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C3Tooth

C3Tooth

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C3Tooth
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  • Good use is when you're healthy, that you can walk back that may even create more distance. Or to blind killer at pallet for injured teammate to run.

    Flashlight blind when you're injured is a really bad move, I can track injured survivor with speaker.

  • @Aven_Fallen said:

    So, several things.

    First of all, the Prestige does not really mean anything. Yes, a P100-player has put a lot of Bloodpoints into one character. However, this does not mean that they are sweaty or anything. It just means that they put a lot of BPs into one character. In theory you can have P100s without ever playing the character or even the role.

    Furthermore, P100s as Survivor are not a rare thing anymore. The Prestige-change happened some time ago, there have been multiple events where you can earn a lot of BPs. And especially as Survivor you usually put your BPs in very few characters, sometimes only 1 character, since Survivors are only skins.

    And last but not least regarding Prestiges - even if a Player is P2 or something like that, they can have a lot of hours. It is the same player, after all.

    Now to the reason why you experience this - lobbydodging. As someone else already said, if you feel completely outclassed, it is entirely possible that you are backfilled into a Lobby. Another Killer was in this Lobby before, checked the Profiles (or the Prestige) or saw that the Survivors have Items and decided to dodge the Lobby. Now we are at the point where the Matchmaker favors a short waiting time over fairness. And then you end up in that Lobby, where you should not be in the first place. All because a more suitable Killer dodged it. (This obviously can happen the other way around, where a suitable Killer dodges and a Killer who is way stronger gets into the Lobby)

    I have experienced this multiple times as Survivor, especially when multiple Killer dodge, you might end up with a completely inexperienced Killer. I had a Trapper and Wraith (both console, no idea how many hours) who were P0 and did not even have Tier 3-Perks on their Characters. Given that those are free characters, it was likely that they were players who maybe not even had 10 hours. And the Trapper went against a Lobby with 20k hours combined...

    And the lowlight I know about was a Nemesis with 26 hours. Since I played Survivor I knew that Killers were dodging. But the poor guy did not get any indication at all, you dont know as Killer if someone else was in this Lobby before.

    So, most likely the problem comes from Killers who decided to dodge Lobbies for whatever reason. And you are the victim who has to deal with that.

    I had a match with 3 randoms, the current killer dropped from lobby for some reason. 2nd killer joined in, saw a lobby with 4 survivors with items and Ready, dodged. 3rd killer joined and dodged. 4th killer started the match.

    The lobby was 2min in so we had a nice chat before the match started.

    The 4th killer was the Nurse that delete us at 4 Gens.

  • Should give slugged survivor ability to self kill instead. Most slugging case is slugging the 3rd survivor to hunt for 4K, means there are still Gens need to be done, ability to pick yourself up will not complete Gens, it will be an endless match of downing the 3rd and hunt for the 4th, 3rd survivor self pick up and repeat.

    For slugging all 4 survivors, its a good work on killers, should not be punished by self picking up. Slugging all 4 survivors is a problem though, but self kill would solve that.

  • I think people misunderstanding the meaning of Casual. Most people think Casual means "I want to play against actual casual people so I can win easier". Which explains why people who complains also want Casual mode.

    If you want to win so hard, that is not a casual mindset.

  • Im a casual killer and never dodge lobby.

    Because for me, if a player is casual, they dont mind a losing.

  • I will never forgive BHVR

    image.png


  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3584056#Comment_3584056

    The sooner you realize that survivors hate it when killers do anything, and that no matter what you do they will be mad at you the better off you'll be.

    Do you love survivors when they:

    1. Hold W
    2. Predrop
    3. Loops around a rock a few times
    4. Hit a survivor then they get Deep wound and sprint away
    5. Sit on a Gen
    6. Doing a Gen at a death zone, not willing to give a free hit but sprint away
    7. Vault a window and sprint away
    8. Body block with Endurance
    9. Pick up a survivor with MFT and BU
    10. Stand in front of you with something when picking up a survivor
    11. Make a totem blue.
    12. Make a quick rotation
    13. Whole team attempt to rescue the hooked teammate for 4 escapes

    Right, killers dont like survivors doing anything either.


    STBFL is used to make the chased survivor to make shorter distance, especially for tunneling and prevent teammates to body block. I dont use STBFL to save 1sec to find another survivor across the map. But 4m of the chased survivor.

  • @Travis_Bateman said:

    Yes,lets nerf m1 killers.

    I do fine without the perk.

  • I got destroyed by a SWF as Trapper with brown addon. Next match Im matched against them again, I only needed to replace an addon with Honing stone and destroyed them back.

    It was beautiful.

  • The correct question is

    Shirtless Bubba when?

    Bubba.png


  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582694#Comment_3582694

    And if the Killer doesnt tunnel and the Survivor still uses this combo?

    "Because of X (problematic) is in the game, then Y (problematic) should also stay in the game" completely ignores the idea that either thing has a chance of not being present and should not be used for balancing (in my opinion).

    Multiple things can be problematic, and they must be looked at independently of one another.

    The most useful of the combo is first chase of the match, simply make it works outside the first chase. But how? Because each perk alone is fine. I dont know about BU, but I dont want them to touch FTP

  • Through 50 matches challenge, I had 4 tbag survivors.

    1 was probably over confident mid chase and in a swf.

    1 was thinking that they were winning without knowing I had to play with my restricted rules

    2 in the same match #35 that 5 Gens done with 3 hooks, which was my hardest lose match.


    The rest, even if I lose, may be they recognized how fair I played so they respected that.

  • @ProfessorDunwich said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582177#Comment_3582177

    Thanks but 2 issues. I asked for gameplay footage and from someone other than you.

    What's the point that you want to watch their gameplay?

  • @ProfessorDunwich said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581723#Comment_3581723

    It’s pretty clear you would simply tear it apart with the intent of concluding it’s a skill issue to back up your already established conclusion that Killer is fine.

    Wouldn’t mind seeing some of yours though.

    My stats of 50 matches no slowdown Myers

    @C3Tooth said:

    https://us.v-cdn.net/6030815/uploads/9LQCTWGR2UHW/image.png

    https://us.v-cdn.net/6030815/uploads/N505FASRTCW8/image.png

    --- Strategy ---

    Early game

    • Identify Gens to patrol, carefully taking time to go for an unexpected direction for a grab. Alot of times there are 2 or more survivor, if I cant grab but injure one, I will chase the second survivors. Injured survivors usually leave Gens for a few sec if they hear TR; or its harder to hear me coming if Im Undetectable. Leaving all 3 healthy, they would feel safe to freely push Gens.
    • Once 2-3 survivors are injured, if seeing a healthy one, try to injure them to activate Hysteria, this is when I can get easy down, sometimes more than 1 if they grouped together.
    • After one hook 3 survivors, sometimes its hard to find/down the 4th survivor without hook. I may need to 99 Tier2 so I can instant down the 4th survivor.

    Mid game

    • Plaything is in play.
    • Try to injures multiple survivors again, at least 2 or 3. Try to have 99 Tier2 ready.
    • They need to do 3 things: heal/cleanse/gen

    + If they heal/cleanse, means they dont do Gen, I can also Tier3 anytime to put pressure back from them being healthy again

    + If they heal/Gen, means they dont hear TR, means I can surprise Tier3 them to put pressure back

    + If they cleanse/Gen, means they are injured, I can make a short chase and down them while saving Tier3.

    • Slugging is needed alot of times when a few survivors keep appearing to me. Its also good to force 1 survivor of Gen to picking up.

    Late game

    • If 5 Gens done, means I can hook anyone without restriction.If there are 1-2 survivors still have 1 hook, its better to find/chase and hook them to make use of Altruism. I can last hook some survivors to secure a kill, but others would escape.
    • If 5 Gens are not done, if there is 1 healthy and 1 injured, I will chase down healthy one first. Because its easier to find the injured one later on the race to the Hatch. If both are healthy, I will injure one and hunt down the other.

    --- What I learned ---

    Slow downs arent needed most of the time. The best build-in slow down is spread pressure, yes its true. Injure at least 2 survivors would save almost 2/3rd a Gen, 32sec for 2 survivors healing each other, 64sec worth of Gen time, no slow down perk can beat that.

    A mix of hit and run, slug is really effective than people ever think. Dont commit chase if you think you cant down them in short time, If you cant hit/down a survivor, at least try to force them drop multiple pallets, do not respect pallets, its always better to eat them than reset a loop

    I realized that tunneling is really low effort, high efficient because of

    1. keep chasing down 1 health state survivor.
    2. 2nd survivor is forced to leave Gen, giving a free hit to buy time (again, 0sec chase for a hit, buying 32sec of Gen for the 3rd survivor to heal )
    3. the desperated from the tunneled survivor will run into teammate's Gen/Healing spot, which putting pressure on the whole team by doing 1 single thing

    Why should people play like what I did when they can tunnel, less effort for much more efficient. The only case for survivors to win is the tunneled one able to make their 4 health states last 5 Gens, and know exactly where to run so they dont disturb teammates' Gens. At that point, survivor team has to be alot better than the killer to win, as they should.

    If I ever do challenge again, it would be only last hook unless 6-8 hooks at most, that restricted rules was really harsh and robbed me alot of kills.

    https://us.v-cdn.net/6030815/uploads/N5YXULCU70TM/image.png

    --- What I hope for a QoL changes for Myers ---

    • Let his stalk stop at 95%, click again to continue to stalk to Tier3. There were so many times I made mistake by going Tier3 unnecessary. But at the same time I think that 5% is needed for a slight window gap for survivor to react.
    • I really think distance should not affect stalking rate. But with fixed rate in the middle.

    73% kill rate, 68% win rate.

  • @Aven_Fallen said:

    Do you have some gameplay to review?

    Does it necessary though?

    I remember many killers point out every little mistakes Knightlight team against 50m Skullmerchant match. Like they were a newbie team.

  • @radiantHero23 said:

    Same hot take I wrote last time:

    Some tiles like killer shack are completely unfair for m1 killers and should be reworked to make counterplay possible.

    Shack is fine, Shack next to a gym isnt fine.

  • Killers in generally is alot higher than survivors, even with Medium height like Spirit/Legion are higher than survivors.

    image.png

    If killers have 3rd person view, mean their camera height is even higher (which is a buff).

    Or, to make 3rd person view without increasing the height, killers' models would be smaller (which is also a buff).

    @[Deleted User] said:

    Hag because shes so small

    Hag isnt small, the stooping pose, with higher camera view from survivors make she looks small.

    image.png

    Hag v Spirit

  • This is my really hot take.

    Lets say average chase time is 45sec. While a chase can be between 80s because survivors have WoO, and 10s because survivors run into deathzone.

    If everyone has WoO, the average chase time would be increased alot that far greater 45sec. Thats mean survivors will get nerfed or killers get buffed in general.


    Weaker WoO should be basekit

    Chasing time should be balanced between survivors who can chain titles well and killers able to mind game them. Not balancing around "hoping" survivors run into death zone.

  • @Aven_Fallen said:

    People using something in the game is not abusing something.

    Spirit when survivors use something she doesnt like

    image.png


  • Bugs that make high tier killers even stronger and uncounter-able: BHVR sleeps

    A slight convenience for low tier killers:

  • @JaxHampster said:

    Hopefully soon

    66 months soon

  • I remember with AutoHeaven graphic update, Trapper couldnt place traps 4m around the Gates. Or manythings that were to hide beartrap (pillows in Yamaoka, snow/sand in Ormond/Eyrie, doorstep in Badham, broken glass windows in Autoheaven....) but not anymore, and each of them were updated through many patches, not all at the same time.

    So Im sure they care about little things and patch it out, but choose to not fix the others like Blight/Wesker/Oni.

  • @TeleportingTurkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3580090#Comment_3580090

    it's not just the issue of people not wanting to play against equally skilled and sweaty opponents, it's the issue of the game not being able to find them quick enough for the sweatiest / strongest players.

    streamers couldnt find matches fast enough and the system was soft capped.

    plus, it doesn't take away that even if people who sweat deserve to play against sweaty players, it doesn't mean they couldn't want to play more chill and won't be able to at all because all they get matched with is people who, just like them, sweat by default instead of the other way around.

    it's best if people have an arbitrary choice whether or not they want to sweat.

    1. Survivors team is really bad, play it soft, 12 hooks 4K
    2. Survivors team is worse than killer, not enough times for 12 hooks, okay 10 hooks 4K then.
    3. Survivors team is decent as killer, each chase cost 1 Gens, okay after 3 hooks and 3 Gens done, killer starts to tunnel.
    4. Survivors team is better than killer, first chase cost 3 Gens, killer starts to tunnel immediately.
    5. Survivors team is really great, first chase cost 5 Gens, killer can only camp to secure that 1 kill, and we have complaining on forums.

    Killers can decide to tunnel to make the match favor on them whenever the match isnt on their favor. Which means they dont want to lose -> try hard.


    Bonus: playing against teams 4 & 5 who are better than them for awhile, will have the mindset of "have to tunnel to win". Once they lose more frequently, drop their MMR and play against teams 3 or even 2. We will have matches that killers slug for 4K, tunnel at 5 Gens.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3579884#Comment_3579884

    Yes, because every MacMillan-Map got a variation. Nobody asked for this, I dont think many people like it, but the Devs added it. To the most balanced, less complained Realm of the game.

    Meanwhile, other Realms like Glenvale or Borgo have only 1 Map.

    I dont know why they keep releasing new realms, so many realms need more variation like Red forest, Swamp, Crotus (2 variations) , or Eyrie, Ormond, Saloon....or even Withered Isle that promised to see more maps around it.

    They could make a mainbuilding, put it in Crotus, and we have a map for Blight.

    They could make a mainbuilding, put it in Red forest, and we have a map for Twin.

    1. Trap
    2. Stealth
    3. Speed
    4. Instant down
    5. Range
    6. Teleport
    7. Debuff
    8. Zoning
    9. Anti loops
    10. Mori
    11. Slowdown

    We have Pig (2, 10) ; Wesker (3,7,10) ; Sadako (2, 6, 10, 11) ; Pinhead (6, 8, 11) for examples

    What do you think he will have?

  • 3 original realms have maps without main building (Shelter wood, Wrecked yard, Rotten field). Macmillan's one has the mainbuilding with SM. If any realm need more variations, its Macmillan need it the least.

    Unlike Coldwind & AutoHeaven got maps reworked, but Macmillan got new variations instead.

    Is it a hint that they plan for something in the future? Like Entity corrupting the realms?

  • Im wondering, is the Boil over problem about not able to see hook, or the wiggling?

  • image.png

    When you get this skull status, comes with a spine chilled feeling sound effect, EXPOSED means 1 hit to down. It can be killer's powers, perks,addons....

    https://www.youtube.com/watch?v=hgFFO8vtYyM

    You can watch this short vid to understand when you're being Exposed. Its better to not contact with killers

  • @Nazzzak said:

    If they nerfed premades then they'd end up nerfing killers. Because premades are helping keep killrates at the percentage the devs are happy with. Last time they released killer and escape rates, escape rates were 40%. They also said that playing in a swf increases your chances of survival. So those with higher escape rates are probably more likely to be swfs, while the lower end are more likely to be solo. Solo are the kill rate fodder, while swfing can actually help you escape. If they nerf swfs then escape rates will probably drop and killers will get an overhaul.

    Its the same to my thinking, if they bring every killers in D-C tier up to A tier. Where high A tier is the average strenght, thats mean survivors' average strength should be matched around high A tier killers. Not B tier.

  • Corrupt is never good on Trapper for me.

    image.png

    It blocks Gens away from you, where survivors spawn. If Gens blocked, survivors will run to you, seeing where you set traps. Im willing to lose 2 Gens to let my 5-6 traps not being seen. Snowball may come itself without effort if there is some luck.

  • @TeleportingTurkey said:

    I'd really love if they added ranked gamemode with some sophisticated system of multiple rounds / perk&addon picks / map bans that actually balanced players prioritising their skill rather than queue times and rewarded players for winning games by any means necessary.

    no archives, no daily quests, no events, just raw basic dbd which assumes everyone is playing to win. give us some good rewards in form of unique cosmetics / charms / bloodpoints or iri shards rewards, some leaderboard with monthly rewards and player profile titles and we're good.

    default public can be kept for goofing around, events and more casual gameplay. ofc you can't force sweaty lowskills boost their ego in pubs, but you can at least give people who want to sweat an actual legitimate way to do that without spoiling the game for other people who dont want to try so hard.

    Gaining MMR is not a reward. People see 4K/escape as rewarding - the winning itself. If you think about it, they want to play against Casual players, means they dont want their MMR gains. Its just the 4K/escape.

    RNG can messup 1 side, but that's what make the game more fun.

  • @[Deleted User] said:

    "We can't have ranked because people would sweat in casual mode". Good thing it doesn't happen now.

    The "true" comp players who prefer challenges, dont mind losing some of their game will play on Comp mode. Even if there is no Casual/Comp mode, MMR should adjust and match them against proper players. Yes sometimes MMR doesnt work right, but still.

    Alot of people who wants Casual mode doesnt play casual. I dont think people stacking meta, use high tier stuff, slugging for 4K because 4K is that their meaning of life is a casual mindset. The lack of Casual/Comp, the MMR itself is to put them against the true comp players.


    If there are Casual/Comp mode, fake casual players would free roam against true casual players. While never matched again true comp people.

  • @squbax said:

    If a casual mode was implemented, what would stop me from doing this while on a casual match?

    Nothing stop you from playing Myers, 8 hooks before a kill in comp mode either.

  • @Xernoton said:

    Wait. This doesn't look like Midwich.

    Honestly though, that is pretty much what would happen. The people that want to win by any means will play the casual mode and make everyone, who really does play casual, miserable.

    She’s out of Midwich offering. Thats why she lost 1 Gen.

  • @Chocolate_Cosmos said:

    Is that Nurse or Blight? Maybe Oni too, he is speedy and likes to slug in his power mode.

    I dont think slugging is a problem, but if you see Dwight's bleeding bar, its slug for 4K.

    @Rulebreaker said:

    We request a spirit followed by a bleet plz~

    What is a bleet?

    @OrangeBear said:

    I love the hair on the sacrifice icon 😆

    I wish UI portrait could be changed like character select screen, I would make each skull unique

  • Since Nancy is back to DBD, Mikawantsherboon

    image.png


  • @zarr said:

    Nowhere To Hide on Nurse really just plays the game for the player. I love the perk but the things that make it so good make it downright busted on Nurse.

    Nowhere To Hide's aura reveal range should not travel with the killer's location. This benefits the killers too much that already are higher tier due to their mobility. To compensate, they could make it so that kicking a gen with NTH grants the killer a 5% movement speed boost for its 5 seconds, which would mostly benefit M1 killers.

    Nurse still needs balancing. That they went and implemented an add-on to increase her post-blink lunge range feels like an insult, given that reducing her lunge range would be a perfect way to balance her. And be it 20% reduced lunge range out of the first blink and 33% out of the second. Regrettably enough, they've also removed flashlight interactions with killer abilities, a considerable buff for Nurse. The very least they can do in turn is make pallets a more meaningful gameplay element against Nurse, by making it so that if Nurse is stunned by a pallet, she loses all blink charges and they only start recharging once the stun animation has played out. It should also be possible to stun Nurse while she is in fatigue. Stunning Nurse with a pallet is risky and unreliable enough as it is. At least make it impactful if it does happen.

    Since Blight release, I already see Blight has the most use of BBQ, 4sec with 230% speed is alot different than 115%, Spirit has 176% but she cant see aura.

    Now perks like No where to hide has the range where killers are, high tier killers benefit even more. Blight & Wesker pretty much map wide. Lethal pursuit is also insane on Blight that he can injure a survivor and the aura reading is still stay for another hit.

    I think aura perks should be changed that if they start chase, aura should disable, so Trapper/Myer certainly have the most use of the perks, while Blight & Wesker have less.

  • 3 years old original chapters should have 25% off, 4 years old with 50%, and from year 5 with 75%. In both Auric cells & Shards

  • @RaSavage42 said:

    It's more and more people's take on "winning" the game

    MMR only taking Kills and Escapes...Grades not mattering like at all

    Gens taking 90 charges to complete... healing taking 24 charges... hooks take 120 seconds to Kill Survivors... Slugging takes 4 minutes

    Gens and Hook states need to be added to MMR... Chases would be to hard to grade

    I dont see why I should play the most fair way possible only to be matched against hardcore teams while people tunnel get weaker teams.

    I would not agree on that. Let those people who take shortcut to win more, matched against people who take shortcut to win more.

    The idealist of the Devs for MMR is perfect.

    @C3Tooth said:

    https://us.v-cdn.net/6030815/uploads/9LQCTWGR2UHW/image.png

    https://us.v-cdn.net/6030815/uploads/N505FASRTCW8/image.png

    --- Strategy ---

    Early game

    • Identify Gens to patrol, carefully taking time to go for an unexpected direction for a grab. Alot of times there are 2 or more survivor, if I cant grab but injure one, I will chase the second survivors. Injured survivors usually leave Gens for a few sec if they hear TR; or its harder to hear me coming if Im Undetectable. Leaving all 3 healthy, they would feel safe to freely push Gens.
    • Once 2-3 survivors are injured, if seeing a healthy one, try to injure them to activate Hysteria, this is when I can get easy down, sometimes more than 1 if they grouped together.
    • After one hook 3 survivors, sometimes its hard to find/down the 4th survivor without hook. I may need to 99 Tier2 so I can instant down the 4th survivor.

    Mid game

    • Plaything is in play.
    • Try to injures multiple survivors again, at least 2 or 3. Try to have 99 Tier2 ready.
    • They need to do 3 things: heal/cleanse/gen

    + If they heal/cleanse, means they dont do Gen, I can also Tier3 anytime to put pressure back from them being healthy again

    + If they heal/Gen, means they dont hear TR, means I can surprise Tier3 them to put pressure back

    + If they cleanse/Gen, means they are injured, I can make a short chase and down them while saving Tier3.

    • Slugging is needed alot of times when a few survivors keep appearing to me. Its also good to force 1 survivor of Gen to picking up.

    Late game

    • If 5 Gens done, means I can hook anyone without restriction.If there are 1-2 survivors still have 1 hook, its better to find/chase and hook them to make use of Altruism. I can last hook some survivors to secure a kill, but others would escape.
    • If 5 Gens are not done, if there is 1 healthy and 1 injured, I will chase down healthy one first. Because its easier to find the injured one later on the race to the Hatch. If both are healthy, I will injure one and hunt down the other.

    --- What I learned ---

    Slow downs arent needed most of the time. The best build-in slow down is spread pressure, yes its true. Injure at least 2 survivors would save almost 2/3rd a Gen, 32sec for 2 survivors healing each other, 64sec worth of Gen time, no slow down perk can beat that.

    A mix of hit and run, slug is really effective than people ever think. Dont commit chase if you think you cant down them in short time, If you cant hit/down a survivor, at least try to force them drop multiple pallets, do not respect pallets, its always better to eat them than reset a loop

    I realized that tunneling is really low effort, high efficient because of

    1. keep chasing down 1 health state survivor.
    2. 2nd survivor is forced to leave Gen, giving a free hit to buy time (again, 0sec chase for a hit, buying 32sec of Gen for the 3rd survivor to heal )
    3. the desperated from the tunneled survivor will run into teammate's Gen/Healing spot, which putting pressure on the whole team by doing 1 single thing

    Why should people play like what I did when they can tunnel, less effort for much more efficient. The only case for survivors to win is the tunneled one able to make their 4 health states last 5 Gens, and know exactly where to run so they dont disturb teammates' Gens. At that point, survivor team has to be alot better than the killer to win, as they should.

    If I ever do challenge again, it would be only last hook unless 6-8 hooks at most, that restricted rules was really harsh and robbed me alot of kills.

    https://us.v-cdn.net/6030815/uploads/N5YXULCU70TM/image.png

    --- What I hope for a QoL changes for Myers ---

    • Let his stalk stop at 95%, click again to continue to stalk to Tier3. There were so many times I made mistake by going Tier3 unnecessary. But at the same time I think that 5% is needed for a slight window gap for survivor to react.
    • I really think distance should not affect stalking rate. But with fixed rate in the middle.

    It only encourage people to tunnel more because that reward them more than fair playing.

  • I had 4 toxic out of 200 survivors for playing the most fair way

    @C3Tooth said:

    https://us.v-cdn.net/6030815/uploads/9LQCTWGR2UHW/image.png

    https://us.v-cdn.net/6030815/uploads/N505FASRTCW8/image.png

    --- Strategy ---

    Early game

    • Identify Gens to patrol, carefully taking time to go for an unexpected direction for a grab. Alot of times there are 2 or more survivor, if I cant grab but injure one, I will chase the second survivors. Injured survivors usually leave Gens for a few sec if they hear TR; or its harder to hear me coming if Im Undetectable. Leaving all 3 healthy, they would feel safe to freely push Gens.
    • Once 2-3 survivors are injured, if seeing a healthy one, try to injure them to activate Hysteria, this is when I can get easy down, sometimes more than 1 if they grouped together.
    • After one hook 3 survivors, sometimes its hard to find/down the 4th survivor without hook. I may need to 99 Tier2 so I can instant down the 4th survivor.

    Mid game

    • Plaything is in play.
    • Try to injures multiple survivors again, at least 2 or 3. Try to have 99 Tier2 ready.
    • They need to do 3 things: heal/cleanse/gen

    + If they heal/cleanse, means they dont do Gen, I can also Tier3 anytime to put pressure back from them being healthy again

    + If they heal/Gen, means they dont hear TR, means I can surprise Tier3 them to put pressure back

    + If they cleanse/Gen, means they are injured, I can make a short chase and down them while saving Tier3.

    • Slugging is needed alot of times when a few survivors keep appearing to me. Its also good to force 1 survivor of Gen to picking up.

    Late game

    • If 5 Gens done, means I can hook anyone without restriction.If there are 1-2 survivors still have 1 hook, its better to find/chase and hook them to make use of Altruism. I can last hook some survivors to secure a kill, but others would escape.
    • If 5 Gens are not done, if there is 1 healthy and 1 injured, I will chase down healthy one first. Because its easier to find the injured one later on the race to the Hatch. If both are healthy, I will injure one and hunt down the other.

    --- What I learned ---

    Slow downs arent needed most of the time. The best build-in slow down is spread pressure, yes its true. Injure at least 2 survivors would save almost 2/3rd a Gen, 32sec for 2 survivors healing each other, 64sec worth of Gen time, no slow down perk can beat that.

    A mix of hit and run, slug is really effective than people ever think. Dont commit chase if you think you cant down them in short time, If you cant hit/down a survivor, at least try to force them drop multiple pallets, do not respect pallets, its always better to eat them than reset a loop

    I realized that tunneling is really low effort, high efficient because of

    1. keep chasing down 1 health state survivor.
    2. 2nd survivor is forced to leave Gen, giving a free hit to buy time (again, 0sec chase for a hit, buying 32sec of Gen for the 3rd survivor to heal )
    3. the desperated from the tunneled survivor will run into teammate's Gen/Healing spot, which putting pressure on the whole team by doing 1 single thing

    Why should people play like what I did when they can tunnel, less effort for much more efficient. The only case for survivors to win is the tunneled one able to make their 4 health states last 5 Gens, and know exactly where to run so they dont disturb teammates' Gens. At that point, survivor team has to be alot better than the killer to win, as they should.

    If I ever do challenge again, it would be only last hook unless 6-8 hooks at most, that restricted rules was really harsh and robbed me alot of kills.

    https://us.v-cdn.net/6030815/uploads/N5YXULCU70TM/image.png

    --- What I hope for a QoL changes for Myers ---

    • Let his stalk stop at 95%, click again to continue to stalk to Tier3. There were so many times I made mistake by going Tier3 unnecessary. But at the same time I think that 5% is needed for a slight window gap for survivor to react.
    • I really think distance should not affect stalking rate. But with fixed rate in the middle.

    Perhaps people in my region are....more decent?

  • Most loops are the short L pallets at corners. Similar like inside main building of Nostromo, but worse

    image.png

    Killers can simply walks around it and hit survivor.

  • @AmpersandUnderscore said:

    Interesting result, thanks for running this test.

    Seems to reinforce that a good player can do well even with restrictions on a killer generally considered 'weak'.

    I would like to see other killer mains try this challenge, using the same loadout. There will be only 2 outcomes:

    • if the result is worse than this, they're not as good as they thought
    • if the result is better than this, killer's role is completely OP : )))

    I will do it again with a difference loadout for Myers, with far less restricted but still fair (no tunneling/slug for 4K), which mean Myers will be stronger, and see if the result would be even better or not.

    @bobateo said:

    Huh, this was an incredibly interesting journey! Thank you for taking the time to design and play it. Do you feel/think that as you played more matches, you were able to make adjustments/improvements on your playstyle inside of the restrictions? Did you have any matches where you felt like/observed the survivor team(s) adjusting to your playstyle?

    It was depended alot on maps, which Gens they done, which type of title it spawn. There were matches I could completely tell exact which Gen they're on and went straight up to the right direction without wasting time. Otherwise many times I cant control my patrol path, either short path which they can see me from afar, or a huge circle to quick hit them but waste alot of time.

    But that's RNG the nature of this game, I believe with the result, I still do fine. I would satisfied with 50% killrate/winrate just because I put heavy restricted to myself.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577865#Comment_3577865

    ... and your point with all of this is what, exactly... ?

    Either way, there are some inconsistencies in your explanation:

    • If that Rebecca and Kate would have go back to the gen instead of going to the other side of the map, by the time you found again Ripley, downed, hooked, and get back, they would had finished that gen or have it so advanced that your only option to defend it (not the best one, but still an option) would had being, again, lose time by staying near it while letting both go if you didn't catch any of them instantly (something you probably would do as by the number of totems and hook in the match both of them were affected by Plaything).
    • Ripley obviously had self healing, she didn't need anyone to heal her even if it is not the most time efficient way of healing yourself, so she would have no need to find anybody. And the only reason you got her there was because she was Oblivious and didn't hear you coming. If she hasn't that would had being another possible chase and more time not pressuring the gens, which would had give Rebecca and Kate to do more gen progress.
    • Tell me how "Hex: Plaything" is not an indirect slow down perk.

    So, if this is proof of anything is that those survivor could have done it better.

    I like how you put every reasons from survivors' bad and I use the perks so I could down. To make up the reasons you have to use meta in hope for winning.

    It is a proof that, you could have be better to not relied on meta.

  • Final match. You cant MFT if I instant down

    image.png


  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577486#Comment_3577486

    That still doesn't make two survivors on one gen produce 106 -charges- in 53 seconds!

    But... two survivors on two gens does! And when talking about those "106 seconds" people refer precisely that those two survivor could have done 106 charges in two gens, but wrongfully call them seconds and...

    You know what? Let's just say it is too hard for you to understand it.

    I am not arguing that it doesn't happen.

    I am arguing that it happens to grouped up teams as well.

    And who have said the contrary?

    You: Splitting up is not more efficient than grouping up.

    Where I said that. Come on, point it out exactly where I said it.

    Everyone else: Splitting up is more efficient.

    You: But the killer could find one of the survivors!

    ... I'm starting to believe that you live between parallel universes or something, because that never happened in this reality.

    That's not arguing with fallacies anymore, at this point is literally lying.

    Again, I am not saying it is not a possibility.

    But you were literally saying it was a "handwaved best-case scenario" where in reality is a common occurrence in a daily match, and again, one of the main reasons for using Nowhere to hide. So common that I recorded that before you even made that claim.

    So, I wasn't even arguing that you said it is not a possibility? But that you said it like I was fabricating an utopian scenario where the killer is oblivious of the second survivor like it can't really happen that often when it does, as like I said, the killer can only chase one survivor?...

    Killers doing this is the very reason Skull Merchant got her last rework. It's still a viable strategy on certain killers overall. 3-genning is still a big deal.

    Who is talking about 3genning and what the SM rework have to do with anything discussed? Back to the fallacies, again.

    Which is an argument in favour of splitting up, not grouping up.

    First, who said it wasn't when that wasn't even the point being made? Second, how is the killer not being able to stop a gen progressing if a second survivor stay by it unless they lose time and let the others free of pressure an argument for that?

    No, my guy, YOU started this by trying to pass off co-opping on a gen as being 'too efficient'. You're getting corrected on that.

    Again, where? Point exactly where I said that and how I had being corrected, when I'm the first one that said that in efficiency terms splitting up is the way to go. That, or stop with the strawmans already.

    Come on, make a claim based on reality and not your distorted logic for once. You can do it, I believe in you.

    No, it's not .25 c/s vs 1 c/s, because there's a second survivor working on a second gen, so that's a total of 2 c/s being done, not 1.

    But only one gen is regressing, if two gens are regressing that would be -0.50 c/s total, and if they are regressing then no charges are being pumped in any gen. It was already obvious that you don't use any logic behind your "arguments", but to that point, dude? Really?

    But it's 17.65 seconds for TWO survivors, instead of one, so that's a total of 35.3 seconds of survivor time.

    Also, yeah, it takes two survivors 17.65 seconds to clear that 30 charge backlog up while it takes a single survivor 30 seconds. However, a single survivor taking 30 seconds frees up the other survivor to spend those 30 seconds doing something else to help the team.

    Like putting another 30 charges into a different gen.

    Yeah, and also give the killer another 30 seconds instead of just 17.65 to do whatever he need to do to catch you all.

    Also, and again, those aren't seconds, those are charges, so that other survivor would be able to put 17.65 charges in another gen at the same time, not 30, and again, nothing guarantees that he would be able to do so. That's my point.

    Either way, it doesn't change the fact that grouping up reduces the effects of regression.

    You did. This whole discussion is comparing splitting up to grouping up.

    You referred to my example, where according to you I was comparing "apples with Toyotas". Now, as you can't point out where I compared anything there, you change the goalpost to the whole discussion (wrongfully, as I never compared both things directly). Another fallacy to add to the list.

    As can the 90 charges being dropped into a single gen. More easily, too.

    And when I said the contrary? Specially after just saying explicitly that it can also happen.

    It's almost like I took one of the components you are talking about and made it an...

    So, you are admitting that you did a sharpshooter fallacy and cherry picked my argument to make yours. Great! Another one for the list!

    If someone tells you that splitting up is more efficient and you respond to that with 'But the other survivor can get interrupted by the killer', that means you are fielding that as a counter-argument.

    If someone lives in your same reality yes, of course. If not, I didn't even made that point ever to begin with. But even better, that's not a real response to what you are supposedly doing a "counter-argument".

    So again: Where I ever said that any of what you said in your other post never happens when grouping up? Where I said that grouping up is always better than splitting up?

    Maybe YOU do not understand that that is what you are saying, but it IS what you are saying.

    So, as I'm not saying what you say I'm saying, then it's me who doesn't understand what I'm saying. Seems legit.

    Stop playing this motte-and-bailey game.

    Stop derailing and distorting the argument, and using logical fallacies to support your "arguments".

    And it is specifically in the argumentation of its practice, not the mathematical theory (Though you have issues there, too), that you are having trouble, because this is where you draw up all these supposed drawbacks to splitting up, without realising that they also apply to grouping up, often more strongly so, too.

    How I have issues with the "mathematical theory"?

    And what you are having trouble is that I never said that those drawbacks are not present when grouping up, but they are less of an occurrence as it reduces the time window where those drawbacks can happen, namely in the time it takes to complete a gen. That's why my real point is and ever was that in some cases, grouping up and finish a gen faster is better than splitting progression, even if you lose efficiency in doing so, as you give the killer less time to mess with that gen. I think is not that hard to understand this, either.

    Yet again, that is if you are not adamant in not accepting it because your only interest is being right (or better said, proving that I'm wrong) and no matter what I say, everytime you can't respond to it you would simply distort my point, put words in my mouth that I ever said and argue with fallacies until your arguments "make sense".

    But like I said, we both know that's how you do things, so do you do and when I get bored of repeating myself over and over again I would simply stop responding and that's it 🤣

    https://youtu.be/Q98UYmIZsD8?si=82qke69ijU0-jd6K&t=367

    I had a vid here that one match of my challenge as no slowdown Myers. With the timestamp starts at 6:07

    I injured Ripley and go find others, I could chase Ripley and down her, that will take sometimes, which Kate and Rebecca on the opposite side may complete a Gen, but I denied both. Ripley could go back on Gen injured when I went to Kate & Rebecca, then what? It will be a quick down for me if I go back. Kate could go back to that Gen when I changed my focus on Rebecca, then what? it will be a quick down for me if I go back. Ripley & Kate had to find each other for healing, 64sec of healing and the time it takes for both to find each other, cost 1 Gen.

    Abit of game sense so I dont need any slowdown. Spread out pressure is the most powerful slowdown.

    Currently I have 69% win rate with 74% kill rate.

    @C3Tooth said:

    https://us.v-cdn.net/6030815/uploads/NHWPLJJLTJCE/image.png

    --- Strategy ---

    Early game

    • Identify Gens to patrol, carefully taking time to go for an unexpected direction for a grab. Alot of times there are 2 or more survivor, if I cant grab but injure one, I will chase the second survivors. Injured survivors usually leave Gens for a few sec if they hear TR; or its harder to hear me coming if Im Undetectable. Leaving all 3 healthy, they would feel safe to freely push Gens.
    • Once 2-3 survivors are injured, if seeing a healthy one, try to injure them to activate Hysteria, this is when I can get easy down, sometimes more than 1 if they grouped together.
    • After one hook 3 survivors, sometimes its hard to find/down the 4th survivor without hook. I may need to 99 Tier2 so I can instant down the 4th survivor.

    Mid game

    • Plaything is in play.
    • Try to injures multiple survivors again, at least 2 or 3. Try to have 99 Tier2 ready.
    • They need to do 3 things: heal/cleanse/gen

    + If they heal/cleanse, means they dont do Gen, I can also Tier3 anytime to put pressure back from them being healthy again

    + If they heal/Gen, means they dont hear TR, means I can surprise Tier3 them to put pressure back

    + If they cleanse/Gen, means they are injured, I can make a short chase and down them while saving Tier3.

    • Slugging is needed alot of times when a few survivors keep appearing to me. Its also good to force 1 survivor of Gen to picking up.

    Late game

    • 5 Gens done, means I can hook anyone without restriction.If there are 1-2 survivors still have 1 hook, its better to find/chase and hook them to make use of Altruism. I can last hook some survivors to secure a kill, but others would escape.

    --- Note ---

    Generally many matches with less kill were because I cant first hook the 4th survivors to process to second hooks others.

    • Match 5: Struggle to first hook Zarina so I can process to second hook other 3 because other 3 keep trying to flash light save Zarina.
    • Match 12: Struggle to first hook Adam to process second hook other 3. Adam was the last standing while other 3 were slugged, he failed to pick other up. Lead to 7 hooks 4K
    • Match 17: Bad spawn, I was on the upper floor corridor. Felt like survivors could see me right in the beginning. Really close to get the Claudette's 2nd hook, but 1 mistake costed it all (Tier2 98% stalked to 99% and stab her before vaulting window, only injured Clau)
    • Match 18: It was really tough, down a Meg early, Haddie blinded me but I didnt drop Meg, but when blindness slightly cooled down, Im blinded again when I still dont see anything, and Meg was saved. Wish I could know if my face is on the sky or on the ground so dodge the 2nd attempt.
    • Match 26: Gabriel was the last one to be on second hook, the big problem were he's out of stacking juice, he was being healthy, had MFT and tried to run away from Gens area, made it extremely hard to second hook him. He was the easiest to find, which was early game I downed him multiple times, and stalked him out completely.
    • Match 27: They had 2 Balanced landing, and RNG really brought us to Lampkin lane. It was almost 2K but got flashlight saved.

    Between match 30-31, a survivor dropped 2min into the match, I made sure to get 2K so I dont drop/increase MMR.

    After 34 matches, I have 1 toxic survivor, adding toxic rate table

    Just notice that there was only 1 indoor match (#13), I wanted indoor maps because I think it would be my favor, but I had 1 kill there.


    The challenge I gave on myself made me learned that killers relied too much on slowdowns, not yet mention high tier killers, strong addon and tunneling just to hope getting at least 2K.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577714#Comment_3577714

    The very first thing you typed was that you ran into issues of not being able to hook anyone if you can't get the 4th person's first hook. This implies that you are ignoring 3 people to hunt down that last guy.

    The term "tunneling" comes from tunnel vision. It's kinda been skewed significantly in usage now to mean removing someone from the game early. Originally though it just meant investing way too much time in 1 person.

    That's why I find this ironic. Your anti-tunneling rule has you get tunnel vision on ONLY chasing that 1 guy until you down him and ignoring everyone else who you've already hooked.

    Not true, the last survivor that's not on hook is my priority to get a down, doesnt mean I ignore the other 3. If the match 26 I focus only on Gabriel, he was healthy and always run to the shack, which was away from 3 Gens and with MFT, other 3 would complete 2 Gens and 3 escape. I had to defense remaining 3 Gens, injures and down/slug other 3, injures Gabriel. Injure healthy/obsession to active Hysteria/Dark devotion then find an unexpected approaching path to down Gabriel. Thats why I had 11 hooks 3 kills in the end.

    Slugging is necessary in this challenge because I still need to pressure others while hunting the last one.

    One of my hardest match, because my mistake early game to out stalking juice him.

    image.png


  • @Anti051 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577628#Comment_3577628

    Exactly.

    Any time you figure out a good perk combination/strat, the survivors call it boring and if it's effective enough, they'll take to the forum/social media in an effort to get it weakened.

    image.png

    MFT, Resilience, Adrenaline.

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