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C3Tooth

C3Tooth

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C3Tooth
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  • @birdnippies said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3415466#Comment_3415466

    Sounds like you want the perk to basically do nothing. The entire purpose of sloppy is to make healing take longer. That's the core of the perk. It's an amazing way to help hit and run playstyle which was almost impossible in the last meta. It's finally back as a viable way to play a killer and I think that's great. It opens up new killers and more interesting games. Get safe and heal. As survivor I always bring COH now because if my teammates run into the circle we get a free "we'll make it". Sloppy is only especially difficult if you were used to ducking behind a corner and healing within terror radius. Go get safe and put some thought into recovery now that you can't just use 1/3 of your green med kit to heal right in front of the killers face.

    Can you list the difference between live version and my suggestion?

  • @Xxjwaynexx said:

    So nerf all gen regress first and then your wanting to nerf sloppy the main counter to healing which if your good at the game is still really strong. Sloppy is fine it's mostly used for hit and run builds which are high risk high reward at best. Anything can be oppressive when the player(s) are better than you.

    Not a right comparison.

  • I think the "percentage" debuff should go. 25% on 16sec isnt much, but 24sec is. It should be a fixed number at +4sec.

    For Haemorrhage, the constant regressing is too much, getting found means you lose all progression. Which your medkit will be completely wasted. I think Haemorrhage should make it if you stop healing mid way (or missing a skill check which also pause the healing), the progression lose 33% of its current progression.

  • @AverageKateMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3415370#Comment_3415370

    Also nice art. But quick question, how did you know I like that outfit a lot?

    Oh its from an old commission I got, I just reuse old arts and post around here.

    image.png


  • @AverageKateMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414839#Comment_3414839

    Yet here you are coming for me when I never said anything about nerfing killers. Weird. In other words, picking fights when no one was talking to you 💀

    @Cynwale said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414825#Comment_3414825

    I cannot tell if that's some heavy hypocrisy moment or not...

    I hope you're not one of those toxic survivors that complain about Killers every single day, cause that would be disgusting.

    image.png


  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414517#Comment_3414517

    I know, Im telling you why I think they are bad ideas cause they limit the freedom of ways the Killer can play by actively preventing or putting in little mechanics to actively make those strategies harder to do. I don't want to only play one way or have made the "official good way" the only viable strategy.

    The way I would fix tunneling/ Camping is with new mechanics, turning those things into gameplay with counter play options.

    https://forums.bhvr.com/dead-by-daylight/discussion/373619/bhvr-should-solve-camping-and-tunneling-by-adding-counterplay-gameplay-elements-to-the-game

    At least that sounds way better to me, than limiting choice and agency.

    I understand you're aiming to make tunneling to have more counter to make the game interacting, but it would only work on SWF, I play Solo only and doubt teammates can coordinate tackle killer to save me.

    @BlightedDolphin said:

    Interesting ideas but this would just encourage killers to slug and not kill anyone to keep the gen penalty up.

    I've thought of that, but the number can be changed.

    To be fair, if killer is already 8 hooks and 5 Gen done, they can last hook someone (assume Gate powered only after finish sacrificing which takes time), with basekit BBQ, Killer can easily find another survivor to make chase, slug and go for the 3rd one (assume base Totem that show survivors' aura after Gates powered).

    My ideas would never waste killers' time in finding survivors, ever. Keep them start new chase instantly.

  • @Emeal said:

    There is no way we can get all of these within years. and I hate these suggestions on tunneling/ Camping.

    It just makes Tunneling too hard as a strategy.

    We should push bHVR hard on one of your ideas tho, I think the most important rn is

    • Gain simple command chat stamps: Im going for unhooking ; Im going for killer's objective....

    Survivors need this 100% even if SoloQ don't need more help. Its QoL which is still needed for Survivor.

    My point is to completely remove Gen rush, tunneling, camping. And certain they would only soften it, not removing.

    Im not asking for any of these to happens, only to tell my ideas.

  • @ShroudedGhostFace said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414340#Comment_3414340

    You said you want to have 80 second gens and teleporting hooks, what do you mean the DS is the only thing survivors would get? Lmao.

    To combat tunneling, why not basekit OTR or basekit Guardian? I think Unbreakable should probably be buffed too. Your teleporting hook idea is really interesting, I wonder how much of an impact it would have

    You said you want to have 80 second gens and teleporting hooks, what do you mean the DS is the only thing survivors would get? Lmao.

    Let me retype for you, again, read slowly:

    • Gen time decreased to 80sec
    • Increase the Gen spawn to 8

    4 alive requires 6 Gens -4 alive requires 6 Gens -4 alive requires 6 Gens

    Im not good at math, but 90x5 is definitely < 80x6


    To combat tunneling, why not basekit OTR or basekit Guardian? I think Unbreakable should probably be buffed too. Your teleporting hook idea is really interesting, I wonder how much of an impact it would have

    OTR can be disable with hit off hook. Its already a thing with basekit BT.

    • After hooked, Entity shows up and spawn survivor to another hook (like PH's cage), disable when 5 Gens done

    Disable when 5 Gens done -Disable when 5 Gens done -Disable when 5 Gens done. Edit: it should be disable when Gates are powered.

  • @ehe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/374050/my-wish-list-on-basekit-change

    Most of this is alright with me, except a few things.

    • killer gate spawn mechanic would make it too easy to pinpoint killer location
    • the hook teleport just makes the game more annoying for the killer. I get its to nerf camping entirely, but sometimes camping is all you can do (endgame, all gens done everyones alive etc). We shouldnt remove a strat just because its being abused.
    • 8 gens is too much for plenty to patrol
    • The 2+alive survs punishes killer for winning, even if not tunneling.
    • Basekit DS? Absolutely not. Anti tunnel or not, thats absurd. DS is already a free second chance against non uber mobile killers with the only counterplay being to not pick (which is good, combats tunnel). This on every survivor? On every hook? just no.
    • Surv chat stamps - too much info, and unneeded. SoloQ might be pain but removing the lack of info the games built on isnt a good idea.
    • Killer power bar insta cooldown - Blight has to wait like, 16 full seconds just to play his killer. poor ghostie too, and all the other long cooldown killers. Theres a reason only killers like sadako and dredge have this feature, bc the game would be too easy at the start otherwise.
    • Surv auras after hooks - theres not really a point to this. Tunnelers will tunnel, and people who dont still won't. Kind of punishes the survivors playing the best, by having their location revealed because their teammate lost chase.
    • Gen time decrease combined with a near total lack of regression perks, no thanks.
    • Special totems really don't do much and just complicate the game for no real purpose. Should just be a perk.

    You read so many thing wrong. so...many...thing...wrong.

    I mean, I dont even want to point out what's wrong and how wrong it is.

  • @ShroudedGhostFace said:

    You want me to start the match as Ghostface with my power on cooldown? That sounds terrible, so that’s a big no from me.

    30 seconds of Corrupt isn’t going to do much for weaker killers but will break the game for strong killers like Nurse, Blight, or Spirit.

    DS doesn’t need to be basekit, it just needs to be buffed. If DS is basekit, a slug meta will probably happen.

    Some of your ideas are cool and could make for some really interesting gameplay but there’s a lot of them I disagree with.

    The only thing survivors get in my idea is DS and it isnt a good idea…

  • @[Deleted User] said:

    https://us.v-cdn.net/6030815/uploads/RL2U5B3ZJRKE/screenshot-from-2023-04-28-11-01-39.png

    Here's a visual aid to illustrate why it's difficult. The red area is the 3 gen area that the Skull Merchant will never leave for the duration of the match. The white area is the area where all of the other gens are. The Skull Merchant will never enter the white area and will never leave the red area.

    The best way to counter it is to be in a full SWF and stack Potential Energy and Prove Thyself. Farm Potential Energy tokens in the white area and dump them onto gens in the red area all at once. She'll never realize what's happening because she can't see anything in the white area. Skull Merchant cannot cross the electric fence barrier of the red area. Their game uninstalls itself. Take advantage of this mechanic.

    She has a 3 Gens target

    image.png

    By coordination and hard work for Solo, they're able to complete 1 of them. Guess what?

    image.png

    SM targets another 3 Gens : )))

  • @DemonDaddy said:

    If they don't chase then the team can litterally tap the gens to victory.

    Unless survivors stack 80 token of Potential Energy, just for SM just about to leave a target Gen, then 4 survivors complete it before she can return to that Gen, then yes, it work.

    After that, a Gen can completed before SM can make a 3 Gens patrol rotation will lead to Gen speed complaining.

  • @ironblade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413818#Comment_3413818

    Nobody is making you the bad guy here. I want to understand why someone that played Dead by Daylight since Alpha don't understand that exhaustion perks are a huge problem in this game. Dead Hard has been finally nerfed after so many god damn years of agony but survivors have already adapted to it and now they use it again especially in high MMR. Adrenaline is now the new meta and since gen rushing has been at full speed, and regression perks has been nerfed (except for Pain Resonance but whoopdiedoo it only has 4 uses for every unique survivor and by that time, 3 gens has already been completed + you have to go to that specific hook to activate it), you can see all their injured to healthy state, or from dying state to injured state.

    I thought killer mains and survivors mains come for argument, but I feel you've gone abit too far.

    There are many wrong things I can point out on your part, but I feel its pointless to tell after reading. Good luck to you being on the forum.

  • @Halloulle said:

    got a screenshot or video? - Cause by the sounds of it this is either an extremely niche build where someone got lucky*, a cheater or your perception of time was off during that event. Out of those three options the latter two seem the most likely.

    *Having a good medkit, Botany & Desperate, Resilience and a nearby surv with Leader would come to mind.

    Someone create a scenario:

    • where 3 teammate died
    • the remaining survivor with 27 stacks of Fast track
    • with Commo toolbox and BNP
    • Killer being nearby
    • to have 4 stack of Skateout + Hyper focus
    • being injured with Resilience

    To prove the point of alone Gen finish in 40sec...A scenario that never be a thing in real matches.

  • SB exist since the release of DBD with Meg being 1 of the 4 original.

    The perks is problematic to you actually...not to the game.

  • @Steakdabait said:

    I think they're fine but i hope in the future bhvr adds more unique action exhaustion perks like head on instead of just "after X action move fast"

    Head on is still require an action, jumping out from locker.

    Except SB, all Ex perks require something to trigger. Its just not much action in core gameplay, theyre out of idea with unhooking for speed for Renato…which later changed because its really bad.

    Whats else in the future? Complete a Gen to sprint? Open a chest to sprint? Open a gate to sprint? Finish a healing to sprint? Success a flash light blind to sprint (wait, this is a good buff for Haddie)

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412991#Comment_3412991

    I love when bad perk design is band aided by other perks and addons, also there isnt any actual counterplay to them besides just holding W to catch up but that isn't even a counter, you're still gonna take much longer to catch up which is the whole point of the perks

    Perks are designed to counter each other, some perks counter Killers' powers, some Killers' addon counter survivors' perks.

    Iron will and Stridor (at least used to be)

    Appraisal and Hoarder

    Power Struggle and Twins

    Technician and Doctor

    The whole set of Laurie's perk to be the last survivor standing and Myers' perk to leave her the last to be killed

    Wake up and Remember me

    Diversion and Spirit


    So yes, they're mean to band aid each other.

  • @C3Tooth said:

    I like how new Killers have multiple action in their basekit (especially Oni, PH) make them more than just pressing M2 to use power. As rework Freddy & Doctor gave them 2nd ability.

    I would like to see Killers rework will have more ability rather than just raw buff. Here is my list

    Hold M2 to ready to throw bottle. Click M1 to high throw the bottle. Or Release M2 to roll the bottle, +30% max range and speed compared to throwing.

    https://us.v-cdn.net/6030815/uploads/I4EU700P9N57/image.png

    2nd ability One: Clap bottles. If Clown has 2 or more bottles, he can clap them to make big gas cloud that +75% bigger larger radius

    https://us.v-cdn.net/6030815/uploads/GNKE8DEVSCLC/image.png

    2nd ability Two: Sniff bottle. Clown can use a bottle to sniff and gain 5% haste for 20sec.

    https://us.v-cdn.net/6030815/uploads/NAQ54N7PCIUI/image.png

    2nd ability Three: Balloon. Clown can tie a Balloon on a dying survivor, makes them easier to track later.

    If survivor not untie the Balloon, they are easier to be seen.

    Success hit or hooking survivor will cause it exploded (so this ability requires slugging). Survivor can self-untie Balloon for 8sec, or another survivor helps untie Balloon for 4sec, Balloon will also exploded after and cause noise noti to Clown.

    https://us.v-cdn.net/6030815/uploads/BOPXL794YZZL/image.png

    If you can spend a visit..

  • I active there for years, now its all AI posts.

  • I heard that RNG will throw you to harder map if you're keep winning. Is it the same to number of pallets?

  • Bathroom is deathzone for Trapper. Have it open would hurt me alot : (

    Its totally up to Killer can open the path or not. Having it closed benefits killers

  • @Rovend said:

    Since the recent nerf of coh, boons in general are weak. If anything, they should probably buff the weaker ones so they can be used outside full totem builds.

    The effects are decent on each of them, its just their range is bad.

    I would turn down Coh to 50% speed boost, and increase the range to 32m, which generally buff other Boon.

  • I used Rancor + Furtive chase, hooking Obsession leads to impossible trading.

    I once against a facecamp Bubba with Rancor and Nemesis with Spirit fury and Enduring. At end game he ate my pallet on purpose and instant down me to Mori. Its the only 1 time I played against that.

  • @KenwanObinobi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301256#Comment_3301256

    There are 2 windows intertwined on the first floor of the building, played together they create a complete infinite and bamboozle lock only one window.

    Dunno why the devs are still releasing maps with such loops but hey guess what, they have needed 6 years to fix the houses of pain so... they will fix this in 2029 :)

    Hands me your shovel now.

    image.png


  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409376#Comment_3409376

    .....I'm interested.

    It's canon-compliant. Yui already has a shirtless model in game!

    Spoiler Spoiler Warning ▲▼

    Incase you didnt know, I sent you links in your profile

  • @Sonzaishinai said:

    I wonder what would happen if we changed the end screen result to work on hooks rather then kills.

    So for example

    0-3 hooks: entity hungers

    4-6: brutal killer

    7-10: ruthless killer

    11-12: merciless killer

    Just change that and nothing else. Would it really change peoples playstyles? That would be really interresting if it did

    When the game is balanced around hooks...

    image.png


  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410726#Comment_3410726

    Hard to say because there's zero transparency with matchmaking. I know my killer games are either very difficult or a 4k at 5 gens with very little in between. It's possible they messed with messed with something behind the scenes. Or there's a bug they don't know about and we can't alert them about because we can't see anything. Hidden MMR is freaking awesome and great for the game.

    I had 1 match before that comment, a Kate that cant even W, Ace was predictable. I slug them after 2 hooks and only kill when 5 Gens done.


    And 1 match after that comment, it was a 4men squad with 3 purple flashlight, multiple Head On and DS with Quick Quiet + DH. They decided to toy with me after 2 hooks and 3 Gens done. Toying was too long that 1 of them die when still 3 Gens done (I didnt tunnel but they kept running toward me for flashlight save and 1 made mistake and last hook).

    EGC, 1 on hook, they managed to save and run to Gate but there was 10s left of Blood warden. They ran back to a jungle gym title near by, down 1 of them, I picked one up and other 2 ran to 2 different direction to flashlight save, only for both got trapped (it was Honing stone that they didnt know the whole game, felt so big brain at that moment) and down them both. Game end in 4K.

    It could be an easy game for them if just play normally and escape. It was a challenging match, no tbag. But I bet it would make many killers here raging.

  • @[Deleted User] said:

    Game that made me turn DbD off for the weekend. Haven't played since Saturday:

    Midwich against Oni. 3v1 with 1 gen left. I haven't been hooked yet, so I act dumb and show myself out in the open. Oni takes the bait and powers up. I figure I'll run out enough of his power to buy time for the last gen. I ended up running out his entire power around 2 pallets in a confined space. But my teammates did exactly 10% of a gen between 2 players, so we lost. Exit DbD. Do not open DbD for 3 days now. Why even claim to have SBMM at this point?

    I think middle ground survivors quit the game?

    Because survivors I play against is weirdly...bad after the update. Or a squad that disable my traps at most impossible place to see.

  • I usually try to keep my MMR stays, without Coh and DH my games are definitely easier. Hearing people complain about Solo, Im not even dare to play a survivor match.

  • @Pulsar said:

    Healing nerfs.

    DH killed off.

    Med-Kit nerfs.

    CoH massively nerfed.

    Those were all THIS patch.

    DS got killed.

    Less distance on hit.

    DH's rework.

    Gen times increased.

    I could keep going. The game is pretty balanced at the moment, if anything, it's slightly Killer-sided.

    Hold it, let them cook.

    image.png


  • He's busted alright

    image.png


  • @Phasmamain said:

    Tbh unless there’s 1 gen left the game is over at 3 in most cases

    But yeah 2 is just whoever is willing to die to give the other hatch

    I realized another problem of the game is 4 survivors alive are too strong but 3 survivors are too weak. Reason why tunneling is always the strong strat.

    I really think 4 survivors alive should do Gen slower (75% may be?), and 3 survivors alive should do 133%, and 2 do 200%

  • Hitting the healthy unhooker makes then injured.

    Hitting the BT unhooked survivor makes them deep wound.

    Deep wound is easier to chase than injured. Because of the dark overlay effect.

  • @UnluckyDucky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409309#Comment_3409309

    FR tho T_T. like i always run deliverance, i could literally be in the farthest corner, no scratch marks, WITH DISTORTION and the killer just pops out of the trees and finds me, and i get first hook. like.... y tho.

    A Doctor had first chase with Feng, Feng passed by my Gen, we both ran away, then Feng went right and I went left. Doctor decided to chase me after that. I had Deli.

  • @Iron_Cutlass said:

    Is there a version were the men are shirtful instead of shirtless?

    (I dont know if this is rude to ask, Im just wondering, I dont mind either way personally, since your art is amazing.)

    No, this took too much time to make multiple versions.

    @Pulsar said:

    When will we get the full Shirtless Roster?

    Who shirtless are you looking to?

  • Must be aura perks.

    Survivors are so used to hide away from Gen when TR starts, and No where to hide show their aura after kicking the Gen.

    Darkness reveal you anywhere on the map because of lockers everywhere.

    On my case, Rancor.

  • @KenwanObinobi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407410#Comment_3407410

    Will you post this screenshot everywhere ? Don't you understand it doesn't mean anything, no one know your MMR so out of context a random screenshot, means nothing...

    As i told you in the other threads, getting 3k with a trapper without good add-ons and without camping tunneling is impossible against good players.

    Well your other reply got removed, and I forgot I posted.

    To be fair, high MMR doesnt matter to me because I know Im not Otz and should not play against people like Ayrun, I never use 4 slowdown and tunnel to bring my MMR to place I never should be. So the whole slowdown nerf really not affect me.

    I dont play for kill, but like let all survivors live to toy them with end game build. The missing of Coh & DH (as in image) makes mid game far easier for me. Thats my POV as killer this patch, certainly not apply to killers who used to 4 slowdown.

  • @HugTechLover said:

    How does SWF destroy solo q? Lol

    I do not see a correlation at all.

    10% of 4 players SWF is what keep the kill rate being "just right". Remove them and we may have higher kill rate, which lead to Killers nerf.

    SWF destroy solo, but they dont think SWF keep Killers not getting destroyed.

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3408298#Comment_3408298

    And often if you read them right you can also get a hit right after they vault on the other side.

    Yes, which is, with Lithe or not, they are both get a hit.

  • The patch is good for me as killer, no DH and Coh.

    image.png

    Seeing streamers said they dont want to play Solo this patch, Im not dare to play survivor yet.

    (I mistake clicked on Post button and made a blank comment below)

  • @MerleDixon said:

    Honestly DH was fine it just needed a pallet restriction and it would be perfect. Now I play against sprint burst and lithe every game and it's so annoying because you can't do anything about it, unlike dead hard

    Technically, you can hit Lithe before they vault windows

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407601#Comment_3407601

    I mean that using a perk slot, and strategizing to not hit the obsession, should be rewarding. The main problem this illustrates is that maps are too dense with pallets. The measly “basekit stbfl” means nothing.

    Im talking about basekit STBFL buff.

    You would like basekit STBFL buff to be able to hit survivor the 2nd time before they reach to a title? Because...

    With most other killers the survivor still makes a structure/pallet.


  • @ShinobuSK said:

    2v8 mode was scrapped years ago and will never come, which is very lucky. If they make a new game mode, I want something less lazy and uninspired as 2v8

    It should not be a mode, all I can image is 7 survivors sit on 2 Gens and each completed in half a minute, and 1 survivor will be instant death once found.

  • I thought BL is unfair mechanic that reward killers' failure.

    But I really think BL is needed to close the gaps between low and high skill survivors. Low skill survivors will down before BL even starts, and without BL high skill survivors will run killers alot longer than Devs want.

  • @MrDardon said:

    Being chased by Wesker and Nemesis as Chris..

    That's gonna end... well.

    Which -tacle would you like to take? One- or Ten-?

    image.png


  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407393#Comment_3407393

    I would have to test it to say. I mean for one thing, you talk about STBFL as if it is relevant. It’s good on a few killers who are able to follow up with a projectile. With most other killers the survivor still makes a structure/pallet.

    With most other killers the survivor still makes a structure/pallet.

    Um...you mean you want survivors should not able reach to another title or pallet after the first hit?

  • @tippy2k2 said:

    Because the game is clearly toast and they have no desire to sit there for 10 minutes waiting for you two to hammer the gens and leave. It sucks for everyone but let's just move on to the next match.

    More often than not, I will let the survivors do that but I've certainly had times where I just said F it and wanted to just move on at that point.

    I understand that they dont want to wait for 10min for 2 survivors to do Gens to escape.

    But I dont understand the need of slugging for 4K for OP's match

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