C3Tooth
C3Tooth
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@solarjin1 said:
Ill have that boi clown permanently block. Shout out TS Myers... he definitely a contender as well
You either block Infinity T3 Myers, or TS Myers.
Or the best killer in the game Scratch mirror Myers.
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They play family time
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@VirtuaTyKing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740947#Comment_3740947
Sounds like an average survivor saying just get good.
Due to the randomness of the game it can never be "balanced".
What it shouldn't end up being though is overly unbalanced to cater for casuals only for it to be a complete joke when both sides are skilled.
Sounds like an average survivor saying just get good.
This line never hurt me, I never admit Im the top player either sides.
If Im matched with a Otz killer and I have no chance to win, its a mismatch, I dont talk about how Devs should balance me around Otz killer. Most killers however, thinking they're the top and want Devs to balance around them and top teams. You matched with a comp team once a week is a fault on mismatching, not the balancing.
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@Eleghost said:
https://forums.bhvr.com/dead-by-daylight/discussion/417503/teleporting-to-hooks
would you prefer the blood lust expose from last year?
I think Expose is better, can deny with pallets. Or a teammate body block(?)
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The event gives killers ability just to instantly hook survivor, cant sabo. Flashlight save instantly hook survivor, cant flashlight save.
Well the only thing they can do is sit on Gen.
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@VirtuaTyKing said:
https://forums.bhvr.com/dead-by-daylight/discussion/417486/i-dont-get-the-logic
Clearly they have never played against a 4 man swf with comms lol.
Sounds like an average survivor saying "Clearly they have never played against Otz, or 2000 win streak Blight"
You can't win doesnt mean someone else can't. Some players are better than others. Its the MMR mismatch you with them, not the balance.
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@Barbarossa2020 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740103#Comment_3740103
Can we punish survs who stand at the exit gates wasting my time as well?
May be one day they make a British killer with perk "Not my cup of tea". That if survivors tbag twice, the exit locked for 15sec for them.
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I dont think theyre nerfed because of most used. But rather nerfing the quad slowdowns.
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@Yharwick said:
It's such a a weird thing to me when people say this to me after I 4k and they get salty. I literally just did 1v4 and won why would I bother to do a 1v1 lol.
It always came across as coming from inexperienced survivors who think chase is the only thing that matters and have no concept of macro play.
Its difference though.
In real matches you may have to take a down and not using pallet to not create a deathzone for your teammates in later chase. You may run into teammates' Gens and disrupt them, give kill free hit on teammate.ect
In 1v1, you can use whatever you want to. You also dont run into teammates' Gens. Often people can make much longer chases in 1v1 (so they can use this to prove you're bad and was lucky eariler). People mistook the chase time in 1v1 thinking its possible in real matches, its not truth.
Though want to 1v1 is really unnecessary.
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For extended scenarios, there may be cases where a good survivor waiting for a flashlight, or no hook, or needed A slug to put pressure that's not a good time to hook. We can not punish these killers because of bleed out killers exist.
It can be fixed by simply a self kill button if slugged for 45sec. And thats it.
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@Caiman said:
Just another thread demanding killers be punished for doing anything.
Thanks for material. I will use this everytime there are complainings about survivors.
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Ultimate weapon
- After care
- Alert
- Any means necessary
- Babysitter
- Better together
- Blastmine's Gen aura
- Blood pact
- Bond
- Boon Circle of healing's injured survivors' aura
- Boon illumination
- Breakdown
- Buckleup
- Chemical trap's Pallet aura
- Clairvoyance
- Dark sense
- Dejavu
- Detective's Hunch
- Empathic Connection
- Empathy
- Fogwise
- Inner focus
- Kindred
- Lucky star
- No one left behind
- Object of obsession
- Open handed
- Plunderer
- Quick gambit
- Red herring
- Repressed Alliance
- Rookie Spirit
- Saboteur
- Still sight
- Troubleshooter
- Visionary
- Wakeup
- Wiretap
- Basekit slugged teammates
- Basekit hooked teammates.
But nah, its only Windows of Opportunity
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@humanbeing1704 said:
it’s a necessary evil imo there’s way too many aura perks in the game it’s to the point stealth is a unusable strategy the moment the game loads
Its not too many aura perks a problem, its the aura that work on TR instead of a prop (like No where to hide) make it too powerful on high speed killers, who's already strong.
For example if NWTH works 24m around a Gen and see a survivor aura from distance, Blight can get there in less than 3sec then use the rest for wall hack in chase, while Trapper spends full 5sec aura just to reach there.
I really dont want my aura hide all the time that would hurt my teammates, but Distortion lets survivors know that their aura being shown. That info alone is huge.
I believe if survivors can tell that their aura being shown, Distortion usage would drop.
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@HPhoenix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739346#Comment_3739346
Correct me if I am wrong but I think your talking about the old days when survivors would recover from Exhaustion while running. The hinder effect will go away if your running or not.
No I joined after Exhaustion recover when running.
Everytime I hear of Vigil, I think about Exhaustion recovering. So I thought Hindered recover Exhaustion because it makes your speed slower than running. Since they mentioned about Vigil counter Clown. I didnt think about Vigil makes recover from Hindered faster.
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@HPhoenix said:
Clown main here 🤡:
Clown is a chase killer just like a few of them are. He lacks map control, mobility and pressure. To loop a clown, you need to pre-run, Meaning that as soon as you hear his terror radius book it and find a strong jungle gym. Don't be afraid to pre-drop pallet cuz we hate those. If a Clown throws a yellow bottle (Which gives you 10% haste as well as The Clown) and miss-place it, try to inhale it to get more distance. If you see him reload his bottles (Takes 3 seconds for him to do so) make distance!
Other that, Clown is not OP as he is somewhere in the low tier side of things, in my opinion. As long as everyone is doing seperate gens and not goofing off, it shouldn't be any trouble to escape him. Keep in mind that some Clown mains out there will tunnel to get pressure going in the early game so make sure you equpit some anti-tunneling perks.
Other notes:-HIs Purple (or pink) Gas last a total of 10 seconds on the ground and gives you a whooping 15% hinder that last for 2.5 seconds.
-While intoxicated, you WILL always medium vault.
If you have any futher question, plz let me know! <3
i have a further question. Do you still want the Devs to give him shirtless cosmetic?
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@GoodBoyKaru said:
Sure, he's a chase monster, but that's effectively all he has and even then he's still worse in chase than Blight Spirit Nurse (plus some others, like Pyramid Head or Huntress). He's got no way to bypass or ignore pallets, meaning he has to break them, and his only real counter to a window is forcing a medium vault because of the hindered. Not to mention Vigil, which works on Hindered so works against Clown. Split up, crush gens, pre-drop pallets, don't greed a loop, use windows and if all else fails just W key.
Hindered make you recover Exhaustion? I thought as long as you press Sprint button, you dont recover.
I think its all about his power debuff survivors, makes survivors feel they're weaker than they should be. But not thinking that Blight is far faster than survivors' default speed, than Clown against Hindered survivors.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739182#Comment_3739182
I never once said that so I’m not sure where you are getting that from. I’m stating the fact that the MMR only counts kills. This is not my opinion, this is proven fact confirmed by devs. Tunneling killers do get better opponents currently so it’s working like you think it should.
And I pointed out the reason why MMR should work like that.
Killers who want to get kills the easiest way, should match with survivors who wants the easiest escape.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738542#Comment_3738542
It absolutely is unfortunately. All MMR looks at is kills, it doesn’t matter if you only hook them all once and camp them all to death. That’s why True and Otz have been pushing for this game to be hook based over the past year with a suffering mechanic. That way a killer who tunnels and camps people out would derank. But Bhvr doesn’t want to do that for a few reasons.
You mean killers who actively play the easiest way to win…should get easier teams?
While I keep the game fun for survivors that first kill at 7-8 hooks get punished by high MMR bully squad?
Killers who want to get kills the easiest way, should match with survivors who wants the easiest escape.
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@RaSavage42 said:
So….. Gens are 90 charges
Survivors repair Gens at 1.0-2.2 charges per second…. so 45-90 seconds
Killers regress Gens at .25 charges per second…. so 360 seconds
then add in perks and Toolboxes and speeds are eye opening…. pros and cons to it
When people mention about progressing speed and regressing speed. Survivors make 1 charge/sec, while killers make 0.25 charge/sec.
Everyone forgetting that survivors have to sit there for 40sec to progress 40 charges. Killers dont sit on Gen 40sec to regress 10 charges, but instant.
There is also multiplying in time. If Dwight goes back to a Gen 20sec later than Jake, most of the time people think "Dwight only need to work on Gen 5sec more than Jake because of 0.25c/s regression. But they never think about those 20sec lose that Dwight was busy on something else and not able to work on Gen. Given the same time stamp, Jake progress 25sec of Gen more than Dwight, not 5sec.
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@NerfDHalready said:
slowdown perks should be categorized and limited, like 2 (gen) slowdown perks allowed in a loadout. this way they can balance each individual slowdown perk more thoroughly and confidently meanwhile gen speeds/progression perks and killers can be balanced around it as well.
I dont think it work if categories them. Perks that do a single job are now out of idea, most perks nowaday are mixed with little things.
For example, you may prefer 2 slowdown perks that only focus on slowdowns, not 2 weaker slowdown with a little of info and something else. Or if survivors only allowed to use 1 Haste perk, they would only use Exhaustion and never use Hope.
What they need to do is hard limit. How much a Gen can be regressed, and how much total time regressed in a match.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738608#Comment_3738608
Well, toolboxes are a problem even if there's only one in the match, as long as that one toolbox is a Commodious with the right addons. With that in mind, I think the only reasonable solution at this stage is to just remove the repair speed bonus entirely and replace it with something else.
I've seen a few ideas floated around for what that might look like, but one I like is having it provide a "shield" against generator regression instead of providing extra repair speed. That'd be pretty workable, I think.
I created a suggestion about items before. Items only have the weakest version that come for free, which survivors can select one of them in item slot.
For Toolbox, give it 24 charges but no speed boost, instead only give skill check (so I think it would give about 6 skill checks). Something like that.
Though commodious with good addons merely overlap a single slowdown perk. I mean a kick with Pop can reset a Commo toolbox with good addon.
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Alot of these perks are not underrate. Its that if you get tunneled, you're defendless.
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@solarjin1 said:
Hopefully no more 1 fit all meta builds period. Builds should be tailor to there killer strengths
slowdowns are not just give you time for cover up your mistake, but also giving you more hook/kill if you dont make mistake.
And by the game design, the longer the game, the weaker survivors are. Both of you arent able to get a hook, and survivors arent able to get a Gen done, you do not lose anything, but survivors lose a few pallets, depleted items, one time used perks .ect. You already have an upper hand.
Thats why slowdown never go off meta, even if nerfed.
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4. Use Object to make sure the killer is watching.
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When I try to have fun but my opponent has a gun point at their family
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I mean the game is balanced around 2.5 kills per game. Means it can go between 2 - 11 hooks, make it average of 6.5hooks. And Gen time is really enough to make ~6.5 hooks most of the time.
@jesterkind said:
In my opinion, slowdown perks are perfectly fine to exist, but the problem comes from the fact that them existing and being very unrestricted means that a lot of killers fall into the bad habit of stacking their build with four slowdown perks and nothing else, or three slowdown perks and a solitary information perk. Not only is this obnoxious as hell to face on the survivor side, but it's also making the killer's gameplan extremely fragile— all it takes is one kind of long first chase or two, and you're no longer able to make up the deficit, because all your perks rely on getting downs and you don't have anything to actually help you do that.
This is a tricky problem to fix, but I do think the devs should seriously consider making direct-regression perks (so percent regression like Pop/Pain Res, or increases to default regression like Ruin or Overcharge) either hard-coded as impossible to stack, or meaningfully limited in a way similar to Exhaustion perks.
With that baseline established, that only one of those perks is likely to be in play, a few things can improve. Survivors get to no longer be forced into doing the same generator twice because of constant regression, those perks get to be buffed where necessary to function on their own, and killer players get pushed into learning how to play without slowdown as well as being freed up to start experimenting with more diverse builds.
(Not that a lot would, they'd just stack gen-blocking, but that's still better than what we have.)
As an aside, there's a temptation to say that "gen progression" would necessarily need to be nerfed at the same time, but that's not really true. The only problematic gen progression that exists is toolboxes, this isn't an archetype-wide issue. Nerf toolboxes at the same time as doing this and that's more than enough.
I dont see a toolbox is problem, but same to slowdown. Stacking them is. And I really dont know what Devs can do so survivor cant stack the same items.
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@Alen_Starkly said:
Could you PLEASE choose a male survivor as a winner, finally? We have only had female survivor winners so far. You will never ever make money from these skins, since you will be selling them with shards, not auric cells, so the excuse in popularity does not apply here.
Please, choose a male survivor as a winner. It's about time.
I feel they really need to give 3 winners each for survivors, and killers. Or at least 1 male and 1 female for each side.
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If a Gen has 30sec progression
- Old pop cut 9sec + 2.5sec from kick = 11.5sec
- New pop cut 6sec + 5sec from kick = 11sec
If a Gen has 60sec progression
- Old pop cut 18sec + 2.5sec from kick = 21.5sec
- New pop cut 12sec + 5sec from kick = 17sec
Its definitely not death, its just killer used to 30% cut + new 5sec from kick.
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@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738222#Comment_3738222
It's not a joke perk anymore. It's pretty decent honestly.
No one can convince me a No mither survivor goes afk for 1 minute to make the Gen goes back to pre 6.1.0 a "decent play".
Assume you're being chased with only 1 teammate on Gen
- if you as a survivor have running skill so low that extra 3 health states can not buy 50 seconds of Gen, you should not use Invocation to begin with.
- if you as a survivor have running skill so great that extra 3 health states can buy 3 minutes of Gen, why would you trade 3min of chase for 50sec of Gen?
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See invocation mentioned.
Leave the discussion.
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@Firellius said:
I also feel that the kill rate for killers across the board is deceptive and doesn't take into account the pace of play. I've had many games where I get 3 or 4 kills but there is 1 to 0 gens remaining and I didn't start getting pressure until 2 gens were done and a 3rd about to be completed. Point here being that just cause I got a 4k it doesn't mean that pace of play isn't a problem.
What... What exactly is the complaint here? 'I won, but survivors got close/had a chance'?
Do we want games to close out with 2+ gens left all the time?
@Aven_Fallen said:
"I also feel that the kill rate for killers across the board is deceptive and doesn't take into account the pace of play. I've had many games where I get 3 or 4 kills but there is 1 to 0 gens remaining and I didn't start getting pressure until 2 gens were done and a 3rd about to be completed. Point here being that just cause I got a 4k it doesn't mean that pace of play isn't a problem."
I think you dont really understand how the pace of the game works.
The pace of the game works in a way that Survivors are strong at the start, but get weaker over time (Ressources aka Pallets are gone, Survivors lose Hook States, Survivors have to play more careful), while the Killer starts weak and gets stronger the longer the game goes.
Also, when it comes to Gens, you should realize that while a Gen is technically 20% of all Gens which need to be completed, the actual time itself is way different. The first 2 or even 3 Gens can be completey very quickly, but this does not mean that all Gens will be repaired. Especially Gen 5 usually takes longer than the 4 Gens before. Killers should not expect to end the game with 5 Gens still up, if this happens, there was a matchmaking issue because the Survivors were way worse than the Killer they played against.
If you experience games where you get 3 or 4 Kills and there are only 1 or even no Generators remaining, this looks like Matchmaking is working for you. Close games are usually a sign that you play against equally skilled opponents, which is good. And in the end, losing 2, 3 or even 4 Gens early does not really matter, since as long as the Survivors did not repair 5 Gens, they wont have a chance to win.
But if you say you want more 4Ks with less Gens being done, you are basically just asking to get less skilled Survivors, so you can stomp them more. Because in the end, you are winning already, you just want to win more.
I see the trend of killers giving reasons to deny the kill count they got, so Devs can buff them for more kills.
- 60% kill doesnt mean 50% win rate.
- Survivors made mistakes, if not the kill rate would be lower (I mean…really?)
- Blame on MMR mismatching weaker survivors to killers…while actively looking for easier teams
- Blame on survivors inflate kill rate by suiciding on hook…with a teammate already dead..with 4 Gens remaining.
- 2000 win streak Blight doesnt mean Blight is broken
- Now we have I got 4K doesnt mean Gen time is long enough.
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I would like to know the average time survivors need to sit on a Gen to complete it. It can go between 3 survivors with Prove thyself to a survivor on Gen that got hit by 3-4 slowdowns 3 times.
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Finally survivor can put away healing perks and stack 16 Gens boost perks.
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@Seraphor said:
The only thing I think really needs a nerf (not to say the rest shouldn't be nerfed but I don't think there's a significant need for it) is Commodious Toolboxes.
They've now received a buff to sabo speeds alongside all other toolboxes, in addition to being far and beyond the most efficient repair tool, and it's not even purple.
I think this one toolbox needs the sabo speed rolled back to baseline, and charges dropped to 28.
Purple toolboxes should be the best ones.
I really think that all items should be down to one version to Brown (the most basic one) that come for free.
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737505#Comment_3737505
I feel like aura perks are the last thing that should be nerfed right now. We don’t need to encourage stacking slowdown and second chances anymore than we already do.
You can not stack Exhaustion, and DS would be the final change. Slowdowns are also nerfed.
I dont think no survivors want to get a cheap hit from wall hack they dont know it exist. Or killers make chase at a tile for 1min without knowing Wiretap.
Its not about nerfing aura's strength, but rather just give a quick notify that their aura being shown. Not that I want the notify shows as long as their aura's shown.
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@MarbleThrone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737218#Comment_3737218
Weave Attunement shows the auras of any survivor around a dropped item, and every survivor in its radius gets the icon in the bottom-right corner, which tells them they're being watched. Right now it appears as a blue buff icon which is a bug, it should be the red debuff icon instead.
https://us.v-cdn.net/6030815/uploads/0YCOQW2JZ464/tunement.jpg
I really do think aura perks should go like this. Not necessary that to show the perk all the time as long as being affected, simply with an eye icon like appear for 3sec to show "Im being watched" and let the players guess the aura perk. Go for both side (so if killers get the eye icon near a Gen, they know Wiretap in play and prefer to kick Gen before chase)
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Devs arent skilled enough to be deserved playing at high MMR
And so do most killers main ┐(´∀`)┌
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737021#Comment_3737021
It’s almost like you missed the fact I said BOTH sides😂 And yes survivors have been nerfed way more because they have had more broken stuff and you can’t deny that.
This game was literally a survivors playground for 6-7 years straight. And now that killers are finally becoming the power role, survivors aren’t happy about it.
And MFT absolutely needed the nerf too because survivors had the devs remove Huntress’s yew seed brew add on because 3% for 15 seconds was considered game breaking but yet somehow 3% permanently was totally fine and reasonable 😂 give me a break
I replied to another person "survivors wants an easy game, or its boring for them". I made the point that killers want the same thing
Then you replied to me.
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I saw a vid on Twitter that. You put your item at your Gen tile, using Object of Obsession, you get free loops around the tile unlimited.
The problem with the perk combo is that you as a survivor dont know if killer has WA and being watched. Only your teammate dropped their item knows about it.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736995#Comment_3736995
Survivors passively pray for an easier game and also actively make 1,000 posts on the forums and Reddit asking for literally everything to be nerfed.
Nerf aura, nerf regression, nerf hitboxes, nerf add ons; oh you just nerfed regression? NERF THEM AGAIN! BOTH sides are doing everything they can to make the game easier. Welcome to video games lmao, it’s nothing new.
Besides lobby shopping is an absolute overblown joke that almost never happens. I played 23 matches of survivor today and had a grand total of THREE killers leave the load up screen. Unless it’s a region thing, killers almost NEVER dodge in the US
Survivors passively pray for an easier game and also actively make 1,000 posts on the forums and Reddit asking for literally everything to be nerfed.
And killers didnt?
Nerf aura, nerf regression, nerf hitboxes, nerf add ons; oh you just nerfed regression? NERF THEM AGAIN! BOTH sides are doing everything they can to make the game easier. Welcome to video games lmao, it’s nothing new.
- 16% distance on hit
- 50sec of Gen is literally worth 1 slowdown perk basekit
- 2 stack SFBFL
- 50% Brutal strength
- Deadhard
- DS
- Adrenaline
- Toolbox strength on Gens
- Keys and Hatch
- Medkit
- Flashlight not affect killers' power
- Self healing nerfed
- Made for this
- Trapper got buffed
- Hillbilly got buffed
- Docter buffed
- Huntress buffed
- Clown buffed
- Twin buffed
- Distortion and WoO are in the most complained perks
You know the list nerfing on survivors have to be greater than killers in order to make escape rate droped near 20% than its used to be?
Besides lobby shopping is an absolute overblown joke that almost never happens. I played 23 matches of survivor today and had a grand total of THREE killers leave the load up screen. Unless it’s a region thing, killers almost NEVER dodge in the US
And my survivors never give up on first hook like hook suicide a myth in Asia region. 23 matches of US killers cant tell a thing. So do mines.
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@H2H said:
Survivors want to go against killers that cannot win. If a killer can win, it’s too unfun boring no counterplay, and must be nerfed.
The first thing survivors do is PASSIVELY pray to face against a weaker killer
The first thing killers do is ACTIVELY seek for easy team.
Dont say like only survivors want the game easier for them. While killers having 60% kill rate and still want the game to be easier.
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@GolbezGarlandGabrant said:
You're complaining about memey SWFs but you have another post about how "bully squads" should be punished.
What kind of interactions do you want?
Its either swf whines "OP tries hard", or OP whines "I lose to a swf "
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@SleepyLunatic said:
That name sounds perfect
Go to sleep..
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@hermitkermit said:
What if certain perks/items/addons were banned in the casual mode? I feel like that would even further discourage people who want to play competitvely from slaughtering casual. I agree with most here that without some sort've rules they will dominate. Solo is a perfect example of this lol.
You cant.
You may ban 2nd chance on survivor, and then average casual survivors have no chance against tunneler since tunneling is a play style, not perks/addon. Then average casual survivors forced to play rank who are greatly skilled.
You may ban slowdown on killer, and then average killers may still matched with 4 players SWF.
MMR itself splits the playbase already.
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735579#Comment_3735579
Nice us vs them, but the DbD foodchain goes like this: SWFs eat killers and killers eat soloQ. So it's only natural for killers to seek shelter from the constant SWF bullying, SWFs on the other hand don't have a moral right to dodge anything since they are the kings of this game, they always win unless they decide to just goof around. But the ability to know the killer for soloQ players would indeed be fair.
SWFs eat killers is the past. Avergae 4 players SWF is 43% escape rate, top MMR is 48% escape rate.
Only good SWFs eat average killers, happens quite often because how hard average killers try to climb to high MMR.
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@AmpersandUnderscore said:
Overwatch tried something like this for a while, and it didn't work well. They added a 'hero ban' for the top picked heroes for a while to do exactly this meta shakeup.
Unfortunately it just led to having two metas that swapped every time they implemented a new ban wave.
In DbD terms, it would just mean that one month would ban pop+PR, then people would use DMS+GE while those were banned. Then dms+ge would get banned the next wave and people would go back to using pop+pe.
The calculating is a week, while the ban is a month. So technically there are 16 perks banned on each side.
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@Iron_Cutlass said:
I think the Killswitch should only be used for it's intended use, things that break the game or are too broken to have in normal gameplay. That being said, I dont think BHVR uses the Killswitch properly since there are many times they should use it but never actually do.
Lets call it Meta switch.
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@Rudjohns said:
I agree, killers should be able to see who is queuing up with who
However, if you dodge a lobby, you should get a 5 minute penalty
And increasing MMR
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Lethal is only problem with Blight or Nurse can start chase in 4 seconds, then the remaining 5 seconds used as wall hack to hit a survivor. Other than that, its fine.
I think killers should have 3 seconds of killer instinct at the start of the game ase basekit to get the general spawning of survivor.





