C3Tooth
C3Tooth
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@Zolfo16 said:
GENRUSHING DO EXIST!
Genrushing: When survivors, in order to complete the gens faster, ignore their friends on the hook and let them take another stage even if they are not camped.
THIS IS GENRUSH!
Now people call genrush another thing, the gen speed. That is something that is not Surv's fault. It is their main objective. Now, it is fun that completing gens fast is "efficiency", killing survivor fast is "tunnel, camp, slug! LTP!" but this is another topic.
If you are a top killer (Nurse, Blight, Spirit, Wesker, PH, Artist, Huntress and maybe Plague) OR if you have 3-4 slowdown well integrated in your build gen speed IS NOT AN ISSUE. Some killers that have built in slowdown, like pig or cenobite, can work with only 2.
But, if you are not in these situations, gen speed IS A PROBLEM INDEED!
Try to play a killer like Demogorgon, Doctor, Clown without slowdowns or maybe with 1.... maybe with perks that are good but chase oriented or detection oriented... against competent survivor you have time for 2-4 chases before the exits are open.
THIS IS AN ISSUE! Because now you have to tunnel and hope the RNG not being harsh.
This puts killer in such scenario:
OR you play a strong killer
OR you play a slowdown build
OR you tunnel and camp hard
OR in the endgame you got Tbagged, called baby killer and the survivor will say you should off yourself. This is them thanking you to not tunnel even if you were losing gen fast.
And this is not healthy for the game.
P.s.: "BUT THEY ALREADY AUGMENTED GENS FROM 80 TO 90 SECONDS!!!!" yes but they also nerfed every slowdown. Before we had 80s gens with 25% total PGTW. Now we have 90s gens with 30% actual PGTW (that is kinda equivalent to 15-20% total). Before we had 80s with thana 5-5-5-5%, now 90s gens with Thana 2-2-2-14% and so on....
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I agree, chests are really redundant for how nerfed items are. The fact that you run around to find a chest, 10sec open one, to get a Green medkit that heal you in 10sec is already a favor for killer. The problem is survivor can carry 4 of them into the match without spending time on chest.
I really think items didnt need a nerf (beside keys), they could simply bringing an item into a match. It will spawn a chest with that item in the map instead. Meaning bring 4 items will give you 7 chests.
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@SirCracken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491998#Comment_3491998
You've completely missed the point.
Sadako's kit is not remotely balanced. The only thing she's good at, forcing kills with condemned, involves playing the game an extremely campy and un-interactive way. This is the real problem that needs addressing. Not how strong the strategy is. But how interesting it is to use and counter.
The "rework" doesn't solve this problem. And just funnels players to abuse it more since Onryo is still terrible at doing anything but trying to cheese kills.
The devs should have buffed her ability to chase survivors instead of doubling down an gimmicky insta-kill that her entire kit has to revolve around because of how powerful it can be.
They try to make gaining stacks more consistence, but slower, to make sure Sadako can get use of her basekit slowdown by survivors running around for tapes.
But the hard part is, survivors getting tapes to lose stack requires the same resource of Sadako trying to put stacks on survivors. Its not about Sadako has 3 cookies and survivors have 2 , so you give survivors 1 to balance it out. Its you take away 1 cookie from Sadako to give it to survivors.
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Deliverance is one of the most powerful perk, at least for swf. Imaging a teammate doesnt have to spend 1min to run to hook and run back to Gen.
The bad part of the perk isnt the requirement, its that you are always be found first when equip the perk.
The last swf I had was 4 Clau, 2 of them had Deli and those 2 were the first on hook.
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@Aven_Fallen said:
Yep, they are dead. All of them except for CoH were bad to begin with (maybe Shadowstep was okish, but not worth a Perk Slot). And even CoH before the most recent Nerf was not that good. At least not as good when you can spend the time on a Gen instead, even before the most recent Nerf Boon-Users lead to the team having a lower chance of escaping IMO.
And IMO they could have nerfed CoH from its last state before the most recent nerf by just letting it work on one floor instead of mulitiple floors. I think this would have been enough and it would be a decent Perk without being too strong or too hard to deal with as Killer.
But they destroyed the Perk and basically put it in line with all the other Boon-Perks. I hope we will never see any Boon-Perks again, because they were a failed concept to begin with.
Shadowstep definitely worth a perk slot. The others dont. I saw so many people miscalculating about Coh. Spend 10sec running into Coh zone to save 8sec, not yet counting the time you have to run back to Gen because Coh is far away from Gens.
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491128#Comment_3491128
And now the perk has three effects, what's your point? Either the killer tunnels and you have all three effects, or the killer doesn't tunnel and finds you again, and you can stealth much better as well as win more mindgames in chase because no aura and no sound. Distortion is an S-tier perk, and old Iron Will was widely ran because it was very strong. Giving OTR an 80s endurance effect on top is just the cherry on top.
Also, old Eruption got buffed and went months unnoticed before everyone started using it. "People weren't using it before!" means absolutely nothing when discussing balance.
Survivors gotta run. Running leave scratch mark.
The perk only work on Zarina's map, where it has a lot of bushes to hide after taking a hit from OTR. Other wise, example if you're on other maps like Lery, killers hit you off hook, disable both BT and OTR endurance, tell me how do you get a use of your hiding aura and grunting when killer chasing 10m behind you?
I thought OTR is strong, but it isnt. It has alot of things that make it sounds strong, but it isnt.
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@MeanieDeeny said:
TBH this type of play is a breath of fresh air.
I am a killer main, but I only stream survivor..so with that being said, i've played a TON of survivor lately. And it is indeed, terrible. So much so that when I do play killer now, I usually go easy on them..whereas I used to be a very sweaty killer.
Today I had a Doctor who double hooked everyone..played hard, but was apparently letting everyone go. A couple times I saw him, he would just walk away in slow motion all creepy..which honestly was genuinely creepy and more fun lol I was very thankful..I have ttv in my name and I am a P94 Jane..so it's constant tunnels, even though I do not play toxic and I HAVE noticed that when killers leave me slugged, no one bothers coming to pick me back up..though they've had time....I think a lot of soloQ survs just don't care...there seems to be no mental link between the fact that, the more of your teammates are alive..the better chance you have of escaping.
So while we are all complaning about how grimey killers are and how terrible they make dbd (which is true) a lot falls on the survivors as well..the amount of times i've spent a game unhooking everyone, only to be left to die on my first hook to a non-camping killer is disgusting. I think it's great your going a little easy and trying new playstyles!
I had 2 Doctor yesterday and weirdly those 2 were the most fun match of the day. They had different builds but both are involved around slugging build. One with Knockout, and one with King or Queen addon with Infectious fright.
The only 2 slugging case I dont like is bleeding for 4min, or slug the 3rd for 4K. Otherwise, I find slugging match fun.
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@dbdthegame said:
4x Adrenaline is a big problem. Healing is supposed to be a natural slowdown for the game that gives killers more time to apply pressure. Adrenaline incentivizes staying injured and cranking out gens as fast as possible, especially when combined with Resilience.
Its always a problem on survivors side. If 1-2 teammates die and the remaining have Adrenaline is perfectly fine. Even if 4 survivors alive, 1 Adrenaline would not hurt. Its only all 4 of them have Adrenaline.
Same to DH, extend a 10sec chase to 20sec would not hurt. Its only when they extend another 10sec of a 1min chase.
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@pseudechis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490086#Comment_3490086
Ah but when does the focus fatigue set in at the start or at the end of the game?
Their skill check success got progressively worse as time wore on.
Giving some early hooks to break the 3 gen earlier probably would have made the later game a cake walk for the team. That would be the sensible play to avoid the protracted 3 gen scenario but they didn't do that.
They spent 45min to break a 3 Gens (which is also the last Gen).
Assume they spend 45min to complete their very first Gen, to break that 3 Gens. What made you think SM can not pick another 3 Gens out of the other 6 Gens remaining? Then survivors spend another 45min to complete the 2nd Gen?
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489861#Comment_3489861
Im sorry but there have been like 3 people defending SM, I am a very biased killer main and I understand how problematic she is and how flawed her design is as a whole.
Even some other killer main here and in thr other thread discussing this match have expressed their not very good opinion on skull merchant.
You are literally taking 3 or 4 comments and extrapolating incredibly high.
Usually people pass by comments that they may not agree with but they're on the same side, and focus/remember on those opposite (which you could passed by them and I focused more on seeing those defense 3 Gens SM before the Hens' vid).
I saw alot, especially befor Hens' vid
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The fact that many killers complaining about the average swf teams that impossible for them to win.
Then defense an average SM that able to stall a 50min match against the best swf team is just speechless. You simply can make the list of them so you try not to argue with them by any mean after this.
I once said if Devs buff killers so that a skill of 5 Killers win against a skill of 6 team and then lose to a team with skill of 7. They would ask for more buff because they're still struggle. Then after another buff they would win against the team 7 but lose to a team 8. The complaining cycle will repeat.
They just dont discuss for balance, they discuss for average killers to win the best survivor.
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@Orochi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489593#Comment_3489593
Uh, no. This implies it is only the Killer's fault that these long games happen. If the Survivors are the ones at fault for creating a 3 gen, you can bet I am going to stand my ground and defend it as hard as I can. Survivors 3-genning themselves is usually the result of poorly planned gen rushing. Yeah, I could let them finish it so you can say I am the one holding them hostage, but why should I lose because of their carelessness?
Also Killers can't hide and purposely drag a game on to win, Survivors would be able to with such a short time limit.
Survivors could spend 40min to break a 3 Gen early instead of complete 4 other Gens (assume complete 1 / 5 Gens). Then killer just pick another 3 Gens of the 6 remaining one. Repeat until server closes.
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@Pulsar said:
I feel like we'd just end up with Feng getting her equal attention cake and cosplaying every Killer.
And “cosplay” all other survivors.
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@GannTM said:
I remember having this same buff suggestion for BtB a couple years ago. It would be the ultimate nurse’s calling counter.
Currently it only mute you and the healed teammate, not vice versa, if the perk hides aura. Nurse's calling still able to see the other teammate healing you, which is fair.
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I was thinking about this perk. There are 2 ways to buff Bite the bullet
- +Hide aura of perk user, and the survivor being healed (if there is the 3rd survivor join to healing, the perk doesnt hide their aura)
- Mute everyone that join the healing (either healing or being healed, even for the 3rd survivor join the healing)
The 1st one is stronger, so I think there should be a downside
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487776#Comment_3487776
Feel like this approach should be applied to alot of things so perks don't need to be gutted under the idea of "too strong if you combine it with 7 other things". I may be abit salty about Freddy's only useful addons getting a nerf on the basis of ppl using them with various slowdown perks. The combo of "forever freddy" might have been a problem, but the individual pieces were fine.
They used to have 3 tiers of each addon, like Trapper Brown/Yellow/Green bag, or spring, or setup speed..
Each of them alone was fine, the stack wasnt.
To my thinking, there should have only 1 version of them, green rarity only may be, and should be strong. Some Brown addons really not worth a slot (Silent setup, Haste 5sec after setup) those should be merged into 1 addon and be Green rarity
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487772#Comment_3487772
Just make it so the highest effect applies. It doesn't stack, just takes the largest number, like if someone gets Exhausted for 5 seconds and then 20 seconds it just makes them Exhausted for 20 seconds, not 25. If you use MFT + Hope + Dark Theory you still only reach 7%. That'd allow BHVR to buff other pretty awful perks to be a lot more useable solo without worrying about breaking the game.
It should be.
I hope one day they will limit the total Gen regression time to 120 second or something, then they can buff Gen perks all they want. Gen perks should be strong, but just stack 4 of them is just stupid.
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487754#Comment_3487754
I'd argue haste stacking is the issue
I would say the perk with highest number stay, or can only be stacked to a certain number max.
- Either MFT + Hope only use the highest number (7%).
- Or stacked to 7% max (so MFT still can be stacked with Dark theory)
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@Akumakaji said:
https://us.v-cdn.net/6030815/uploads/4J7UOFKUHGN7/bully-of-bullies.jpg
This was the last game I played tonight, and oof, this was just aweful. Stuff like this gladly doesn't happen too often, but this was on of the Bully squads of legend. They constantly harrassed and mocked me and wouldn't allow a single hook, if they could prevent it. The 4K were just a phyrric victory and gloss over who was the true winner of this match. They didn't even touch gens, just constantly blesses totems for that Exponential effect and then ran besides me to trigger Break Out or sabo the hook if needed, it was pure hell.
I played against sabo team once. Somehow I used Iron grab, Mad grit, Agitation just for fun…didnt go well for them. Pure luck.
Using PH againt this team was also pure luck..
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@Devil_hit11 said:
disabled at 5 gens. you want to nerf the perk further? it has like 0.3% pick-rate or something. blood rush is not harming anyone. the legit only way to use the perk without med-kit syringe is to run it with adrenaline to proc it in the end game using sprint burst perk. I find it funny that your weakening the one place where the perk is likely to provide value for the survivor using it.
I want the perk to be more punishing tunneler, not fair play one.
I never tunnel, and get 3 prenerf DS’d in end game because I didnt tunnel them to get rid of DS.
Blood rush currently has the same thing, punishing me for not tunneling them and let them heal. BR has low pick rate because its useless against tunnelers in the era when tunneling happens alot because DS nerf, which survivors dont want to use it.
@1ettuce said:
Agreed, same goes for deliverance, not necessarily agreed with the specific idea tho, shouldnt be disabled when 5 gens done
I can take the perk not disable at 5 gens done, its just without the nerf suggestion, killers would complain
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@DBD78 said:
Perhaps let killer have 5 perks from start then when first survivor dies two perks at random just vanish making it better for killer to hook everyone rather than killing someone fast and just have 3 perks left. But survivors would need a buff before this or the "fair" playing killer would be a tad bit OP perhaps.
Make it more simple, debuff 4 survivors alive down to 75% (300% instead of 400%). Then buff 3 survivors alive up to 150% (450% instead of 300%).
The buff number seems huge, but when the game dropped to 3 survivors, usually its a loop of "chasing - hooked - unhooking" and no one do Gens, unless Killers tunneling the 2nd survivor again.
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@DrDucky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486997#Comment_3486997
Ok allow me to reword and answer your question. You win against these teams by playing anything other than a goofy trapper build. What I meant was; the question is invalid when we can literally see you faced them with an endgame trapper build.
I prefer to see how people claim they're skilled enough to be in high MMR and struggle with 4 slowdown first.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487095#Comment_3487095
Thx to inbuild BT, the unhooked survivor usually stands in the way and tries to body block. Now you either waste a hit and get slowed down or you wait it out and get called a tunneler.
Yes, Endurance status should remove collision.
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@Leachy_Jr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486908#Comment_3486908
Combo DS with the basekit BT which can get you around 40ish meters assuming the killer hits on the 10s mark, you should be able to make it to a decent loop on any map.
That's not even taking into account OTR which forces the killer to hit you off hook, BT, or other haste perks like MFT, guardian etc.
There is a different between being chased with 2 health state, and being chased with 1 health state after 10second (after basekit BT off)
Even though unhooked have 107% speed. Hitting the unhooked is still have more benefit than hitting healthy unhooker. Chasing a deep wound that blood covers the screen is easier than a normal injured one.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/383966/why-is-bhvr-so-afraid-to-nerf-tunnelling
because there is no counter-play to DS. there is no alternative way for killer to win.
If you slug a decisive strike user for 60 seconds ->60 second that 3 people can rush generators+potencial pick-up.
if you don't slug decisive strike user and pick up -> free second chance to extend chases. you get punished either way. lose/lose perk. creating anti-tunnel perk is punishing killer for playing the game.
Chasing the unhooker? Then you have unhooked being healed, 3rd survivor healing, only the 4th one doing Gen.
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I think Self care with Botany for ~36sec self healing is pretty good for me. Though Self healing is really limited with Medkits give only a single healing.
Chest should be buffed for me, something like give additional 2 chests and at least 2 are guarantee medkit. Chest is really pointless nowaday given items nerfed hard. Chest medkits give more self healing without putting disadvantage to killers.
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@Phantom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485693#Comment_3485693
Gamer, the first thing you mentioned was literally BNPs.... 😅
But mentioned =/= complaining
@DrDucky said:
I saw this then I scroll down to find an endgame trapper build, my guy dont complain if you are gonna run a build like this (I play fun builds all the time but I dont complain when I lose lol)
Where did I complain?
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484707#Comment_3484707
Lmao, they had to be awfull then, imagine terminus actually getting value.
But tbf you present a very good lesson, not every team that poses as a strong rival is one, so people should not dodge those lobbies, rather just play them, I mean if thry died to and endgame trapper I guess even a perkless sadako can dunk on them, but people really asume that those teams are unbeatable just because of their offerings/addos/perks, when they dont actually take into account they are not good enough to make the most of it.
Im pretty sure anyone lose to these exact teams will tell that this is how high MMR killers have to endure.
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@Uxoxe said:
You're not suppose to win every game. Most of your losses are going to be against SWFs, but remember, solo-queue gets extra loses so you can get your 60% win-rate.
Funny part, I 4k’d three of those team (except Meg)
@Phantom_ said:
You have an end-game build anyways, so what's the problem with them doing gens faster???
I didnt complain about Gen speed…
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483854#Comment_3483854
Noed will pop up because of a special attack as well
Pretty sure he just got grabbed which popped it up, but Id have to do some testing myself
to my memory, I remember I had Exposed status the moment Kate done the last gen, then 2sec later Wesker down/grab Bill.
@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483854#Comment_3483854
Did you get the sound or just the visual? This sounds like a bug.
The status did show Exposed and Hex:Noed at the same time, with the sound too. Right after Kate done the last Gen.
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Its a really tough choice. Without penalty, people would constantly DC. But with penalty, people would suicide on hook and left 1v3 instead of a bot helping you.
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@BlightedDolphin said:
Given their outfits, lack of exhaustion perks, green tier perks, and the fact that someone is running Technician… I believe this is on the lower side of MMR so probably not that hard to beat them.
I dont know but...How is Nea with green Feng perk is considered lower side or MMR? After 4 years playing, I dont buy Ace, if I unlock his tier1 perks, am I supposed to be low MMR?
Some veterans also like the old outfit.
Im not saying Im on high MMR, but those arent evidences of low MMR. If I said I lose to these team, Im sure people would say "Thats how high MMR for killers right now"
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I wish we could go back to Mika's released day. It was the best killer time.
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484861#Comment_3484861
The movements were the same speed. They just filled empty frames with the extra animations. The only difference was not being able to spin to take advantage of the garbage auto aim system and moonwalking. Not really worth being stuck with janky ps2 era animations forever but ok I guess...
Whats happen if you run forward then run backward as survivor? Was there an animation to show them change to opposite direction all of sudden?
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The running speed counted by 0.12m per millisecond. Those animations really mess it up, survivors cant make tight loops, or cant 360.
Just image Killers walking forward and have to spend half a second animation for the momentum to walk backward...
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@Aceislife said:
As Trapper you would have to get some really good trap placements in/luck to even have a chance.
I play 40 Killer/60 Survivor. 35 of 40 are Trapper...so yes I know all the good spots.
@Sonzaishinai said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484707#Comment_3484707
End game trapper is a coin flip on how well it works but it's satisfying as heck if it works
I dont trust Corrupted much, usually survivors spawn far away from killers, and so are blocked Gens. If I use the perk, they would run into me and know where I set the traps.
Example vs 4 Claus was in Suffo pit, I spawned at Shack side, they spawned at Pit side. If I use Corrupted, they would run to Shack side to do Gens, which may see I setting traps. Starting a match with 2 Gens left is a normal thing for me, after that, each chase end in 10 seconds.
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GUESS WHAT???
@Trollinmon said:
3 toolboxes I usually bring stronger stuff and play a bit harder if I feel it is BNP's.
Jake lobby I'm 100% dodging as them having a total of 1 prestige level between all 4 would indicate I was backfilled and I'm going to end up wasting my time.
Claud lobby is basically a free win since they are bringing flashlights and look to be swf. No gens will be done and anytime you get 1 down you can expect some free hits with the others trying to FL save every single time.
Meg lobby I would just play normal.
3 BNP completed the first Gen after I setup 2 traps. But its a normal thing for me.
All first 3 were 4K.
Megs I had 6 hooks 1 kill, but it was because Eyrie Trapper.
I never dodge, its fun for me to see a quad of the same survivor.
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@tkwmm said:
just bring your strongest build, play strategically.
Against a decent SWF, 2/1 kill should be normal. although most of the time should be all 4 escape. Unless you playing S tier killer like nurse and blight, there aren't really anything you could do.
BTW, consider yourself lucky, as the team you are against isn't even bringing full meta 2nd chance perk
I 4K'd most of them with this...
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Sabo build is fine in Solo, its harder, but its fine.
I use Sabo, Breakout, Empathy (to follow the chased survivor), MoM with a toolbox (to cover Sabo mistake) or a medkit (to get MoM value) and sometimes I success to prevent 3 hooks in a single match. Sometime I use this build and paired with a random who use Boil over who constantly follow killer to get chasing...
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@UnavailableName said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484180#Comment_3484180
Fact that all killers are using 4 gen slowdown perks means a lot. It means you cannot win at all without them thanks to a bad game design.
If a survivor plays perfectly, most killers cannot catch them in less than 2 minutes - that is the main problem with the game. Killers, beside Nurse/Blight, can only capitalize on survivors' mistakes, they cannot outplay the survivors with skill.
That is why really good survivors can be chased for 2 minutes against really good killers and why streamers (even the Fog Whisperers) have to tunnel right at the start in their trials.
You may not want to see the other reply from mine against multiple Swf and whip most of them with no slowdown Trapper.
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@Murgleïs said:
There was variety :
- ruin / undying
- pain (consistent) + dms
- noed with endgame
- thana
- eruption
- call of brine
- overcharge
- franklin with killer belongings
Everything got nerfed. I don’t even know what to play Pentimento with, outside Devour because hexes are not that good anymore.
Those were definitely variety
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It goes for both side, most people wants to win, so they just use the strongest thing. Extend Gen time for Killers and extend chase time for Survivors.
I noticed that the flaw on those is like this, there are alot of good perks combo to play (example for Flipflop, Tenacity, PowerStruggle..) that really hard to pull off even though its really fun. But if you dont pull off the combo at least twice in a match, you wasted your whole build, and its not efficient, and not helping your team. While you could slam on the old DS,DH,BT,UB each of them were useful on itself, really easy to use.
Same to Killers, use perks combo, has to play a specific way to pull it off. Its really fun if you success, but waste everything if not. While Gen perks are like "play however you want, we give you more time to do it"
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@UnavailableName said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483577#Comment_3483577
Look at your killers lobbies, look at mine... we do not play at the same skill level so i do not even know who is biased here.
Having thousands of hours on DbD and not understanding that MFT is actually way stronger than the old DH is unbelievable 😂
Turn on crossplay to play against PC players and then we will talk ;)
Look at my lobbies !
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Im not in a eligible country. But I promise I will submit this to DBD cosmetics contest next year!!! Just to spice up DBD team in BHVR's HQ.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482971#Comment_3482971
If you win with trapper and the meme killers, I eould say it was the survivors team skill that was lacking, like how on earth you let a trapper get away with more than a 2k, or a non dondem sadako, its literally free wins handed to you, just spread on gens and chasing against those killers is easy af, if you are bad at looping use lucky break and overcome/sprintburst, and if you are good at chase use made for this and loop em for 2 gens minimum ir until they drop chase.
I am sorry but any team that dies to killers the likes of trapper, pig, freddy, nom condemn sadako, would literally struggle against tutorial trapper bot.
Someone else mentioned that a Pig main had 180 win streak. How on earth another Pig let survivors get 2 escape? If the other Pig was good at chase...
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@Steel_Eyed said:
Does the totem still reveal itself at that point? That'd be an extra problem if it does.
Someone else cleansed it, I wasnt in range to see the totem's aura.
@Ariel_Starshine said:
Ya, a lot of times I see it right after the five gens are done and no hit has been done. Good times hehe.
Someone tested it and showed that after they done the last Gen, Exposed status didnt show. It may be a bug or something (?)
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483068#Comment_3483068
Ah yes because Skull Merchants patrolling a specific three gen for the entire game is my fault. Please give me some hints on how to get better.
Skull merchants' flow chart.















