Avatar

C3Tooth

C3Tooth

About

Username
C3Tooth
Joined
Visits
19,511
Last Active

Comments

  • I remember the day I hit an injured Meg, she screamed. I tried to walk in circle picking up her for a good 5-7sec. Only then look at the UI and she was still injured and already ran away for half the map.

  • @MrPenguin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3634144#Comment_3634144

    On that I'd disagree. At least if you're on an even skill level with the opposition.

    Like I said if you outclass the survivors a lot sure. Which with the way matchmaking is, can happen more often than not for some.

    If you always play a certain way then you will get put where that playstyle is effective. Myself for example. I'm probably well below where my skill level actually is in MMR, but that's because I DO spread hooks. So ideally I'm put where me handicapping myself is equal to the skill of the opposition.

    Matchmaking could be better but that's the idea.

    When I face good efficient survivors, they will roll me because I'm handicapping myself. As they should. But if we both handicapped ourselves we could both have better matches. But they don't want to.

    An equal match for me that killer able to get 5 kills in 2 matches, and that achievement is really easy to get without the need of tunneling.

    If you play it fair against a team and get 2K, you would be able to 3-4K if you tunnel. Which mean, for survivors to have 2E against you as a tunneler, they have to be better than you. And if you dont even get 2K after tunneling, survivors are too far better than you which they deserve the winning.

  • @Murgleïs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633809#Comment_3633809

    So you are answering to nobody but what you think other people say. Litteraly talking to yourself.

    Correct!

  • @Peanits said:

    It really depends on the person.

    Some people are more competitively minded, and in their case, they might want to have a higher rating so the matchmaker gives them tougher opponents. Others are more casual and don't want the stress of those high end competitive matches. For them, going out of their way to increase their rating would be counterproductive. A higher rating would give them tougher matches and feel more punishing unless they play seriously.

    At the end of the day, it's a number that tries to find you a roughly even match. A big part of the reason why we don't show it is because we don't want to pressure people into going out of their way to raise it. It's meant to adapt to you, not for you to adapt to it.

    What if I have competitively mind but I dont want my opponents to be the same?

    I mean, I may play Blight with strong addon, stacking 4 slowdown and tunneling, but I dont really want to play against SWF stacking strong perks and items.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633783#Comment_3633783

    This is funny because its true. The 'survivors are way too strong' and 'watch as I still win' combo is one of my favorite types of posts.

    Im struggling with 90% win rate at high MMR

  • Not tunneling, or not tunneling earlier.

    If a killer 2K without tunneling, they could 3-4K if decide to tunneling. If a killer 2K after start tunneling at 1-2 Gen, they could 3-4K if decide to tunneling earlier. Its pretty much only killers decide not to tunnel, or tunnel earlier.

    That is why I find its really stupid that some survivors tbag killers when killers being mercy.

  • Well, I didnt say OP said that, just most killer mains in general.

  • @Murgleïs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631016#Comment_3631016

    At some point when you have over 100+ winstreak on your main account you know you are.

    Then they're doing more than fine at high MMR to ever complain about "killers are struggling at high MMR"

  • @burt0r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633362#Comment_3633362

    And this is the reason why only sweats and camping/tunneling killer remain active.

    Until those tactics get removed and truly only sweats remain.

    Good job 👍

    As killers were never sweat before. The final goal for them is 100% kill rate, the Devs goal is 60%. To achieve higher than 60, you should sweat.

  • I think the current escape rate is about 40%. And top SWF has 15% more escape rate than the bottom Solo. I think its around 32%.

    Solo is only able to escape based on killers' mercy.

  • I think killer's height is not the same as their camera. You may need to have survivor's POV look at killers stand with the mannequin .

  • The game will never be balanced in the eye of average killers

  • @MrDrMedicman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633141#Comment_3633141

    Hard counter to hooking. Find them in an animation and all the work they put in for the down is deleted

    It doesnt completely remove killer's ability to hook.

  • @Pluto_1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632973#Comment_3632973

    As if blinding a killer isn't a hard counter. Do you even hear yourself or do you just love blinding that much?

    Blinding killer is a counter to what? Blinding is a part of survivors' defending mechanic. Removing an entire mechanic isnt good design.


    I would make Lightborne that if success blinding, the survivor will be Exposed for 60sec instead. The ability to blind is still there, but come with a risk.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630701#Comment_3630701

    But what if you get ionto the 3v1 and you have 1 gen left that is already being worked on because the survivors are coordinated and you are playing someone like Freddy?

    Tunneling as a come back. Its acceptable for most survivor.

    Tunneling right at the beginning, especially if the first survivor down early. Its a guarantee win.

    I dont say early down is bad for survivor in general, it would be a close match if killer play fair, but its a lose if killer tunnels. Survivors can not tell which direction killer will go. Its pretty much in survivors' mind that the first down should only happens after at least 2 Gens done, or its guarantee lose, since survivors dont have come back mechanic like killers with tunneling.

    Except tunneling not really a come back mechanic as they can pull out at any moment of the match as killer feel like.

    • They may start secure a kill when Gates are powered?
    • They may start to tunnel with 2 Gens left?
    • They may start to tunnel after getting the 1st hook with 3 Gens left?
    • Double tunneling, where killers go between only 2 survivors?
    • They may tunneling right in the beginning. Do not care if survivors are completely newbies?

    There are alot of gray zone and each will have their own definition of tunneling. If you're not getting more than 2K, its only because you didnt tunneling earlier than you should.

    And as killer, you would win most of the match if tunneling right in the beginning, this part is the point why I think tunneling is insanely OP. You only lose if survivor is out skill you by a mile, which on paper, you should never win.

  • For me, killers should need addons to play. But addons become stronger. That would make killers strong at an aspect but weak on the other so there is a way to play around.

    Im up for Trapper able to carry 1 trap, with 6 traps in total like the old time, but Honing stone rarity drops to Yellow. You get what I mean.

  • @versacefeng said:

    I think the vegetation on Red Forest looks really good.

    Except the grass doesnt exist at chock points, loops and gyms...for Trapper.

  • Potential of 2 extra hits still making it a good perk. Old DH was just too OP.

    Old DH is the embodiment of Nurse on survivor side. Weak and unusable for newbies, but no counter on good players. It werent complained that much until survivors got better and better that make DH was so painful to play against.

    New DH, not always play against them, I never see 4 of them in a match after the nerf. 1 or 2 at most. I fine its fair now.

  • @Aven_Fallen said:

    8 Regression Events is a lot. You will most likely not reach this in normal gameplay.

    You're wrong, people who's complains about not able to kick a Gen 9th time probably reach it every match.

  • @Coffeecrashing said:

    1) Implement AI to determine if a survivor is trying to bodyblock, and if they are, then disable DS

    2) If a survivor gets healed a full health state, disable DS

    3) If a survivor enters a locker, disable DS

    4) DS can’t be used if exhausted

    5) DS causes exhaustion

    Imaging Pain Res works like this

    1. If a just unhooked survivor has chase staus, disable the perk.
    2. Disable the perk if another regression perk in play.
    3. A survivor gets to 2nd hook stage, disable the perk.
    4. Kick a Gen disable the perk
    5. If Pain Res activated, disable ability to kick Gen
  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632134#Comment_3632134

    I agree with the second part, but want to add that nerfing it to 3 seconds was already nonsense. The only complaint about DS was that it works in Endgame (which it still should do, but I get behind the change), nerfing the duration just killed it.

    But 5 seconds is not "all this perk needs". Killers have realized that removing 1 Survivor early is the best thing to do. With this knowledge, I can guarantee you, Killers will not respect DS, even if it is back at 5 seconds. Because the benefit of just pushing through DS is way too big.

    I feel it should be either make the DS user totally escape the chase, by a Sprint burst with no scratch mark after DS. Or killer unable to use M2 for a whie. I prefer the 2nd idea, since that would put all killers in line (that Blight cant instantly rush after the stun, which affect him more than Trapper).

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631836#Comment_3631836

    But then mobility killers moving at 200%+ will just ignore it. Just make is 5 seconds or even 6 seconds, plus disable power for 3-4 seconds too.

    Add incapacitate status to killers. 😏

  • @I_CAME said:

    The worst thing is it's practically basekit at this point. If I get a Myers there's like a 90% chance they will have it.

    Because Blood webs are cheaper, at the same time earning more BP. Each match you use 2 addon, but the BP you earned can let you get 10 addon. You would never able to deplete your addon at all. If after a match you get a Brown, a Yellow, a Green, a Purple and an Iri. You should use the strongest addon.

    Making the rarity system / strength of item/addon almost pointless.

  • If survivors are at a situation where 5 Gens can not be done, means 2nd survivor can not escape but only for the 1st survivor through the hatch. Survivors will give up.

    A survivor dies before 3rd Gen done. I will stand next to a hook, tab out and draw. Sure its survivors' mistake and we should lose, but just let me lose now and move on.

  • @glitchboi said:

    5 seconds and allow it to work in the endgame.

    I don't understand the concept of pity kills and why they are so necessary, 4 escapes and 4 kills will inevitably happen between games. A perk shouldn't be an unused slot simply because the survivors did their objective.

    There is still basekit BT. The basekit BT makes it fair for both side that both have to put some effort on rescuing the hook or teammate. A perk should not guarantee an escape/kill. The main point of anti tunneling perks is not letting survivors die early.

  • The maximum the perk can save is 10sec, and Im being generous. Means killer leave that survivor for 180sec sitting on Gen for that to happen. Which only happens if killer just tunneling someone else.

  • @humanbeing1704 said:

    One time I saw a bot opening a door and it got to 97% but a Dwight was approaching with a killer behind him hoping to escape and the bot proceeded to get off the gate switch and ran and the Dwight died because of it

    Bot would stop doing anything anytime they're in TR. I had a bot, watched them do a Hex for over 10sec, TR just started and it leaved the totem immediately. Pretty much playing Wesker with Hex build, your Hex would last forever.

  • 1 thing I know about bot is its better to chase down players than bot. Bots are usually good at running, but not doing anything at all.

    @[Deleted User] said:

    I'd just rather 3v1 than have a bot (despite being one myself!)

    You werent programmed at all to be considered one.

  • @GeneralV said:

    I have plenty of fun against Nurse, as long as it isn't an invincible god-tier Nurse.

    The plenty of fun playing against bad Nurse is the illusion that you think you're a god

    Nurse missed a blink, swing.

    Woooo Im so good !!!

    Against good Nurse, you get hit if drop a pallet, you get hit if not drop a pallet, you get hit if vault a window, you get get if not vault a window, you get hit if W, you get hit if double back.

  • @Orthane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/403053/tunnel-tunnel-tunnel-tunnel-tunnel

    It sucks yeah, but go play Killer in mid-high MMR and you'll understand very quickly why people feel the need to tunnel.

    10 = 3 + 7

    5 = 3 + 2

    I mean, a 10 team beat a 7 killer equally hard as a team 5 beat a 2 killer. Thing is you dont know if you're a 2 or a 7.

    @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631003#Comment_3631003

    Maybe you're just a good killer. I don't tunnel (well, not on purpose) and I win about 20% of the time against players who are at my skill level. I judge if they are ay my skill if they play like I play as survivor. The issue with me is the game pairs me regularly with survivors that seem very green to the game. I find that boring so I end up playing friendly. The game needs to be better at matching players.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631006#Comment_3631006

    I don't think anyone needs to last 5 minutes in chase. If every team member can last at least 1 minute in chase that should be enough to get gens done.

    Is it that bad? I get beaten from time to time, but its because I played mostly Trapper exclusively and now I main Myers. If you lose most of the time, you should get easy survivors and gain more win rate.

    I was telling that 5min chase survivor should not be a standard chase, yes. I just dont understand why killers keep telling "but your teammates could do Gen and escape so you win". No I dont see me dying 10 matches in a row while 2-3 teammates escape as a win.

  • @MalekithHatesSnow said:

    When we talk about survivor we assume every survivor is a trash soloq player when we talk about killer every killer is a 4000 hour 4 meta perk using Nurse that's the rules

    Alot of killers in forum admitted that they are at high MMR. Some manage to have 90% kill rate. So you are correct!

  • The whole DBD community be like

    image.png image.png


  • Boil over should increase the stun time when wiggle out instead of the drop penalty.

    @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630958#Comment_3630958

    The fact that survivors are broken enough to even be able to bully to begin with is a problem.

    4v1 doesnt mean 4 < 1. Both side have the strength to bully each other. Bullying is wrong on survivors part, and so do killers think only the 1 should be able to bully the 4.

  • @Nazzzak said:

    I think matchmaking in solo queue needs looking at, and my issue is mostly with the team mates i get matched with. In general I find if I don't play to win, I tend to get pretty chill games. I've said a number of times I don't see alot of slugging, tunnelling, or camping in my games. So I guess a similar situation to yourself.

    I've also said a couple times that I don't understand why some people play so competitively when all that awaits you in high MMR is misery. Some people sweat so hard for these wins, then when they hit high MMR they're facing people with the same sweaty energy and they run here to complain that something needs to change. Who did they expect to find up there, newbies? The game doesn't go full circle and restart once you've hit the big leagues lol

     why some people play so competitively when all that awaits you in high MMR is misery.

    To brag about it...

    • Wait until you are high MMR
    • Wait until you play against good players
    • Looks like you never play at high MMR

    The most funny part is all of them dont know where their MMR are.

  • @Verconissp said:

    or...

    This might be very repetitive but...

    Last longer in a chase?

    Like you got all these anti-tunnel perks and whatnot, and if you're still going down during that time, it's a You issue, a Skill issue if that..

    Improve your looping and don't be two tapped =D, js

    I saw some said a chase should last 45sec. If you're able to run a killer to the point they cant 2 taps you through 5min. You're out skilled than the killer. You should win.

    I mean, why killers want a chase to be balanced at 45sec while play like survivors have to chase for 5min to have a chance to escape (for the chased survivor)

  • @I_Cant_Loop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/403053/tunnel-tunnel-tunnel-tunnel-tunnel

    How about trying to play killer and see how difficult it is to win, especially against coordinated teams, without tunneling at all? Eliminating tunneling from the game would make it nearly impossible for killer to win high levels for all but the S-tier killers. If you disagree, I would love to see your gameplay videos to show us how it's done.

    Against new players and bad-to-moderately good solo queue, I 100% agree you can win without tunneling. But once you get to a level where you're consistently facing coordinated SWF and/or pro loopers who know how to string together every broken loop in the game, there are many times where you have to tunnel if you want to have a chance to get at least one kill. The problem is that you don't know which teams you have to tryhard against because the devs refuse to show MMR score or SWF status in the lobbies, so you

    I did, with Myers, Plaything is the only slowdown, without tunneling through 50 matches challenge. With 72% kill rate.

    The problems with most killer is they want 100% kill no less. Using strong killer/addon, stacking slowdown and tunneling can bring a newbie to high MMR. MMR is not a measure of skill, its a measure of who tries harder. There is nothing to brag about "wait until you play at high MMR".


    As Peanits said, no matter how you play, you should win half the time. I play Myers without slowdown should win half the time (which I didnt), you play Blight with 4 slowdown should win half the time.

  • I mean it depends on circumstance. If Killers get blinded right after hooking you, thats when they need to patrol (require seeing Gens) or find someone else to chase (require seeing survivor).

    What's the point of blinding killer mid chase causing Blindness when the only thing they are doing is chasing you?


    For the perk build I tried to use RM to blind killer and down on purpose (so that 30sec blind does not wear off), combine with Boil over and never able to self wiggle off once.

  • @Firellius said:

    Hatch should probably not be reverted, but on the topic of alternative paths to victory, BBQ and WGLF should.

    I think the alternate way to win for survivor is fine. Its just the requirement of 5 Gens done for 2nd survivor to escape making so many give up scenarios.

  • @MrPenguin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630242#Comment_3630242

    Survivors just ignore the mechanic entirely by just 99ing the gates, which is complained about.

    Whose going to complain about a mechanic they can choose to ignore and that rarely ever matters?

    What do you think the EGC mechanic for?

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3627664#Comment_3627664

    There are tons of situational perks that lose their functionality depending on how the game progreses.

    Unbreakable without getting slugged, Renewal/Deliverance without getting a heal in time, DS without getting downed in 60 seconds, Lethal Persuer when everyone runs Distortion, Self Care against Plague, any Hex perk that gets cleansed.

    OtR and DS are designed to help you when you get tunneled. If you've made it to endgame, you haven't been tunneled, you've had every chance to play.

    DS particularly during endgame made it impossible to sacrifice a survivor. If you down them within about 30 meters of an exit, you can't pick them up because they wiggle off and escape, you can't leave them on the ground because they crawl out. Anyone hooked with DS as the last gen is repaired is essentially guaranteed an escape providing their team mates don't abandon them.

    You still have this kinda with basekit endurance, if you're hooked near an exit it's basically a free escape as long as you can run to it within 10 seconds, but the killer can play around it, they know it exists and they can attempt to hook you further from an exit.

    I remember the days that one match I played fair with 5 hooks and 5 Gens done, managed to get a few hooks and slug in end game and I ate 3 DS.

    @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630284#Comment_3630284

    I do think that both things have to happen. A punishment for tunneling and a reward for doing something else.

    Punishment is a must, since no reward can ever greater than 1 survivor out of the match.

    Thought the game is not balanced around 12 hooks (means not balancing around 4K every match), but rather ~6-10 hooks for that 60%. If they totally remove tunneling and force to spread hook and balance the strength from there, killers would guarantee to have at least a kill, at the same time they would never able to 4K. The out come of all matches are likely fixed.

    Tunneling "should" stay, but its just not as stupidly op as it is now.

  • @Xernoton said:

    Yeah 4 man hatch escapes were so fair. /s

    But 4 players hatch escape only happen if 5 Gens were done...

  • @[Deleted User] said:

    Yes and yes. Same on both sides. Don't really blame anyone. Every other game is a sweat fest and you never really know what to expect from match to match. Could be chill or it could be a comp scrim. No way of knowing beforehand, but it sucks to lose because the other side was trying harder.

    Its the sad part of the game, which is why MMR has to be a thing. Your skill doesnt matter much when the ability to stack meta can overlap the skill. I believe a Trapper with iri addons, stack 4 slowdown and tunneling is stronger than Blight without addon, using meme perks and play it fair.

    I dont think the mindset of wanting to win so hard making the game sweat fest. But that mindset combined with meta stacking make it feel like so.

    When 1 side have the mindset plus stacking meta. If you either try hard but use meme build; or use meta but not try hard...may make you lose the game (assume both side have equal skill)

  • @BlightedTrapper said:

    Never thought I'd see the day where people complain about Deja Vu. Is saving 5 seconds on a gen and seeing a few auras really so upsetting?

    Its depend. It saves you 6sec if you spend 90sec on Gen. Which is not worth it.

    If it works similar to Toolbox, that when you "activate" the perk, it boost your Gen 12sec of progression by sitting on it for 6sec, then the perk gets a cooldown, or requires to do something else. Its far far more better. You can do Gen normally and only need to use it when needed.

    And I really think survivor' Gen perks should work like that.

  • @Rudjohns said:

    Sure, remove the redstain

    And make the killer speed the same as survivor

    Trading redstain with speed is not balancing.

    How about removing scratch mark???

  • @AbsolutGrndZer0 said:

    Residual Manifest is great vs. Nowhere to Hide, not to mention a guaranteed free flashlight.

    Its actually not, unless using with Blast mine...

  • Fail to dodge 8 flashlight save should lose the game...

  • The mechanic isnt rich, the age of perks and powers that doing 1 single job is over. Now we mostly have thing that mixed together.

    With new perks, Alan's for example, each perk of his requires other 3 perks to create a combo to make it fun. Stand alone its really useless.

    Remind you that chasing with killer for 1min would save your teammate 3sec of Gen...

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626576#Comment_3626576

    On the flip side, if the survivors are beating down the killer hard where he has barely any, if not zero hooks by the time there's only 1 or 2 gens left, he should get some sort of freebie too like anyone that gets hooked counts as two hooked states? That road goes both ways. Killers are just as legitimate player as a survivor player is.

    If we start giving sides some sort of benefit for losing to act as a catch up mechanic, we get all sorts of weird things going on. What's the point of strategizing and playing smart if you can just do whatever since the game will make it up to you? I don't think any of us truly want that. We should not ignore balance issues all in the sake of "Well, they were losing so it doesn't matter."

    Killers have catch up mechanic. As I said before. 4 Gens done with 1 hook can lead to 2 kills, happen far more than 4 Gens remaining with 1 death lead to 2 escape.

    The lack of catch up mechanic on survivor side is the reason why survivors give up on hook. Hook suicide on first hook is stupid, hook suicide when fail to toxic on killer is stupid (luckily they mostly DC, which bot replace them). But in cases of 1 death with 4 Gens remaining, no I dont play a match that Im guaranteed to die in the end, let me die now and go to the next match.

1 … 13 14 15 16 17 … 144