Squippit

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Squippit
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  • Totems are already very vulnerable, if you let them keep progress but be unable to regress like a gate, you gotta increase the basekit time to cleanse/bless by a not insignificant amount. I'd rather them buff totems to a good starting point so they aren't cleansed 15 seconds into a match. Currently, bringing a single hex…
  • I love this map for the visibility it provides. I can follow blood and scratches without any difficulty. Granted, this has downsides for trapper and hag. It’s a little lacking in spooky factor but I enjoy it regardless, giving a nice palette cleanser from the doom and gloom.
  • I think this is THE most killer sided map. Small, few avenues to switch floors, pretty limited pallets, breakable walls, and most of the windows are pretty weak without balanced landing. And yet, I find myself enjoying it as a survivor for its extreme predictability. A large portion of the map being relatively static makes…
  • The more interesting of the two RPDs, this version has much more playable space, but survivors benefit from bigger maps and keep the strongest parts of east wing in addition to everything gained from west wing. I preferred when they were one map regardless of balance (except upstairs in the library)
  • While I like the addition of the outdoor section out front from what we originally had, I do still miss the original combined RPD. Except the second floor of the library? That can stay gone.
  • Seconding that I love when activated generators DO something. Opening the large sliding doors on Gideon, opening the trapdoors on the gallows on Dead Dawg, opening the gate beneath the main building in Temple of Purgation, and opening the sliding portcullises on Grim Pantry are all top tier map design. I’d be very…
  • My comment asploded when I tried to edit it, but there are 7 window vaults. One at the top of the meat tube, one in the freeze, one in the room above the bathroom, one by an exit gate (pretty rarely used), a TL wall has 2 in one of the corners that swaps positions with a staircase, and another one in a pallet gym that can…
  • There are actually 4 guaranteed windows. One at the top of the meat tube, one in the freezer, one in the room above the bathroom, and an often unused one by one of the exit gates. There’s also a TL wall that can spawn downstairs for 2 more windows, and sometimes pallet gyms that have 1.
  • I like the map but it can be a bit buggy with prop spawns and hooks in tight corridors
  • Other than that 3gen behind the gallows, I like this map a lot. The area behind the main building is pretty barren, I think you could move a gen from the 3gen and put it by the outhouse to lessen the grip killers have given the size of the map
  • I'd rather just go back to the old version before it was buffed
  • I like Sadako, Nemmy, Pinhead, Hux, and Alien. Nemmy feels very balanced. Side objectives on the others are solid and make me feel like I can DO something. I think I would like Skull Merchant if disabling her drones felt more effective. Trapper and Hag side objectives are fine but I prefer to face them when their player is…
  • I've seen that one thrown around a lot and I like it a lot. A permanent downside warrants a permanent upside imo
  • Short Answer: No Long answer: Nooooo
  • Probably Clown. He has very little counterplay and you basically always get hit in chase with little you could have done about it. He's like Pinhead chains except you can't dodge and can't break out of it, or Like Freddy but you can't walk around the bottles or wake up like you can for blood pools.
  • He sometimes causes crashes when hooking survivors, and when survivors use Plot Twist while holding the box, it's treated as the box being solved and doesn't start a Chain Hunt
  • I don't know if BHVR is going to hear us here if they're closing our bug reports, so feel free to share your experiences down below and maybe we can get some traction and attention https://old.reddit.com/r/deadbydaylight/comments/15a1id4/is_anyone_else_crashing_randomly_when_hooking/
  • I should note, in that above post I made, I was playing Pinhead too. It's happened 3 times, and I've changed nothing on my end. It only started after this patch.
  • I should note, I was playing Pinhead, and it looks like it has happened to at least 1 other person
  • I believe in their current iteration, survivors need to be able to boon more than 1 totem at a time to get larger coverage. Especially putting them in areas the killer doesn’t have a lot of interest in revisiting, making places with completed gens much stronger and less likely to get snuffed. That’s a lot of time waste…
  • In soloqueue, Bond and Kindred
  • 40% sounds about right, yeah. I think a bit under 50% of the games we finish all gens, a bit under that, we get the doors, open, and a bit under that, I get out, so it seems right to me.
  • If they hide the glyph in the basement, that seems like a fair risk/reward for it imo.
  • I do and I’m tired of pretending it’s not. After the first time, you know it’s coming, and it’s bigger than the great skillcheck zone. Killer has to travel to the gen and kick the gen to reapply it every time. I’d say this is more a problem with forceable 3gens from the start of the game.
  • Yeah, that's why I said it should probably come with some changes so killers don't feel they HAVE to tunnel. When I play survivor, I'd love some side objectives to do so I'm not always on gens. Something else to help escape would be nice, and time spent on that wouldn't be spent on gens. But that's probably a thread of its…
  • I mean ostensibly so did Hangman's Trick, I just think they can do better
  • Sorry, I didn't remember literally every single perk :( Pharmacy I'd give its own special limited item (similar to Flashbang) that works like its own semi-speedy selfheal medkit so it's not even slower than Self-Care. Probably wouldn't be able to get Ace in the Hole addons, but might be like, 8-10 seconds to use on self to…
  • At 6-7 hooks left I wouldn't really call it tunneling
  • I suppose they'd just lose collision at that point. They really ought not to be putting themselves in harm's way x)
  • Pinhead is (kind of) a glorified M1 killer, he's not that hard to bully sadly. Anyone with comms can handle him without too much trouble
  • That mostly just seems like worse Iron Will. I think being in a locker already muffles your sound some, so Iron Will alone is usually enough in my experience.
  • I mean yeah but I still think this would be good QoL for survivors and make baby survivors less clueless about his mechanics
  • I don't think DE is able to make any more "guaranteed item" rummages after Residual Manifest. If you're guaranteed both a flashlight AND a medkit it's not really a guarantee anymore, is it? Appraisal still works though since the item you'd get is random
  • I think Pharmacy needs its own limited item like Flashbangs. Adrenaline shots that have a short use time and instantly heal you or the person you use them on, but exhaust you. That'd probably be worth using, and not too much more annoying that styptics/syringes, and as limited as there are chests on the map. Much like…
  • I think you'd have to either rework Franklin's for that or make them non-items like Sadako's video tapes. Problem is, Sprays, Vaccines, and THE BOX all have interact buttons that would clash with your normal items so I'm not sure that's possible.
  • Ok hold on, old Eruption was stupid, it was basically Killer Deadhard (which is also stupid) The counterplay is "predict when the perk is in play and about to happen to avoid it by stopping doing your objectives". It's a perk that had counterplay that felt bad, like Spine Chill and Pain Res/DMS combo. I do not want that…
  • So, the timing on totems is pretty tight. Something like Resilience can overcome it without too much issue, which is way better than Calm Spirit. Alternatively, so long as they don’t bring Haunted Ground, removing a dull totem IS possible and will bring Thrill of the Hunt down enough to make cleansing hexes possible. Oh,…
  • Oh yeah, for sure, highly recommend doing that if you’re able. Doesn’t work great if Cenobite finds the box first and forces it to start but other than that, if you ONLY have to deal with the 25 second scream window, it becomes much more manageable. It’s when the two overlap that it’s a problem
  • It’s harder than it sounds once chain hunt is active. You need a moment where neither a scream or a volley of chains will interrupt you. If you last screamed, say, 10 seconds ago, then pick up the box, you have to dodge a wave of chains, start solving, and finish in 15 seconds before you scream again. If you don’t, you…
  • You can’t tell them it’s broken without telling them why Thrill of the Hunt and Retribution make you oblivious and therefore not in terror radius so you scream and can’t cleanse Face the Darkness or any other hex Totems because they’re 24 (?) seconds with screams every 25 seconds (plus the small interrupt period on the…
  • Cenobite uses Face the Darkness best. You’re oblivious while holding the box, so you’re never considered in terror radius, so you have to contend with chains AND screams interrupting Lament Configuration solving. Throw in Liquified Gore and Larry’s Remains to put solve time at 9 seconds and the window for doing so without…
  • You can grab them out of the locker, carry them away from lockers, drop and pick back up until they auto wiggle out, then mori once they're standing again. Best results with PWF so you can catch up from the stun
  • I do like this but I feel like it should be a bit picky about what killer instincts it blocks rather than just all of them. Cenobite's is kind of unique looking and very important to him. Legion's is also important for them chaining hits to keep people injured. Ghostface, Nemesis, Twins, and Artist are kinda just bonus but…
  • She's like Wraith but worse. Her teleports don't make up for it and her mori rarely comes up against competent survivors
  • I might like the game to allow me to prefer killers I enjoy facing, or block killers that make me miserable, yeah.
  • I might be ok with SWF IF there was also a KILL with friends. 8 survivors (all in varying numbers of groups, like, say, 3/3/2 or 4/4 or 2/2/2/2) play against 2 killers. Solo survivors always get matched with solo killers, SWF always get matched with KWF. All 8 survivors won't be coordinated but they'll still have a leg up…
  • Naturally, if you have 2 people finish working on 1 gen, and then they go to another gen to do the same thing, they've spent 47 seconds each, twice, for a total of 188 seconds of survivor time. So in that situation, it's better for them to separately spend 80 seconds each for a total of 160 seconds. But, it's pretty likely…
  • It's *sort of* faster. Pressuring multiple gens is obviously very good, but sometimes you need to speed through a gen while the killer is occupied before their attention turns back to patrolling, like if you get 3gen'd or something. I think BHVR's thinking is that if gens can be done in 20 seconds with 4 survivors working…
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