like that I have to just slug and camp people to kill everyone.

    Also I can't believe that Victor chasing you doesn't seem to give you boldness points and the killer doesn't get chaser emblem points. ######### is up with that BHVR?

  • The big thing that I hate about camping/tunneling (I don't mind slugging as much unless you're leaving the guy on the ground for the full 4 minutes because you want the 4k, which is another topic entirely) is that instead of implementing baseline mechanics to deter unfun gameplay, the developers have implemented deterrence to these gameplay styles in the form of insurance perks -- which you bring because you don't want to be tunneled or don't want your teammates to be tunneled. And the killer just has to play around it assuming you have it.

    It just really stifles build diversity when I have to bring DS and BT every game and hope my teammates brought them or else there's the risk of the killer just running down the unhooked person or smacking them straight away off hook. And if you're playing with randoms you really can't rely on them to punish the killer for wasting their time on one guy all game by doing gens.

    Anyway that's my brain dump. I've been tunneled a few too many times in the red ranks to not run DS every game -- and have also escaped and wasted tons of the killers time that I wouldn't have otherwise without it because they just wanted to run me down off hook.

    TL;DR I hate that I have to bring insurance perks to deter and punish scummy and unfun playstyles as survivor instead of them just being built in mechanics.

  • Make it based on killer coming near the hook after x seconds, split the time in half (or maybe cut it down by a third or something. You are dedicating a precious hook slot to literally just staying on the hook and punishing patroling/camping) but allow it to activate on both hook states.

  • Steam updates the store every day at 1 AM ET, so in 23 minutes it will show up.

  • Melee hatchets are straight up busted because she can take action too quickly and isn't slowed enough after throwing imo. The hitboxes are crazy generous but at least also sometimes work against her. I'm also baffled iri head, infantry belt, and exhaustion hatchets still exist and haven't been nerfed while they wait to do the addon pass.

    But at least she can't instantly quick scope you like Deathslinger can. That alone makes him awful to play against.

  • Ruin Undying Tinkerer is stupid because the game just plays itself for the killer while they follow the neon lights (which I thought was the whole reason they reworked Ruin in the first place?). Put it on a killer that can get to gens quickly while also being good in chase like Nurse or Freddy and the game is downright miserable for survivors and hopelessly unwinnable for solo queue.

  • Camaraderie needs to activate based on killer proximity, not survivor. Would also be neat if they cut the time a little but made it work for both hook states.

    The other two probably won't see any non-meme use without either substantial number changing or total reworks.

  • Kindred being base kit for solo players is probably the only change I would make aside from better matchmaking. Being able to see if the killer is camping without voice chat so that you can punish them by doing gens is huge. And knowing if any of your other teammates are going for the unhook too.

    No amount of information is going to ever matter if your team is always filled with the Urban Evasion + Spine Chill + Self Care potatoes that you get currently.

  • Playing killer is way less stressful and more chill than survivor because most red rank killers only play Nurse/Spirit/Deathslinger/Freddy/Bubba and use small PP builds or/and tunnel (or camp in the case of Bubba) way too frequently. That and solo queue teammates make my blood boil whenever I can see their auras.

    Edit: Also want to add that imo Huntress is way too powerful and her hatchets are way too generous.

  • By the time I circle the map and cleanse the totems with Small Game in solo queue I've already got 1 or 2 teammates dead and 3-4 gens up while the killer just has Ruin + a gen information perk passively play the game for them as they follow the neon lights... So yeah, there's your answer.

    This is from somebody who plays both sides and stopped using Ruin/Undying because it's just miserable to play against if you're not in a SWF.

  • Personally, I'm convinced SWFs are strong for two reasons that aren't voice chat, although voice chat can be pretty frustrating when you're a stealth killer or running hex perks.

    The first being you remove survivor spots on the team that the Urban Evasion Spine Chill do-nothing stealth potatoes that go down 5 seconds into chase will fill into. No teammates hook farming you in front of the killer without BT, people actually doing gens if the killer camps or tunnels, etc.

    The second being that actual good players are tired of being grouped with aforementioned players so they only play SWF. Leading to SWFs having better players in general on them.

  • I just wish they would incentivize playing the lesser played side with like a shiny icon saying you get a blood point boost if you queue up as it while queues are lopsided. Sucks when I just want to play some games with friends at night and survivor queues are like 6+ minutes followed by another minute or two of loading.

    The instant killer queues and being able to lobby dodge SWFs or keys followed by being in another lobby instantly is pretty sweet at the same time though (incredibly ironic statement following my previous paragraph, I know).

  • If I didn't have to use 2 perk slots on insurance perks to make sure the killer doesn't camp/tunnel I probably would run it with my Kindred.

    Maybe one day DS/BT will just be built in mechanics instead of perks and then I can have fun with weird builds.

  • Camaraderie has the potential to be a hard counter to hook camping but requiring a teammate -- who has no idea that you have it unless you're in comms -- to run within 16 meters of your hook, not unhook you, and leave to do something productive for the 30ish seconds allotted is too much. Especially since I can't even expect randoms to do gens while the killer is showing up on Kindred for some reason...

    It should really work based on the killer coming within 16 meters of the hook after 10 or so seconds. I wouldn't even mind seeing it additionally work for both hook states but cut the time in half and it can activate again if you go to phase 2 on first hook.

  • As survivor it feels so much better. Might be a placebo thing for me though. 110% killers can't just brute force you down and have to use their power. You're not screwed for running an area with just windows or around an unsafe pallet. There's a lot more mind games around unsafe pallets and you're rewarded for playing it well.

    As killer I've been playing Hillbilly, Pyramid Head, and Ghost Face. It's really noticeable on GF as survivors can actually just W away from you to a pallet and you can't down them fast enough to win the game. I'd imagine Legion, Wraith, Trapper, Plague, and Pig really suffer.

    Granted, an overwhelming majority of what I have played against these last two days has been Nurse, Bubba, and surprisingly Clown, who all pretty much don't care about bloodlust.

    I'd probably keep bloodlust 1 in the game and remove the other tiers as others have been suggesting.

  • Her awful scream and chain smoker injured sounds prevent me from ever wanting to play her again after I got to level 40.

  • I have no problem with the filters existing but I really have to question why we don't have these very basic graphics settings in the game -- like brightness. I can't play on ultra settings because the game becomes way too dark.

  • @Nosferatu3145 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760199#Comment_1760199

    Then it's not a problem with the combo, it's survivors fault. The killer shouldn't be punished by the incompetence of survivors, there are four of them, to take out 5 totens.

    I've stopped running the combo cause it's a 50/50 that undying will go first, and even when it doesn't, if survivors are looking for totens soon I'll be without half of my perks

    I think there is an inherent problem with the combo. Hex perks are supposed to be really strong but cleansable as a trade off (lol at Blood Favor being a hex perk) but Undying guarantees they're up a good chunk of the game unless the killer gets really unlucky.

    The fact that if I let go of a generator to get an unhook, look for the totem, or the killer gets a flashing neon sign saying this generator is almost done and the only input required from the killer is to run at me and my gen gets destroyed isn't healthy for the game imo. SWFs will just call someone over as they get chased off to finish it, slam 4 separate gens at the same time, or coordinate who is on gens but people without comms are just hopelessly screwed against it.

  • Not really sure how I feel about this.

    On one hand, most of my hits happen either just as I get bloodlust 1 or before it even happens when you count pallet breaking.

    On the other, the incredibly skillful move of just holding W might become much stronger on maps that allow it and 110% killers might not be able to catch people at tight loops.

  • @Nosferatu3145 said:

    It's always funny when survivors complain that ruin+undying it's an instant win to the killer. Like, yeah, my totens hit and hooked all survivors. Besides, one survivor with small game can delete half of the killer perks with one walk through the map, but of course that they won't do it, cause they'll need to remove one of the 4 second chance perks they can't play without.

    Yeah, ruin + undying OP

    Dude if you play with randoms at all they legit give you barely a single totem's cleanse time in chase in red ranks. Add on the time I have to run around waving my totem detector and the killer has gone through more than a third of the hook states with 4 or 5 gens up. And this is all provided they don't chase me, which means I'm not breaking totems with Small Game.

    If you want to refer to the aggressive SWFs that slam out gens and run full meta loadouts and are all good at chase, then yeah Ruin/Undying isn't nearly as ridiculous. But take it into solo/duo games and the game is over before it starts 90% of the time.

  • I would definitely like to see a change to it as it has highlighted just how ridiculous Ruin is when it is up nearly all game. It feels like most killers are just going full auto pilot while Ruin/Undying/Tinkerer plays the game for them. And then if you have the audacity to try and cleanse a high mobility killer's totems, they'll be right on you due to the aura reading.

  • I just hate how counters to these issues are relegated to having to bring insurance perks rather than just being built in mechanics. Feels like BT is a must with how frequently killers come back to the hook. Had a game earlier where a Nurse ran down a teammate off hook due to no obsession and then tried to do it to me and was almost successful.

    It just really kills build diversity when I have to run 2-3 perks each game to guarantee the killer is punished if they play like a total douche and most teammates rarely bring any of them in solo play. It sucks even more to be a newer player and not even have immediate access to all of them at a time.

  • @Sluzzy said:

    They need to learn the hard way. You don't learn anything if you are always winning. If a few survivors get out, that should be acceptable, especially being new.

    With the "smurf squads" it's not just that they win and get out. They bully these lower ranked killers hardcore with constant flashlight clicking, body blocking, t-bagging, you name it.

    Demoralizing someone like this doesn't make them learn anything as DBD is already a hard game to know what exactly you did wrong and should have done instead if you're newer. And if they do want to play another match, they're more likely to slap on a mori, tunnel, or equip Ruin/Undying if they have it imo.

  • @meatisadelicacy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1756967#Comment_1756967

    So you think it's okay to give up when you're slugged but not on the hook? If I run the killer long enough for all three of my teammates to each pop a gen, and when I'm finally downed, none of them are doing anything? I'm out. Sorry, but I'm not wasting my time with teammates like that. I can't do it all.

    Yes because it'd be one minute of sitting phase 2 on the hook if you take the attempts at escaping versus sitting on the ground unable to do anything other than crawl for four minutes. I think the benefit of that change would outweigh the negatives and would draw the stupid slug the third games to a much quicker close.

    I've at least had a lot of close games ruined by people who didn't like that they got hooked and just hook suicided.

  • It's pretty silly that we can't just "give up" after a certain amount of time slugged so you can just move onto the next one.

    Slugging isn't an issue when the killer does it to punish grouped up survivors but when you leave a guy on the ground for 4 minutes because you don't want the last guy to get hatch (unless they were a toxic pos), it's incredibly lame for everyone involved.

    I'll admit, I've done it as killer but for the most part I've done it because I hate the 4th guy and then I give the slugged guy hatch.

    Another random thought: maybe if BHVR would remove hook suiciding this would be less common. I get so tired of my teammates hook suiciding when a game isn't going their way and it would give killers a bit longer to look for that last guy before hatch opens so most of them don't feel compelled to slug.

  • I buy an outfit here and there -- as in every month or two. At 500+ hours and counting while still having a ton of fun as the main game I play, I don't see why not support the developers and buy some cosmetics to look cool.

  • I have no problems with his gameplay. It's the stupid constant screaming in my ears and garbage happening all over my screen that I hate. He also has a tendency to drag 3 gens out way longer than they need to be.

  • It would be pretty neat if they did something like League of Legend's honor system with the give props button. Give you a little pop up when people give props to you and after certain milestones you get a little goody bag.

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