C3Tooth
C3Tooth
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@RhysVMT said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642042#Comment_3642042
you cannot be serious
For every 1min, you spend 30sec in lockers. That's how you counter UW.
They didnt tell you would be able to do Gen and escape though.
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I know this is the most stupid comparison. But I think you get it.
Even if Devs buff Huntress with 10 hatchet instant down. It doesnt stop Huntress to use that broken strength to tunnel survivors.
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@Shroompy said:
*Me an avid MoM and OoO user*
...anti tunnel..?
https://us.v-cdn.net/6030815/uploads/NUJWD8HEC7BC/side-eye-dog.gif
I used OoO a few times and able to escape over half of them. Killers likely not want to chase me.
5sec DS was stronger not because of the extra 2sec stun. But also the slowdown options were less, on 400s Gens.
Now its 3sec DS on 450s Gens with more powerful slowdowns.
Its far better to equip multiple Gen perks to rush and hope your teammate to make long enough chase. Anti tunnel perks dont work for average survivors, great survivors dont need it.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641198#Comment_3641198
The last one makes less sense.
Self healing was too strong and you know that.
If every killer on your end uses brutal strength, I guess you can be lucky that they don't use Grim Embrace + dms.
Stbfl got nerfed. (the wrong way)
Why is increased fov a problem now?
Pop is a game healthy perk.
I know some of survivors' thing were OP, and needed nerfs
But my point is, the general buffs on killers affect on survivors all match. The general buffs on survivors dont, except the HUD.
- In most game killers dont see survivors get to self unhook with AFC, but all survivors game would see the weapon cooldown buff and haste on hit nerf.
- In most game killers dont reach to 8 kicks on the same Gen, but all survivors games have to play with the 50sec extra Gen.
The "buffs" on survivors are mostly only to prevent killers to play at its extreme. Nothing more.
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@concubined said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641401#Comment_3641401
Hi John, yes certain perks can encourage certain play styles, but they are ultimately play styles, a style of gameplay players choose to play. Perks like that have always existed but apparently now we’re at a point where we see a usable perk for either side and jump at the chance to cry online about it. Either way, UW in its description does not even promote camping at all. Maybe read and come back once you’re done? Have a blessed night
Probably you havent play against Wesker with UW in Lery.
Survivors play with 2 hooks.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640653#Comment_3640653
Because killers 3gen less often?
Isnt that a good thing? Many people here contained about certain killers starting the match only to 3gen. This should be gone now.
3 Gens killer is still not always happen before the change. For some reason I had 3 Gens Knight more than SM in 3 Gens era. And its likely to face a Knight once in 15 matches.
Same to other survivors buff. Not all killer camp, or tunnel. Yes it happen quite frequently, but not 100% the case. And especially not happen at the same time.
So in 10 matches, its likely you have the use to basekit BT in 7 of them, camping in 1 of them, and 3 Gens in 1 of them.
But, as survivors, you will play that 50 extra Gen every match, no Gen tapping every match, Medkit nerf every match, self healing nerf every match, 33% Brutal strenght ; 25% STBFL ; 100% Shadownborne ; 40% PGTW.
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Why dont killers bring Ruin? Because its WEAK. You're welcome.
The fact killers tell survivors to use DS that much prove the perk is that WEAK that they dont care if survivors bring it.
Try buffing it to 10sec stun and killers would insist survivors not to use like FTP + BU.
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@Aven_Fallen said:
And when the Killer wins with your conditions you will claim the Survivors were not high MMR.
Yep, yep, yep.
Remember Knightlight team against an average SM with 50min match?
Yes, they listed down the strongest team in the world's mistake like an average Solo team
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Deny to progress objective isnt a good thing for me. Killers can say flash light save deny objective for a hook. But the equal to unable to do Gen for survivors is unable to chase survivor for killers.
Buffed Eruption was just a selling point to old RE chapter. They let the perk be for 8 months was insane.
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Why is killer's objective cut down by 66% but survivor's one only by 44%?
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@[Deleted User] said:
I don't know how GE gets sold as anti-tunnel. You hook one player, activate it+DMS, then proxy camp the hook for free. You can essentially put someone into struggle for free between Pain Res+GE+DMS, then tunnel them put and play a 3v1 with the rest of your GE and Pain Res tokens. It's so poorly thought out
Killers tunneling a survivor at 5 Gens and result the match in 4K, or a hatch escape.
Killers: Just do Gens.
The Gens in question.
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@Murgleïs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638869#Comment_3638869
I am sorry but I have not seen noed played in ages, are you saying this perk is good ? The totem is highlighted in yellow now, it is very easy to counter.
I disagree with NWO : it only gives good value with you spread hooks which is not your objective. Also even if the killer manages to get 3-4 tokens, all you have to do is hide… you have agency.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638871#Comment_3638871
Yes Deadlock is closer to be problematic, but not totally. You still have scenarios where deadlock block a gen close to 0% repairs. Also the gen being blocked doesn’t mean the survivor can’t find value elsewhere : healing, booning, saving, ect…
But yes I agree, most of the time, this perk gives free value and have little counter.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638874#Comment_3638874
You hear and probably see a lot of things girl, I am worried about you. Take care.
Personally I don’t think tunneling or slugging is a problem. Do you really expect the game to be balanced around 12 hooks ? Also the huge majority of people who slug do it because hooking gives them less value in this situation : twins (Charlotte being too far), singularity (pod being destroyed on hook), ect…
I never expect the game to be balanced around 12 hooks, because its stupid. How many kill do you make with 12 hooks? Its 4 kills. Do you mean the game should be balanced around 4 kills (12 hooks)? You know you can make 12 hooks while giving the first 3 hooks to a single survivor?
Give killers a guarantee 4 kills so they dont tunnel is pretty much I see about tunneling arguments.
I also dont think tunneling and slugging are problems. But everything has it's gray zones with extreme case, hard tunneling at 5 Gens or bleeding to death are, for examples.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639598#Comment_3639598
Uh, I care if I lose a hundred matches???
Who would WANT to do that?
I see it like this. A fresh killer that you dont play for a very long time would put you at low MMR against easy survivors. Which you can totally able to win with just M1’ing.
You can try to test power with M2 only. You may lose, but it doesnt matter much because easy survivors mostly dont toxic so it doesnt feel hurt.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639568#Comment_3639568
What's up with the "git gut" on like every reply of yours?
Hornet I think
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638709#Comment_3638709
"Current meta adjustments seem to be more concerned with nerfing perks that players enjoy using instead of buffing the low tier perks.
And this is really bad, especially when it affects perks that do not require nerfs, like Adrenaline."
^ this
Adrenaline does not need a Nerf, but I feel that they think it needs to be toned down, because it is used more often than Perks which are just not as good. And the right thing should be to buff the weak Perks to a stronger Level. To give options. E.g. I think they did a good Job with Background Player. It is not weak anymore, but also not busted and you see it being used. (Yes, it sucks if a Survivor gets a Flashlight-Save with it, but I never felt that it was unfair when it happened to me)
I really wish they would put more time into just trying to buff older and weaker Perks and experiment more with them. I would not mind if they pick 5 Perks on each side and change them for a Midchapter and if they are either too strong or still too weak, change them again in the next Chapter until those 10 Perks are decent. And then move on to the next Perks.
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638271#Comment_3638271
Current meta adjustments seem to be more concerned with nerfing perks that players enjoy using instead of buffing the low tier perks.
And this is really bad, especially when it affects perks that do not require nerfs, like Adrenaline.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638273#Comment_3638273
This.
There are people saying Devs were not confirm that Adrenaline will get a nerf.
Thing is, Adrenaline is strong enough and at the perfect place, which is should not get a buff
If its not getting a buff, it will be a nerf.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637931#Comment_3637931
And here you bring up the same thing everyone always brings up "the majority of survivors"
Pit the best survivor team in the world against the best killer player of each killer in the world. And the only ones that MIGHT win, will be nurse blight and spirit.
That is a problem.
Most killers think they're the best killer in the world. And want Devs to balance them to able to 4K against the best survivor team in the world.
That is a problem of average killer's mindset.
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Take turn on using BU + FTP to prevent the killer ever get a down.
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@Murgleïs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637973#Comment_3637973
Blood Warden is trash.
Finishing gens is normal gameplay, this perk gives free passive value without doing anything special.
Also if you need a perk to counter it then it’s bad design.
I heard killers tell survivors to use perks to counter something that killers dont even need perk to do.
Like just use OTR and DS when survivors complain about tunneling. Unbreakable when survivors complain about slugging....is it bad design?
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@jamally093 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638464#Comment_3638464
Never seen anyone give the Entity a gender before not that I'm complaining most people I guess refer to the Entity as it since you never full see it other then just spider claws.
Incase you wonder how the Entity look like
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@CLHL said:
There was no problem with Eruption, that perk came out with basically the same effect, only the regression was buffed in the perk overhaul patch, so it was nerfed for no reason.
There is no problem with Grim Embrace, it works four times in a whole match. The combo with Dead Man's Switch can perfectly be avoided once you get caught once and you know about it, and in the fourth hook it's a total waste that only adds 5 seconds to Grim Embrace.
The buffed Eruption instantly regress 9sec of Gen. Unable to do anything for 25sec, and another 6sec of regression. The total Gen time lost is
40sec
On
A Single
Survivor.
Now multiply to 3. A single down could saves killer 1.33 Gen.
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@Cypherius said:
Adrenaline is a top tier perk (unlike the unfairly nerfed STBFL) in high level play and one of the biggest pillars in "don't heal" builds. Its only "fine" at average levels of play. S tier perk in the hands of a decent team that has gen efficiency and knows how to set up Adren plays . Its wild to me that so many people defend this perk.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637991#Comment_3637991
Bloodwarden and Terminus (counters only 1 effect of Adrenaline) are much weaker than Adrenaline despite having similar (or the same in Terminus's case) activation requirement and the fact that killers have less perk slots in total compared to the survivor team.
They are not examples of good design. I see multiple Adrens in most of my matches. Don't even remember the last time i saw Terminus or Bloodwarden
- If there are 3 Gens left and being injured. Without Adrenaline, will you get a healing?
- If there is 1 Gens left with 30sec to open Gates. Without Adrenaline, will you get a healing?
You're likely to heal with 3 Gens left even if you have Adrenaline. And you're likely not to heal but do the last 30sec of the last Gen even if you dont have Adrenaline.
Adrenaline plays making survivors not to heal is a false. Yes they dont need to heal after finish the last Gen, yes its a game changer when down as the last Gen done. But it doesnt make survivors ignore healing mid game.
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No foot step noise, no grunting may be. Should be the same to Dance with me.
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@[Deleted User] said:
If the alternative to "stand and do nothing" is "stand and do nothing to avoid standing and doing nothing for longer", we have what is called a Bad Mechanic. The balance or counterplay can be debated all day long, but it's a bad mechanic and shouldn't be in a video game. Bad lower tier killers can't be an infinite crutch for bad gameplay to lean on. You can't use them to justify having survivors stand and count blades of grass for 30 seconds.
Im gonna steal this
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Making the perk start to charge up (like Skate out) when you're near a teammate's Gen. And charge down if you're out of range.
If you manage to charge up the perk (by making X sec of chase near a teammate's Gen), the perk activated.
Once the perk activated, the affected Gen will get X % faster, for X sec. Only 1 Gen affected at a time, and it would be the lowest progression one. The chased survivor can run to anywhere after charging up, they dont need to linger
After then, the perk get a X sec cooldown.
Im not putting number because Im not sure what would be balance. Just throw the idea.
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I started playing DBD since Lunar new year of Feb 2019....that main menu theme was what hooked me into the game and played non stop...
https://www.youtube.com/watch?v=5m70hD74XRQ -
@MrDardon said:
What also helps against this combo is.. lasting longer in chase.
But typical people going down in a few seconds and will rather complain than adapt.
I personally don't mind it getting removed since I don't use it anyways. But like most gen slowdown, it will get nerfed because of players who are bad in chase.
Its like if the combo block Gens for 3mins and killers would be like "Just last 4min in chase"
Similar to if slowdown heavily nerfed and survivors telling "Just make chases shorter".
Its a really bad argument.
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637764#Comment_3637764
Or an average Ghostface against an average survivor team with 16 meta perks, 4 toolboxes and 4 BNPs.
The average Blight also isn't very good, nor is he popular for the average player because he's hard to play basekit. Afaik at least.
It happens. But how many times in a 100 matches the average GF play against 4 toolbox and BNP.
And how many times in a 100 matches an average solo play against 4 slowdown and tunneling Blight/Wesker.
Answer that.
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It make sense in script. FTP making a healing instantly from whatever to 100% (a complete healing).
Though I thought you mean stacking the same status together for stronger effect, like haste and slowdown...
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@xdvoltic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633362#Comment_3633362
Don't think the game can ever be truly balanced, off the bat it's a 4v1 what else needs to be said. I just hope at some point more people than not will be able to enjoy the game.
Its 4v1 Means 4 = 1. Not 4 < 1.
If killers want the Devs balance the game like a 4v1. Dont play it like its 3v1.
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633362#Comment_3633362
Or the avarage survivors
Yes, its never been. We all know the result of a match between an average Blight stacking 4 slowdown, strong addon and tunneling against an average teams.
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I found some killer's mistakes
- Refuse to chase.
- No ability to find survivors.
I would question killers' skill who are unable to find a single survivor to chase after 24 Gen kicks. I dont even need a single aura perk for that. There are scratch mark, foot step, breathing, crows...
I dulled my ability to find survivor because too relied on Nurse calling and Nowhere to hide, not anymore.
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@MrDrMedicman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637238#Comment_3637238
Ds user gets unhooked and immediately body blocks for their unhooker (in swf they can do this for anyone the killer chases). The killer either hits the ds so they can path normally, which extends the chase and punishes the killer, or the killer eats the ds and loses both chases at the same time. This is exactly how old ds was used
If you want to cut down on tunneling, buff gameplay that isn't tunneling. Buff thanatophobia, bbq, and survivor healing perks
I hit basekit BT and let them flee all the time, not a big deal for me. Free 8sec mending for me. If they take double hit, free 30sec slugging. I never be close to a hook to expect a free hook trade.
Tunneling is never be cut down without nerfing it to death. Tunneling is the strongest tool that being free for killer, making basekit strong as 90% as tunneling still make killer tunnel. As long as tunneling is stronger. No base mechanic can ever encourage not to tunnel.
Old Eruption era was the proof.
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@MrDrMedicman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637170#Comment_3637170
This leaves it open to the old abuse and is a hefty punishment for killers who do play fair. The whole reason it was nerfed in the first place.
How?
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@MikaelaWantsYourBoon said:
So pretty much we are giving free win to killer.
Last 2 survivors are not doing anything because they can't do anything. If they sit on gen, killer will find them and kill them easily. That's pretty much suicide, what survivor have to do here? So your suggestion is just not fixing the real issue here. It's just giving free win to killer.
And also this will be buff for slugging for 4k. What is stopping the killer slug 3rd survivor and find the last survivor with base-kit Whispers?
It should come with the 3rd survivor can self kill for Hatch to spawn. Well, if the random not self kill on purpose...another problem
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@GeneralV said:
I'm happy for the Hillbilly mains out there who will finally get their killer back, but the sudden nerfs to Sadako really hurts this update.
Honestly, I'm more excited for the Lunar event.
People complain their killers getting nerfed.
Only Freddy and Trapper complain after getting buffed.
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I would make it:
- 5sec stun.
- Survivor has no scratch mark for 5sec.
- A free Sprint burst
- Killer has Incapacitate status for 5sec (cant M2)
- Disable with Conspicuous Action
- Disable if healed
- Disable in End game.
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I have an idea.
Buff Boil over
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@KayTwoAyy said:
This is one of those changes that very clearly was intended to incentivize hooking everyone once, but will end up making tunneling even stronger.
The "earn 1 token" perks for each fresh hook survivors never work. Its still better for killer to tunnel 1 out and still get 3 other tokens later. Worked the same to BBQ, Nowayout.
If anything, 3 teammates cant progress Gens for that huge amount of time surely making tunneling stronger.
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You cant beat Spirit because she's super
To be fair I do against average Spirit better than Nurse. My way to juke her is to notice that she starts phasing, then walk to direction of 4 or 8 o'clock to keep the speed but not scratch mark. Then crouch so she cant hear the grunting.
Not working against good Spirit though.
@ShinobuSK said:
I havent seen spirit in so long, I have probably completely forget how to play vs her lol
I think it's the part of survivors problem nowaday. I started playing on Plague release (15th killer). The chance too play against each killer was ~6.7%
Now there are 34 killers. "Try to learn playing against X killer" before complaining. How do I learn playing against Twin when its been months not facing them? Half a year probably I played against 3 Artist. I would forgot how to draw if I dont do it for too long.
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@Bartolomeo87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636509#Comment_3636509
Yeah top level win streak as in what? Blight and/or hardcore tunneling from the get-go? Yeah that’s a great argument there bud. And besides I was saying the “top level” as in comp dbd. I said we should look at top level as in comp. Pubs where they get those win streaks are not top level. There is a difference between high level and top level. So do you actually read what others say or just skim through it?
You have no idea what level I do or don’t play at. I’m not sure why you’re making baseless assumptions. My comments don’t even have me complaining about losing or anything of the sort. I’ve been pretty consistent with my standpoint so it seems like you just wanted a subtle diss and that’s the thing you’ve decided to come up with.
You’ve made no attempt to counter any of the points I’ve made you’ve just said a whole lot of nothing and therefore have added nothing to the discussion. You realize that when two sides have opposing viewpoints in a discussion that you’re actually supposed to try and provide a rebuttal for what they’ve said right? Your first sentence was the only one that even somewhat attempted that.
Yes, that level of try hard is possible for killers, and should be the same for survivors. If countless pubs survivors matched with those Blight and being stomped is fine. So does pubs killers matched with those stacking meta/item teams and being stomped.
If the strongest options still stay on 1 side, the other's should not be removed.
You have no idea what level I do or don’t play at
And you do? Which number of MMR are you on?
If after 1000 wins and the game still give those killers Pubs, so do you, most of your survivors are just Pubs.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636160#Comment_3636160
The color doesn't match the realm for some reason, that should be adjusted. But the level of Fog is nice.
Missing realm's color tone, fog was matched with the realm, this is just some gray PNG appears out of nowhere.
@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636189#Comment_3636189
If the entire game looked like that level of fog 24/7 I would never play it because that looks and probably plays like garbage
Old DBD, at distance you can only see silhoutte of characters (hard to tell who). The further they are, the green tone of Auto heaven apply to them more.
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@Bartolomeo87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636117#Comment_3636117
Are we really using the killrate argument again? If we want to look at how balanced the game actually is I’d say we should look at the top level of play no? You know where both sides actually know how to play? Well it doesn’t get much higher than comp dbd. In comp the survivors are heavily restricted, and they also usually play on maps which are more balanced.
Even with these heavy restrictions they literally base the scoring based off hook states instead of kills lmao. The killer almost always attempts to tunnel one out asap and even then usually end up with a handful of hook states and with one or maybe two kills by the end of the game. That’s WITH heavy perk restrictions on the survivors.
At this point saying, “oh but the killrate though” is just disingenuous.
Top level be like....1000 win streak
I mean come on, you are not the top level. You're just average killer being mis-matched against better teams, just like me as average solo matched with stacked slowdown Blight.
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@[Deleted User] said:
It seem's this perk's function is being overlooked, this perk is rather useful in situations where the only resources are those around a generator being worked on by teammates, 36m is also literally larger than every killer's terror radius (except wesker), 110% killer's will suffer slightly more against this, survivors working on generators can easily abandon the generator normally if the killer drops chase and starts going towards the generator, the survivor running it also get's to see the generators as well so they can plan there chase around it. Playing chases right, you can support your team and hurt the killers pressure somewhat more by playing well.
Honestly Quick Gambit is just old Spine Chill 2.0, but the repair speed bonus is activated by the survivor and not the just ht ekiller looking in the survivors direction.
You being chased near a Gen for 30sec and down. 5sec to hook and 5sec to get to teammate Gen.
- Without Gambit, teammate would complete 40sec of Gen.
- With Gambit, teammate would complete 42.3sec of Gen.
You being chased opposite of the map for 30sec and down. 5sec to hook and 10sec to get to teammate Gen.
- Without Gambit, teammate would complete 45sec of Gen. Without risk.
I dont know how Gambit is old Spine chill. It let survivors know killer is coming to their direction? Or it let survivors know killer abandon current chase? And the UI doesnt do that?
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I play killer nowaday just to charity Solo people a fun game.
Most survivors respect me even if I get 1K after 8-9 hooks match
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@Firellius said:
A boon, which innately requires you to find totems, with an effect that highlights totems?
That still doesn't sound good. I think it was just such a tragically worthless perk that even BHVR was like 'we can't ship it like this, we have to give it -something-, even if it is a survivor perk'.
Killers' aura is the most sacred. Survivors cant have it freely.
Teammates aura is the the most useful, 2nd to Gen's aura. We have Bond, Empathy, After care, Deja vu and Visionary for those.
Totem and chest aura are the least needed. There are already perks for that, and because items are nerfed to the point they're useless to get from chest, and Hex arent in usual builds. Only the Gen's aura is in good use. I would bring Visionary instead.
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@gatsby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635361#Comment_3635361
Maybe but that effect is so oddly specific. The last time they did something like that was Empathic Connection and that 10% boost specifically relates to the design of the perk.
Not saying Empathic Connection is amazing. Both perks are pretty tragic honestly
I think Empathic connection is quite decent, as it saves your teammates' time to get a healing, in extra of saving 1.5sec per heal. While Botany saves 5.5sec per heal (4sec save per heal).
Thing is you know you save 4 more sec per heal with Botany than EC, while you dont know how much time you saved for teammates' traveling wtih EC
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635837#Comment_3635837
Okay, if it's not enough for most people, buff numbers, what's the question? There is PTB for such things.
I feel like it will be enough on a paper for average players. If many people decide that this is not enough/too weak, go ahead and make it worthwhile.
The point of tunneling is to make the game 3v1 early, which its guarantee winning.
Making a mechanic that stronger than tunneling MEANS you want a mechanic to make 4 survivors as weak as 3v1 so killer not to tunnel. There are alot of ideas to encourage not tunneling, but tunneling is too far strong to ever make a mechanic stronger.
If there is such a mechanic, its nothing but "give me free win so I dont tunneling". The equivalent to survivor side is making the Gates powered by default so they will do totem and chest.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3634302#Comment_3634302
If the other side is at your skill level but brings a loadout way stronger than yours, tunneling is necessary.
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3634351#Comment_3634351
If you are playing a weak killer with a bad build with bad add-ons against a full meta squad...you should not expect to win.
What you said is right, both side have the same skill level (lets say the skill is 5), but who brings better loadout win the match. Of course you can tunneling to even it out (or even win over it). In the end, after winning the match, MMR would give you better opponents (skill of 6) with good loadout. What are you gonna do? Use meta perks and strong addon to win? Then MMR put you with a team skill of 7. Again, what are you gonna do? Change to high tier killer?
You can always try to win, there is nothing wrong with it, and MMR is there to make you win half the time, no matter what your loadout is.
Thing is, killers can always pull tunneling,camping,slugging if survivors' loadout is better than killers. But if survivors' loadout isnt better than killers'. The only way for survivors to win is they're better than killers.
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@Aven_Fallen said:
It baffles me that it is on their "Watch List". You dont need to observe something like this, the Combo is too strong and too annoying.
Grim Embrace on its own is also questionable, but adding Dead Mans Switch to it is just bonkers.
I never use slowdown perks so I dont know how it work.
Grim Embrace gonna block all Gens for 12sec for each fresh hook? Then 40sec for the 4th fresh hook?
And DMS increase the timer of blocking all Gens?
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@GolbezGarlandGabrant said:
The problem with Quick Gambit and several other perks as SoloQ is I don't know if I'm getting any value from the perk at all. So no, probably not.
The perk has to show number of stack, means how many teammate are on Gen at least. Let us know how much the perk being used in chase.
@EmpireCity830 said:
No, the perk still sucks. The smart move in chase is to lead the killer AWAY from active gens not TOWARDS them. They need to completely change the function to something else. I thought reversing the function would be nice but that is problematic as well. Imagine running a killer in 1 corner of the map while your team is doing gens 8% faster in the other corner. This perk needs a rework but rework into what I don't know.
It may work in early game, but later killers tend to patrols remaining Gens, its when the perk should be used well.









