C3Tooth
C3Tooth
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@Skill_issue said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370161#Comment_3370161
so you dc or just not play survivor?
I never DC, but if the match is 100% result of 1 hatch escape or 4K. I will suicide on hook.
I play killer and lucky enough I dont always play against Knight,SM
But my point still stand, I dont use 2h of gaming for 3 matches of DBD.
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@Mooks said:
You see countless "don't tunnel" threads here, but don't listen to them.
i don’t see many of those actually…
I played the killer and spread hooks, hooking the 1st, 2nd, and 3rd survivor, but the 4th survivor wouldn't let me hook them. When the gens finished, they all left.
were you just trying to avoid intentionally tunneling or were you trying to farm?
They didn't care about me or my fun... Why the fog are they asking that killers respect theirs??
you must realize there are different types of players on both sides? And it’s very likely that those asking the killer to play respectfully are not the same that do the exact opposite to their opponents..
I would say all survivors ask killer to play respectfully, but some of them play respectfully and some dont.
Though in killers' pov, survivors make chase too good is also not respectfully.
- Low skill survivors who are not toxic: good
- Low skill survivors who are toxic: bad
- High skill survivors who are not toxic: bad
- High skill survivors who are toxic: really bad
So they see most of survivors are bad.
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@Rulebreaker said:
- Performing Basic Attacks, or Special Attacks that can damage Survivors, consumes 1 Token.
This is taken from the wiki description of Play with your food. Basically any m2 with a variety of killers will lose stacks. Theres apparently a list there too that you can see.
I cant image Trapper lose a stack to reset a trap.
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If Crotus realm has a single map (Asylum) it would be a waste, I like Clown share the same realm; or Huntress & Plague share Forest, that makes the realms have variations.
I prefer to have more maps in realms with only 2 variations like Crotus, Forest, Swamp; or new realms with only 1 map like Garden, Saloon, Shattered square, Eyrie. They would able to make more maps that way.
What I see is MacMillan realm is only for Trapper, AutoHeaven for Wraith, Coldwind for Hillbilly. I feel lame to have SM to share MacMillan with Trapper, it should be Crotus, Forest, Swamp. But at the same time Im glad Shelter wood isnt big middle dead zone anymore.
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2 healthy survivors body blocking is fine.
2 healthy survivors body blocking with auto DH is not fine. Old DH made 2 miss attack cool down which were short time, new DH made 2 hit attack cool down which take longer time to recover
Its DH problem, not body blocking hook.
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I had survivors that I was clearly playing fair, and still tbag in the end.
But I still play fair, because I do it for the decent survivors players.
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@RhodosGuard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371026#Comment_3371026
Which side is currently so ridiculously underplayed, that they have that +100% Bloodpoints bonus almost 24/7?
Maybe it is time Survivors get nerfed?
I am just saying. Considering the fact that they got BT for free and have that really unfun to play against version of DH now, Survivors seem awefully insistent on getting even more basekit perks.
When I play, survivors get 100% BP all the time, like 90% of all time, when Killers get bonus, its only 25-50% bonus
So…..
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Survivors' game play require well grounded at all aspect, which required Killers for it: making 2 chases, do a Gen, do 2 hooks, make a few healing. Then for me, dying doesnt matter.
- Camping leave survivors a single chase then die. For the other survivor only do Gens and escape.
- Tunneling leave survivors 3 chases thats not being healthy.
- And now 3 Gens leave survivors without chase.
Killer gameplay by doing their main objective - killing. Already making well grounded gameplay: chasing, hitting, hooking then repeat until getting kills. So on their perspective, any type of gameplay isnt really matter to them.
Currently, Killers making 3 hooks can already complete the game balance the Devs giving: 60% kill rate. I do want Devs to balance the game around 6-10 hooks for 60% kill rate. But it will not stop Killers from making 4 hooks 4 kill, which survivors dont have well grounded game play.
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I use it to pin Dull totem for teammate to cleanse while I go for another Dull, before the perks update, to prevent Noed.
Or I constantly pin the light to let teammate know where I am in chase.
Or to pin Gen Im working on.
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@KingFieldShipper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370098#Comment_3370098
I don't know what you specifically want them to do specifically for auto dh, they are constantly banning cheaters. As long as cheats exist, it's always going to be a cat and mouse game. Also I'm not convinced most people deal with auto-dh that much as people say they do, and they are just going against people who time dh well.
Do they know who uses auto DH and ban them?
Or we have to record the gameplay and report? I dont want to record and make report every match.
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Im not going to use my 2 hours of gaming for 3 matches of DBD.
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@NerfDeadHardPLZ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368608#Comment_3368608
why is it waste if i win ? 10 or 60 mins same to me as long as i win, their decision not to DC not mine
You're probably never have a match against squad that totally refuse to leave when EGC wasnt a thing.
Or at the least, 2 survivors hiding at 2-3 Gens left.
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They reduce grass inside title, but alot of them around randomly. Expert Trapper may set traps at connecting paths between titles.
Though looping is really hard, alot of random obstacle in between. Sometimes passable bush next to obstacle bush makes moving harder.
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At first, easier to earn BP and Blood web is cheaper, I thought there is no reason for survivor to not bring anything.
Then I realized that items are so rare in Blood web because of so many useless stuffs. Items deplete pretty fast if you bring them every match.
The lack of items is also the reason why you may usually see Brown item but stacked with strong add-on, because the number of strong add-on are higher than items.
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Sacrificing is how Entity eat, Mori and DC leave them die on the ground.
I would hungry if 4 plates of food dropped to the floor
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368662#Comment_3368662
The thing is, there are two versions of 3-Gens:
One is the problematic one which is done with Skull Merchant - just defending 3 Gens, sometimes even with a Map Offering (The Game or RPD for example) and not chasing any Survivors even at 5 Gens to go.
The other one is not problematic - the Survivors messed up and created a 3-Gen. (All Gens done on one side of the Map, Survivers not paying attention and just doing the first Gen they find)... While this can result in the same outcome (a match taking long), this is something which is the Survivors fault and the Killer should still get a benefit from it without the Survivors being able to fix their mistake.
And your suggestion might mean that the Survivors only have to repair 4 Gens and can just idle around a bit and leave afterwards.
So if there is a rule implemented, it could mention 3-Gens which are done very early in the game (in the end, you have to provide a video anyway when reporting a player, so the Devs would see if the Killer was actually doing it from the start or just saw the opportunity midgame and went for it).
Otherwise, if it is possible to create an ingame-solution (because a Report does not help that one game which is currently played), I am all for it. But it should only really work if the Killer is holding a 3-Gen from the start and not when the Survivors messed up.
I would like to continue.
- 3 Gens that survivors created, usually Killers have a few hooks through the match, with 3 Gens, there are times that Killers lucky quick injure a last hook survivor, then commit the chase to kill. Sometimes the time to kill is before the last Gen done, which Killer can go back and continue their progress. Of course Killers may not committing chase and go back if its a non-hook survivor.
- 3 Gens Knight/SM is different, a situation when chasing a survivor have no meaning since no one gets a hook yet, so they will stay around 3 Gens refuse to commit chase. Create a scenario that no one progress, where the decision of progressing is relied on killer.
For both case, survivors still try to do the last Gen, so definitely its not their fault since they're actually try to progressing. Just impossible to do so.
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@NerfedFreddy said:
just give up and inflate killrates to make bhvr take necessary actions against those tactics
I cant image a killer would get a kill rate so high by throwing 3 drones at 3 Gens…
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@Devilishly_Rowdy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367163#Comment_3367163
If Skull Merchant made sure there's NO CHANCE OF WINNING for survivors, people would be playing her more and she would be considered a S tier killer, but that isn't the case is it?
There is a different between
- survivors have no chance of winning and end game is 5min
- survivors have no chance of winning and end game is 45min
That 5min game is what make a killer S tier.
Killers have no fun when 2 survivors dont do Gen. Its weird that when there are 4 survivors dont do Gen, its more fun.
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I draw when doing Gen.
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I had a Freddy downed me as the last survivor, carried me to hatch, dropped me like 4m away. I crawled to hatch. Freddy closed the hatch.
Then I just tab out to draw (I turn off mute focus so I still hear in-game sounds), and I heard he kept picking and drop me until I escape the grab, but I just kept drawing, and he kept hitting on the Gate.
He kept hitting on the Gate until the EGC downed to 25%, I tab in to open Gate, then downed me when the switch had 3 lights, then process me to hook.
Post chat: Sorry, its for content.
I mean, I would question the watchers who watch such the content more than the killers to do this. So much waste of time.
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@Xendritch said:
In some ways this is the scariest chapter BHVR has ever made because it contains the thing a lot of players fear most, an attractive woman.
At least you'd think that from the reaction to it lmao.
People are too used to abnormal women.
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@TTverzathefoxo said:
calem, im sorry, but there are female killer who have been sexualized for years in dbd, huntress is a perfect example of this so is the artist as well, she was the "mommy" of dbd for a while, but also who cares, its only a game as well, we are all here to have fun, not not pick and cry about something that actually does not affect the game or gameplay, maybe keep discussion to things that are affecting played games a and suck might be more useful here , also may i remind u of all the skins dropped in the past that are sexualized or can be, aka spirit from the new game hooked on u whos skins are now moving to dbd , trapper in his tighty whities, and a few others, so why stop and pick on this killer when its been done many times before, once again this is a game we are here to play and have fun on, so if ur just gunna cry about cosmetics, then maybe its time to hang up dbd and move on
To be fair, Huntress "mommy" is caused by us fan artists, not Devs, like most other killers.
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@calem said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366598#Comment_3366598
Hooked on You is a different game though with the whole point of making the characters sexy. Regardless of that, they already had proper backstory + lore BEFORE this. Skull Merchant exists only to be sexy and not to have interesting story or gameplay. Like I've already said, no problem with her being sexualised. It's just that it is the ONLY thing about her.
I dont mind, there are 31 killers, there will be this kind of killer, and there will be that kind of killer.
We have a Killer who float, a strong buff one, a corpse, a ghost, a rotten one, a near death one, a killer who had a rough looking because she ran for all her life.
Then we have a still alive - sexy killer. Nothing wrong with that.
Unless they keep releasing "sexy killers" type, then thats the problem.
The bad thing about her is back story, Mori, and power that 3 Gens related.
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@SunsetSherbet said:
I don't get why this is being called a Pig nerf. A nerf to her perk isn't a direct nerf to her. MYC was not used on her. It's as much a Pig nerf as Eruption is a direct nerf to Nemesis, because it's his perk. This is indeed an unneeded nerf to all scream based perks. Something that no one complained about, and all those perks were already fairly unviable. Now they are genuinely useless.
Adept Pig affected by the nerf. So yes.
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Just a reminder these exist
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The point of the perk is to "force" killer making mistake mid chase when being injured.
A success spinning that requires more skill isnt as strong as DH. Since you dont make distance and Killer cool down faster (with missing attack instead of hitting attack).
I would say removing the speed boost on hit, since Killer hitting attack cool down is longer, but STBFL would make this perk completely un-used.
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Feeling sleepy when playing Skull merchant is exactly what Devs want
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@Nos37 said:
I tried Make Your Choice to see how bad it is.
I went back to the hook and found 2 healthy survivors there. I let the unhooked survior go and hit 1 of the healthy survivors, but it only injured them. I tracked down the other healthy survivor and hit them with moments to spare on the MYC timer, but it only injured them. I guess all 3 were at the hook and the exposed survivor got away.
This was the first hook and they weren't even aware of MYC beforehand, so imagine the coordination SWF can pull off when they know you have it...
Unequipped the perk and it's pretty much in the bin now.
I think they scream, just killers dont hear the scream.
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Killer is more stressful because you never know if you're going against a bully squad. Some squads would bully at the beginning, some squads only tbag and clicky at gate when they know they win.
But as Killer you can control if the match is fun or not. Because Im sure its not fun to be camped/tunneled, and its not fun to sit on Gen watching a teammate being tunneled.
As survivor, you dont get stress, but doesnt mean you would get fun.
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@Phasmamain said:
Yeah I seen a clip on the subreddit of some guy putting all 8 traps around a hook. Sure it’s technically counterable but it’s not a good strategy for the game to have.
He should be able to collect 2 traps from a locker though (Maybe not lockers next to a hooked survivor though)
Start with Green bag (3 traps), allow to get another 2 traps is enough to get 3 Gens setup.
He just need his traps spawn like 20m away from the map walls. Reduce collecting time and not making 3 Gens easily.
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@Monlyth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365659#Comment_3365659
And yet there is not even one such thread on the front page. The closest I could find to anyone decrying the Eruption nerf was in Feedback, and that was suggesting a less-harsh nerf, rather than a reversion. And that one got ratio'd hard.
There were months of fighting about Eruption. Until Eruption was confirmed nerf, survivors success and gone silent since they dont need to complain anymore.
Front page topic are the newest post or the most recent comment. Topic usually has a life of a few days. Which of course those topics drown to later pages.
Eruption nerfed to oblivion, though because of Overcharge, Call of Brine were buffed, revert it to previous version still make Eruption greatly used.
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@Monlyth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365289#Comment_3365289
Why don't you drop the "Us vs. Them" attitude, you don't hear Killers defending Eruption as fair or balanced.
Hehehe. Yes we do.
- Go around searching chest or check for Gate location when being incap.
- Go do another Gen when incap
- If Meg's first chase down in 20sec, you should leave Gen at 19sec on Meg's second chase
- Stop doing Gen when a teammate in chase
- 25sec is fine, because 6sec Prove thyself is op
- Because its really weak against Swf, it should be devastating against Solo.
Were a few counter suggestions killers gave.
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Nothing wrong.
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@Phasmamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364645#Comment_3364645
Countering perks is a part of normal gameplay and most certainly won’t go away if DH is killed
For killers you’ll still have to counter SB (Which you can’t if it’s used effectively) and other exhaustion perks
For survivor they’ve had to counter totem builds (Ruindying) and PR DMS almost every game when they were the respective meta for killers. Even further back they had to play around spirit fury enduring when that was more popular or even getting into a locker/behind a gen vs BBQ
DH is annoying yes but it’s alternatives aren’t much more fun
I had a match against a 4 DH squad.
DH is annoying, but not really matter to me.
But 2 survivors body block, then double DH to force 4 weapon hit cool down when carrying a survivor to hook is another story, when old DH made weapon miss cool down which was shorter. Not that I want the old DH more though.
Feel like STBFL is a must to counter DH body block.
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Perks that give benefit to teammates when stay nearby are already a thing at the start. Leader, Provethyself, Street wise, Vigil, or even map wide Open hand...not something new.
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363239#Comment_3363239
I mean what tier a killer is is really just based on their win rates. Yeah, a killer shouldn't -only- have a good win rate because of a very specific, OP build, but as long as they get wins consistantly, they're high tier.
Nurse doesnt have highest kill rate, but is always the highest tier.
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@Unam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363190#Comment_3363190
So you think it is "ok" for the killer to have to play 4 slowdown perks in order to counter 2 items and 2 perks on survivor side which ultimately leads to 10 perks and 2 items on surv side that are not counterable for the killer?
Shouldnt killer perks be way more powerful than surv perks?
When did I say or think "ok"???
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@MrPeanutbutter said:
It’s completely out of control and the only ones who don’t agree with this are survivor mains who never play killer and will also never play a match without DH because they would lose way more matches without it. At high levels, killers regularly have to deal with 5-10 extra health states on top of the advantage that survivors already get from communication in SWF teams.
how is this fair?
I mean, killers kill a survivor within 4 hits all the time. It isnt fair either.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363389#Comment_3363389
While yes, this also means that a basement Bubba is considered more skilled with 3 hooks and deaths than a Nemesis with 8 hooks and 0 deaths.
Current evaluation system needs to change. It needs to take the killers power into consideration but also shouldn´t just track kills.
I would not say current MMR is "skill based", but "try hard based".
That Bubba tried hard deserved to increase MMR and play against better survivors.
I see no reason why Bubba should get easier team after that match.
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I would not say 3 Gens Eruption Knight is low S tier.
Tier is the chase time efficient and combined with their own build-in slowdown.
Force survivors to giving up, suicide on hook, stop playing after 1 hour match isnt a high tier Killer.
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@NewPlayer100102 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363150#Comment_3363150
Survivors didn't like Eruption. So it was changed.
It also didn't really address the issue described above very well, because of reasons.
Maybe, the developers would consider blessing us with a new perk that does provide a way to directly interfere with generator progress or provide regression for them.
I don't personally want the BNPs removed, I just want a counter play option that is more direct than visit each generator, often.
Toolbox in general and BNP are for decrease Gen time. "Counter play" is anything that extend the Gen time, which is 4 slowdown.
Counter play to tunneling (shorten the chase by keep chasing an injured survivor) is slapping all 2nd chance, which increase the chase time.
Counter play is just doing the opposite thing from the other side.
BNP should gone. Gen slowdown should not be "that strong" because the possibility of 4 Commo toolboxes & 4 BNP exist. Toolbox in general should also be changed to something else.
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2 BNP are the problems only. And it should not be a thing anymore.
And a single match with 2 BNP is not the reason why 25sec incap should exist multiple time in a single match that happens every match.
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A DS basekit, disable when healed.
Gen takes 80sec to do
4 survivors alive requires 6 Gens to be done to power Gates. 3 alive requires 5. 2 alive requires 4. So case like 4 survivors with 5 Gens done, Killers can pick between last hook a survivor and power Gates, or go for more hook.
All survivors will always share "300%" Gen power. 4 survivors will do 75% efficient each; while 2 survivors alive will do 150% efficient each.
Killers have 3 special totems basekit (different look to Bone one). Only active when Gates are powered, 1 totem increase 4% speed, 1 totem is expose, 1 totem increase 8sec to open Gate. If survivors are at disadvantage, they can focus on Gen and ignore these side objective. Survivors know which totems is Speed+, Expose, Gate. Killers dont get noti if these special totems get destroyed.
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Ormond is weirdly okay for Trapper because of the dense ground texture which make traps harder to see, even if the grass is not much.
Last week I had Coal tower 4 out of 6 matches. Really hate it.
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361319#Comment_3361319
I'd rather that addon be basekit tbh
For me, I can live with Trapper able to carry 1 trap IF honing stone is Brown or Yellow addon.
I feel killers should be addon reliant, but addons are far stronger. So they would make Killers really strong at some aspects but weak at something else to play around.
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Only the nightfall that need "fog" to cover the view range instead of being too dark. Thats all the nerf needed.








