Avatar

C3Tooth

C3Tooth

About

Username
C3Tooth
Joined
Visits
19,511
Last Active

Comments

  • @SleepyLunatic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753812#Comment_3753812

    i agree it needs to stay but tbh weaves, franklins and also lightborn for example are also completely useless if they dont bring items.

    killers can see if survivors use 2-4 flash light to use Lightborne. Or at least 3-4 items to use WeaveA.

    The only perk that killers never use is Shattered hope because killers cant see if survivors use Boons.

  • I love scratch mirror Myers and Im willing to buy scratch mirror addon over anniversary cakes, if blood web forces me a choice.

    Myers' basekit is too weak to play normally. And because his iri exist, you dont know if he has them, you're forced to rush Gen just in case he does.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754377#Comment_3754377

    With that clarification, I find that to be lacking.

    Most Killers tunnel simply because it's easy and effective. Getting someone out ASAP is always the winning move, and it's extremely difficult to counter.

    Just my input why tunneling is easy & effective

    • Usually cut off chase time by half (keep chasing one injured survivor instead of other survivor, healthy one)
    • Doesnt need sense on finding a survivor to chase, they only need to go back to hook noise bubble.
    • Take a free hit that they do not earn (a teammate or two throw themselves between the chase)
    • Free pressure that they dont need to put (a teammate or two leave Gen to take a hit for tunneled survivor)

    Honestly, I dont think average killer able to make multiple chases against healthy survivors, while spreading pressure and self earning a hit. Most killers arent good, just like most survivors.

    Killers always mistake between survivors are so great they have to tunnel ; and they're so bad they cant do anything but tunnel. Most thinking they're on the first case.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754341#Comment_3754341

    Survivors give up against everything. There's not a killer in this game a survivor won't give up against.

    It doesnt discard her problem.

    Each has their own things they dont want to play against (I hate Wraith, GF, Trickster for example), but SM has the most people dont like her, means she's a problem. Why do people being okay against Wesker who is much stronger?

    Why dont killers want to play against Sabo squad when survivors give free 4K? Something isnt strong doesnt mean not a problem.

    If killers forced to have 40% win rate, they will constantly drop from the match. Image you start a game knowing you have less than half a chance to even kill 2 survivor, a mistake will push the chance down further, and you will definitely drop from the match. Its the current state of survivors.

  • People is up for SM to have skill floor increased.

    But HOW can they make her skill floor increase when her power is literally click M2 and affect a whole tile?

  • : ( distance future.

    I hope they dont make easier to play. Stronger, yes.

    They keep making killers stronger while being easier to use.

  • Just make him shirtless and Im content.

    image.png
  • My region has survivor with 100% BP bonus like 90% of time. When play killer I have to wait like 10min. Survivor is instant.

  • @UndeddJester said:

    I think a lot of the issue I have with this perk is you need Light-footed and Q&Q to have a decent chance of getting away with anything with it... and even then you need to have not vaulted throughout the chase prior... it's a damned long cooldown considering how many things need to go right in order to get any value out of it whatsoever...

    With that in mind I can see how it's good with the silent invitation buff 🤔

    I hate that you have to use a full perk combo just to make vault escape…Lithe alone would do the same job and people wonder why everyone use Exhaustion.

    I think remove scratch mark for 5sec would do. Make it silent would make QnQ redundant.

  • @Nightram said:

    I don't think this question should be here. This is a Twitter thing. Not a Forum question for DBD.

    What is the purpose with this poll?

    What will you do after the poll?

    I am confused.

    One thing I would like to question is, is the drawing within the forum rules.

    image.png
  • I feel weird when I get hit before she even reappear. Its like she can hit while blinking. No reappear, no attack animation.

    Its like survivor can drop pallet without animation. Then arguing if killer isnt nearby they wouldnt get stunned anyway. The short dropping pallet animation can decide between killer gets the stun; or killer gets the stun but manage to hit survivor. Even if its 0.25sec from attacking animation still make it a difference.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753818#Comment_3753818

    Lol. These stopid kilahs don't want to use Predator and Bloodhound over perks which do at least something. Another example of kilahs only want easy mode, I win all my game with Wispher only.

    You may sometimes see killers' comment around here about they're completly unable to find survivor without aura perk. Aura perks really dull the skill to predict survivors' habit and movement.

    I was too addicted to NoWhereToHide and NurseCalling, but I had to leave those perks.

  • @Sngfun said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753578#Comment_3753578

    It's one of the more used off-meta perks, and I am genuinely telling you will never not find a survivor ever again. It's probably the most versatile perk in the game, literally works in all situations, it just has a horrible reputation because of devs randomly ruining the perk over the course of the initial years.

    Horrible reputation because the amount of aura perks.

    Why people should use indirect infos like crows, scratchmark, blood….while aura just directly shows where survivors are without the need of tracking them?

  • @Philscooper said:

    well weave isnt really that good to begin with unless with franklins, which even then you can be smart and put your items at the corner of the map


    OoO is not really that good overall (please remove the random aura reading)
    its not really like old UW where about every 2-3 killers used it, so its not even worth running because "its that powerful/annoying"
    which then made survivors run calm spirit

    Remove the random aura would make the perk useless if killers dont any use aura perk. Its annoying but it has to stay.

  • My wish list on him:

    • Instead of stalking rate based on distance. Make it the same and in between.
    • QoL: stalking stop at 95%, you have to M2 again to continue the stalking, just to prevent accidently stalk to 100% when you dont want to.
    • Let Tier1 Blood lust, or 110%
    • Scratch mirror Brown addon.
  • Its not like Solo affected by this change. This change is not even affect balancing.

  • @th3 said:

    I've made it to almost 1500 on Thalita, this was in about 45~ prestiges

    That's alot of cakes on Thalita…

    image.png
  • Yes, but I believe Killers should have upper hand at preparing for trial.

    In Solo game you really dont need to change loadout at 6sec. The change is mainly prevent 4 players swf to change at 6sec.

  • @Backmon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753299#Comment_3753299

    It creates fun and unique game changing mechanic so insta kill addons should stay. My solution to make Judith more rewarding and Piece less cheap to use. Plus it has counterplay just dont feed Myers that much stalk point. So if survivor get tombstoned its only his/her fault for feeding Myers. Plus let killing survivors in the locker is good change for Judith Tombstone cause how long you need to stalke survivors, escaping death should not be that easy (by hiding in locker). So if Myers bring Tier 3 with Judith Tombstone it should feel like a great reward when survivors cant escape death.

    it doesnt matter Tombstone takes ages to stalk. If Myers reaches to it early, the first survivor cant tell if he can instant kill. Leaving 3v1 is already a biggest reward on killer side. There is no need for more reward after that.

    Plus just using an addon should never mean to give one side easy win. I would argue to bring back original BNP, that I should get reward just to put it in my loadout.

    Now tell what rewards do you want for Tombstone? Mori 2 and Entity kills the remaining 2 or what? Whats more rewarding than press M1 and delete a survivor?

  • I dont really like it…feel like losing the flow of chasing.

  • @Rudjohns said:

    They can :

    -switch survivors

    -switch the entire build with the "123" option

    Then if its supposed to lock at 30 seconds, they can do that before this 30 seconds mark

    I mean killers still have 25sec to react with team's loadout. And its the most fair change for me.

    Edit: locking survivor from changing anything at 30sec is what they should do.

  • @Laluzi said:

    Is this really an exploit? The bot can still do gens, making this risky, and ultimately the killer is just trying to get rid of the player it thinks will be hardest to find first in hopes of a 4k. This is a strategy I've used myself, not on bots but leaving one survivor alone because I could readily find them and using that grace period to hunt down the other who was hiding. Sometimes because I wanted to ensure a 4k, sometimes because I wanted the non-hiding survivor to get hatch to reward them for sticking a bad match out/to not reward a player who was hiding all game and let their teammates die. This isn't teaming and it isn't exploiting, it's just the killer making a decision to prevent a sneaky player from getting away. Bots cloud the process a little, as their behavior is more formulaic than that of a player, but this was already something that was part of the game.

    Like, I would support making the bots play more aggressively and waste time less - nobody benefits from having them stall the game in a 2v1 - but I heavily disagree that the killer is doing anything wrong here. If they kill the bot, the hiding player gets hatch. They want a 4k. Of course they want to pin you down first if you've been stealthing all game.

    The bot do gen???

    image.png
  • @UndeddJester said:

    I'd love a complete animations pass. Mori's especially. Freddy's is thematically on point, but the weight of the hit is off.

    You compare this:

    https://youtu.be/N0YIOMgDRh8?si=JNDZ6UZ_t5rb5cek

    To this:

    https://youtube.com/clip/Ugkx4OSiJNb92yoyKPXKYDcA2VzLBEtk4Qdn?si=R3ujuLwTjLihwcOu

    It's in the right ballpark, but the weight isn't there, and is something BHVR have gotten much better at in modern mori's.

    I would also love to see Pig get unique hook and carry animations thematic to Amanda. Her small size was a key plot point of the SAW films, and the inclusion of Detective Hoffman was specifically to explain how someone as small as Amanda and old/frail as John could place 200lb men as deadweight into Jigsaw trials.

    Keeping her in a lower profile by dragging survivors instead of carrying them, and then using a mechanical hook on a chain to hook survivors would make her more unique, and be thematically perfect.

    Its not just animation alone, but sounds too.

    Honestly, DBD animation isnt the best. Most of the time I dont feel satisfied. For some reason they always messed up limbs movement in running (and kicking Victor too)

    If you feel something wrong with how this ranger walks, you understand what I mean.

    tumblr_nkbgqqKSoq1s3ewmvo1_500.gif
  • They updated Yui and she's worse than before…

    mygod….looking back from Google and I really prefer her old look…

    image.png
  • I had ~130K as killer while survivors had 30-40K.

    But its x4 survivors, means they earned ~150K in total so its fair I guess.

  • May I use the math that "multiplied by 4 survivors"?

    If I, one survivor, being tunneled 27% average. Does that mean 4 survivors make it 108%?

    I mean if Im not being tunneled, doesnt mean one of other 3 teammates isnt being tunneled. Hope his survey shows tunneling rate counted on both people doing the survey and their teammates. Not just them alone.

  • @Caiman said:

    I don't trust complaints about tunneling because people's definitions of tunneling are unreliable.

    Neither I trust "I play against 4 players comps most of the time"

    image.png
  • @Evan_ said:

    Genrushing is when survivors do the gens faster than how fast I'm killing them. 🤡

    This is the most correct definition!

  • @Dwight_Fairfield said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752209#Comment_3752209

    Personally I'd rather wait for my reliable team mates to finish than go into another lobby that is likely going to have poor team mates again.

    Getting a solo queue team to work is a rarity in my experience. The good times are rare.

    Its like playing lottery.

    That one time I demonstrated to them I had Q&Q, Headon at the beginning. Then a teammate saw me jumped into a lock nearby, they understood and ran pass my locker so I could stun killer mid chase.

    Or I used Sabo build and happened to have a random Dwight with Nomither & Boil over. He downed on purpose and I saved him from hook 3 times.

    Or Vittorio used Potential energy with Provethyself then killer came, I took a hit for him to not lose stacks and he dumped it on another Gen.

    It felt great.

  • @Dwight_Fairfield said:

    That's rare. Someone saying they are having more fun in solo queue than in swf.

    Killers are just as adamant to get the 4k in solo queue as they are in swf groups. Only difference is in solo queue its often easier for them because the team mates you get in solo are usually not good.

    For me, being tunneled out of the game then wait other to finish the match is a huge waste of time. Especially there are player(s) who purposely tunnel a swf member out in a few min, then slug the last member to extend the waiting time of the first died swf member.

    I find its more fun if Im able to make a team work move with random people, like we can read each other mind's without speaking.

  • @NekoGamerX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740416#Comment_3740416

    also who that in load screen of each starting match looks like Sable with a mask that look like it only covers one eye.

    Think about it. Combine with Rift, there are 7 masks for each side. But each year there are 4-5 new survivors, which leave only 2-3 masks for older characters. Its going to take at least 3-4 years to complete the masks…

    Oops….I tagged the wrong person, I meant to @Seraphor

  • @Rickprado said:

    They need to remove collision from a survivor while it has endurance / OTR. That's the a change i think its needed so people don't weaponize anti-tunnel perks.

    Better idea is the perks disable if they're healthy. The problem is not they body block with endurance, its they body block being healthy and with endurance.

    For now, if survivors body block with OTR, just tunnel them because they ask for it. Lucky that body block with healthy + endurance are rare.

  • You never watch a comp game.

    Neither they ever play a comp game. (ゝз╹)

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751613#Comment_3751613

    Other things exist, like playing for fun, or even playing to improve your own gameplay.

    Anyone complaining that the other side is sweating doesn't want to play comp. That's the definition of competitive play.

    You're arguing with someone who defends on bullying innocent people, because someone else bullied them. May I suggest you to stop there?

  • Hillbilly never give up on Sadako

    image.png
  • There is "Blast" in Blast mines

    image.png
  • @Marc_go_solo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751156#Comment_3751156

    I think you could have more than 9, but what I'd like are add-ons more like The Wraith. The Wraith has a lot of interesting add-ons which makes for some rather unique plays. Compare those to the likes of The Executioner, where there just isn't the variety.

    Personally, there should be compounded add-ons, as shown. I'd like more game-changing add-ons too, which allows a killer different methods of playstyle. The Trapper has aura-reading add-ons, tactical add-ons, stealth add-ons and such. The Hag has add-ons which turns traps into blockades, or teleport at will (without triggering) and so on. I wish they did this for more killers.

    You saw what I meant with the image, that killers have too many add-on with the same type, just different numbers. Keep the best one and remove the rest. Wraith has similar problem (3 addons that reduce uncloaking time).

    For me, game changing add-on should be basekit that you can pick and choose from power slot. Since most of them have downside along with it. Mirrors addons for Myers are example, Purple bag Trapper too, he should not start with all traps, but the downside of addon should not take an addon slot. Let Trapper picks between starting with 2 traps and able to pick up; or 10 traps and not able to pick up.

  • That finishing mori with high sense mechanic (increase pov when only 1 survivor left) should never be a thing

    • Yellow mori basekit.
    • Give slugged survivor ability to self kill after 30sec of being slugged.
  • @bornagain234 said:

    Its as reportable as 4 healthy survivors sitting at the end of the exit gate teabagging until the last microsecond is.

    Killers have a choice to spend 10sec to gate and push them out, end the match. Its the ego part that prevent killers to make that choice, not the game.

    Survivors dont have a choice to instantly end the match and move on. Which alot of survivors want an option to quick bleeding or instantly kill themselves and leave the game.

  • @govengoben128 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751128#Comment_3751128

    I want you to think about this. While one person is waiting to bleed to death, the three people left because it takes 4 minutes to do so can FINISH 3 gens, and when the second person is waiting to bleed to death, they will be able to FINISH 2 gens, and open the gate.

    It would be a complete lack of skill to have 5 gen left there, even if the speed of going down is fast, without hooking it would take 4 minutes, and with unbreakable etc. it would buy more time.


    Do you really think bleeding is strong?

    Okay looks like you dont understand the difference between slugging (strategy) and bleeding (toxic behaviour). Bye.

  • @Marc_go_solo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750888#Comment_3750888

    I dp agree with the Bloodweb needing a little less litter. Also, I do agree with merging. I just like more choice - a personal preference. OR maybe 10 add-ons per item type. Is that what you were refering to? Because actually that's a decent selection to choose from. I'd be fine with that, so long as there were some fun ones as well.

    Unless all of them are 8 unique addon (with other 2 iri), no 2 or more add-ons are duplicated versions.

    Here is my visual of what I mean for Myers add-on, or killers in general. May be add a new Green addon, make it 6 Green, 2 Purple, 2 Iri.

    image.png
  • @govengoben128 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/419012/so-this-isnt-reportable

    you can counter any perks like no mither or boon, unbreakable.

    why you dont use it?

    There is a difference between slugging to pressure and bleeding out.

    OP accepts defeat, not asking for basekit Unbreakable as a fixing.

    OP asks to punish the bleeding behaviour.

  • @Junylar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750964#Comment_3750964

    If you don't see the reason, it doesn't mean there is none. After a killer gets destroyed and BM'd by a 4man, they have a high motivation to do something like what happens in the OP. Survivors in that game might think the killer is doing it without reason, but the reason is right there and is pretty obvious once you know the context. Those survivors then might start being toxic to their next killers, and so on. And the source of all this spiral of toxicity were the SWF.

    Someone punched you.

    You punched me.

    Your reason is someone I dont even know punched you so you punched me in return.

    That's not an excuse. End of story.

  • @Marc_go_solo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750815#Comment_3750815

    It's only predictable because of the player, not the add-on. The problem is some add-ons cannot give feedback. That one toolbox add-on which reduces the distance of repair sounds by 8m has probably worked before, but people won't have feedback to confirm it.

    Anyway, it still stands that a variety of add-ons can make the game more interesting. Some do need reworks, but if there were only - say - 5 add-ons per item, it just doesn't feel good.

    Im pretty sure even if no repairing sounds, the addon is still useless, there is progression on Gen, and killer would still come closer to check if there is being regressed or not, then coming for a kick and spotting the survivor there.

    For killers, lets use Myers for example, he has 3 addons that increasing stalk rate, 3 addons that linger aura after stalking, 4 addons that increasing duration, 3 addons increasing movement while stalking .ect. The number of addon is many, but the types arent.

    • Just merge them into one (linger aura after stalking for 4sec may, both EWI and EWII)
    • or remove the weaker addon and keep the strongest(increase the duration by ???sec addon type)
    • Brown addons nowaday are too weak to worth an addon slot (increase lung range at EWI and reduce TR…), merge them too.

    So instead of 20 addons, most that you never use. Can be merged down to 10 from removing the duplicate addons.

    Edit: can be the same with offering. Honestly those brown, yellow BP offering should go too. Just keep the green one.

    They need to clean up Blood web.

  • @RaSavage42 said:

    The 5% is only 4.5 charges

    Pop does 20% of Current progression (so it matters more onhow much progress the Gen has)

    SH:PR is 18 charges on the most progressed Gen (and there's only 4 times that can Happen max... but I do see the problem with it)

    If the Killer is able to get PR and Pop on the same Gen the that's on the Survivors not the Killer

    2 separate Gen regression actions can't happen on the same Gen

    I'm not trying to make excuses but trying to gauge the base kit for the game at this point... as if there needs changes for it

    image.png

    Just a visual about 1min timeline between Dwight & Jake.

    The funny part is, though it requires the same effort from killer, the progression on their Gens are greatly difference,

    If killers want to get more benefit on Gen kicking, make survivor busy like Dwight. Killers can not go forth and back just kicking Gens and expect the regression completely reset the long progress.

  • @Marc_go_solo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750234#Comment_3750234

    I dunno, I like variety and being able to have a number of different options. I'd agree to maybe reworking or combining existing add-ons, but personally I'd prefer an increase in numbers with more variety, otherwise it becomes dull and predictable.

    Not that the current addon system is predictable? Like why you should use silent addon over charge addon for toolbox. By then silent addon doesnt exist is still

    For killers, I think the same type of addon should go. Like Trapper gloves and fastened tool do the same thing but one better than another. What I mean is the Gloves should go. So better addon can spawn more

  • @Inosennatoki said:

    Should increases guard's movement speed, when creating a patrol path more than 10 meters.

    Guards is too slow.

    Guards are to make a survivor occupied, not free hit.

  • @Marc_go_solo said:

    It would be nice to have a few new variants of add-ons for each item. Flashlights, toolboxes and first aid kits have 11-13, so if 2-3 more add-ons were made with interesting effects that would be nice.

    It should be reduced, not more. There are many useless addons. Silent toolbox was fine because toolboxes used to be slower progress but last much longer. Now it lasts a few second, why should anyone use it? Just a waste of bloodweb and addon slot. Just an example of bad addon.

    And it should goes for both side. Varity should go, we dont need Brown addon, then another addon that does the samething but better because how easy to earn BP now.

    @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750196#Comment_3750196

    Pretty much agree with most there, and yeah those perks push the benefits of these items further, which is all good stuff. Overzealous and Inner Strength is a very nice combo.

    I think the thing to realise is long time veterans who have memorised the maps, tiles and spawns, and know every mind game in depth at every loop vs. every killer don't need auras, and thus don't need maps or keys...

    However the players who would find them very useful are the players who haven't got to that level of play yet. At lower levels everyone still uses medkits with syringes and commodius toolboxes, but a significant reason you only see these is because you can get these quite easily. Both of these are useful even at their most basic form, and then an iri add-on can be slapped on any version to get more value. For keys and maps, you basically need the iri item, then usually good add-ons as well... which most lower level survivors just don't have, or not enough of to try and run/learn them.

    I find blood amber keys very clunky to use because you need channel the key in advance to predict a mindgame that might not happen which waste the charges of the item than then you have let go of key to vault windows or drop pallets.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750194#Comment_3750194

    Regarding the clunky keys and start up, you only need a brief flash on what the killer is doing, and it really helps you stop making dumb mistakes at high tiles. You flash as you turn a corner and barely use any charge. Especially with Streetwise the key can last ages.

    It's tricky sure, and takes a little getting used to, but that's because the effect is very strong, if it was instantaneous it'd be absolutely brain dead.

    I think this is also derived from the same issue. In order for the effect to be worthwhile, you need the iri version, and even if you're survivor level 10 you hardly have an abundance of iri keys... so even trying to learn it is a pain.

    Seeing killer's aura is fine with the delay. Instantly show up is broken, its clunky to use, but it has to.

    Its the map's aura that definitely needed a buff.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750082#Comment_3750082

    Clunky to use? Keys are pretty darned easy to use man... sure the potential value of a syringe medkit is better, but that is a one attempt gamble that can be undone by losing a single mind game… keys you can use as long as you have charges multiple times, and basically makes you immune to mind games.

    Maps do have low detection range, which is why you use a stamp.The odd stamp gives you a 20m bubble of detection, which is suddenly quite large. Just a casual walk to a distant central gen at the start to split up from your team, and maybe 1 allied unhook and it's not uncommon to have 40% or more of the map's aura revealed.

    Honestly the iri versions of both are pretty damn good... the problem is the lower tier versions suck... especially keys. You can make a green map work, but it requires heavy investment.

    I think the clunky part of them is requires a starting bar to make use of it. Wait for 1sec to see aura and stuffs. Despite medkit and toolbox got nerfed real hard, you still dont see maps and keys in use.

    They need an overhaul. Able to see Gen/totem aura from map is not strong enough to have charges. Perks being free have unlimited use. For the key, Green key should come with teammate aura by default. And let Dull/skeleton keys instantly unlock chests.

1 2 3 4 … 144