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C3Tooth

C3Tooth

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C3Tooth
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  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543949#Comment_3543949

    Can't be too much basekit slowdown, else you get stuff like Pinhead.

    To be fair I really like playing against Pinhead and Pig, they're not strong in chase and give something else to do. Its only Devs dont give simple chat stamp to give solo better coordination (at who will get the box). Sadako is beyond that though, only true swf can have enough coordination against her.

  • @BlueRose said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543028#Comment_3543028

    Turrets have the same feeling as the emps for me personally. It's not the greatest feeling playing a killer whose power can be just easily removed by the survivors. To turrets' credit at least they require time unlike emps but the feeling is still there. In a lot of my matches as xeno I have seen a good bit of double turret placements and it felt like it didnt impact gen times at all so I really dont know how big of an impact the time investment to set up turrets has. I think it boils down tho that a lot of ppl dont really like the feeling of survivors having the power to remove their power so easily. At the end of the day, I personally dont mind turrets all that much but I can understand why ppl feel the way they do about them. My only fear is if survivors complain enough about the turrets they buff them and they end up being the same level as emps, if that happens I know I will never play xeno again bc emps is the sole reason I dont play Hux.

    I find a good way to buff Hux is emps not complete printing, but requires extra 6-8sec to tap and get emps (then he has an extra minute than the current state). I believe emps is there as basekit slowdown for him, only the slowdown is barely exist because of complete printing.

    For turret I think they only need to make each turret station only spawn 1 turret per min. Because I find in 3 Gens situation (survivors cause it), they just can keep get multiple turret at the same station, making Alien no power.


    We need killers that not oppressive in chase but with base slowdown. Longer chase is fun for survivors, and longer objective is better for killer.

    Its only up to them to balance between the chase strength and basekit slowdown.

  • @Piruluk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542495#Comment_3542495

    Turrets are now a lose lose situation

    Break the turret?

    Lose massive distance.

    Don't break it?

    Become m1 killer

    You have a choice to either lose power OR lose distance.

    If turrets dont lose you either one of those. Whats the point of turret?


    • Survivors spend alot of time to setup turrets
    • You lose distance
    • You lose power

    Pick 2 of them, what do you prefer?

  • @Nazzzak said:

    I have personally found there to be an increase in being slugged for the 4k... but I've been using Calm Spirit so not sure if it's because of UW necessarily lol

    They mostly down me (being the 3rd survivor) then open a locker and chase/hook the 4th one.

  • @JustAnotherNewbie said:

    This perk does many things at once. I personally think it encourages every unfun strategy there is out there and also rewards you for it by not wasting your time or extra perkslots.

    There is alot different between seeing survivors 70m away after closing a locker, and seeing them at 24-32m, since know location the closer, the better. Alone of that the perk is already better than Dredge's one.

    By pass Distorson is another.

  • @Chocolate_Cosmos said:

    People who want that 4K to slug, don't need this perk, they will do that on their own anyway. I would even say this perks help the slugged person being slugged for shorter time since you can find the last survivor easier so less time wasted.

    There is still a different between really want to do it without the perk, and "i have the perk, why shouldnt I slug?"

    Its not about encourage killers to slug when this perk exist, its about killers using this perk is encourage to slug. Not complaining though.

    @Steakdabait said:

    Probably doesn't help when the perk makes it so insanely easy to find people, but i haven't noticed an increase in slugging for the 4k with it personally

    Most of the time I face killers with this perk, they slug.

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540863#Comment_3540863

    6 stacks is a nerf as well though. Currently if you down the obsession you keep 4 tokens but with 6 you would only have 2, which is barely anything.

    Also 1.84 is wrong, it’s actually 1.89 at 6 stacks currently. So yes, it would be an overall nerf.

    I don’t see any need to nerf STBFL. It only works on the mid-low tier killers and has no benefit on the strongest one. Needing it would just make the gap between them bigger. If camping with STBFL is an issue then just nerf camping instead.

    By what you say about able to save more stacks, I can say you can only need to get 3 stacks (2.43) and the cooldown is still better than 4 stack pre 6.1.0 (2.40)

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540681#Comment_3540681

    This would just be a straight nerf from 6.1.0.

    Old one was 3 second wipe animation at 8 stacks = 1.8 second animation

    Your proposal is 2.7 wipe animation at 6 stacks = 1.84 second animation.

    Small nerf, but definitely not putting it to "pre 6.1.0" changes.

    Also, STBFL has a relatively low pick rate at around 11-12% per nightlight AND the official stats.

    It's also one of the perks that makes m1 killers stronger and more viable whereas the problem killers like nurse blight and spirit get effectively 0 use out of it.

    You'd basically be nerfing a core perk on killers who don't need a nerf, while not addressing the killers that continue to be a problem.

    If you're nitpick about 0.04sec nerf and dont want @Pulsar 's idea that bring it back to the maximum cool down of 1.84, which is 0.04sec less than the pre 6.1.0

    Then why you're okay with extra 0.18sec of 6.1.0?

    Plus, Pulsa's idea isnt a nerf to pre 6.1.0; where you have to earn 8 stacks to get 1.8 ; you only need 6 stacks to get to 1.84


    A good change is to give player a few cookie from a jar, and if they want they can have the remaining in the jar. Not giving a few cookies for free on top of the whole jar.

  • I wish there is a special item chest for each map. Midwich and Temple have it, if only they spawn a better item.

  • @dbdthegame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538684#Comment_3538684

    The active hitbox has already stopped by the time Alien can turn his head.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538691#Comment_3538691

    Is Xeno's tail supposed to be the couch here? Because Xeno's tail has one of the skinniest hitboxes for an attack in the game.

    Yes, and A/D dodge leaves you the hitbox like a couch.

    DH doesnt

  • @dbdthegame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535908#Comment_3535908

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535911#Comment_3535911

    If you can DH on reaction and still have ~0.25s to spare before the hit connects, then you can most certainly dodge on reaction as well (although with much less consistency, I'd venture to say). I wouldn't exactly call my 70ms that game "good ping".

    If you can DH on reaction, then you can react to the attack. Ergo, it is, by definition, reactable.

    I can throw a ball and a couch at you with the same speed.

    you can react and duck down your head to both. The ball will fly over you, but not with the couch.

    Pressing E and A/D requires a single finger, only with E you can be anywhere within or without hitbox. A/D requires you to be out of the hitbox.

    Its interesting for you to compare E with A/D

  • @Venusa said:

    I made a discussion about this not long ago and it ended with an extremist killer main starting their nerf calm spirit campaign under my post.😭 I'm still traumatized.

    I remember that…all of those aura, scratch marks, grunting, blood, crows (in order from strongest to weakest), remove the crows tracking is op because denying an entire tracking way.

    Im still waiting for their answer that Light borne deny an entire defending way..

  • @Rovend said:

    And in the same patch they "buffed" Pharmacy by making it only work while injured, so now you dont even get the faster unlocking chest speed while you are healthy.

    Thing is, to open chests being injured, you have to be able to escape chase injured, which is harder because blood, grunt.

    Or getting unhooked, but why should you spend running around finding a chest, open for 8sec, get a medkit, self healing for 24sec. While you can stay under hook and have your teammate heals for 16sec.

    Im used to use Pharmacy to get a Green medkit with good addon (Ace in the hole) and give to a teammate and save alot of time. Now how Pharmacy works combined with Medkit nerf, the perk is dead.

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538390#Comment_3538390

    4 hooks means the killer has hooked someone else, other than the person dying on hook. Ergo not tunnelling in my opinion.

    Or because another survivor gives you a free hook to hope the tunneled one can stay longer.

  • image.png

    There is a counter doesnt mean the problem is solved, it has to be balanced.

    The reward for setting turrets is too low to work for it, but mainly its because the turret doesnt slowdown Xeno at all when Xeno and do both destroy turret and still stay right behind survivor. Which we all know its a bug.

    I dont give opinion on how powerful Xeno is until the bug is fixed, its just funny killers defend the bug.

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535082#Comment_3535082

    Then why was DH still the most complained about perk for ages? Even after DH for distance was removed.

    Adding a 3rd health stage on the first chase is powerful, consider extra 10sec of the first chase is 30sec of Gen when other 3 dont have to go for unhook/healing.

    3rd health stage on the first chase remove the ability to lung.

    No DH in the first chase means you deal with 4 less DH hit in a match (if all survivors use DH)

  • I think the aura should stop when killer is 12m close to survivors. So with Trapper requires 5sec to get close, he will get 5sec of aura. With Blight requires 2sec to get that close, he gets 2sec of aura.

    I really think all aura perks should go like that. The closing distance of 12m can be changed for balance.

    Same to No where to hide isnt op, just Blight and Nurse can put a hit on survivors before the timer runs out, while Trapper cant make it in time.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532468#Comment_3532468

    Fine let Xeno lose distance. But let’s also ditch flame turrets then- a fair trade yes? Seeing as you can’t deny Nurse, Blight or Wesker their power we should hold Xeno to this same balancing standard right?

    Thats fair, instead of spend 3min to setup turrets, survivors can spend those time to complete 4 Gens.

  • Nurse with 4.6 speed fatigue. Miss a blink attack and still stay right behind survivors.

    There you can image how balance in chase Xeno is with no speed debuff punishment.

  • @Tsulan said:

    You should notice the missing skill of new players and act accordingly. We have a free weekend. So you might see more of that.

    Maybe try to go a bit softer on them. It doesn´t need to be all about kills these days.

    Which is why I think killers have to tunnel to 4K is fine, because if they can 8 hooks before kill and still able to 4K every match. It will be impossible for solo to 2 escape if killers decide to tunnel. And we see most people play only to win, no matter how game can be easier for killers, they would still tunnel.

    Everyone knows op is survivors bias, but no mercy to newbie survivors.


    I would just play around with survivors if I know theyre so bad.

  • With Ultimate weapon and No where to hide that are powerful on high mobility killers. I think the aura time should show minimum of 2sec and maximum of 5sec, and the aura stop if killer is below 12m from survivors.

    So if Blight close to survivors in 3sec, the aura will stop. And Trapper would get extra aura time because he takes more time to approache

  • @DrDucky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527193#Comment_3527193

    That would kill a non camping killer's pressure by quite a bit since survivors can just literally let the guy sit there.

    Survivor A on hook. Assume Killer doesnt camp and find survivor B to chase. If survivors C and D decide to do Gen

    Unless you fail to down B for too long. But any moment B down and A still on hook, the favor is on killer. Gens stop right there because its 1 survivor saves another one.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527193#Comment_3527193

    I'm really surprised they didn't just do that. The easiest thing they can do, is just make the yellow mori basekit. Then suddenly mori's become a thing in a lot of games, then they can start selling mori cosmetics while they work on a better mori system. I'm really surprised that isn't what they did TBH.

    I don't think extending the hook timer is the solution, although it is probably the easiest one. I think that tunneling and camping should be tackled as a whole, not individually.

    The easy fix to both of these problems is quite simple:

    • Remove the ability to 4%, its a dumb mechanic
    • Rework luck because of the above, along with slippery meat and the like.
    • Deliverance can stay.
    • Survivors now share the 1st hook state. But only the first hook state.
    • Rework bloodpoint gains for people being camped, so they get some of the gen progress bloodpoints because of "distracting" the killer
    • Rework bloodpoint gains for people being chased, for the similar.
    • Rework bloopoint gains for killers who camp, by PUNISHING them for doing it. (losing bloodpoints)
    • The emblems work this way, why don't bloodpoint gains?

    What this means, is that instead of having 12 hook states, 3 for each survivor. You have 12 hook states, 4 hook states for the whole team, and then 2 for each survivor. This means that to remove anyone from the game, you'll need to hook 6 survivors at minimum before you can do it.

    Also, instead of sharing ALL the hook states, which would cause some problems with people feeling cheated because of a bad person on their team, it is only the 1st hook state.

    This would effectively eliminate camping as a strategy, because you'd have to camp someone for 6 hook states before they die. That is a full 6 minutes, during which time the other 3 survivors have time to finish 3 generators EACH and thats asuming they take 30 seconds to find another one. They could finish 9 gens in the time it takes the survivor to die. Plenty of time to finish 5 gens, 99 some exit gates, and attempt a 3-man save. Which would be less necessary, because when killers KNOW that camping will lose them the game, they won't do it is often except to just be #########.

    This would also eliminate tunneling as a strategy for the same reason, because you would have to down and hook someone 6 times, during which time the rest of the team should have plenty of time to get gens done.

    You also adjust the bloodpoint gains, so the people getting camped or tunneled still earn the same amount as the rest of their team, and the killer loses bloodpoints for camping.

    Then, they simply balance the game around the idea that, 4 survivors will be in the game for much longer than they are now and balance the game around hooks instead of kills. I.E. wins/losses are based on hooks, not kills:

    <5 hooks is a loss

    5-7 hooks is a draw

    8+ hooks is a win

    You said your self 2K is not a win. Which mean 8 hooks 0 kill is a lost.

    We should stop of the attempt to get people think 4 hooks 4 kills a lost and should drop MMR to play against weaker teams.

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527400#Comment_3527400

    Trapper was 3 genning since 3 genning was an actual possible thing.

    Also, very against not buffing a character because someone might play him a certain way.

    Trapper not having easy access to his traps makes him want to 3 gen more. Because you can only cover so much ground

    Except his attempt to 3 Gens is impossible because he have 4-5 traps mostly around 3 Gens area. Start with 8 traps will make it possible to all match. Its the same how easier to stack condemn with new Sadako and now most people play only to stack condemn.

    Between spreading traps around or 3 Gens with 8 traps, 3 Gens are far more easier. The way to prevent 3 Gens Trapper is making it impossible. But definitely buff the better way to play, which alot of people think traps should spawn more to the middle. 20m away from map boundaries would be enough.

  • @TheArbiter said:

    Why is BHVR so adverse to making his trapper sack addon basekit?

    Trapper sack basekit is the worst idea to buff him. With Honing stone and Iri addon. Trapper become the 3rd SM after SM and Knight.

  • @Evan_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526307#Comment_3526307

    Did 10 sec BT solve the problem? I still keep hearing about people being tunneled. I even do it myself after counting to 10. Maybe it should be 15 sec? Or we'd just hit through it in that case?

    If there are an unhooked survivor and a healthy survivor in front of you, both will take 2 hits to down, but

    • Unhooked survivor will lose that "health" state in 10sec. The healthy does not.
    • Hitting unhooked survivor leaving them Deep wound. Hitting healthy one leaving injured. Looping a Deep wound is easier then Injured because of the blood overlay.

    Even if the timer increased more, the benefit of chasing after unhooked survivor still more than healthy one.

  • Grim Embrace. The 40sec that if all 4 survivors hiding make the perk totally useless. But if you're chasing a survivor for 40sec while Gens dont progress, its another story.

    Dead Lock is also pointless if the most progressed Gen is 10%. But its a rare case and it happens for 4 times per match.

    Dark theory and MFT, everyone agree.

  • @Xendritch said:

    Trapper is such a weird character, nothing happens 95% of the game and you feel terrible cuz you're just walking around setting traps going getting the other and bringing them back and it feels bad to set all these traps that may not even do anything. Then the other 5% it's like dominos falling and and you end the game in the span of a 10-12 second window as multiple traps work at the same time and you feel 400iq.

    Traps spawning more centralized would be good but also Trapper getting 4% haste while someone is trapped would be good too, it's so awkward to be chasing someone and then someone gets trapped and you switch targets but they get out cuz you're too far away so being able to get over a trap faster would be a really good QoL.

    Haste when someone is trapped isnt a good idea, Coffee ground addon with it is nice though. But generally you could make to a window and a teammate step on a trap, giving Trapper haste then resulting a hit is unfair.

    People feel the Haste is needed because survivors can either escape a trap either 3sec or 18sec. The game was used to heavily RNG, it doesnt fit well now. If the gap of escaping time is closer to middle (8 to 12sec, where keep hitting great reduce the time) it would be better for Trapper to decide if he can abandon current chase or not.


    But all I care now is how they make new maps. Even maps with the name "Garden" has no grass, or HUX map is litterally an alien forest, doesnt have much grass at gym titles

    Increasing traps from 5 to 8 feel not useful when there is not enough good places to trap. Darken his traps feel not useful when maps keep getting brighter.

  • @thisislastyearsmodel said:

    Trapper has received so many buffs over the last year or so, and yet he still sucks LOL

    But hey, they're "fine with how he's performing" so I guess they don't care about people mindlessly camping/setting up 14 traps around the basement.

    Its because he gets hidden nerf with maps update, not because he doesnt have enough buff in his basekit.

    • Less or no grass, since Midmich, Racoon, Eyrie, Garden of joy, Borgo, and the incoming map all dont have enough grass.
    • Hux map is a weird part, a plant map but also dont have enough grass.
    • Maps keep get brighter, New Lery used to be dark, The Game basement used to be dark, Garden of joy building used to be dark, Racoon used to be dark...

    The only buff left he needs is traps not spawn at corners.

  • They could extend the hook timer to 90sec. The most simple solution. Same to Mori change, could be Yellow Mori basekit and self kill for the 3rd survivor slugged. I dont know why they try to make it complicated.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526740#Comment_3526740

    I pick Forced Penance, 60 secs with no healing suck for them, and they stop body blocking really fast.

    We're talking about body blocking with Boil over. If replace a perk in your build for either Startruck, Madgrid, Force penance....Mad grid is the best of them.

    Force penance will make that broken time into Gen time. And it will not save you from Boil over survivor escape. The result is no hook and multiple survivors broken

    Mad gird will give you both injured survivors and the firm hook, this is the most advantage scenario you can get against body block + boil over.

  • @Melinko said:

    Run Starstruck when you see 4 toolboxes. People tend to body block less when they are exposed and you one shot them down.

    I would pick Mad grit. They will let you hit them, while not affect your carrying. After the hook, all of them are injured.

    Startruck only let them use toolbox on Gens instead

  • The forum only live because you keep creating new discussions. Thank you !

  • 3 Gens Doctor is really annoying and hard, but possible.

    3 Gens Knight & SM are impossible for Solo, but not facing them often.

    Last week I played against 4 SM, and all of them did 3 Gens, which is pretty nice.

    Most 3 Gens were by survivors. Because the nature of they spawn on the same side of the map, usually the first 2 Gens complete on 1 side. Im usually have this as Trapper when I set a few traps on 1 side and 2 Gens on the other side done, that 30% area of the map I dont ever have patrol.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526654#Comment_3526654

    Solo Queue isn't bad because of a lack of communication. Players who don't want to cooperate can't be forced to cooperate. The strength of SWF is not communication, it's reliable teammates.

    Voice Chat doesn't bridge the gap between solos and swfs. All it does is create the same divide we already have but between those with comms and those without. Not everyone wants to mic up with randoms.

    The gap between swfs and solos specifically refers to the ability to make decisions based on what information you have available. In a swf, you know if your friend is being camped. A solo doesn't know that and might go for the rescue. This is why people want things like basekit kindred. It does nothing to strengthen swf, only hurts one specific playstyle, and is beneficial to solo queue.

    To be fair, basekit kindred with killer's aura is too much. While you already have info to know who's on Gen and who decides to go for unhook. But sure teammates' aura really help to know who is the closest to hook will go for unhook.

    Thing is, without Killer's aura, you dont know if killer is camping, 1 survivor would still waste nearly 1 hook stage to go checking the hook and go back to Gen. Swf waste no time on this.

    Voice chat would help in this situation, but I really dont want people screaming at me for not follow their orders at all time. Stamp communication like Home Sweet Home would work the best.

    image.png


  • @pandorayr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526587#Comment_3526587

    Dodging is fine and choose with who I want to play.

    Main killer skull merchant chess (no chase) around 8,500hrs 99% kill rate games, in my streamings I won almost all my games thanks to my skill and intelligence.

    https://us.v-cdn.net/6030815/uploads/AKV8X25M53VF/7a5f2ce86b37a619b611e6f81cdcca65.jpg

    By the way the MMR doesn't work or it's a joke bruh

    These 2 lines dont go with each other.

    image.png

    Beside, I guess your dodging is the reason why I matched against these teams.

    image.png

    Not complaining, these matches were fun.

  • @SMitchell8 said:

    I played as Oni on Garden of Joy last night and the same Mikeala kept turning up and getting in my LOS whilst I was in power, dropped and hooked her once, twice and then on the third, I let her lay slugged to give her a chance to recover (I knew id regret it)

    0k and they all refused to leave although Mikeala stayed and got claimed by the entity out of kindness I suppose.

    Very next match as Knight, this Meg kept turning up time and time again but this time I tunneled her out, and then tunneled the next one. 4k and lost just 2 gens.

    Feel free to pick a scenario you prefer as killer.....

    4 survivors pov arent the same. You dropped Mika, for her she knew you didnt want her to be out of the game early.

    for other it was you didnt make it to hook, or failed attempt to slug and pressure.

  • @KaTo1337 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526047#Comment_3526047

    Base-BT was buffed from 0 to 5 and then to 10sec. I cannot see the problem with 5% Gen-Regression. The 2sec-Startup-Animation is a really nice idea, this would solve this too.

    5sec BT didnt solve the problem, the only way to make it better is increase the BT time, there is no alternative way unless hook spawn to another place, which is alot powerful and break the core mechanic

    The problem of Gen kicking is not about the regression, its about Gen tap. Increase to 5% (instant 4.5sec then passively regress more can be strong, but its another story) but it still not solve the Gen tap. If they tap mid chase, either you let them make distance and kick, or leave Gen to continue chase.

  • I consider matches with 6-10 hooks and 2K are survivors being equally skilled to killer.

    4K, especially if there are still 2 or more Gens remaining, survivors’ skill is worse than me.

    Against better survivors, I should not have 4K without using everything in order to 4K. Most killers are being like this and wondering why the game is so hard for killers. Demanding they should be able 4K better players, while not having to use slowdown or tunneling.

    Of course those are general assumption, one side can make a huge mistake that completely change the tide, or cost the match.


    I dont deny that they should do something about the strength gap between 4 and 3 survivors.

  • @KaTo1337 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525594#Comment_3525594

    Gen-Kicks should be -5% Basekit, not -2,5%. Currently, the survivors (including myself) still tapping the gen because 2,5% is nothing.

    A year later with 5% basekit, people will ask for 10. Then progressively become basekit PGTW

    Its not 2.5% is bad, its the Gen tap. Even if there is no losing progression, 2sec of startup animations is far better

    Give survivors 2sec of startup animation would solve everything, cant Gen tap mid chase, extra 2sec to all action when you disturb them, 99% Gate become alot riskier.

  • @IHSGames said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525441#Comment_3525441

    Its not for the survivors benefit. It's to force the killer to actually hook the person instead of slugging them

    Survivors can stay at gate for 1min59sec then leave

    Killers can slug for 3min59sec then hook.

    Its not about forcing killer to hook, its about toying helpless survivors to the last sec. Your idea doesnt help the situation at all.

    Let the 3rd survivor ability to self kill will force killer to hook the 3rd survivor, because hatch spawn after the 3rd survivor die benefits killer more than hatch spawn instantly for the last survivor by self kill.

  • Endurance wasnt matter when 6.1.0 live

    Its only Buckle up works so well with FTP, FTP alone is fine, paired with WGLF still have to build up to make it work.

    But if you compare between BU and WGLF, they're equal because WGLF has a side ability (x2 recovering speed to teammate). Nerf BU would make it inferior to WGLF, I would like BU to do something else, a Sprint burst to the dying survivor after pickup would work.

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525373#Comment_3525373

    Because if you refuse to do gens and hide all game youre effectively holding the game hostage.

    The fact that the hatch mechanic encourages survivors to hide and hold the game hostage for unreasonable amounts of time indicates it needs to be looked at and reworked aswell as the anti afk mechanic needing to trigger way sooner.

    Alot of 2 remaining survivors will hide, waiting for the other to die to get hatch.

    Even if hatch is removed, they could just hide until the server end. I know you would demand something more so 2 survivors can not hide.

    If the case happen, Im always the one will ask to get attention and killed for the 4th survivor to have chance for hatch. But some killer just slug me to find the 4th survivor. I know you would demand something more so the 4th survivor can not escape.


    We need a solution stop 1 side wasting time to the other side (no slugged for 4K on survivor side, and no 2 survivors hide for 1 hours on killer side).

  • Give 3rd survivor an ability to self kill if slugged for 15sec, thats it.

    Base Unbreakable at that point only prolong the game, it does not benefit survivors.

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524165#Comment_3524165

    one does not follow from the other.

    also, he already can with the right add-on. he still ain't doing #########.

    It is, 3 Gens should be survivors' mistake, not a strategy for killer. I main Trapper and I always against idea of giving him 8 traps at the start. 8 Traps around 3 Gens with extra 2 addon, every match.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524840#Comment_3524840

    Interesting. Do you find that seems expected or surprising? Comparing the kills to those hook amounts. Do they seems in line with the kills or off?

    Its fine. If the game is balanced around 12 hooks, it doesnt stop killers to get 4K within 8 hooks, not 12

  • @thisislastyearsmodel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524083#Comment_3524083

    Sure, but to be fair you need to have a really clueless bunch of survivors to actually reach tier 3 before you're at like... 2 gens, and that's being generous. I don't think it's particularly unfair, especially considering how strong fast vaults are right now and the amount of fairly to insanely safe pallets found in most maps.

    Survivors are guarantee losing if 1 dies with 2 Gens left. Result survivors have to rush Gen every match or they lose.

    Play against Myer has the same problem. Either rush Gen, or risk 1 getting moried early and the match ends right there.

    And its year 8, it isn’t healthy for the game to keep being like this.

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