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C3Tooth

C3Tooth

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C3Tooth
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  • @illNicola said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434699#Comment_3434699

    So, let me see if I understand, your idea is to reduce 4 survs strenght and to buff 3 survs strenght right? So nothing change, because survs can still get infinite gen speed from toolboxes, bnp and prove thyself.

    Adding a new mechanic like this would make the game a lot fresher, as finally both survivors and killers can focus on the fun thing about the game: the chase. If you're good in chase, you can keep the killer and you don't get penalized for playing bad, but at the same time if you're bad in chase, you get penalized in everything else.

    The idea of my mechanic (I called it Mood) is made to punish errors in game for both sides: if a killer makes a mistake in chase he is already penalized, but now if he do a perfect chase, the killer don't get almost anything in bonus. Instead, with my mechanic (with also a lot of rework to perks and add ons), the killer can hook a survivor, leave the hook (camping fixed) and he already have his prize: 10% penality on repairing and healing for that surv. At the same time, the killer can search the next victim and, even if the surv on the hook gets saved, the killer would not choose to tunnel because he would prefer to have more survs penalized. Also, as I said in a previous comment, my idea of the "Mood" mechanic is that: survs penality after a hook is 10%, after 2 hooks is 20%, if he works with another surv the penality is reduced by 5% (10% if it's 20%).

    What I think is 4 survivors have 25% debuff (yes, more than to your 8 hooks stack debuff idea, without a single hook), which each of them have 75% Gen strength. But 3 survivors have 150%, and 2 have 300%.

    So as long as you keep 4 survivors alive and go for 8 hooks, they always have 75% strength.

  • @Annso_x said:

    I can"t imagine having gens being 24% slower, (and obviously that's without any regression perk) being any kind of fun for survivors. I'm pretty sure in this scenario survivors would try to get tunneled lol.

    You can't really punish gen rushing & tunneling, bc they're simply the most efficient strategy for each sides to win, it'd be weird to punish people because "oh no you're doing gens / killing survivors too fast, here's a penalty for winning too quickly". The only thing BHVR can do is make other strategies more viable (and good luck with that tbh), or make a big change, like implementing an other objective for survivors to do each time a new survivor is hooked, that way survivors need to leave their gens and killers will be rewarded for hooking different survivors.

    Sitting on gens is already boring enough as it is, if you make them take longer when someone is hooked survivors are simply going to try and do them even more quickly and try to get them done before anyone is hooked.

    Stacking up to 24% debuff on a survivor (and 96% for the whole team) doesnt encourage enough for killer when getting 1 out make it 100% debuff. And 3 survivors without debuff is already too weak. At any case, the idea is only favor to killers.

    @illNicola said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434616#Comment_3434616

    The idea fix the problem if you work around perks to play with the idea. Obviously the idea alone don't do much, but if you rework prove thyself, rework bnp, nerf toolboxes, well in that case the mechanic is healthy and useful.

    Its simple that make 4 survivors that as weak as 3; but 3 survivors as strong as 4. Then it will be obvious that killer would not want to get 1 survivor out early when the other 3 still have 3 hook stages. But prefer to go 8 hooks before the first kill, so when 3 remaining survivors become stronger, they only have 1 hook stage left.

  • The reward to go for 8 hooks before kill must be equal to tunnel a survivor early.

    Your idea doesnt fix the problem of first chase can cost 2-3 Gens. And doesnt fix the problem that 4 survivors are too strong while 3 survivors are too weak.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/376119/what-if-we-dont-punish-killers-for-playing

    Last time they tried to give killers the carrot instead of the stick, the killers just started camping and tunnelling more, immediately forgot about the carrot, and just generally started whinging even more. I know it's a popular forum meme for some folks that 'tunnelling and camping will totally go away if you just buff killers out the wazoo' but it's not meant to be taken seriously.

    Its simple, a rate 5 killer get buffed to win against rate 6 teams, then start to struggle against rate 7 teams. You know what happened next.

    "See? survivors is adapted and do just fine. The buff on killer isnt enough"

  • @Annso_x said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433481#Comment_3433481

    Yes I think a lot of players (killers and survivors alike) try too hard to win. Although wanting to win is very normal and fine, once you start playing and sweating in a way you don't enjoy so you can keep winning you won't have a choice but to keep playing like that and become even sweatier as you go up in MMR. I've seen a lot of people complaining that it's unfair that at high MMR you have to sweat or have to play the meta to win, but that's just normal. It's a PvP game, of course the higher ranks are going to be people trying hard to win and using the best builds available, no meta switch or balance patch is ever going to change that.

    I think it's just a shame people think not being in high MMR or losing half your games is embarrassing, so they want the be in high MMR without the sweat that comes with it, which is impossible (and that applies to literally every PvP game ever). Not to mention it's DBD of all games, we literally don't have any information about our MMR or some sort of scoreboard, so players can't even brag about being in high ranks or whatever bc they won't be able to prove it, and that's assuming they're not overestimating their MMR, which a lot of players probably do.

    Both sides do try hard to win, except for survivors, its only either die or escape, and escape half of the time is content for them. Only for killer side, its more complicating.

    2K 2K 4K "feel like losing" despite 72% kill rate. While 2K 3K 4K feel like winning eventhough the kill rate is the same. Its only up for them that to keep track their kill rate and understand they're doing good with 60% kill as the Devs intended. Not only counting 4K as winning and discard the rest of result.


    Though I really think the game should be 5v1, getting 3K every match sure feel alot better for killers.

  • @Annso_x said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433064#Comment_3433064

    That's exactly why I got frustrated lmao... like if you're mad bc you didn't get what you want, which is fair, why are you complaining about unrelated things you actually agree are good ? I just don't get it

    @Ayodam said:

    What confuses me is that I’ve seen so many killer mains here in this very forum complaining about survivor DCs + requesting that bots replace them. And I’ve seen them complain that facecamping should be punished as well. Now, here we are and yet there are complaints.. from those very same killer mains. Can someone explain this to me?

    The truth is (I mean I really believe in my theory), that Devs already said "no matter what you use, it should have half chance of succession - chance for 2K and 2 escape)

    Many killers use 4 slowdown, tunneling. Getting constant 4K against teams that have equal skill to them. Only to reach to high MMR and they're really struggle to get a single hook. While their skill should never be there in the beginning.

    You will always see killers pull the cards:

    • "wait until you're at high MMR" - no thank, I know my skill is average and I understand I should be at average MMR.
    • "you're not at high MMR so your opinion has no value" - sorry, your skill is not suit at high MMR either.

    Trying hard to win matched against equally try hard teams.

  • Double Q&Q and Head on are scary.

    @Nirgendwohin said:

    Not so common for me, since I never play my p100 unless I get asked for it.

    Your Devotion 28 is more impressive for me.

    Not spending 170.000 shards is more impressive.

    in 500 game Comment by C3Tooth
  • I think try your best to not taking the first hit to injured is the counter. I would be fine with it. But yes as you said, taking the first hit is done for, the second and last chase starts with being injured is too easy for Spirit.

    in Spirit Comment by C3Tooth
  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432623#Comment_3432623

    Why should a killer of average skill be able to keep up with 4 survivors at Zubat's level? That wouldn't be balanced at all, it would just be an imbalance that killers prefer.

    Yes, thats exact how many killers here expect the game to be like that.

  • @sulaiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432623#Comment_3432623

    no, but he can against solos, which are about half of their matches, since all solo matches are just above 50% of all matches.

    If you want to balance for a 3k against 4swf, then you have no idea what balance means, or can you give any reason to play solo survivor, when a 4swf can only expect to get one player out on average?

    But ok, i´ve seen enough posts from you to know you are not interested in balance, just your advantage.

    Which of my posts showing Im not interested in balance? : O

  • @Sonzaishinai said:

    Teased a upcoming feature where survivors need to get gasoline cans to power the gens.

    Confirmed at this point

    I didnt see the gasoline thing, can you show me it? I hope Gas will be a thing to extend objective for a long time.

  • @sulaiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/376044/they-had-a-gasoline-can-by-a-generator-xd

    killers can keep up anyway, as a 60% kill rate shows us. How much kills should a killer get without effort, in your opinion?

    Average killer can at least 3K against 4 Zubat team?

  • Gates distance is not a problem for me, its only when 2 Gates are at the same wall, where there is nothing in between, or somehow a hill in the middle of both Gates. But its really rare though. For me, Gates are fine, sometimes you get Gates spawn that favor survivors, and sometimes killers'

  • Without hatch, Killers will get further nerf.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431710#Comment_3431710

    You are not telling me bots are playing better than you, don't you? Or do you? 😶

    I would never tell if I lose to bots, because it would be so embarrassed.

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431807#Comment_3431807

    With the current state of the game, camping is needed if you want a 3/4k against a decent group. They have continually erased gen defense perks. I’ve been playing for 5 years and this easily the most dull killer has ever been. It seems like it’s about to get even worse.

    Did you mean decent teams should not have 2 escape?

  • Complaining about Bots that replacing DC players is a new level...People are getting used to 3v1 games.

  • @Krazzik said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431031#Comment_3431031

    Then unhooked survivors would bodyblock and teabag the killer to go after them.

    Please continue what happens after.

  • @Firellius said:

    The problem with anti-tunnel perks is that they sit in your load-out, doing nothing if you run across a killer that doesn't tunnel, or you're not the tunnel target. And even if they do trigger, they've been nerfed down to make sure the killer can overcome the value they provide, despite these perks being the most counterplayable perks in the game.

    How many killers bring Lightborn against teams that don't bring flashlights in?

    Im fine if I use anti tunneling/camping perks and Killers not tunnel/camp. Its more fun than using those perks and get tunneled really. And its painful to not use the perks and get tunneled.

    And even that, those perks are not enough to anti tunnel/camp.

  • @Fawiola said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431278#Comment_3431278

    True... Thats why the player need to learn how to use this perk. Not everyone know how strong this perk can be. And If for example 2 or more have this perk every match. That would be much stronger.

    I had only one solo que match where I saw that all players knew what to do. Dwight get tunneled, two player gave reassurance and gen rush. Dwight was only in chase or was in hook and all escaped. Trade and unhook always the perfekt time. This killer was I'm 100 % sure very angry and surprised xD. He get no points for camp/ tunnel and no kill.

    I never forget this match because was solo que and all played very smart except the killer

    There is nothing else in game more satisfied as survivor that playing Solo and each teammate knows exactly what to do.

    I remember a Spirit tunneled 1 out of them, we managed to gen 3 Gens done and soon with 4. Somehow I and 2 teammates do 3 difference Gens. Especially I used Head on, Q&Q, Deception, Inner strength. Worked perfectly because my Gen was in shack, with 2 totems nearby.

    Beside, Reassurance only save your team time if there are still 4 survivors alive. 1 died, your spending 40sec running front and back, that 30sec Reassurance cant make up the time lost.

  • @Fawiola said:

    The only question I ask myself ...

    With so many tunneler why do so few player use reassurance?

    Almost everyone is playing now deadlock.

    Just makes it really hard for the killer to camp and tunnel with smart gameplay.

    Nobody does that but everyone complains.

    Off the record is not enough and tunneler laugh about Off the record.

    Reassurance, sadly, only works for Swf...I used it but barely work.

    I spend 20sec running to hook, use Reassurance and another 20sec to go back to Gen. You know what? Yes, a teammate saw me going back to Gen and spends 20sec running to hook to unhook.

    I just wasted 40sec and not a single second of Reassurance used.

  • @mustdogen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431086#Comment_3431086

    Why it need to be punished?

    With this change it took away all of the reason make killer want to tunnel.

    Killer got what they need,and survivor got what they want, doesn't it sound better than just nerfing and nerfing killer?

    image.png

    [Removed]

    On second thought, I think its enough between us.

  • @mustdogen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431034#Comment_3431034

    Why?

    The only reason tunnel become meta right now is because before someone died on hook,hook didn't metter at all.

    You need to get the kill as soon as possible,to slow down the gen speed.

    Math of gen speed:

    If tunnel

    Before one kill(0~2 hook)

    100%(normal speed)*4(survivors number)=400

    After one kill (3 hook)

    100%*3=300%

    If not tunnel

    (0~8 hook)

    100%(normal speed)*4(survivors number)=400

    With the debuff

    After 3 hook without killing.

    100%*4-33%*3=301% which is nearly to after tunnel 1 player out.

    So killer can get what they need,and nobody die in early game,winwin.

    And more than that, killer would get punish for tunnel because the debuff only effect to doing gen,if the killer chasing the unhooked guy,then the debuff is totally wasted.

    Your idea doesnt make any difference of tunneling the first survivor to death compared to the current gameplay. Which is not "punished". Because if its heavily punished killers, why killers keep tunneling?

  • @mustdogen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431031#Comment_3431031

    Just make the unhooked survivor getting stackable debuff like 33% for doing gen.

    So killer would not have the reason to tunnel anymore.

    Thing is it doesnt fix the problem of the first chase can cost 2-3 Gens. Which makes killers feel the next chase also cost 2-3 Gens. Which gives killers feeling they need to tunnel.

    Beside, killers tunnel at 5 Gens to guarantee winning, tunnel later to secure pressure, and tunnel in end game to secure a kill. Tunneling have advantage at any stage of a match.

    To remove tunnel, the pros of getting 8 hooks before kill must be equal to 1 death early. My idea giving 3 survivors behind doing Gens at 225% strength; while 2 survivors doing Gen at 300% strength.

  • @1ettuce said:

    They need to nerf tunneling and buff not tunneling at the same time, not just one or the other

    Most simple way to fix it is 4 survivors alive have 75% Gen strength, while 3 have 150%, 2 have 300%. Everyone would find its the best to keep 4 of them alive until 8 hooks, because Gen goes slower if 4 survivors alive.

  • Slug to prevent Deliverance, the perk that has 4% usage. Or hook to prevent Unbreakable, the perk that has 10% usage.

    Slug doesnt progress on killing survivors. Hook does

    Me too dont understand the logic behind, except...finding a reason to nerf Deliverance.

  • @Nazzzak said:

    What about Zarinas?

    She's busy making eye contact.

    image.png


  • I feel the heart should stay there and keep beating very lightly, then more tense the closer TR. You can notice it beat faster but no obvious.

    Currently the difference between no TR and 32m TR is too much (litterally without heart and with heart )

  • How many survivors DC did you get?

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3429618#Comment_3429618

    I think even if this is the case, new players should not be in lobby against veteran players. I don't know is it really so hard to add 300 hours limit for new players. People who is under 300 hours should not be matched with veterans.

    For one thing that I believe there must be a unique MMR for newbies. Something that under 300 hours people play with each other before they start with low MMR after.

    A veteran who doesnt play for along time still should not be matched with newbie.

  • @MikaelaWantsYourBoon said:

    No blame on Blight, it's all BHVR's fault because they allowed this gameplay. Also matchmaking is still garbage after all, why 150 hours player is going against +1000 hours player.

    So i won't blame the player who just played with allowed strategy. I will blame devs for allowing this boring strategy or not nerfing it.

    I just think about this, may be keep dodging lobby (away from seems to be good teams), longer the searching time, wider the MMR, that good Blight get matched against newbie?

  • @versacefeng said:

    I liked the simplicity of killer powers.

    The mechanic isnt that many to make simple powers anymore. Wraith is straight up invisible and stealth, Huntress simply throw and injure people, Trapper simply put something on the ground and it damages people.

    When 1 aspect power idea is no more possible, they have to make mixed power. In practice, mixed powers are harder to use and hard to optimize them with perks. Something like Wraith never cares about TR perks, while Pig and SM are quite middle ground, they cant make full use of TR perks because they have a part of no TR as basekit; while not using TR perks leave them not as good as Wraith because no TR is just a part of basekit.

    I feel Pig and Pinhead have the best power design, weak in chase, but have slowdown basekit. We need more killers that give another objective thats not Gen.

  • I hope there will be 30sec Corrupted intervention and 3sec DS basekit.

  • I know its unfair, but I really miss the feeling of me and a random with a key, walking around Lery to find hatch (new rework that used to be really dark). It was so immersive.

  • @Huge_Bush said:

    Here’s my entry (I didn’t make the image)

    https://us.v-cdn.net/6030815/uploads/Z41KJG26VSIO/img-2898.jpeg

    New animation added for Claudette

    image.png


  • Until the tunneled survivor DC or suicide on hook. Suddenly they care about the other 3 survivors' fun...

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428163#Comment_3428163

    This is as wrong as you can be.. There is a lot more toxic SWFs than toxic solo.

    Wait...did I say that?

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428090#Comment_3428090

    • Team A waste time of Team B, as a consequence Team B waste the time of Team A - now Team A is crying.

    This is how i see it.

    Except the team you want to waste their time is not A, but C -average Solo.

    I never do that to C just because A did it to me.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428082#Comment_3428082

    Try playing killer for a while, your "assumption" on the numbers will change, im a former killer main, and it was really rare that people didnt waste my time if they won..

    You kinda missed my point... i have even spelled it out later in this thread, ill suggest you read the whole thing.

    Also i did answer the rest of your reply in the thread, if you want them, read through the thread.

    Oh, I only play Killer, Trapper exclusively for months.

  • @daffyd said:

    OMG bleeding out is a problem? really?

    Entitlement is so high on here...

    What next... survivors will not leave during endgame?

    Get up, make a drink / go to toilet and sit back down again... simples

    Not want to have 4min wasting is entitlement...

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427711#Comment_3427711

    It doesn't matter if you see this as "karma striking back." Its still wrong. This is also a non argument. You're basically saying that because "this" happens then its Ok for "that" to happen. 

    Yeah of course, when 99,98% of all survivors waste the killers time at the exit gate area, just to be toxic. Its only logical that the killer slugs to waste survivors time. It is called consequences of your actions, this happens a lot in real life.

     I am just simply saying the act itself is wrong.

    It is, just as its wrong to camp the exit gate area, just to be toxic.

    Also since you brought up the exit gate thing, if survivors spend 2 minutes at the exit gate doing anything that is the killer's fault. In 2 minutes you have enough time to go to both exit gates multiple times. In the situation I was in with Mikaela we couldn't do anything but wait to die.

    So what you are saying is that the 2 minuets of wasted time is ok, when the survivors choose to do it, but when the killer choose to do it, its a waste of time and unfair. Just because the killer can push you out, then its the killers responisiblity that survivors are toxic and not their own?? you have perks to counter this, its not the killers fault that you choose not to use them.

    99,98% is quite an assumption. Is 1 survivors staying at the gate, you count it as 4?

    There is still the different that killers can just push them out, 4 survivors on the ground cant do anything. I dont waste Killer time, as I just push tbagger out and they cant waste mine. But what I cant control? Yes. 4min bleeding.

    Its not karma when most survivors get slugged are those Solo that dont deserved to be slugged. Those bully survivors (who are "deserve" to get slugged) dont easily get slugged to begin with.

  • @sulaiman said:

    I like the idea, basicly because i proposed the same idea about 3 years ago.

    I had some slight adjustments, however:

    The first hook on each survivor lowers the gen speed by 20%, the second one only by 10%, but if a survivor dies, all remaining survivors get actually a speed buff, to compensate the lost manpower.

    By that, it would be far better for the killer to hook every survivor once, then a second time, and then start killing them, which greatly helps against camping and tunneling. (it might incentivise slugging, however, but there are perks for that).

    The overall gen speed and of course the speed lose percentages would have to be adjusted for a good level, but i think this idea is still valid.

    It still doesnt fix the first hook still cost 3 Gens. People's mentality think how fast the first 1-2 Gens done will think the remaining Gens will be done with similar time taken.

    If the first 2 Gens done in 2min, people usually think 2 more Gens will be done in the next 2min, which they get the stress.

    I believe, if the first Gen isnt done so fast, they will get less stress and the feel to tunnel.

  • @TheWheelOfCheese said:

    I've said this in other threads, but any incentive not to tunnel needs to be as effective as removing a survivor from the game or most killers who tunnel will continue doing so.

    If someone is intending to steal $20 from you and you offer them $5 not to, do you think they will accept that?

    4 survivors alive have 75% Gen strength. 3 alive have 133%. 2 alive have 200% is what I can think of.

    4 survivors are strong, but 3 are so weak. They drop-more than 50% of Gen strength after 1 survivor dies, rather than just 25%.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427531#Comment_3427531

    That sounds like free pressure even with the basekit unbreakable

    You will be able to hook at least 2 survivors in that situation

    Until picking the 1st survivor have flashlight saved by the 2nd survivor and they continue doing so. Downing 1st and 2nd, pick the 3rd, 4th flashlight save. What are you gonna do next? Trying to down the 3rd and 4th survivor? Or picking 1st and 2nd?

    Its a loops. There are team that dont want to do Gen, just flashlight with Head On. Free Unbreakable isnt a way.


    Again, killers who slug for pressure (not Nurse slugging game) is not a problem, killers that make survivors bleeding on the ground for 4min, or slug for 4k are.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426901#Comment_3426901

    Why are 3 survivors downed and no one on the hook in the first place?

    Oh yeah, the killer is slugging, and we are literally discussing something to counter that

    1 down then 3 other surrounding killer with flashlight, what's killer going to do? Pick the down survivor up and flashlight save? Or try to down them all and then the 1st, 2nd survivors Unbreakable?

    Im trying to create a scenario where survivors can abuse if 4 survivors down gain free Unbreakable.

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427290#Comment_3427290

    The number of kills is not equal to the number of victories

    you do not take into account the fact that there are many stupid losses, for example when some survivor afk or kills himself on 1 hook

    and even so, there are some maps where the overall level of KR is 40%

    Well the number of no kills is not equal to the number of losing...

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