C3Tooth
C3Tooth
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- C3Tooth
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@jonifire said:
Maybe they add snow skulls and snowman to this map permanently
They should add sand pile in Eyrie so I can throw sand at killers
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622234#Comment_3622234
In what world do you think that nurse and blight have a 100% kill rate? That is ridiculous. Also no, i think the game should be balanced so that the best trapper player in the world can win 50% of the time against a SWF team comprised of hens/ayrun/j etc.
Sadly, thats not how "average" work.
At MMR 10 (assume 10 is the top), if there are Nine teams have strength of 10, and One team have strength of 12, the killer's strength balance should be ~10.2
If you want a killer character to be the really equal to a team that happens to be only 10% of the other side, you would get 100% win rate against the rest of 90% team. That is not balance. The Devs wants at least 16 out of 40 survivors able to escape, not 2/40.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621970#Comment_3621970
Great, it should be balanced around top play. So when are we going to do something about literally every other killer in the game struggling against top tier survivors, because as it stands only nurse and blight are capable of playing against those teams. And yet looking at the future it looks like BHVR is yet again catering to the "average" solo survivor instead of doing something about the top level balance.
When can you finally understand that balance top level means Blight & Nurse would cut down their strength at least 40% to bring them down to 60% kill rate because they have 100% kill rate? While Trapper Myer around ~55% would be buffed by 5% at maximum.
Or are you thinking balance around top level means Trapper Myer should have 1700 win streak?
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@Krazzik said:
The point of MMR is to try and make sure people can have matches against evenly-skilled opponents. The game doesn't have to be competitive to try and make the players have more fun matches.
Even in a 'fun party game' when someone loads into a match, they don't wanna go against someone who is way better than them and completely stomps them, they wanna go against people around their skill level so they can actually play the game and have fun.
Never understood this mindset that casual games need to have completely uneven matches.
For the record I am not saying that the MMR system in DBD actually accomplishes this, I'm saying that this is the intention of the system.
Yes, I dont get where they get the idea of "MMR forces me to try hard". What do they achieve climbing at the top MMR?
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Exchange something that survivors have to face 2% of the game, with something 100% killers have to face 100% of the game is not a good deal.
The similar deal as your suggestion would be removing Tapp (with his least used perks) and full set of Gen slowdown.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621477#Comment_3621477
Talk to the devs, not to me. The point stands that this IS a competitive game and MMR exists. So you deal with those implications. If you don't like that, you need to be talking with the devs.
MMR is a system that Devs want everyone, noobie or comp players, use fun build of stack full meta...would have 50% chance to win. MMR is not something your life depended on it to have a mind set that you need to claim to top MMR by anymean necessary.
There is no competition within MMR system. Meme around or try hard, you should have 50% chance to win in both case.
This is the reason why I like MMR, I use Myer no slowdown, you use Nurse stacking 4 slowdown, we both have 50% chance to win.
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@Stroggz said:
There should be no hatch. You are the last? Auto sacrifice. Your team lost. It is what it is.
Suddenly a good number of percentage of survivors die without hatch, increasing kill rate. Resulting killers in generally getting nerfed. Im up for that.
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The most funny part of this post: Nurse call her self is fine.
I have a reliable way to play against Nurse though, quite effective, if you would like to know.
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I think its time to make it deep wound or broken and keep the number of hatchet the same.
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@egg_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621570#Comment_3621570
Because it's one of the best tracking perks in the games for the minimum effort required
Blindness is not it's problem
If you touch my belonging, I hit you real bad. You feel hurt everytime you touch my belonging, but the truth is, you feel hurt everytime I hit you.
You scream when hitting TR is not a problem (well it does with Nurse,Blight, Wesker). Its because you get blinded everytime you scream, you hate the screaming.
Removing side effect, the perk would be near worthless on low tier killers unless slug for 4K.
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I will never get bore posting this
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@Raptorrotas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620695#Comment_3620695
With our current mmr which priotizes "speed" over "fairness", can you be sure that all survivors in that winstreak are that player's level too?
In a normal mmr, If a blight of 5 keeps beating survivors of 5-6, they shouldnt be matched against a team of 9 unless theyre 7-9 too by that moment; Which shouldve happened bybeating those 5-6's.
And survivors of 9 beating a killer of 9 seems normal to me.
No, I mean Blight of 5 as a skill of 5, not the MMR. If stacked with 4 slowdown, strong addon, tunneling. They can easily win against teams with skill of 5-6 or even 7 (assume survivors dont use meta at all). As keep winning over and over, that Blight can reach to MMR of 8 (where their skill should not be), to play against teams of 8 (or teams of 6-7 with metas)
Skill takes a fraction in MMR climbing, stacking meta makes players climb up on MMR where they should not be. A Blight is struggle hard in MMR 8 doesnt mean that Blight has skill of 8 and the game being survivors' sided at high MMR, that Blight already won too much and over climbing their MMR, and there will be players that put them back in place, that works for both sides.
I die at 3 Gens, Im a high MMR survivor and struggle in chase, yelling "the game is killer sided at high MMR, I and other randoms are struggle to make 3 escapes"
You see how stupid that is?
My problem is about average killers thinking they're at high MMR being struggled against better players and want the game "should be balanced around High MMR".
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@Raptorrotas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620624#Comment_3620624
I'd reckon that player's winstreak is balanced out by the rest of the blight players' performance.
Or are we allowed to cite some 4 top survivors on comms for the average performance of all survovors?
Edit: It's worth noting, concerning killrates etc, that in all results except a 4k theres still a survivor escaping/winning. Even a 25% escape rate means on average theres a survivor win in every trial.
You should know better. Now dismiss me with some unrelated sketch of a smug survivor.
If high MMR survivors “arent that good” to you so that Blight can have a huge win streak. Then why people complain when they’re playing against “arent that good” survivors?
If a Blight of 5 stack 4 slowdown, strong addon and tunneling; beating teams of 5 or even 6…eventually they will get beaten by teams of 9. That is when killers have a misconcept of “the game should be balanced around high MMR”, How can such a Blight loadout that strong be struggled to have 2K?
While infact, their skill is never be there. Not about the balance
@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620624#Comment_3620624
He has that streak because most pubs are bad players. The fact is, experienced players shouldn’t have to put up with awful high level gameplay because people refuse to learn. Like if you are that lazy, go play a mobile game.
Thanks to lobby dodging and thats more on killers than MMR itself.
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First step is to make Blindness not affect basekit aura (slugged and hooked teammates). That is the most annoying part of the perk.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620315#Comment_3620315
And yet, most games balance around top end players. It’s mostly this delusional community that says otherwise.
Well. The last time I know about top players that you desperately to balance around have over 1500 win rate on Blight.
If they can balance to make that Blight to have 60% kill rate instead of 100%…
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Its about 85-90% bonus to survivors for me. Queue is instant on survivor, not wait much on killer though.
I just open the game and have this.
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@Bartolomeo87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620359#Comment_3620359
I think you misunderstood what I meant. The tutorial we have now is good enough. Everything else should come with actually playing the game. Survivor really isn’t that difficult of a concept to grasp. The game teaches you to understand that concept well enough.
So what more do you want them to do, if you had to give some examples? Because yeah I think them adding more advanced tutorials is unnecessary and doing so in the manner that some in this thread have suggested would absolutely be spoon feeding.
- How do a new player know they get instant down from Devour hope, which is a Hex? How do they know that they can disable it by cleansing a red bright totem?
- How do they know when is a correct time to flash light save?
just some examples on very basic mechanic, not even knowledge against each killer. When I started playing, I didnt know what the “Clang” sound mean when play against Plague.
Certainly I can search youtube to find all the info I need, but do you think its a good school system when students dont have enough knowledge in school itself but have to youtube everything?
How can giving knowledge to the subject spoon feeding students when they still need to work on performance their own?
“They should not spoon feeding tutorial because its lack of skill expression on survivors” is what I understand.
Tutorial is to help NEWBIES understand the game mechanic. Not making average survivors become god.
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@Bartolomeo87 said:
I disagree. There’s already a bit of a lack of skill expression from survivors. They shouldn’t have everything spoon fed to them.
Why is survivors having tutorial to understand mechanic better spoon feeding?
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I dont think the strength of effect from FTP + BU is uncounter-able or insanely op. Its just requirement of 2 perks is quite cheap for its strength. I do think if it requires 3 perks would be more than fine ( FTP + MFT + WGLF)
BU can go back to giving Haste to both survivors, but it should work for both healing and picking up.
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@MikaelaWantsYourBoon said:
BHVR is keep nerfing her for balance but she will never be balanced. It's her design. It's problem. This killer is just cheating, ignoring everything in game. I don't know why BHVR is refusing to rework.
They are so worried to buff Trapper to not make him problematic against low mmr survivors but yet, we have Nurse in game for 7 years.
There is 1 thing that you can nerf Nurse but still keep her kit the same
- Get into fatigue removes all power token.
- Requires maximum tokens to use power.
Currently if you get hit from the first blink, you down for sure, because she only need half a time before blinking again.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619332#Comment_3619332
I don't mean to be rude but your math is off. It's 89° + 15° = 104°.
I understand both sides of the argument. You have people that genuinely get motion sick from playing with the normal FOV and punishing them for using an accessibility feature just doesn't sit right with me.
But on the other hand you have people like me, that could play without the FOV slider but absolutely hate it because the game looks awful that way. I would be fine with the blinding angle being increased for me but of course I can't speak for everyone.
Im such a clown…
But I dont think anyone gets motion sickness with Shadowborne.
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@OrangeBear said:
tbh i totally forget that it's a FOV slider and not a solid increase
Im always think of that. If killers can pick between 89 to 94 (basekit and Shadowborne) why dont they just set 94. If there is no downside for 94, why anyone ever use anything under 94?
which is why I think it increases the blind angle.
Technically, I think we need more feature like that, like a slight basekit customization. I always think Myers’ mirror addon should be basekit customized instead of taking an addon slot, because of the clear downside come with them.
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Yui with her 5 years stun DS
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@Sunbreaker7 said:
I can't fathom why experienced players still struggle with the simple tactic of dealing with a basement-camping Bubba who aims to hook camp from the start. The solution is straightforward: prioritize finishing the generators and escaping, minimizing Bubba's potential kills. Someone may need to sacrifice themselves for the team; it's just how his power operates.
Hanging around the hooked survivor hoping for an opportunity only wastes precious time, as Bubba typically won't leave. Consequently, when your teammate inevitably succumbs, you've essentially given Bubba another target, amplifying the risk of him taking out everyone before the last generator is completed.
So, please, when facing a basement-camping Bubba — or any hook-camping Bubba for that matter — focus on fixing the generators and making your exit. That's what the person on the hook wants too, rather than their time being fruitlessly wasted.
Can I ask how do I know Bubba is camping Dwight? Your answer may cover up your fathom.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618818#Comment_3618818
I think it's fine for a killer to buy themself up to 180 extra seconds, if they use 2 or more slow down perks. A single slow down perk should not buy them a lot more than 90 seconds in my opinion (kind of depends on how the match goes) and the extreme of 4 slowdown perks isn't something I like either. But playing without slowdown for so long has taught me, that the game just isn't balanced that way.
Without it, your match ends too quickly for you to even have a realistic chance to perform well, considering that you need to get through resources too. I cannot even call this gen rush because the survivors I play against mostly don't use the strongest possible things to speed up gens but your average meta perks and items (often medkits instead of toolboxes). It's still not very nice when your matches quite regularly end in under 6 minutes.
So 1 perk add 1 extra Gen time. It sounds fine on paper, but should killers able to add extra 4 Gens with 4 slowdown?
@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618816#Comment_3618816
Then that's more of a killer specific problem.
A killer stands against 16 perks. A team of survivors against 4.
Therefore one of the 4 should be more impactful that one of the 16.
@MikaelaWantsYourBoon doesnt think slowdown perks should be nerfed, same for me, slowdown perks could be stronger. But stacking is the main problem.
On killer loadout, it should be "which 1 or 2 slowdown perks combo should I use, and which other 2 perks should I use to enhance my power/addon play style?". Not "Im going to use the 4 strongest slowdown", and there goes every single match without creativity.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618786#Comment_3618786
But then you'd have the problem that you would greatly limit the killer's choice in what perks they are allowed to use. BHVR don't have the time to go over every perk and decide, if they want certain cominations to synergise or not. That would take literally forever and would also need to be reconsidered every time a new perk is released or a perk is reworked. So they would need to distribute perks into different categories instead and limit how many slots a killer has for each of them.
Sloppy isn't just the best anti healing perk because it does everything by itself but also because everything else is utter garbage. I mean, what are you supposed to do with Leverage, Coulrophobia (outside of niche builds, that are also hated from what I've seen) and the others? They are just bad.
There have been quite a few complaints about how it's too easy for killers to find survivors now with all the information perks available. UW is just one example. Even Friends Til The End was complained about for that reason, though that seems to have died down. I'll try to remember to point you towards the next complaints that come up.
How much time should one slowdown perk save for killer for you? Give me a range of time, 60sec? 90sec? 120sec?
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@The_Daydreamer said:
The only issue I have withit is that it recharges in chase. Stake Out only gains tokens while in TR outside of chases, both have a concept of staying hidden so why does Distortion gets rewarded for failing (You got found) - never made sense imo.
Do Gen to gain token can work. Its the best change for both side. Getting rewarded by doing the same thing isnt good (Gabriel toolbox perk for example)
Perk lets you hide and gain token while doing so. Perhaps Distortion users wanna take chase, but that would not let them gain token, so they hide again. Being in chase can be a bad requirement.
May be gain 1 token doing every 30sec of Gen
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The ability to stack 4 slowdowns is the reason why slowdown perks should never be powerful (but some of them are). I wish they could make a mechanic that you cant stack slowdown like Exhaustion perks, then slowdowns can be more powerful.
@Nazzzak said:
Tbf, the other slowdowns got nerfed because people were using their synergy to stall games for as long as they could. Not just to slow down gens. The devs are probably gonna be alot more careful with slowdown perks going forward as a result.
The question should be made from Devs is how much time ONE slowdown perk can save? Is 1 min too little or too much? Pop with 8 hooks and reasonable Gen progress can cut down 1 Gen and a half. Should all slowdown can save that much time so stack 4 of them can make survivors do another 6 Gens?
If survivors able to do 11 Gens and have 2 escape, are the survivors being too powerful, or killer being in a MMR that too far higher than they should?
@Chaosrider said:
Slowdowns arent healthy for the game. New ones would make it just more boring to play. Buffing existing ones would make it more boring. Its already meta that lkillers with no confidence run 4 slowdowns dragging the game on and on. killrs tend to rely far too much on cheap design, and there is plenty to choose from as killer. I refrain from playing killer cause its so damn boring. If i want to play single player, i play more challenging games than dbd killer. and slowdowns getting buffed during perk overjaul was the greatest mistake in dbd history.
If survivors' objective split up to 70 Gen - 30 Gas. Gen slowdown perks would weaken it self, and they could release Gas slowdown perks in the mix.
Is anyone ever thought about perks that affect 100% into survivors' main objective a problem?
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Overcome has to many downsides
- You need to heal, be healthy
- You need to not being Exhausted
- You have to play against non-instant down killers
- You have to play against non speeder killers.
You're always need to be in chase to buy time for teammates to do Gens, unless you're on last hook. And Renato perk with Sprint burst / Lithe do the better job.
W to other side of the map gives your team no benefit, you can easily run into 3 teammates' Gens and disrupt them. Its better for you to hold your ground and let teammates free to do Gens.
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- Shelter wood layout changed
- Variation of Suffo pit added
- Variation of Ironwork of Misery added
- Variation of Coal tower added
- Variation of Groaning storehouse added
- Variation of Shelter wood added
- Blood lodge layout changed
- Gas Heaven layout changed
- Cowshed layout changed
- Rancid abattoir layout changed
- Rework of Mother's dwelling
- Rework of Temple of Purgation
- Hawkins added back to the game
- Garden of joy rebalance
- Shattered square layout changed
- New map Toba landing
- New map Nostromo wreckage
I dont think average survivors can catch up to remember all these changes. Killers dont have to remember the change.
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- The dark
- The fog
- The grass
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@Spare_Them_Mori_Me said:
That would be hilarious if the Entity just came down and looked at everyone in a trial just standing around.
@C3Tooth Any chance of a doodle showing this? lol
Loves would be made
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Thats really how she does it
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618152#Comment_3618152
What if some BWs were doors? They start open for everyone, and a survivor must take time to close and lock it, so it can't be done mid-chase, it must be prepared ahead of time. When it's closed, the killer can break through it like normal and remains permanently broken, or a survivor can open it again if they want to.
BW that to open shortcut paths are the doors, Midwich, the Game have it. Its pointless for survivors to spend time to rebuild those (if they have that ability), the only worth spending time to rebuild are pre-drop god pallets BW.
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@Caiman said:
I don't think it's a failed concept, the concept is fine. The problem is BHVR's map design does little or nothing good with that concept.
I think the same, but currently BW is only for predrop god pallets, and open shortcut for both side.
There could be more, something like breaking BW give survivors a hidden chest (pretty much the only thing that survivor can not have without affecting the game play) and give killer another benefit (I dont know how breaking a BW give killer benefit beside opening a shortcut and deny predrop god pallet)
At this point, the only way to add depth of gameplay for BW is survivors can spend time to rebuild BW.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617754#Comment_3617754
They are a failed concept, if you think about it. The idea was to give the killer some more ways to make a decision in how they interact with the map. But most BWs don't work that way. You either always break them or you always leave them up. There is no thinking involved.
The only exception to this rule is The Game. You can actually make a decision on that map. Opening a breakable wall allows you to traverse the map even quicker but in turn the many existent areas on that map, that only leave one way to go for the survivors are opened up and allow them to use even more pallets. There is a little bit of thinking involved here.
BW as pre-drop pallets can be a RNG depends on spawn which and a little bit depth to the game play.
BWs that killers should never break are truly pointless.
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@Chocolate_Cosmos said:
Most of them are put on god-tier windows unless you break them. So they are designed to just waste killers time. Just like a dropped pallet that was spawned from the start and can't be used by Survivors but still blocks movement to killers.
Im fine with BW act as pre-dropped god pallet. As long as there is only 1 of them each map. But that's all about BW.
I wanted it to have benefits to both sides if not breaking, and have other benefits to both sides if breaking (honestly I cant think a design for that case). Otherwise, its either BW that give killers benefits if break (they have to break), or give killers benefits if not break (just leave there). Making BW either a chore for killers, or redundant.
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@Firellius said:
Non-godtier Nurse is, IMO, one of the most fun killers to face, as juking them is incredibly rewarding. If the Nurse player is good enough to never get juked though, there's no gameplay at all.
Its actually all about Nurse making mistakes, thing is that makes you feel you juked her good, and feel fun to play against.
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@CorvusCorax86 said:
I had to google it to find out what a Kawkoken is.
Two funny sounds she makes: one in the main menu when she looks at you and another when you vault (but every second time I think).
What did you find on Google?
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If a Hex is cleansed in 2min into the match. All you see is losing a perk.
- But you didnt think of the cleansing time
- But may not know how much time it buys for you (faster down, Gen regress, miss skill check…)
- But may not know how much time one or more survivors spend to run around finding it, even if 2 of them running for over half a min. It already buy you nearly One Gen time.
And mostly, because Hex perks are out of meta. Survivors dont use Small game anymore (my favourite perk) which make finding Hex harder.
I miss Small game in most of my loadout to make sure Ruin and Undying being removed in actual 2 mins.
But yes some Hex are not worth using.
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Served, almost.
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This is the best setup for him
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Be away from the fights is happiness
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@TeleportingTurkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616746#Comment_3616746
time of one survivors outside of chase is barely worth anything.
you investing 10-15 seconds outside of chase to then give yourself/teammate a chance to avoid a hit and at the very least delay a down by same amount of time is effectively getting that for free. not even counting that the won time isn't limited to that, very often a turret allows survivor to get to another pallet / tile and prolong the chase for even bigger amount of time.
im speaking from my experience of 7k+ xeno tail hits, the turrets are not useless after you get past a certain performance barrier. they are very efficient and punishing measure of prolonging chase against xenomorph.
If Xeno ignores turrets and keep chasing, do the turrets slow Xeno down when burning?
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@The_Daydreamer said:
Where do you guys place turrents if it comes to the killershack? Please consider the generator that can spawn in their. That would help me too!
I think the rule is turrets stand away from your path abit.
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@TeleportingTurkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616612#Comment_3616612
so you're getting a free slightly worse DS in chase every time you run through a turret and you still complain?
Spend time to set up isnt free. You spend.
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A bit distance away from the loops / door way?
Anyway, if killer attack the turret and not getting out of Running mode, it gives you abit of time to make a distance (I dont think you have enough time to go back to the main hall in the end of the vid though)
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@TeleportingTurkey said:
my only issue with facing coordinated SWFs of good survivors is that Im never prepared for that.
I love facing good SWFs on the singularity because they're actually making up a decent challenge, but on most other killers facing premades is boring bc you can't win without hard tunnelling/camping, most killers are simply incapable of holding their ground past certain point. it doesn't help that im not playing other killers as good as I play singularity, so im at double disadvantage.
I would really like a separate button in the matchmaking that is something like "Find 4 MAN deathsquad (+300% points)". I would press it every time I need a warm up as singu.
I faced the same SWF twice in a row. As no slowdown Trapper
- First match, I used Brown/Yellow addons. A few hooks but 4 escape. Post chat was just a single line "lol"
- Second match, I saw those 4 same names, I changed to Honing stone. And 4K. Post chat was "there is something on your teeth"
Its insane that changing a single addon impact the strength that much. I never dodge lobby, losing is fine for me, its just I dont know its SWF to at least use better addons.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616213#Comment_3616213
I think it would be nice for the killer to know that they are gonna play against a 2,3 or 4 man.
This would at least give some information to the killer.
It's an indirect nerf to swf without nerfing swf.
Sure, we have the problem of lobby dodging, but isnt that already a problem that needs to he looked at?
Dodge lobby increase MMR is my brilliant idea. Want to play an easy game? Here is a harder match.















