C3Tooth
C3Tooth
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Start with all traps in his hand is more insane than without.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426862#Comment_3426862
I prefer the unbreakable when all survivors are downed
Again, your suggestion just incentives slugging even more
If survivors gain unbreakable when all are downed. Lets say Meg, Clau, Jake downed, Dwight runs around killer with a flash light:
- Dwight asking to get hit and down, making his teammates to get use of unbreakable
- or picking one up and possibly getting flash light saved.
Many slug killers play slug to gain pressure. Its difference to killers who slug because they want to toxic on survivors.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426615#Comment_3426615
A give up button is an incentive for killers to slug
Give up button should only available when all survivors are down, so it gives survivor ability to skip if all of them being slugged, but not letting the 3rd survivor gives up for hatch.
With the button or not, killers who slug will slug no matter what survivors have in basekit.
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@KateMain86 said:
Its not that its fun, its that its about the only way you can get any real benefit from boil over other than your team taking hits to buy you any wiggle time. The hooks in this game favor the killer. Wiggling off is rare, even with perks that help you do it. If the survivor knows they can have a better chance at using the perk successfully by distancing themselves as far as they can from a hook then they will do it. Try not to focus on survivors who do this and they'll either have to eventually go back to objectives or do nothing to which you'll win anyway.
It should requires at least another teammate with Sabo, Breakout and a body block hit to let you wiggle out. Boil over alone should never let you easy escape.
To OP. I tried to Sabo a hook, blind killer while kicking pallet with Residual manifest and act like I making a mistake and down, combined with Boil over, in Lery map. I never get a single wiggle out. Honestly with that specific builds, my goal is only to get the build works once per match. So yes its fun.
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@Nun_So_Vile said:
Yui is cute
THE URGE TO POST DRAWINGS...
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Myer's perk really should have Obsession condition because of how his perks are to 'play with his obsession'.
Perhaps hitting Obsession by anymean will make other survivors get 10% debuff for 60sec, and have a cool down of 90sec? So the perk still encourage to keep Obsession alive, but will slowdown other survivors.
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Basekit BT is what it make survivors think they have a chance to go for unhook. Which sometime 1K may lead to 2-3K. Without basekit BT, survivors will just leave.
I use 4 End game perks as killer, I always use the hooked survivor as a bait and even leave hook to get Rancor survivor and activate Blood warden. I would be disappointed when their 3 teammates just leave the match.
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Knight put a "drone", effective at 3 Gens.
Whats can go wrong with another Knight with 4 drones?
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Myers is the only killer that instant mori me at 3 Gens and I will not complain.
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DS need to be reverted of even basekit.
3rd health state against fair play killers should never be a thing. After double nerf of DH I still think Devs were generous.
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You have no idea how excited I was with 6th anniversary.
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@Sylhiri said:
The longer a match goes, the more of a chance the killer will kill survivors, thus there is no incentive for survivors to do anything that not decrease their time in the match. Aka, survival.
Thats the flaw in design. The gaps of strength between 3 and 4 survivors is too great. Not mention limited in resources.
Its either 1 second of chase, that title connected to title and double pallets, that exchange to 3 seconds of Gen.
Or holding W until getting hit in a few seconds, that exchange to equal second of Gen because teammates died.
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A pleasure for Trapper.
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@Bartlaus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420893#Comment_3420893
Trapper is a beast and should be nerfed? Agreed!
Yes, and they nerf Trapper every map update.
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@Marc_123 said:
If the team is efficient and brings the good stuff (BNPart, Tools, Prove Thy) gens can be pretty fast.
Some killers get their chances only when 2-3 gens are done which can be very discouraging.
If you can´t get into the down/hook snowball or they loop to good there is no real chance for most normal killers.
If the killer is efficient and brings the good stuff (instant down, iri, favor map offering), kills can be pretty fast. And no real chance for most normal survivors.
Its obvious that things go for both sides...
Equal skill and equal investment, who try harder win the game.
Equal kill and equal try, who invest more win the game.
Who try harder and invest more will beat the better skill player who dont try hard and dont invest.
Its easy to invest as killer to win, play top killers with double purple/iri addon and map and chance to win guaranteed. For survivors, a 3 people SWF can be screwed by a random who just play for fun.
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@brysoles said:
I’ll be honest: If I start the match with heartbeat (happens every ~5 matches) and I get downed within seconds ingame I don’t wanna play. I don’t even try when the killer directly chases me 2 seconds after spawning. I can’t remember spawning literally next to the killer was a thing in the past. Last week I had a match where I saw the huntress in the camera animation at start. Nah thanks.
I think chase should start within 15sec into the match. Sometimes 4 survivors spawn at 4 different place, which easily have 1 of them close to the killer, especially if they have Lethal, chase would start instantly.
First down early is fair for me if Killers not try hard. Other than that facing against tunneler/camper is a guarantee defeat.
As long as tunneling and camping still in the game, I dont blame people suicide on first hook after early down.
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I dont main Pig but I draw her sometimes.
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@Green_Sliche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420971#Comment_3420971
It is balanced exactly around solos, this video shows it's not balanced around SWF or more organized team with voice. Information perks for survivors would not exist for solo play if it was balanced around SWF because they would be simply redundant when survivors would already have means of sharing information with each other. Hud is an attempt to bridge SoloQ and SWF, but it's not doing much because SWF is about voice communication which many SoloQs refuse for plenty of reasons. Hence why SoloQ people may pick perks for information but stacked SWF will never do that.
How do you balance a game where the opposite side can either bring a pebble or a boulder?
How do Devs balance how long a chase should be, when 1 minute chase is either half a Gen or 2 Gens?
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@Green_Sliche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420908#Comment_3420908
SWF should not exist in the first place. Game was never balanced around them. The worst part is game is still being balanced around survivors all being SoloQ.
SFWs don't need hud because they have voice. They can just tell each other where they are and share other info. This kind of activity should not be possible neither for SoloQ nor for SWF ( there are survivor perks for such things ), but guess what - nobody will do a thing about it. Survivor fun is and will be the most important.
SWFs hinder killers and make them have lower kill rate. If SWFs should not be a thing, means current average kill rate at 61% will be a alot lot higher
Which mean, Killers will get further nerf. I dont think you want that?
So...do SWFs be struggle and need HUD, or not....?
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@Green_Sliche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420903#Comment_3420903
Hud should not exist. Efficient survivors don't need hud to know what they should be doing. Yet it was introduced so struggling survivors could ''coordinate'' better. Might as well give survivors permanent Bond Perk that works globally. Go ask SWF on discord how useful hud is to them.
- Efficient survivors don't need hud, it was introduced so struggling survivors could ''coordinate'' better
- SWF on discord how useful hud is to them
So SWFs are not efficient ?
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@Green_Sliche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420889#Comment_3420889
Cut this bs please. Why don't survivors play efficiently without icon hud and basekit perks? Apparently it's ok to give them these tools but if killer does struggle in any way then it doesn't matter. 4 people had fun. 1 might as well endure and move to the next game.
I can explain, but I dont think you would like to listen. Because the reason why HUD exist is really obvious to even ask why it should be a thing.
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@NotAnotherDoctor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420877#Comment_3420877
2K that I got by facecamping and tunnelling because how the hell else are you supposed to compete with that?
Well...
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@Pulsar said:
Okay, what exactly is your point?
2 BNP and still 2K means killers are strong?
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For me, it should have max stack of 6, since killers have 2 stacks as basekit. And thats it.
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Ugh....the urge to post alot of drawings.
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@IWasLeft2Die said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3419726#Comment_3419726
For the record, I'm not talking about the game balance as far as what results should be the case. I'm saying there isn't much reason for killers to engage with gens now which leads to killers focusing on killing survivors almost exclusively. You could run builds that focused primarily on gens (I did that a ton before) and still ateive to get kills over the course of the game. Now gen defense is pretty minimal. I do disagree that killers as a whole didn't engage with gens in the past (there were always tunnelers and campers before and that will always exist to some level). Now there is very little reason to not do that. Hexes aren't used much anymore and can't be defended, gens can't be defended meaningfully, boons aren't used much and can't be stopped consistently as the killer, and so all you are left with is killing now as the killer. You don't have secondary objectives now. I liked when perks like pop or hex ruin were actually a threat but now neither really matter (along with a bunch of other perks and secondary objectives for both sides).
For "what a killer should aim for" yes I agree killers ought to shoot for more than a 2k to be beyond a tie (3k should be the goal of a killer) but there should be more emphasis on secondary objectives for a killer but they just aren't really a thing anymore
The game should be balanced around 5v1 in the e first place because survivors should at least have a chance of 40-50% escaping. Aim for 2K is only a tie, aim for 3K only make it pointless to do Gen but go for hatch.
If it was 5v1, 60% kill rate means 3K out of 5 every match always feel like winning to killer.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3419137#Comment_3419137
This will be a great buff to Trappi Boi
https://us.v-cdn.net/6030815/uploads/HNUG0Y2WW5CT/img-2838.jpeg
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418638#Comment_3418638
And i am wanting 5 vs 5 mod. Which means every team will have 4 survivors and 1 killer.
Teams will have blue and red lights. Objectives will be same except the gate part. If blue killer kill all red survivors before red killer or blue survivors finish all gens before red survivors, blue team will win.
And yeah, each team will have their own generators, hooks, totems etc. Maps will be bigger ofc.
It sounds really fun...
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@Piruluk said:
Trapper is fine.
Its like saying Sadako is trash, yet she has very high killrate at low and high MMR too.
His basekit is relatively fine, but he needs alot of QoL, not straight up buff.
Eyrie is pretty much makes him a true M1 killer. No power. Garden is close to second. Many realms need more grass and fog. New Red forest is pretty good.
Traps spawn at very corner in Swamp and Borgo. Many times I cant pick it up because it takes too much time.
Only those 2 fixes and I would be content
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@Killing_Time said:
Start with all traps, make it harder to escape traps, traps can't be disarmed, faster set time, if injured trap downs automatically.
It sounds like the 2nd Skull merchant.
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@Mooks said:
I find it weird how people still talk about the weakest killer when there are so many contenders that half the roster is constantly called the weakest killer..
lowest killrate has Nurse - that probably hasn’t change considering her skill floor. Trapper still has great snowball potential.
Its either 1 survivor with hack or something idk, but no matter where I setup traps, even on dense grass or places that completely hide traps, they're still able to see and disable all of my traps (they dont follow me, and dont have map).
Or chasing someone injured and randomly another trapped nearby. Suddenly 1 busy self healing, 1 on hook and 1 going for unhook while I chase the last one that possibly get trapped mid chase soon after. Its really hard to make a come back from that just with 2 well placed traps.
Its rare to have in between.
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- Start with 2 traps
- Able to carry 2
- Able to reset traps
- Traps get darker
- Traps number from 5 to 8
- Traps escape RNG is more harsh to survivors, but its fixed to 6 attempt.
He got alot of buff over time, but at the same time, map rework and new maps also kick him real hard.
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@sizzlingmario4 said:
On its own, I really like using it. It's actually a very fun perk and feels rewarding if you can hit multiple consecutive great skill checks. But its synergy with Stake Out is too strong and shouldn't be a thing as it goes against the entire point of the perk by removing the need to be precise and accurate at skill checks to get value.
It should work together with Skate Out, whats the point if skill check perks dont work with each other? Only toolbox need a rework. And perhaps Hyper focus should fixed with 2% on Great skill check instead. The perk is really bad for casual but insane for people who's good with skill check.
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And a killer match after, it was a blast. My goal is not get hook killing, but BW kills, best feeling.
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My first game ever as survivor after the patch, only to test visual TR. Camp early survivors to death, slug the 3rd to death for 4K. Never again.
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I think that so many killers are used to have 4 slowdown to prolong a match for so long that survivors will drain all their resources, where they can only W as the only option in chase, and reach to MMR they should not be. Now no more slowdown and the game become so hard for them that they're forced to tunnel.
For survivors the nerf of DH and Coh also affect survivors who relied on it, and also those who dont. Many times I was able to escape just because my teammates use DH or Coh to let my heal and make chases longer so I can finish the last Gens.
The only players that not really affected is Killers who dont try hard for 4K (no slowdown and tunneling as I always do). I only play killer after the patch. DC is rare for me because I play fair. Play as killer is alot better for me.
Playing survivors is that if 1 dies even at 2 Gens left, its really hard for other 3 to escape (except the last 2 Gens are half way done). Which is one of the two reasons why survivors DC if they down too early. There should be a mechanic where 1 survivor dies dont lose so much strength for the team.
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@Milo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418038#Comment_3418038
To be fair, MoM Block is also a stronger than Endurance since it activates even while deep wounded.
Taking 1 protection hit and able to escape 1st chase. Taking 1 protection hit and able to escape 2nd chase. Then taking 1 protection hit into DH into MoM. I dont think average survivors able to pull it.
Or forcing yourself to get double protection into first hook, and another protection hit on purpose to activate MoM is easier (than the first case, but still not easy). And this is what I do to get MoM value because I dont use DH ever.
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DS should go back to 5sec, and disable if healed. So there is no healthy survivor going back to body block twice because they have DS protection.
Endurance is a strong status, MoM requires 3 protection hits, I dont think its ever possible to ever get 2 MoM activated in the same match. DH can, so its fair for me.
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I wish there were Yuied Rin and Rinned Yui skins...
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It should be reveal around Gen, not killer.
Otherwise, its annoying but not op. Its just survivors used to hide behind walls when TR comes for 6 years. A habit that really hard to beat.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416974#Comment_3416974
It was my exhaustion of choice from the moment Jonah was released. I've dropped it now because of the healing nerfs.
Which...also lead to Lucky break nerf because of 8sec less of the remaining charges.
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@Saiph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416258#Comment_3416258
Syringe taking 24 sec instead of 16 sec is irrelevant as you can do something else in the meantime, so you're not losing any efficiency. Meanwhile all medkits have had their efficiency nerfed by 50%. So comparatively, the syringe is now 1.5x more interesting than before. BHVR thought "Let's multiply all the numbers in the description by 1.5x and call it a day", unlucky that's not how math works.
You find them at 15sec mid syringe healing?
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Instead of starting with 11 characters (7 survivors and 5 killers), I would like new players to have 2 characters (Dwight & Trapper) and have 90.000 shards to buy their 9 favorite original characters instead. That way we will have more diversity in characters at low MMR too.
And starts with 1 mil BP for them to instantly dunk on a character to prestige 1 for teachable, or play as their wish (have 1 mil BP to have a choice that either play to gain more, or prestige a character before get a few perks before their very first match
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@Saiph said:
The best part is that the 2 things that made medkits actually busted aka. Syringe and Styptic, were NOT nerfed and are now comparatively even stronger than the rest. It is truly astonishing how half the patches manage to "fix" the things that aren't broken and leave the actual problematic stuff unaddressed. Average survivors are going to get very hurt by this nerf while those who know what they're doing will equip these addons 24/7.
Syringe used to heal a dying survivor to healthy in half a second. Styptic heal an injured to healthy in half a second. So yes, they were nerfed once.
Syringe now self healing without do the healing action, except the self healing from 16sec to 24sec, which also affect Syringe that takes 24sec to auto heal, not 16sec. So yes, its nerfed twice.
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@Aven_Fallen said:
Did you run a lot of Slowdown before the most recent patch? Especially Call of Brine and Overcharge?
If this is the case - well, you need to adapt. You got into an MMR-Range where you simply dont belong, but ended up there because your use of Slowdown enabled you to win games which you only won because you prolonged them enough to drain all the ressources of the Survivors. And you did not drain those because you played well, but because it took so long for them to complete Gens.
You will not be the only Killer player who has this issue right now, many got carried by Slowdowns, but think that they are actually good if they win a game in 20 minutes.
IF MMR is working correctly (haha), then you should get more reasonable opponents after some more games.
I was always telling that.
I dont use any slowdown, not try so hard to get as much 4K to keep my MMR correct to my skill. The whole slowdown nerf litterally doesnt affect me.
If anything, Coh & DH nerf with 24sec self heal are big buff for me as killer.
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@AVoiceOfReason said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416124#Comment_3416124
Its not 2 seconds. Its much higher. Stack that with other gen perks, plus a toolbox and a BNP makes a difference. All of those are factors. Not including Great skillcheck bonuses. May not be much, but they do add up.
PT alone is never a problem, other perks alone also is not the problem, the stack of many of them is. I would be fine if BNP getting removed, or that Toolbox can only sabo hooks and cant boost Gens (but definitely a Brown toolbox should be able to sabo 3 hooks instead of 2.5)
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Hiding from killer is actually fun as survivor...
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@GannTM said:
To answer the question of the post, definitely Spirit and Artist, my two favs 🙂
I can't hear what Spirit says













