C3Tooth
C3Tooth
About
- Username
- C3Tooth
- Joined
- Visits
- 19,511
- Last Active
Comments
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/402899/tractors-on-cornfield-are-a-joke
they're for balance landing players. It is like hills. I just don't understand why the hills have to be massive in size rather then small spots like Toba landing hills.
You made me think that height drop should show yellow with WoO for Balance landing users. Lithe is easier to use, to find, and WoO works with it.
Also, hills should be gone and reworked into a title that include height drop in it.
-
Go back to pre 6.1.0
Both sides get their powerful things back 😈
-
@[Deleted User] said:
I think pallet scamper needs to be toned down and his base cooldown needs to be reduced. His dash should be the focal point of his kit, not scampering under pallets for free hits. Incentivize the skilled interactions.
On my part, there are too many killers now that I dont have ability to learn countering them all. Chucky release days I played against alot of Chucky, I didnt have a chance to learn though, all were hard tunneling and died in 4 hits.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629596#Comment_3629596
I never said survivors should do that. I said there should be a punishment for survivors that are excessively hiding or excessively pre leaving generators.
It’s like how BHVR made a punishment for killers that facecamped, where there’s an actual punishment. And it’s like the anti-3 gen, where there’s an actual punishment.
Similarly, there should be an actual punishment, for survivors that are excessively pre leaving generators so early that the killer doesn’t ever see any trace of them, which resets when they enter a chase with the killer.
Punish survivor for "pre leaving Gen". You want survivors just to sit for a grab or a free hit.
How close is appropriate to you that survivors should leave Gen so you dont call "pre leave"? 8m? Coup the grace lung range? Demo Shred? Punishment of the damn?
-
@MrDrMedicman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628630#Comment_3628630
Completely ignores the killer side that goes like this
1) find the first survivor
2) 30second chase you down them
3) 1st hook, 3 gens pop and half the game is over
The only reason killers are winning is because survivors collapse on being altruistic. If you get 1 guy who ignores everything but gens the killer is fighting a losing battle.
Edit: Nevermind. You just proved that tunneling is harder than pre 6.1.0
Survivors could not sit on 80sec Gen with more powerful meta and escape before.
-
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629504#Comment_3629504
You never double back even once to throw a survivor off? You never look around the area they cannot have left without leaving scratch marks?
You're just going to auto-pilot between three gens for ten minutes while never actually putting in any effort to find a survivor?
The correct play against high MMR killers is sit on Gen and wait for a grab.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629518#Comment_3629518
It doesn't take a lot of skill to repair generators in short bursts, and excessively pre-leave generators. You could probably code a bot to do that strategy too.
I didnt say anything about skill... Or you mean chase survivors requires skill, which you refuse to ever make one because you dont have it?
People just trying to tell you to make a chase. All you complaining is survivors dont just sit there to get a hit. Can you tell what you want survivors to do at that point?
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629439#Comment_3629439
Often in the current game, this ends up being an extended 3-gen, because the survivors are pre-leaving generators early and often, and the killer isn't chasing the survivors that are pre-leaving the generators early.
go to Gen 1
if (survivors sit there for a free hit = true)
{hit survivors}
else if (survivors run away from gen = true)
{leave Gen 1; go to Gen 2}
if (survivors sit there for a free hit = true)
{hit survivors}
else if (survivors run away from gen = true)
{leave Gen 2; go to Gen 3}
if (survivors sit there for a free hit = true)
{hit survivors}
else if (survivors run away from gen = true)
{leave Gen 3; go to Gen 1}
I could code a bot to play like you.
-
Because of her ABSolute..
-
@Raptorrotas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622267#Comment_3622267
On your version, assuming Blue=Killers (Big one is nurse), Red=Survivors, Im pretty sure the second picture is how the community wants the "solo swf"-gap to be closed.
Now i shouldnt be so cynical about it, but I think this one is close to our community's mindset too:
https://us.v-cdn.net/6030815/uploads/OSKY5OH6SQ5I/image2.png
??? Why did you not understanding my drawing, then assuming it, and lead the meaning of chart into another way that fits your assuming?
-
@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628531#Comment_3628531
I think you missed the point completely, but aside from that what you said doesn't even make any sense. How is "being chased for 5 gens" going to be a killer expectation when the problem killers face is that in your average game you lose 2 to 3 gens before you do your second hook?
Seriously, I think you should re-read what I said, and maybe not take it so literally.
First chase cost 2 Gens is as frequently as 1 death before 2 Gens done. A match can go extreme to both sides. Except there is chance for killer to turn it into 2 or more kill. Its rare for survivors to get 2 escapes with a teammate death at 4 Gens.
You were pointing "survivors think a chase is fun when it last 5 Gens" as it should be a standard to survivors' opinion.
I just telling a chase last 5 Gens is more to killers' expectation (not survivors). You can search and find comments in forum that killers told survivors to play better and try not taking a single hit after survivors complain about making 5 Gens chase and died to Noed.
-
@MrDrMedicman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628279#Comment_3628279
That's what basekit endurance is. A direct response to tunneling
Tunneling is definitely stronger than before. Its just there is a basekit endurance so survivors have a chance without using perks. Comparing is pretty much like this:
Pre 6.1.0
- Hit
- Dead hard
- Hit (first hook)
- Hit (teammate has BT)
- Dead hard
- Hit (stronger DS'd)
- Hit (second hook)
- Hit (teammate has BT)
- Dead hard
- Hit (last hook)
Now
- Hit
- Hit (first hook)
- Hit (basekit BT)
- Hit (weaker DS'd)
- Deadhard
- Hit (second hook)
- Hit (basekit BT, denying Deadhard)
- Hit (last hook)
Note that using BT backthen is more powerful than basekit BT, because killers mostly not expecting it and swing. Knowing BT available all the time just make killer wait for it going off.
DS was much more powerful that killers werent dare to pick up survivor, which buy more time, which is why Unbreakable was OP, killers dont respect DS now, its far better to take 3sec DS than waiting for DS timer out, without the respecting to DS and slug survivor, Unbreakable is rarely be seen.
The slugging from respecting DS also makes it easier for a flashlight save.
The number of steps do not count a single teammate could bring 3 health state medkit so they can body block 5 times before asking for another teammate to heal them. Today a teammate can body block 3 times and down. These number can be multiplied by 3 teammates. Not mention self healing speed was 50% faster.
Yes, tunneling is stronger today.
-
Noed feel generally is fine. Its killer using 3 slowdown to tunnel 1 survivor to death, even if survivors make correct save, make a few body block and complete all Gens. Noed will give the 2nd kill with the least effort.
Saving a hooked teammate in the end only possible if there are all 3 survivors alive with a hook state to spare. When it drops down to 2 survivors with Noed in play. Its better just to leave. The effort to prevent 2nd kill for the remaining 2 survivors is far greater than the effort killers have to put for 2nd kill. That is when Noed feel cheap, which is how most Noed killers do
-
@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628510#Comment_3628510
Do you want to know why they are trying to make every killer better at chase (with loops obviously being the chase extender per excellence)?
Because survivors don't stop saying that chase and interaction with the killer is the fun part of playing survivor, while doing gens is the boring part, and BHVR is trying to do whatever it takes so they don't have to simply make generators take longer (i.e. the healing nerf alongside the regression nerf) even if gen getting repaired too fast is a problem for killers. With this in mind, the best solution is simply make chases shorter, so they don't have to make gens take longer. Technically, it should be a win-win for everybody: Survivors get more chases and interaction with killers while killers don't get that much affected by gen repair times being low without having to make longer what survivors claim is the worst part of their gameplay.
But apparently what survivors meant by "chase is the fun part" obviously was "being chased for 5 gens while having advantage in loops is the fun part", not "having more chases in the game and having to really be good at mindgaming and wasting the killers time is the fun part".
So, here we are, with content creators now claiming that "anti-loop" is the problem with the game without asking themselves why every killer is getting better at chase and anti-looping.
I never see anyone in forum say a chase should take 5 Gens.
But I have seen alot killers say survivors to play better after they make 5 Gens chase but did not escape. Or "just dont get hit 4head" an entire game.
So well...being chased for 5 Gens is killers' expectation of a normal game, not survivors.
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628338#Comment_3628338
You could've said it about DM.
And likewise, presenting Survivors with a single option, holding W, is literally just as bad from an engagement standpoint.
Half the Killers are, "I either leave the loop die or stay in the loop and die."
At survivor's POV, there is still 50/50 game play.
Note that they just make Trapper exactly like this, put a trap at loops mid chase. Either stay at loops and get hit, or leave loops and catched with his Haste.
-
@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628002#Comment_3628002
Yea. I win well over 90% of my games. I’m not saying I’m special btw: I took my lumps learning the game and have learned through experience. Anyone can get to a high level if they learn and practice. The problem is that very few people here are open to learning and would rather demand nerfs than adapt.
Thank you for proving killers at high MMR is over performing.
I mean, for a killer mind gamed themselves at shack to the point hooked survivor can self unhook can win 90% of the game.
-
He should get trapped if he steps on one. The problem is trap hitbox is small enough for survivors to walk through tight path, but not him.
-
Average 3-4 kicks an entire game??? Now I feel 8 per Gen is being generous.
I mean, assume killers already kick each Gen 2 times through the match. To make 6 loops patrol around 3 Gens and kick for 18 times is still really alot.
Im up for 4 kicks per Gen and increase the instant regression to 10%.
-
P100 reward should be Void touch skin
The skin come with Ironwill and Calm spirit basekit since they have no emotion.
The skin leave foot print similar to Chucky
-
YOU ARE NOT SUPPOSE TO KICK A GEN MORE THAN 8 TIMES
Well this is how I draw the Entity
-
Mika release was certainly the most exciting, since the introduction of new type of perk.
And CoH was completely op.
-
@Krazzik said:
To be fair I don't think those two maps should be from the same realm anyhow, they're nothing alike aside from "sci-fi map".
Why is a completely barren wasteland like Nostromo Wreckage in a 'Deepwood'?
I think the same. Why MacMillan and AutoHeaven take place in the same planet Earth being different realms.
But 2 alien maps that must be different planets being the same realm
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3627967#Comment_3627967
I stopped debating them a while back.
Mostly now I'm out to make sure everyone else sees how ridiculous their argument is and is hopefully dissuaded from making a similar one.
Most survivors complaining is how unfun playing against tunneler/camper which are pretty much valid since only if survivors are completely out skill killer to fight against them, average survivors have no chance (hence why the complaining). Otherwise, I dont see survivors thinking they're high skilled and think average survivors should have a chance against Otz.
On the other hand...
-
@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626816#Comment_3626816
Yes that’s exactly the mentality of the survivor mains on this forum.
Are you a good killer?
-
I think the update is usually on Tuesday, I think the event may starts on 6th.
-
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3627686#Comment_3627686
Gen Times are to flexible. They can go from 120sec per gen down to 30 or 20 seconds. There are teams that leave the exit gates after 4:45 min. Bring all the gen progression and regression perks in line so the extend of how fast or slow gens go is not that big.
Not a killer issue.
Maps! Map layouts are completely fcked up. Garden of Joy Main or Haddonfield main are the perfect example. If run correctly, the killer cannot physically catch you without major fuckups from survivors. Lower Tier Killers and esp. M1 Killers really struggle to the point that nearly everyone jus gives up chase if ppl run into GoJ Main Building, bcs there is not point in running it.
Not a killer issue.
Tiles/Pallets are spawning way to close. There are way to much Safe Pallets or safe loops to close to another. Add more Line of sight Blockers but make all loops mindgameable. Tunneling happens bcs there is no point in chasing a healthy survivor into shack next to a jungle gym.
Not a killer issue.
Make NOT tunneling more rewarding instead of making tunneling harder and harder. It will still remain the most effective way to play. f.e. add a "demoralizing debuff" to all survivors if everyone got hooked once and add another stack if everyone got hooked twice.
Not a killer issue.
This is just a washlist of balancing concerns that are nothing like what survivors have been getting. This is just begging for straight up killer buffs/survivor nerfs.
After 6.1.0 announcing I already predicted that the huge buff to killer in that patch would let killer with skill of 5 able to play equally against teams of 6. Then after defeated by team 7. They would complain again.
I swear if Devs increase Gen time to 120sec. Average killer would able to play against top MMR, only to get defeated by Henz teams or something…you know where it goes?
”survivors are still strong”
Boiled down that average killers think theyre high MMR and the game should be balanced between them and Henz
-
@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3627581#Comment_3627581
Is she turning into Spirit?
I drew it when Void touch release
-
@humanbeing1704 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3627642#Comment_3627642
Honestly run a totem build and you’ll notice you get iridescent lightbringer basically every game
Without escaping of course!
-
Ignore me, just random drawings passing by
-
I think the perk can be slightly weaker, then every hook are scourge hooks. But if you hook, that certain hook lose the power. That way, the perks not affected by the RNG of hooks spawn at 1 side
-
As an artist, I wish I have the creativeness equal to some people makeup a DBD scene on their own to prove a point.
If a team allow you to kick Gens 50 times with the new change,that is 250sec of Gen regression without a slowdown perk. The advantage is on you, not survivors…
-
@Unam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626465#Comment_3626465
You just proved my point.
You using 4 strong perks gives time to your teammates. Them using this time to cleanse or open chests instead of pushing gens is their bad game decision and not the fault of the killer.
So you think the killer should lose in this case? You are chasing for 5 minutes bcs of your perks and good tiles/pallets, your teammates think goofing around is better than doing the objective and you still think you should win?
Btw its an asymetrical game. Killer is alone against 4 survs. Therefore his time is much more precious than survs time. You cant compare those.
Correct, survivors make mistake, they should lose
It works the same to killers, a killer play a game normally should 60% kill rate a team that play a game normally. If survivors stack meta more than killers, they win. Same to killers, If you stack more meta than them (slowdown, strong killer/adon, tunneling), you win.
The point is, survivors can stack more meta than killers. But its far easier for killers to stack more meta than survivor. You will barely play against average solo that stack 100% meta in their 32 slots of loadout. You as killer can keep the same 100% stacked meta loadout through 1000 matches.
Beside. as @Devil_hit11 pointed, tunnel/camping/slugging/3Gen are pretty much build-in for killers that survivors have to use exact perks with exact play to able to combat it, which is almost impossible for Solo. A survivor should not be robbed to play a game if a Bubba M2 his chainsaw ready right next to a hook. I would quit the game if 10 matches straight against face camper, the only gameplay is either look at killer then die or look at Gen then escape.
-
@Komi said:
I think its the fact you hard countered their build with one perk. As someone who's played Doctor against a 4man Calm Spirit team, I get it.
Image you use Ultimate weapon and survivors use 16 aura perks.
As for OP, I feel killers are too relied on aura and totally lose the ability to learn survivors' habit and pathing. Unlike WoO that survivors have to use to learn about alot of map layout changed since last year. Learning habit & pathing doesnt affected by map layout, you should mostly be able to predict their next move.
-
@o7o said:
What DBD are you playing?
DBD Nintendo
-
@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626591#Comment_3626591
No, they can. I am talking about her terror radius more specifically They specifically nerfed her saying that they wanted all stealth killers to have a 32 meter terror radius, then they released every stealth killer since with 24-meter terror radius, and Myers is still 32-meters but only in T3, otherwise he's 16.
Here is a full video on all the nerfs she's had over the years, and how it became a meme.
I didnt say her nerfs were needed (well body block was).
I meant the different between Wraith, GF, Pig is Wraith has speed, GF has instant down, Pig has slowdown.
If you buff Pig in chase aspect as strong as Wraith and GF. Pig would be equal to them PLUS the slowdown. I would buff her slowdown instead
-
Because how the game is, challenges give advantage to killer. Since all killer’ gameplay is a loop of action. You just need to play it normally.
Survivors on the other hand. You cant do Gen if get tunneled, you cant heal 3 times if get tunneled. You cant safe unhook if get tunneled..
-
Base game is complete.
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626954#Comment_3626954
Reddit AMA had a question about lobby customization, but the question wasn't answered.
Personally I think they should just make them all available, let us choose the one we want.
I was thinking more than that.
The lobby can be the same to main menu screen, where all 4 survivors sit at fire camp. When a player ready, the character grab their item (if available) and stand up.
-
When you say Lobby rework, I was thinking of visual...
-
Just wait until you see survivors, they even paint the facial...
-
Quad slowdown Nurse agree.
I mean, MMR is there to put try hard against try hard together (thanks to dodging lobby that filling in is a thing). Try hard people never want to play against equal try hard.
Split 2 mode Casual and Competitive doesnt help Casual to not face against Competitive. Its to help Competitive to face against Casual more frequently.
-
@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/402373/pig-players-how-would-you-change-her
Make her ACTUALLY consistent with other stealth killers, instead of the consistency rule they nerfed her for then completely ignored in every stealth killer released after her. That's the main issue IMO.
I think they cant. She has build-in slowdown. If her stealth is as strong as Wraith, GF, then beartrap should go.
-
@H2H said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626561#Comment_3626561
That isn’t what I said, and if you’re going to be disingenuous about it then I’m not going to continue this conversation.
Btw, this was the conversation.
-
@H2H said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626561#Comment_3626561
That isn’t what I said, and if you’re going to be disingenuous about it then I’m not going to continue this conversation.
No, you're disingenuous my point.
- Survivors get beaten hard that 1 die at 5 Gens, should the other 3 survivors have 50% chance to win the match, by at least 2 or even all 3 escape?
- Killers get beaten hard to the point 4 survivors not on death hook, being healthy, many pallets are still around, Medkits still not being used yet. Should the killer have 50% chance to get 3 or 4K?
You keep saying the game isnt over yet. While the answer are already clear at both case: NO.
The chance for survivors to get 2 escape is zero percent, its all about 1 escape hatch (or not). The same case to killer, get beaten that hard should never win the game at that point.
If you think killers should have half a chance to get 3-4K in killers' case. You should think its fine that survivors should have half a chance to get 3 escape in survivors' case.
-
@H2H said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626503#Comment_3626503
Yes! As I said, the game isn’t over yet.
Im glad you agree that 3 survivors alive with 5 Gens standing should have 50% chance for 2 escape.
-
@Ghoste said:
No. The regression is not enough. The deactivation upon 1 death was not the issue with the perk.
The strength of the perk isnt about regression, its about you dont spend 20sec to walk across the map to kick an abandoned with progressing Gen, then going back to find a chase.
Its about a survivor spend 14sec to cleanse.
Its about a survivor would prefer to get rid it first and spend a bunch of time to find.
The result isnt consistence, that's why people dont like it. PGTW requires you to spend time to walk and kick a Gen, all that time could end another chase. Or survivors could healing next to Deadlock Gen. But they cant do anything by actively running around and cleansing.
The buff on Ruin is already enough, its the totem spawn that should be buffed. Fixed locations (like shack, under Swamp rocks...) should go.
-
@GannTM said:
Sure. Remove Skull merchant first though.
She removes you first.
Reply to OP: I can run to a hook, then tab out from the game to draw anytime.
-
@FrenchBagels said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626268#Comment_3626268
Boons by design are to benefit the whole team no?
I’m not saying we plop back CoH untouched. I’m saying we can make self-healing work in some capacity and not keep the perk gutted like it is.
Thing is Boon should be a time risk for survivor, means it can be snuffed any time in chase. Coh can be away from Gen and live forever, making blessing time not risky.
I think at the current time that how weak Boons are, they need range buff. The strength Coh has now is fine.

















