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C3Tooth

C3Tooth

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C3Tooth
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  • @Spirit_IsTheBest said:

    I think the broken status should be like 90 seconds instead of for the rest of the trial.

    Otherwise it’s pretty niche but does have its uses, in like 3-Gen situations.

    Or may be, Broken until getting hooked.

  • The time it saves compared to Selfcare will not make up the time you run into the basement and leaving it.

    If you're free to finish self healing in basement, you dont need Killer's aura. They're probably in chase with a teammate.

  • I just saw this vid.

    https://twitter.com/Fiireside_/status/1765881627232637144

    SM fails to mind game even at unsafe pallet. Meg still got injured after her shape reaction. What's the counterplay to not getting injured here?

  • @Huge_Bush said:

    I won’t be happy until they either remove the permanent Broken status and make it time based or make the user lose a hook stage (maybe too much, but I’d personally give up a hook stage rather than be permanently injured for the rest of the match and tunneled out).

    I do think 1 hook stage is better than Broken. But may be it doesnt instant kill 2 hook stage survivors after finish the pray. Perhaps survivors with 2 hook stage already is better to do the praying than doing Gen.

  • @MikaelaWantsYourBoon said:

    I am curious if it is working with No Mither. If it does, then it will be fairly decent combo. High risk but high reward.

    How does No mither helps on Invocation? With Resilience?

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669498#Comment_3669498

    As a Sadako main I laugh at the line "Devs can make killers powerful as Blight, Nurse or PTB Huntress." because I know full well how that turned out.

    I didnt say they made killers more powerful than Blight and Nurse? You're dragging my point.

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669480#Comment_3669480

    Oh yeah, the good ol' days of survivors being 100% safe holding W and dropping pallets because the break animation was just long enough to reach the next safe loop/pallet.

    Just a counter point to OP.

    Devs can make all killers powerful as Blight, Nurse or PTB Huntress, or even better. If survivors complain, they can simply input "Just improve and get better".


    You can practice to dodge a knife, then a sword, but at one point when enemy using a gun, there is no point in improving and get better.

    The game itself currently is fine in balancing and killers' power strength. Its only that using every possible meta in loadout but still tunnel survivors. Thats what most survivors complain and find its unfun.

  • If killers are improved and be better, 6.1.0 would not be a thing.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/407281/i-thank-you-to-otz-for-bringing-one-of-the-most-annoying-problems-to-communitys-attention

    I don't understand why this is ever complained mechanic. you can dodge skill-checks by listening to sound warning prior. This was a technique called "Ruin Gen-tapping" where you could ignore ruin skill-checks. It is your own fault for exploding the generator. The only time that skill-check explodes are unavoidable is hex:lullaby 5 because there is no warning sound to go off gen. It is simply random.

    No, audio cue happens before the skill check appear. You can press M1 to cancel at the very moment audio cue happens then Gen exploded, skill check not even showing. Lullaby or not, still the same.

    Its not survivors fault to react something they dont even know its coming.

  • It used to...not anymore. Now new realms dont even have grass...

  • @Deathstroke said:

    Nerf killers who are too good at tunneling blight, nurse etc. Put best killers agains't best survivors so make better matchmaking. Then see if that makes it more balanced ds back to 5s should be done too.

    I dont think they would nerf Blight & Nurse basekit, nerfing addon maximum, which they already do. God Nurse is guarantee lose to play against, but most are find with basekit Blight & Nurse.

    The only problem is its not choosing one out of two:

    1. Should I use strong power, but not able to tunnel
    2. Or I have ability to tunnel, but have weak power

    But rather:

    1. Should I tunnel using strong power
    2. Or I tunneling using weak power.

    Most killers' powers are fine by their own, but no matter how strong their power are, they would tunnel with that power because its even more effective because there is no down side. We already see alot of tunneling Blight, or even Nurse. Its more leaning to tunneling part rather than killer's power.

  • @Crowman said:

    The solution is survivors do gens while someone is being chased. Someone being tunneled out at 5 gens is the fault of the survivors, because it's already possible for 2-3 gens to be completed by the end of the first chase.

    Then keep playing like the game being balance with 1st chase costs 3 Gens. Thats benefit survivors.

  • @KA149108 said:

    I miss when matches were more chill, you could search a chest or break a totem. Now you have to sits on gens and only do gens or you kill your team.

    Also, killers say they are gen rushed but what else are survivors supposed to do?! If I don't sit on gens then we all die because as soon as the first survivor chased goes down they are tunneled straight off hook. I for one don't want to play survivior and just die every match (I don't expect to escape every match either).

    It was not that you have time to search a chest, but the time a medkit buy for you would cover the time you run around finding a chest and unlock it (while it being broken with medkits that brought into the game). Medkits are fine now, but its not worth to get one from chest.

    Break a totem? Im not sure, could be because Ruin/Undying and Plaything were popular back then so you do Totems. With Inner healing its 2 birds with 1 stone.

    Its more like the game was more dynamic back then that other mechanics had a chance to involved in the match.

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668540#Comment_3668540

    I agree survivor is bland to an extent but the alternative is worse as a current survivor main. Buffing all the B tier or lower killers to their current power level running the best builds would make them abysmal to play against. If you try and get clown pre 6.1.0 to where he is at now net total including game changes and perks he'd have 5 more bottles and double the slow. Is that better than the average bot like playstyle of 99% of killers?

    The base kit gen time increase of 50s total per game isn't that bad, it's like CSing in league. The last couple killer metas just make it seem worse because they are too good. As an active green med-kit abuser, they were beyond broken, literally a 1/3rd of current heal time.

    All the perks survivors had in their meta pre 6.1.0 were some of the worse designed perks ever by nature.

    Personally I think it's a nerf killer perks moment and revert kick percentage back to 2.5 or EVEN LESS. A bunch of reworks to weak trash design perks.

    The best part of survivor has always been base kit gameplay, killers simply have too much right now.

    I personally think the kick limited to 4 but increase a kick to 10%. 1-2 slowdown perks are still useful, but 3-4 slowdown stacking is no more possible. At the same time killers who dont use slowdown are even stronger.

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668447#Comment_3668447

    More like they took your gun and gave both and your opponent a knife and then you complain they got an upgrade and you got a downgrade.

    I dont deny survivors were alot more powerful back then, and it should be nerfed. Though Killers would not stop tunneling with 90% killrate, the killers' strength & the ability to tunnel is not pick one of the two options. So keep buffing killers will not change the tunneling part except Devs really get rid of it.

  • Wow this post blown.

    @Xyvielia said:

    I kno I’m not the only one who absolutely loves your sketches, and that you take the time to draw and share a bit of your inner artsy universe w us!

    I realize I’ve said this before and totally not trying to make ya swoon or anything, but these DBD creations are so awesome n bring the community some much needed joy!

    Thanks C3🫶🏽

    I drew these really long times ago, in 2 difference topics. Its just I drew too much I can re-use the drawings, and merged into one with different texts

    @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668515#Comment_3668515

    I mean, solo survivors are kind of in the best spot they've ever been in when we compare them to SWFs. So it does have some truth to it. I'm not saying that survivors have never been stronger (that would be objectively wrong) but if we reverted the game back to pre 6.1.0 it wouldn't take a week for survivor players to cry out about how horrible the game is. Have you forgotten the many complaints about face camping, BT not being base kit, solo survivors having no possibilities to coordinate and the old killer meta?

    Neither killers nor survivors will ever be completely satisfied. But pretending like survivors are in a horrible spot and haven't received any positive changes over the past years is dishonest. I personally wouldn't want to give up the updated HUD, anti 3 gen mechanic, removal of hook grabs, AFC and base kit BT.

    The escape rates may be lower but overall the survivor role (to me) feels a lot better to play now, despite the issues there still are.

    HUD and basekit BT are definitely help Solo, eventhough basekit BT + OTR + DH + DS are far weaker than old BT + DH + DS. I really see no benefit with AFC, Anti 3 Gens are fair on both sides not a buff on survivors.

    I dont think survivors complaining about the buffs on low tier killers. But even if the Devs buff all killers to PTB Huntress level, it doesnt stop killers using that insane strength to tunnel. Thats what I believe most survivor players are worry about.

    @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668515#Comment_3668515

    Instead of just saying that though and giving your points why you posted a picture mocking them. Anyone who thinks survivors are in their best state aren’t changing their mind by being made fun of..

    If you know me being here for along time (which you dont), you will see most of my posts/comments have drawings instead of a wall of texts. Thats how I show my points.

    If you refuse to see what Im trying to point out, you do you. I dont explain further. I hope these drawings didnt hurt you that much.

  • @Ilikechips said:

    Survivor is in the most boring state in the dbds history. Nerfs to basically every item and addon. Nerfs to any fun or decent perk. Half baked buffs to weak perks. Buff upon buff to killer.

    More time spent holding mouse 1 on gens.

    More time spent holding mouse 1 healing.

    Boring hand holding mechanics added like anti tunnel, anti camp. Interactions removed like hook grabs, burning killers with flashlight etc.

    The game has become far too simplified, dull and stale. There are no real epic moments or epic plays anymore. The game is starting to play itself. I would not be surprised if an auto-loop and auto-chase button was added to this game in the future.

    Survivor is incredibly bland to play in 2024.

    I miss when Small game is permanent in my build to hunt Ruin/Undying. Or chest build to give teammate powerful Green medkit..But not anymore. Items are fine brining in to the match, but its not worth to spend too much time finding/unlocking chests. Self healing is nerfed so survivors need to find teammates. But only then aura perks are nullified by Ultimate weapon.

    Its pretty much put in Gen perks and sit on Gens because there is no other options.

  • @xltechno said:

    If STBFL, hook grab, 3gen all go back to normal, and there's no RBT nerf, I'd definitely go back there, right?

    Yes, everything.

    @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668527#Comment_3668527

    It’s extremely different from if someone typed it out. It’s a funny illustration where the person who disagrees is the center of the joke making it funny. That’s the definition of mocking.

    My point is. Many killers saying survivors are in best spot because of all the buff survivors get.

    So I only have 1 question. Do killers want to go back to pre 6.1.0 when they get 10% less kill? If not, that prove current survivors are not in its best state.

  • @Blueberry said:

    Your side note..

    So what’s the point of the post if none of those are it? Genuine question. It seems like it’s just mocking people

    Can we stop saying survivors are in the best state with all the buff they get? The buffs dont deny the escape rate dropped.

    image.png


  • @Crowman said:

    I guess if you choose to ignore everything positive for survivors over the last two years it would seem like they get nothing.

    If the referee gives you many knifes and dagger, while giving the your opponent a gun.

    You would ignore all the knifes you get.

  • @Hitman2000 said:

    U got:

    basekit bt

    u got anti 3gen cuz most of the suvs are not able to notice in which order u have to do gens

    u got OTR

    u got DS (which is still strong if u move near a window and go there down on purpose

    u got strong maps with pallets over paletts

    u got the game/palett city since 3 years without any rework

    u got buckle up/for the people

    u got deja vu

    u got adre

    u got the screen that u can see what ur mates are doing

    shall i continue?😂

    not forget: hook graps are deletet cuz suvs said: its unfair that killer grap me while on my screen it wasnt a grap whereas killers has the same problem on the other side (jits that should have been a grap)

    so they took the grabs and its only a disadvantage for the killer

    so please dont try to say: suvs got a bad time

    Would you like to go back to pre 6.1.0 though?

  • @WolfyWood said:

    Would be fine but killer basekit is so strong that you don't give up anything to run four slowdowns.

    Still think Eruption meta was better at this point. Was way more extreme but at least survivors had a ton of broken stuff too + no maps were gutted yet.

    Eruption was worse even with Medkit not nerfed and maps werent changed.

    Gens blocked are not regressed. But old Eruption had 9sec instantly lost, 25sec of Incap, and 6sec regression. Total of 40sec lost, per Gen.

  • Chat wheel

    Some perks need infos, like teammate with Headon activated should have their locker shows yellow aura with Headon icon on top of it. Or showing Deliverance icon on top of the hook...

    Its just that.

  • A Five with Plus Four thinking they're a Nine.

    • Five is the players' skill.
    • Plus Four stand for stacking slowdowns; S tier killers; high tier addon; and tunneling.
    • Nine is their MMR.
    • Then complain about do everything but still lose to Ten.


  • @Chocolate_Cosmos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666718#Comment_3666718

    No, it should be balanced around Killer having a time to go for hook stages rather than kills but that is not possible atm without playing A+ killer and full slowdown build.

    Like balanced around to killer to have enough time for 12 hooks, means 4 kills?

    you also need to give killers time (and motivation) to be able to 12 hook everyone

    ^ Can you explain the line above??? ^

    in DELETED Comment by C3Tooth
  • Power/perk strength is

    @Hermit said:

    A tunneling killer puts no pressure on gens. If survivors are too afraid to do gens, well...

    Yes, killers can bring perks to delay gens, but survivors can bring stuff to speed up gens, extend chases and increase survival.

    A killer that wants to tunnel will always keep an eye on the hook and a hook stage takes 60 seconds. There is no need to unhook within 5 to 10 seconds, especially if the killer is still near. There is also no need to heal directly under the hook, get some distance and heal inside the next jungle gym. Even killers that dont tunnel immediately will return to the hook if they dont find anyone else.

    Why does the killer not find anyone else to chase? Because even nowadays in most matches 2 survivors are instantly hiding near the hook as soon as the killer picks up. Again, no gen pressure. And dont try to convince me otherwise, I've been running Bond nonstop for over 6 years. Stick to your gens!

    One last thing, survivors are at their stongest at the beginning of the match and WoO is the most popular survivor perk. There is no excuse to hide for minutes at the start until the killer finds someone else, this is lost time to pressure gens that the survivors will never get back. Somebody will get found, use this time when you are most powerfull.

    Against decently experienced survivors, a hard tunneling killer should get one kill, maybe another during endgame. But one survivor dead at 4 or 5 gens, that's the survivors fault.

    If survivors are not far better than killers, the chase would not last long enough for 5 Gens to complete, which at least 1, or 2 teammates have to leave Gens to support to keep the tunneled one alive (free Gen pressure by 33-66%, without the need to learn survivors' habit to take shortcut patrol, cut off their running path, suprise incoming distance)

    Teammates most of the time, will body block to take hit for tunneled one make extra distance (free hit causing injures pressure, without the need to learn leaving unnecessary chases, mind game to earn a hit)

  • @Chocolate_Cosmos said:

    Let me just repeat myself:

    Why is everyone so shocked still about tunneling?

    This game is about kills and as long as it is about getting kills and MMR is based on that and only that alone, nothing will change.

    You can try some bandaits or nerf tunnel/camp people still will and find other ways to get kills the most effective way.

    Only way how to change it is to make the game around hooks but then you also need to give killers time (and motivation) to be able to 12 hook everyone because atm there is no way you can do it even on A tier killers unless you face baby Survivors.

    You mean the game should be balanced around 4 kills every match?

    in DELETED Comment by C3Tooth
  • @WishIcouldmain said:

    If they touch Windows of Opportunity, then the developers are trying to kill Solo Q in one of the most absurd decisions they could ever make. Saying Windows needs a nerf, shows a killer dependence on the dysfunction of Solo Q, good survivors could already chain loops. If you're a killer saying Windows needs a nerf you need to get skill actually learn to mind game and zone, please. Don't nerf one of the best Solo Q perks.

    Lets say 1 third of total survivors are good (1 third are mid and 1 third are bad) enough to chain titles without the need of WoO.

    Nerfing the perk would not affect the skilled 1 third. But heavy affect the other 2 third survivors. Which mean that would not solve killers' "problem" (losing against skilled 1 third), while the 2 third survivors die alot more often, increasing kill rate and lead to nerfing killer in general.

  • Killers can simply keep their distance to the hooked survivor the same as the rescuer to the hooked survivor to nullify the unhook bar. Instead of afk, killer just walk toward and backward making the whole mechanic worthless.

    I would rather making the hook timer to 90sec, plain the simple.

  • @CountOfTheFog said:

    I caught a Bill going down in the basement as soon as the match started as scratched mirror Myers. I literally grabbed him off the chest he was opening .

    Must have given that player a heart attack lol

    I can't stop laughing 😆

    https://twitter.com/C3_Tooth/status/1763218787351040384


  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665602#Comment_3665602

    Sabo is a very poorly designed mechanic. It either has to be overpowered or completely useless, there is almost no in between in its uses and no matter which one you pick, it's always going to be much more abusable in a SWF than solo.

    Honestly I'd rather it stay useless over risking it becoming overpowered. Trying to play on a map like Garden of Joy against a saboteur is already miserable and I'd rather not experience that on every other map. And it's just not fun. Make the more fun perks meta not the frustrating ones.

    Its suppose to. Either fail to save a hook, or success saving a hook. How do you make it "saving a quater of hook"?

    Though being saved from a hook as killer doesnt mean its killer's disadvantage. If there are 2 teammates losing a health state to save a hook, killers have free pressure. Killers would prefer that over getting a hook then find & chase a healthy survivor.

    It would say Sabo mechanic is fine as it is, no nerf or buff needed. Its only matter of RNG number of hook spawn.

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665596#Comment_3665596

    And some maps need less hooks. Sabotage plays are almost worthless on most maps, because there are too many hooks.

    There must be in between, for examples

    • Titles at corner should guarantee a hook.
    • Outside the shack
    • Other side of gate's (left side is the switch, right side is a hook)

    After those hooks spawn, RNG calculate the total number of hooks and distance to spawn the rest.

    I had a hook like this, its impossible to hook by any mean.

    image.png

    I remember on wiki used to show the number of hooks that can be spawn in each map (but not anymore). It showed that Coal tower could spawn between like 10-15 hooks. How can RNG be that much of the gap? The number difference should be 2 maximum, not 1 third.

    Boil over would be OP if RNG gives you 10 hooks, but completely useless if it gives you 15 hooks.

    image.png


  • @TheFragile said:

    A 32 charge tool box, Add +12 charge and speed add ons. Or swap one with No skill check add on.

    Run with Nea's Streetwise (Reduce the consumption rate of Item charges) I forget the percentage

    Use a Shroud offering : spawn all with survivor(s) Hopefully they have tool boxes too.

    You can pop a gen in no time.

    I've experamented , sometimes it works out good other times it's a wasted tool box and add ons 😂

    But I've mostly used the Perk to complete tome challenges: Deplete multiple tool boxes, medkits. Or flashlight challanges

    You would like skill check for the Great skill check bonus part. Toolbox constant spawns skill checks, I dont find that addon useful.

  • This pic is no longer relevant, but it was funny.

    image.png


  • @Seraphor said:

    In my experience, people who play conventionally 'weak' killers like to play them. They tend to play well, they utilise their power properly, go for hooks over kills, and play to have fun.

    While people who play conventionally 'strong' killers tend to play to win, they camp, tunnel, slug for the 4K, etc.

    It's a generalisation, but it's never been so apparent as it has with the Billy buff. I've had tunnellers galore, I've been slugged for 4 minutes, and I've had the other survivor kept alive until they led the killer to me to end the game. All Billy.

    That explains, I feel alot of Trapper, Myers, and some other low tier killer mains were fine with the performance. But mostly Nurse/Blight main always talk about how weak M1 killers are.

    I was doing fine with Trapper, really, until realm update and new maps keep getting less and less grass. Then throwing 10 traps with Haste, its not how I want to play as Trapper. Set traps at loops then catch with Haste, its just no skill.

  • @TieBreaker said:

    I'm still waiting for some good or at least interesting survivor perks to be added. All the recent perks seem like they are built so they aren't good enough to affect the game's balance. As if anything looks even remotely strong, the community reacts with hysteria.

    The most recent ones are basement self-care, basement deliverance and two minutes of sitting in the basement doing nothing. The first two are just worse versions of perks we already have, and the third one is basically throwing the match whilst being extremely bored.

    Good perk, if you mean to be on the same tier to old meta, its not going to happen. DH, DS, incoming Adrenaline.

    Its mostly up to your creativity in perk combo build for survivors by now. This is not happening + Deadline + Hyper focus for example. You know what I mean.

    Though its not possible since killers suggest you to stack nerfed anti tunneling perks. So pretty much survivors still stuck with the old Meta, but nerfed, because there is no other alternate version of them.

  • If killers dont tunnel and I have ~40% escape chance, Im content. Im be that low.

  • Its time to pump up this 4 months old topic again.

  • @CarlAlc7 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664723#Comment_3664723

    I mean the killers meta perks were also nerfed, are currently getting nerfed and will keep getting nerfed in the future as well, the fact that you close your eyes to this so you can play the victim mentality like many others on this forum are currently doing is frankly just a you problem.

    The current perks are nerfed but the concept doesnt go away.

    • [Slow down] itself
    • [Slow down] after a hook
    • [Slow down] after a down
    • [Slow down] after leaving a hook
    • [Slow down] after a kick
    • [Slow down] after a hit

    You dont have another alternate version of able to escape grasping like DS.

  • @Alen_Starkly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664004#Comment_3664004

    For real 😥 There is so much good going on for him, if only people weren't so blind. Hopefully they open up to his awesomeness in the near future. 😎

    I have something for you

    image.png image.png image.png


  • @HerInfernalMajesty said:

    Another thing that I’ve noticed when it comes to tunneling is how often my Survivor teammates put themselves in positions to be tunneled. They swarm the Killer hoping to what? Outplay and embarrass the Killer? AND escape? Does hiding as a tactic require too much attention span now?

    In the vast majority of my Survivor games reseting is not even a thing even when there’s soo many opportunities for it. The Killer gets so much free time juggling Survivor after Survivor because my counterparts seem to think they’re all looping legends.

    People don’t even have the patience to heal far from hook smh.

    Players seem to think that they can get in the Killer’s face all match and still expect to Survive. It’s crazy.

    Survivors dont expect to survive from staying in Killer's face all match. Killers do.

    • Survivors complain about tunneling not because they're not able to escape, but rather not able to fully play the game. I rarely get complaining from death survivors when I dont tunnel (I never tunnel). So Survivors expect to survive from staying in Killer's face all match is not true.
    • Killers, saying survivors just dont get two tapped (dont down and die) then survivors complain about tunneling. What killers mean survivors not to get two tapped?

    Oh btw, the tunneled survivor "staying in Killer's face all match" is killer's decision.

  • @AnxiousGummy said:

    Not all Distortion users hide all match. I run it but would hardly call myself a stealth player. I still go out of my way to help my team by taking hits/downs and even purposely going to the killer to take chase if needed. Distortion only helps me in those situations where I need to be hidden to finish my objective (i.e. finishing a gen, heading to a hook to save someone, etc).

    Its fine if killers dont use aura perk.

    Thing is, if you and a last hook teammate at a Gen, and killer has aura reading to patrol your Gen, when both run away, you dont leave scratch mark, which may still lead your teammate to doom, even if you ready to take the chase.

  • @North85 said:

    If you complain about tunneling, you're bad at looping, and need to get good.

    If you complain about genrushing, you're bad at chases, and need to get good (unless you got destroyed by a 4-man sweat squad, it happens).

    Its not how the game work. Hooks and Gens are objectives that progressively done. A Gen done doesnt mean killer is bad, a hook happen doesnt mean survivor is bad, both are suppose to happen.

    Its wrong in mindset and gameplay wise to expect every survivor should able to be tunneled by killer for at least 4 Gens before last hook.

  • I think its could be in A tier. Chase tier may be below Wesker,Artist. But pressure is insanely high with instant teleport. The counterplay also multiple soft slowdowns (removing hallucination and weaken effect).

  • @xltechno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662148#Comment_3662148

    Perks have no effect unless equipped. Words from DBB official. Please do not remove DS from the conditions without permission. It's up to you, please equip it.

    Second, the removal of hook grabs has made hook trading extremely easy. All survivors please do this.

    Will it still be tunneled? Please go to the rescue together! The first person gets hit during the rescue and leaves. The second person makes a successful rescue and take one hit. Even if the first survivor return and makes a body block and is knocked down, the person in need of rescue will be protected. If you get tunneled even after buying this much time, you're clearly not good Survivor. Survivors are losing to killers in everything. It is natural that you all will lose survivors life.

    I was explaining why tunneling pre 6.1.0 alot harder than today.

    But hook trade and everyone go unhook...not related to the tunneling part.

    image.png


  • @xltechno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661528#Comment_3661528

    The base kit makes tunneling more difficult than in the past. That's wrong.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661574#Comment_3661574

    Many survivors do not understand why they are suffering from tunneling behavior from the killer. Therefore, I will try to make speculations and deviate from the facts. None of the players, at least from Japan or Korea, who understand DBD's game system, complain about the tunnels and camps. Chinese don't, but they still have the means and knowledge to counter tunnels and camps.

    This is not because of differences in thinking, but because They have actually succeeded against these, and They have a proven record.

    I think I may need to explain why tunneling is more effective than the past

    Pre 6.1.0

    1. Hit to injure
    2. Stronger Dead hard
    3. Hit to down (1st hook)
    4. Hit on teammate's BT
    5. Stronger Dead hard
    6. Hit to down and eat stronger DS
    7. Hit to down (2nd hook)
    8. Hit on teammate's BT
    9. Stronger Dead hard
    10. Hit to down (3rd hook)

    After 6.1.0

    1. Hit to injure
    2. Hit to down (1st hook)
    3. Hit on basekit BT to disable DH and OTR
    4. Hit to down and eat weaker DS (which most people dont use)
    5. Hit to down (2nd hook)
    6. Hit on basekit BT to disable DH and OTR
    7. Hit to down (3rd hook).

    Sure back then it requires all perk slots for those 2nd chance, doesnt mean tunneling were stronger. If hitting off hook is "harder" than the past...

    Remember Pre 6.1.0 had these happens in the background when you're tunneling a survivor in pre 6.1.0

    • 3 health state medkit
    • 16% extra distance on hit.
    • 16sec self healing speed.
    • no extra 50sec of Gen time
    • broken Coh that teammates can constantly taking turn to body block
    • old BNP
  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661382#Comment_3661382

    i think most killer want 3k's, not 4k's. 2k's are losses so no i don't think killers would like to lose more on average than win.

    If most killers want 3K. They would not slug for the 4th.

    But win or lose is up to the players, some sees 3K as a lose so even if they kill 17 survivors out of 20 (3K 3K 3K 4K 4K) they still think they lose more than win. If killers think 2K is a lose and 2 kills do not matter to the kill rate. Then survivors have 2 escape is a lose and 2 escapes should not matter to the escape rate.


    Beside, the topic isnt about killers want 3K or 4K. Its about the iconic line from them "Try to 4K against decent teams" and my respond to it.

  • @Raptorrotas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662086#Comment_3662086

    I think theres a misunderstanding on my part. Cause Yui doesnt mention the killrate but "2 escapes".

    I've read your Yui like she's saying that once you're "decent", you shouldnt be getting less than 2 escapes. Which in turn means that every trial with "decent" or better survivors, thered be a winrate of 0% for kilkersfor those trials, afterall you need 3 or 4 kills for a killer win. Thats why i asked if she means on average.

    I didnt mean all trials for the global winrate but only those with "decent or better" survivors. Obviously the noobs and bad survs would overproportionally feed the global killrate more than the smaller group of "decent or better" survs".

    I apologize if I was arguing about something you didnt intend to imply.

    Maybe i shouldnt post early in the morning. I'm pretty sure I wouldnt misunderstand such simple sentences then.

    The line many killers said "try to 4K decent teams". Made I have a thought "Do they really think decent teams really should not have 2 escapes?" which is what Yui means in the drawing. The 'average kill rate in general' is not related to Yui's line. 4K matches is a thing, and so does 0K that both sides have to accept.

    @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662086#Comment_3662086

    I dont want this to come off the wrong way, but most really good players (1v1 format players and comp players) play in Custom Matches most of their matches... so it's not like the best players die that often in their matches.

    St1v1 is a prime example, absolute goated player, lasts minutes in chase against some of the best players in the game, but rarely plays Pubs.

    But also... bc actually comp players dont really play Pubs often, I dont think Pubs should be balanced around Comp Teams, the game could maybe use more support for Comp outside of Pubs (e.g. Custom Match settings and Ranked playlist).

    I saw a few vids that some survivors ran killer (in 1v1) for 3-4mins, while its possible in real matches, but consider alot of times chased survivors lead killers to teammates' Gen. Disrupting the progress and may even injures/pressure another survivor. I had sometimes ran to deathzone while on last hook on purpose to stay away from teammates' Gens so they can finish. If it was 1v1, I would run to the Gen where pallet is still available to make chase longer. Though we should look into 95% of the games rather than customized comp, or tournament matches.

    The current kill rate itself is fine and I dont complain about that. But the "try to 4K a decent teams" point that some killers try to make (which I has explanation to Raptorrotas above.)

  • @Raptorrotas said:

    I do hope on average and not absolute.

    0% winrate for any killer once the sirvivors get "decent" sounds horribly unbalanced.

    With 60% kill rate, the win rate is always higher than lose rate. You can try to math every possible out come for 12 kills out of 20 survivors in 5 matches.

    @BlightedDolphin said:

    If the team is decent but the killer is still better than them, then I disagree. If they are on the same skill level though then I can agree.

    That is correct, a decent killer should have at least 2K against a decent team. So most killers who say "try to 4K against a decent team" definitely not better than decent team to earn 4K.

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