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C3Tooth

C3Tooth

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  • @Blueberry said:

    I would rather see hook rates than kill rates as they’re flawed for a multitude of reasons but they still would be fun to have nonetheless I agree.

    My 150 matches werent much, but the average hooks of first death was about 4.5 hooks, the average hooks of 4K matches were about 7.5 hooks.

  • @Blueberry said:

    I prefer indoor maps on both sides and think they are overall more balanced. The indoor maps actually play different than the outdoor maps which are most of the time the same loops with a different skin on them. Most the outdoor maps just play the same. The indoor maps also tend to not have as much busted loops as the outdoor ones. Finally indoor maps actually make some of the weaker killers better which is a good thing. Outdoor maps tend to let you see the killer coming from a mile away encouraging hold w game play which no one likes.

    Since Plague, Red forest used to have unique title (4 lanes and 4 lockers), then the trend goes for later realm.

    I wish there are general titles for every realm, then each realm has a unique title like its used to be

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524336#Comment_3524336

    How is noed a "Good perk", if the killer plays well noed will be a dead slot, on the other hand if you do happen to reach end game, its effects at most are usable for 30 seconds.

    Only way it would be a "good perk" is if it was basekit, that way survivors would have to choose between wasting time doing totems or risk dealing with a potential 1 hit down in the end game.

    The only reason Noed is used at "comp level" is because when DBD is played optimally by both sides, the game heavily favours survivors and you're almost guarantee to make it to end game.

    This current survivor meta is so god awful that kill averages are now at 50ish% according to nightlight stats.

    You can use 3 slowdowns and a Noed.

    I dont think average killers need 5 dull totems on top of 4 slowdowns to make 3K.

  • @totallynotamegmain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524135#Comment_3524135

    Same thing as the bad ham rework. “Ok team here’s how we’re going to rework it, I’m going to change nothing and duplicate the map 5 fking times”

    Doesnt mean the chance you get the map is 5 times, the chance rate to get into Badham map is only 3 for each variation. Macmillan, AutoHeaven, Coldwind has the chance rate of 8 or 10. While realms with less variation has chance of 12 (iirc)

    I prefer to have multiple variation than a single Badham with the chance rate of 12. If anything, I would like there are variations for Saloon and drop the chance.

  • Change? Its easier to add or remove something. Change, I dont know what to change.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522205#Comment_3522205

    When you typed this up, did you think it would add something constructive to the conversation, or?

    Yes

    image.png


    Anyway, SM is the concrete proof that Trapper should never start with all traps.

  • Yes, you can be blinded without seeing flashlight survivor on your screen.

  • @appleas said:

    3 gen originated as a solution to dealing with huge maps and low mobility Killers. Why should the Killer walk for 10 seconds to that one lone gen on the other side of the map when they can patrol 3 gens close by? Territorial Killers also benefit from this strategy as they aren’t designed to go for chases.

    Not too sure what BHVR’s exact words are but claiming 3 genning not being how the game was supposed to be played is kind of shooting themselves in the foot given their design philosophy like hag and trapper. SM was just an extreme example of the territorial Killer design but I fear that BHVR will also kill 3 genning to the point that Survivors can just do whichever gens they come across and not get punished for it.

    Trapper litterally have his traps spawn at 2 corner, the purple bag starts with all traps come with huge down side. It requires alot of time and a good luck of RNG for 3 Gens Trappers to happens. There are many times I set traps at Gen 1, then after I set traps at Gen 4, Gen 1 is already done, which traps around Gen 1 are now useless and I have to pick them up again. Even if Survivors 3 Gens themselves, Trapper still have to leave 3 Gens to get traps.

    Hag can put alot of traps around Gens, but if traps are triggered, you have 3 choices:

    • Abandon what you're doing at current Gen to teleport.
    • After you teleport, you have to pick either chase
    • or give up chase to put a trap. And Survivors can do Gen next to the trap without harm.


    You cant do Gen inside the SM's drones zone, either warn her that you're there, or risking 1 shot.

    How much time for a killer to complete a patrol lap between 3 Gens? The time to complete a Gen has to be less than that to success. Its almost only beatable with at least 3 survivors coordinate on Potential Energy with BNP, or 4 PE survivors. That scenario for average Solo never happen

  • Rin specifically requested the Entity to give her another 6.1.0 treatment

    image.png


  • @Nirgendwohin said:

    just from top of my head: how about the drones move free over the map and have a viewing direction with an limited angle that dont goes thru walls, floors or objects. they can hear 360° and if they hear something they move into that direction and start an 360° area search, but not thru floors. if they found someone they notify the killer. claw system stays the same.

    SM still put drones on top of Gens, leave.

    Survivors still have to disarm drone -> notify killer that drone isnt there anymore -> go back to put another drone.

  • I dont think EMP is a problem, its survivors' build-in slow down mechanic that weaken killer as a reward. Its only EMP printed on its own, which slow down isnt exist.

    Perhaps EMP can only self print to a certain progression, then the aura showed up for survivors to spend extra 8sec to get an EMP. And only survivors get caught by bio pod can see the EMP chest, like Wesker.

    A little of QoL can change alot of thing.

  • There should be a strength rate for each title (12 for strong and 8 for weak one may be), and a map has 100 strength or something like that.

    There are a few double titles next to each other, sometimes its double gyms which too strong, sometimes its double TL its too weak. Its more like not restrict in title rate is the problem.

  • @Snowball777 said:

    Ask yourself this: Why would a Killer NOT tunnel?

    Imagine explaining this to a person who has never played DBD before, you have to chase and hook 4 Survivors 3 times each (sometimes less) to sacrifice them. What is the best way to do this?

    Most people would say to target one Survivor and sacrifice them as fast as possible, which you should, there is no reason not to.

    The fact of the matter is the Devs have done an awful job at actually rewarding Killers for spreading hooks out amongst Survivors, there is simply no reason to other than it not being fun for a Survivor to die fast.

    Update the game so that Gens progress 3% slower for hooking each Survivor once, and if you hook all 4 with all still alive all gens progress 15% slower for the rest of the game.

    There, easy system that rewards Killers for spreading hooks and allows Survivors to stay in the game longer and not get tunneled.

    A system that reward killers to not kill early is needed, but your idea, similar to many otherss, would not work.

    Assume 3% debuff x 4 hooks x 4 survivor would take 48% strength (out of 400%).

    Tunneling 1 would take straight up 127% strength (100% from the dead survivor, 3% x 3 hooks x 3 remaining survivors).

    More than that, it would make survivors even Gen rush harder because after 8 hooks, 96% debuff would make it impossible to win for survivors. And it doesnt change the problem of 1st chase cost 2-3 Gens.


    Killers' strength is the same through the match, Survivors are strongest at the start, and passively weaker the longer the match is (lost survivors, lost perks, lost items, lost addons, lost pallets)

    The fundamental is to nerf survivors early, then buff them the more survivor die.

  • It does not, survivors will rush Gen and leave anyone caught by Noed.

    Its only give killer a free kill each match they dont deserve, adding 25% extra kill that they should not have would lead a major nerf to killers in general.

  • @CrypticGirl said:

    I think hemorrhage is more overtuned than mangled (especially in combination with mangled). Because regressing the healing progress faster than you gain it is just nuts IMO. 😕

    hemorrhage should cause 50% lost of current progress, then it stopping there, so Killers still get value of it, but without completely reset the progress.

    • Nerf charges to Medkit
    • Nerf self healing speed
    • Nerf on Coh
    • Nerf on Pharmacy
    • Buff on Sloppy

    I wonder why people dont want to heal.

    I agree with the nerf except Pharmacy, but I can already see this coming when Medkit nerf announcement. Adding another 8sec on healing doesnt mean your Gen extended by 8sec on top of it, but you lose 16sec of Gen.

  • Yes, you should try hard to earn a winning. For both sides.

  • @JonOzzie16 said:

    Keep nerfing survivors and those gens will go faster and faster. It's going to get to the point where survivors will just hide and sneak around doing gens, refuse to take chases, heal, use flashlights, sabo hooks. There will be nothing for survivors to do except generators.

    Last night I had a match in badham, I only see Steve and Kate the whole match. Someone disarmed my traps just 20m away from the bush and I could not find them. I only see Bill once when body block for Kate to escape. Even a Gen done 20m away with 2 survivors (I saw their bubble aura by Rancor and cant find either of them). I never see David once.

    I wasnt mad, it was really impressive.

  • Improve their powers, not baseline actions.

  • @Deathstroke said:

    Nope killer got the kill survivors miss played if they let him have it that easily especially now that grabbing is removed. Bubba camping is lore accurate so for him it's ok to not even allow trade and even that is still possible if survivors play good.

    Survivors success to make a trade against Bubba, its not survivors play good, its Bubba made a huge mistake.


    To OP, I always think hooked survivor spawn to another side of the map would solve both tunneling (off hook) and camping.

    To balance the game around hooks, tunneling and camping have to go (of course survivors' objective should be extended in some way so more hooks can be possible).

    Killers defending 1 hook 1 kill should never ask for 10 hooks game

  • Its totally a normal thing to be hooked into new games, I had sleepless nights when I just bought DBD, HollowKnight, Stray, or any new games.

    Once you played with/against all possibility...

  • For me Global condemn is a good change (because its close to my suggestion so its a bias), its the teleport cooldown is too short, and the sharing resource between teleport and taking the tape.

    I would make teleport cooldown to 1min, global condemn +1 stack to all survivor, tape or without tape.

    Holding a tape should passive increase condemn, so survivors should not hold a tape to deny her TVs. OR make the tape and TV 2 different resources. So either teleporting or taking a tape dont deny other side's ability

    Just that and I believe her game would be more healthy.

    Currently its just a race to TVs between 5 players (I dont say 2 sides, because survivors constantly dispute for a tape)

  • I dont know but I was suggested that new killer,survivor in PTB should access to all perks, addon so players can try every possibility they can think of. It became a thing months later. (they may planned this for a long time because my suggestion though)

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518956#Comment_3518956

    Survivors excessively hiding, is one of the biggest problems in the game. It’s partially the reason why the 3-gen scenarios keep happening, because killers won’t commit to a chase, and the survivors are excessively pre-leaving generators to hide.

    Any perk that has massive uptime, that encourages survivors to excessively hide from the killer, even if they aren’t in a chase, should be nerfed into the ground, like calm spirit was nerfed.

    There are so many complaints about camping and tunneling, and how the killers should be forced to chase other survivors, but at the same time people want stealth perks that just completely remove entire killer tracking mechanics. Yes, if a survivor is pre-leaving a generator because of the visual terror radius, and they’re leaving so early that the killer won’t see scratchmarks, then the killer absolutely deserves to see crow alerts to help them find where the survivor ran to. Because really, the real problem is survivors want to be able to run around the map without wanting to worry about crow alerts, instead of needing to slow down when they are near crows, if they want to hide where they went.

    Im here waiting to see you defend Lightborne that litterally deny an entire survivors' defend mechanic.

  • I think someone prefers survivors to use 4 MFT or other Gen perks instead of 4 Calm spirit.

    While there are grunting, blood, scratch mark and alot of killer's aura perks to use.

  • What perks should I use that not Gen speed, run fast and endurance? Please tell !

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518610#Comment_3518610

    I have an issue with that take the tape one, why people still get stealth attack by onryo when she literally has a lullaby that alerts you nearby and a demanifestation sound that lets you use your exhaustion perk to get away and if you are using mft and not exhaustion sadako is literally a non issue if you get to a half decent loop.

    I use no exhaustion perk

    Im too busy to do the tape, the time I work on my Gen is too long for 2 pallets near my Gen to stay exist still.

    Somehow I cant recognize her lullaby, I dont play her and against her much to recognize the sounds. In and out of manifesting

  • I feel anything you do are lose-lose situation. If you do a Gen with a TV on nearby

    (1)You take the tape

    • she steal attack and you gain 2 stacks
    • you deny TV for your teammates to take the tape

    (2)You dont take the tape

    • She teleport right next to you
    • You and teammates gain alot of stacks


    I played against her a few times, some of them I only run around to take tape, cant do Gen. Even if I able to out run and not down.

  • Wraith to the post:

    image.png


    Spoiler Spoiler Warning ▲▼

    Dont get me wrong, I hate Wraith the most

  • @Witchubtet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517679#Comment_3517679

    I know, believe me. But no killer should be C, D, or F. A range of A’s and B’s should fill the selection.

    The funny part is, if bring every D,C killers to B,A. Means average kill rate would be increased alot.

    image.png

    The result is Devs will either buff survivors or nerf killers in general so that 68% can be dropped back to 60%.

    C,D tier killers are there to keep the average kill rate slow so S-A tier can be high.


    Note: the numbers are there to let you understand my point, not for exact stats

  • @Snowball777 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515951#Comment_3515951

    Survivors have 4 people and access to 16 perks while the Killer can only chase and hook one person at a time.

    Killer DESERVES strong perks, Survivor perks should be weaker since they are supposed to work as a team.

    No perk should increase Gen speed progress and no perk should allow Survivors to gain Haste without a massive downside, Hope's downside is that you have to finish Gens, MFT should leave you broken and exhausted until you are downed.

    I can argue that survivors can not kill killer so they deserve strong perks…

  • @Shroompy said:

    MFT and FTP dont work together anymore, its just Buckle Up and FtP

    also I think Buckle Up just needs an activation requirement, similar to WGLF but harder to get than WGLF since its a bigger payoff

    @Zokenay said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517398#Comment_3517398

    Yeah its pretty stupid how Buckle Up completely replaced WGLF, theres zero reason to run it now, its effect is weaker and requires a condition to activate, aka, worse in every single aspect.

    Able to recover dying survivor 100% is better than giving you Endurance. It gives you benefit from the progression (recovering faster) and result (endurance for the dying teammate). BuckleUp only give benefit to the result (endurance to both), where you can only get half of the benefit (killer hits one of you)

    If WGLF remove the requirement and a stand alone perk compared to BU, WGLF would be the better one. BU is op only with FTP, lose lose situation pair of perk like the old DS/UnB.

    Giving a requirement would make it worse than WGLF, but still strong to be paired with FTP. I think the perk should be changed. May be a Sprint burst to the dying teammate, reasonable benefits to not having a requirement.

  • Can you guess who's behind Kate?

    image.png


  • @rvzrvzrvz said:

    I like how everyone complains about resilience injured meta 24/7 but always ignores SLOPPY BUTCHER, 2nd most popular perk totally OP after heal nerfs, if you try to heal against that you just lose the game

    if bhvr nerf injured meta they better nerf sloppy too, stop making solo q more miserable than it needs to be

    image.png

    Make your choice.

  • Thing is, Im afraided that my camped teammate would suicide on hook, so I may attempt to go for a trade. Most survivors think like this.

    Alot of times I just want to make a chat “please do Gen, I will stay on hook”, so my teammates can do Gen and ignore me without guilt

  • The only problem with BW is after the timer is out, the perk aura is disable. I dont know why they nerfed that.

  • @ARTRA said:

    This iis how MMR woks.

    https://forums.bhvr.com/dead-by-daylight/discussion/388104/whats-wrong-with-the-mmr

    Survivors gain 1 point if scape lose 1 if die.

    Killers gain 1 point for kill and lose 1 for scape.

    Bhvr use thst number to pair you with people of your lvl BUT in order to be faster searching a game they augment your MMR diference.

    Also, if a killer leave a lobby, that lobby have priority and its autofilled with anyone (like you in this case).

    Few days ago, Knightlight from team eternal (best dbd team with infinite hours in the game) posted on twitter he faced and 80 hours killer.

    So yeah, MMR and Matchmaking sucks.

    For 1 thing, if 3 survivors die and 1 escape, it would be roughly +3-1 = +2 MMR.

    Getting a single 4K gains alot of MMR.


    To OP, it doesnt matter how long you play, if you have similar MMR to those survivors, you're matched against them. Just dont let those toxic survivors affect how you treat against decent (human being) survivors.


    A Rebecca trash talked a Nea and call Nea a rat for pre-escaping and let other 3 died, I defended Nea that I used Rancor and chased Nea, forced her to run to a gate and escape, to not getting moried. That Rebecca was like "so what?"

    If Nea getting moried, it doesnt change the fact other 3 on hooks/ground and die later. The difference would be 4K instead of 3K.

    Its pointless to ever argue/explain with some people, just ignore and move on.

  • I hope they dont nerf FTP because of BU, the perk is fine and really hard to use. Only work if survivor down on another side of pallet or window.

    BU should be changed into something else.

  • @burt0r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515673#Comment_3515673

    "TAKE AWAY TUNNELING" aka implement something that makes tunneling impossible. A measure introduced by the devs, not just hoping for the players to do it themselves. Hard countermeasure, not incentive.

    I thought my previous post made that clear.

    Give and take BY THE DEVS. 😮‍💨

    Yes, making tunneling impossible, or something that punish tunneling so killers dont tunnel (of course survivors objective should be changed accordingly)

    But I dont think they will ever remove it, only soften.

  • @burt0r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515622#Comment_3515622

    Well take away tunneling, give better slow down.

    Their suggestion pretty much follows your logic, so where's the problem?

    Many people speak about punishing tunneling or camping, so taking away those tactics, but rarely/never about any compensation, the giving part.

    Except tunneling or not, is not related in balancing, its to make survivors game more fun.

    Increase Gen time does effect balancing.


    You can buff Gen to 150sec per Gen, then average killers can match against streamers squad like Ayrun and they still tunnel because 150sec Gen is not even enough for them. It happened with Eruption meta.

  • @Snowball777 said:

    Spreading hooks doesn't win games and isn't rewarded for doing so.

    If Gens got slowed down with the more hooks you have, that would encourage Killers to spread out and hook other people, but instead it rewards you with a big fat nothing.

    There is objectively no reason not to tunnel other than to be nice, and I try to avoid doing it, but then 3 gens pop and I remember why playing nice is meaningless in this game.

    That would make survivors Gen rush harder. Because one you get 4-5 hooks, the Gens will never be completed.

    Someone suggested that if a survivor get a hook, that survivor get 33% debuff on Gen and 66% debuff after 2nd hook. With 2 hooks on each survivor, even 3 survivors on 1 Gen would take 130sec to complete a Gen.

    This suggestion idea is like "guarantee me 4K no matter how I play, so I can play nice." Balancing is take away something and give back something else, not just take.

  • A Blight map in Crotus (his trailer is inside a concrete building like Asylum and Chapel)

    A Twin map in Red forest (Charlotte scavenge in the wood)

    I feel SM should be in Red forest too, I prefer MacMillan estate only for Trapper. But at the same time maps without main building like Shelter wood should have a main building.

    Trickster main building in Crotus should also work


    They only need to make a mainbuilding for new killers if they use the old realm.

    The last map that share the same realm was Sactum or wrath. We feel the chapter was complete, a survivor, a killer, a map, even its the old realm.

    New realm is not necessary now. Given so many realms with 1 map

  • Winning is fun for most people. And thats it.

    I dont tunnel, but I dont think tunneling is not fun for killer, their game is a loops of finding a survivor -> chase -> down -> hook then repeat. No different between finding the B survivor and chase them, and finding the A survivor who just unhooked.

    Its only survivor side not getting fun. Either you get 10K boldness or get 10K objective.

  • I once heard the Gen progressing in the Garden of Joy main building, I set a trap under the window before coming up there, survivor dropped down and trapped. That was the most satisfied

    And able to trap survivors 7 times in Eyrie of Crows

    Spoiler Spoiler Warning ▲▼

    Not that I like those maps, and new maps are getting less and less grass.

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513969#Comment_3513969

    Do you notice any disparity between survivor and killer “comeback perks?” All of those killer perks you listed are awful/borderline unusable. That’s not true of the survivor perks.

    Killers have build in comeback, survivors dont. You can tunnel/camp a survivor at anytime you want if you feel youre losing with 2-3 hooks and 1 Gen left.

    Tell me how a survivor comeback with 1 survivor death with 4 Gens left. No they cant, its a hatch escape at most.


    I get 3hook-1Gen left into 3-4K in end game alot of times. I never get 1death-4Gens left into 3 escape.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513412#Comment_3513412

    You could do totems to prevent NOED!

    Ahh who am i kidding... with the implemented aura reading there is no point in doing totems as NOED can be found so easily if its actually around.

    Its depend, Im not going to do 4 dulls totem when my teammate being tunneled on last hook at 2-3 Gens and still get Noed in the end.

    The 2nd survivor dies to Noed is still better than 3 death and a hatch escape. Where the fault was on me doing dull totems instead of spending all the time to do 2 Gens.

  • @MrPenguin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513334#Comment_3513334

    Well, like I said they're optional. Regardless of the reason why genrush is genrush.

    If you're doing it because you don't feel like doing totems and chest, ok that's understandable, but you're still doing it.

    If the killer is tunneling or camping genrush them then, it's the right play. Like I said it's not bad the same way tunneling is not bad. Trying to win isn't "evil".

    You can be "nice" and not tunnel/camp/rush, but its actively harmful if you actually care about winning.

    I never see tunneling/camping/gen rushing are toxic. Both sides have reasons. Though killers can totally chase other survivors and still have benefit (eventhough it benefit less than tunneling). Doing a dull totem or searching a chest really give no benefit.

  • @Dinoraptus said:

    Trapper is cool, I just wish iri stone and Trapper bag were base-kit, I love the idea of really powerful traps that open on their own, you can essentially set and forget, then lead everyone back into where your traps are. I do understand why they aren't though.

    He doesnt need those addon basekit, just more grass and trap spawn close to middle. Thats all I need for him.

  • Im a dedicated Trapper main, I play him only because I like to hear survivor screaming from the opposite of the map.

    image.png


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