C3Tooth
C3Tooth
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Gen progression HUD shows exact the % feel too much, like I know my 3 teammates work on the same Gen, or 2 or 3 different Gens. Know when to get correct Adrenaline pop... But yes, this is still not close to the info Swfs have.
Game used to be immersion, full of misery. But nowaday, its all action and efficiency
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@Veroles said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334519#Comment_3334519
Mostly the reason is "time". Some bugs are easy to fix some are not. And some need major changes and cause tons of new bugs instead, which also wanna get fixed ofc. Hard to say why a certain bug not get fixed but when it would be easy the most would be fixed already. I think the most ressouces get spend in new content and not in quality of life. (See bloodweb, takes longer to spend all points sometimes than to play the game itself what me personally drives crazy.). :)
I thought my joke was obvious, people complaining about they posting Maurice meme, create new cosmetic while not fixing bugs.
Its not like Media managers & Designers can fix bugs. Its up to the coders, but with tight deadline, between mid chapter & new chapter is only 6 weeks apart, its hard to get things done, though I really think they should hire more coders, well but Im not sure if it works either, its not simple to look at someone's code and you understand what it means.
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@RaSavage42 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334334#Comment_3334334
It's cause the base Gen regression is too low... and the base Gen progression is too high
Base Gen progression is 1.0-2.2 charge(s) per second
Base Gen regression is .25 charges per second
And even with perks it's only even for 30 seconds.... 30 charges
%s don't matter so don't start with it
Then hitting greats and Gen boosting perks matter
Its because a Gen of 90% progression dropped to 0 is stupid on its own. Gen progression bar should have 2 check points (30sec & 60sec) that cant regressed further than check points, then the regression speed can be tripple.
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@Marik1987 said:
Of course. Endgame-Builds arent good as they were before, cause NOED die faster. Are u getting rewards for not camping? No, you dont have Infos where to go witg Pain Resonance. Distortion rises more and more.
Why running around with a Trapper for example on Red Forest?
Before 6.1.0, you had a reason to leave (Pop), now, u have stacked perks which can be used whenever u want. With stacked CoB, Eruption etc., you have no space for chase-perks.
And so on. Reassurance is another thing.
Tunneling is BY FAR the best strategy, especially after 6.1.0
Red forest is 1 of Trapper's best realms. Traps spawn at corner is still a thing though.
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@Sonzaishinai said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334550#Comment_3334550
Which i why say that the best change in dead hard would be to add a small timeframe before the endurance kicks in.
Something like you dash for 0.75 seconds and you only get endurance after 0.25 seconds. Maybe even less then that.
For people who use dead hard normally and predict hits it won't really change much. A script no matter how fast it can react can not predict the future like a human could though
0.25 is extremely slim. I would make 0.5 Endurance with another 0.5 locked in animation, so there is a small time frame that survivor cant drop pallet, allow killer to hit.
But it doesnt fix auto DH when it activate the moment killers swing.
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@HugTechLover said:
Because everybody in the forums is apparently a professional dev and know how this all works.
I still dont understand why cosmetic designers not get to fix Twin bugs.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334172#Comment_3334172
But what if you go for 2K after losing many games should that keep your mmr lowered.
This is my understanding, please dont take the number seriously.
In the Yellow box, 2 cases that you get 2K, but you may drop or increase your MMR depends on who you kill.
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@Moxie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333295#Comment_3333295
Yeah thankfully, they under-tuned this perk. Which is a good thing.
4 pests running around with half a gen of progress in their pocket sounds like hell lol.
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333552#Comment_3333552
If we are talking right after the hook and the gen is 80%, 18s left vs 60s hook state. It would make more sense to finish the gen before going for the save even before the UI changes.
But to my original question, for Claud to go for the save with little left to do on the gen, I suspect she is close to the hook. Meaning the killer is likely to check the gen within those 18s.
You cant explain the situation to its ultimate correct timing.
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333586#Comment_3333586
I prefer longer games. I get to learn what each survivor is about and what they're inclined to do.
I just hope they add more survivor's objective that not Gen to prolong the match instead of buffing Killer's power.
But keep in mind that currently Killer's objective is balanced around 2 to 11 hooks for 60% kill rate (3 hooks and camp 1 hook to dead for 2K ; or 3 hooks 3 survivors and the last survivor isnt dead). That gap is also too wide to leave it there, cant balance when a killer play 3-4 hooks to complete 60% kill rate, while another killer play 9-10 hooks to complete the same task.
As long as there are killers who play for 3-4 hooks, they cant buff killers who play for 9-10 hooks.
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@Veinslay said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333579#Comment_3333579
Yeah I can already tell this is going to be awful for the next 6 months. Every game feels like 4 man SWF efficiency. No more getting lots of gen regression, no getting extra time cause multiple people run for saves, nothing. This game is not balanced for hyper efficiency, killers just get dunked on
If the game is not balanced for hyper efficiency, you may admit that Killers should not be balanced against teams that have hyper efficiency, aka Swf.
Litterally Swf can finish Gens in 5min and Solo can go between 10min or 25min. Would you like Killers to be balanced that Gen done in 15min, where its the middle of 5 and 25? Or balance Killers around Gen being done in 7min once Solo can Gen much faster?
They can buff certain perk/killers in a patch, but changing a whole mechanic for 1 side requires them to monitors the stats to adding more mechanic for the other side.
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@Mr_K said:
What stopped the killer from going to Claud's gen?
Clau would leave her 80% Gen for a very long time going for unhook, heal, and go back to her Gen. With all that time, killer can regress her Gen with certain perks.
Gen progress UI will not let that happens
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License killers are understandable to not have a map.
Blight, Twins, Trickster though, we have alot of realms with only 2 maps (Red forest, Swamp, Crotus...) if Devs are lazy to create new realm, they can reuse old realms to make new map, the only thing they need to make is main building.
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The only buff Trapper needs is just to put grass in new maps and they refuse to do so.
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I drew this like half a day before the news. What a surprise
What if Maurice has Kate's hair?
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@RainehDaze said:
Another random visual with no explanation that isn't self-explanatory!
And this time requiring me to read sideways? You could have just rotated the text and put it alongside lines pointing to the bar.
How didnt I think of that?
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@Warlord1981NL said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332252#Comment_3332252
it's not solo queue vs swf, its survivor vs killer, dont know where you get this silly idea
So do you want to play against Solo or against Swf?
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@Warlord1981NL said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331794#Comment_3331794
No, the HUD... Telepathy By Daylight is lame...
Why Solo should not have the HUD while Swf have all the info? Dont you want Killer to get buffed?
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331824#Comment_3331824
That wouldn't fix how fast gens can go, though.
It does, they can finally find something else to improve the Gens.
For now, a match of 4 slowdown vs meme survivors; or non slowdown vs 4 toolbox, BNP, some Gen boost perks...are both stupid. When both matches of 800sec Gen and 300sec Gen are possible, you cant balance.
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Jill behind a wall somewhere watching OP doing Gen alone.
Honestly in maps like the Game/Midwich, sometimes I just cant find a Gen to do. 2 long classrooms have no Gen for example.
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@Warlord1981NL said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331212#Comment_3331212
That should be a hint to you that there is something very wrong when people have access to information that they shouldn't have access to... Be it through voicecomms or now through the HUD...
So you want to remove Swf? Im sure Devs will never do that.
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@FMG15 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331774#Comment_3331774
Her teachables were nice before the huge overhaul. Only Devour is still viable IMO.
I got all Bubba,Hag, Clown, Legion perks from shrine. I know I would never play them.
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@indieeden7 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331051#Comment_3331051
Are you seriously implying that forcing a 2 gen situation would somehow be better than the current 3 gen situations that everyone and their mother hates playing against?
Are you seriously think Im serious?
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@Aven_Fallen said:
Yeah, a shared Pool for Items and Offerings would make sense. Same with a shared Pool with all Offerings for Killer. Like, I still have over 50 Event Cakes on my Hag and I will never play her, but I could totally use all those Cakes on other Killers.
Your mistake was buying the Hag
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@Edilibs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331178#Comment_3331178
Thats fine, be sarcastic with memes, literally doesnt accomplish or change anything. Stay a troll!
Im the source of memes
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@DBD78 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328282#Comment_3328282
Yes and this is why solos need even more info than this. Killers complaining don't seem to understand that killers will be buffed the day solos become a lot better and can work as a real team with the info given. When this happens the game will be as balanced as it ever can be and SWF won't be that strong anymore, solos not that weak anymore and killers can beat a good SWF team one game and lose to good solos the next game. This is a win win for everyone.
This is the way!
Its quite weird that some killers wants to buff so they can play against top tier Swf relatively easy, at the same time want an option to not play against Swf.
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@Edilibs said:
I will spend less time and alot less money on this game. Good job BHVR you managed to take something good and start to turn it into crap.
Oh well, your company but no more of my money..
Carmina will never financial recover from this
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Random Spirit drawing passing by
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330502#Comment_3330502
RPD is not a fair map unless two gens are in the main room.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330491#Comment_3330491
-"Two Gens in the Main Hall is just stupid"
Counterpoint : maps over a certain size are not fair for about half the killers in the game because they have low mobility and no ability to deal with god pallets.
Every map should have a powerful three generator setup that the killer can choose to defend and it is up to the survivors to break. The stronger the map (like RPD) the stronger the three gen should be.
Here is my brilliant idea, make maps with 6 Gens instead of 7. Whats the point of 7 Gens when 2 Gens should be near to each other?
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@thrawn3054 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330524#Comment_3330524
Old DH had no counter. Current DH does so it is no longer problematic imo. As for Eruption I've made my suggestion as to what to do with it before but I'll repeat it here. Increase the regression to 15% and block the gen for 25 seconds. You have almost the exact same amount of regression that way without the incapacitated effect which is the actual problem.
I dont think guarantee 40sec of losing Gen is a good way to change. Eruption is in a weird place to balance.
- Time to setup
- Gaps of time the perk save is huge
The risk of lot of time to setup + risk of time saved is little (against Swf) is why the perk may save 1 Gen on a single down (sadly only affect Solo)
Like if you spend 10 hours to drive and 100$ buying Lotto, with the risk that you get nothing, or 100.000$ (how the perk currently is)
Compare to you spend 10 hours to drive and 100$ buying Lotto, that you know you will get 50.000$ everytime (how you suggest the perk)
The perk would be still madly strong.
Consider PainRes + Deadman combo is strong, that requires Fearmonger so Survivors cant see if teammate being carried to hook. That takes 3 perks slot and still leave alot of ways to counter. Eruption is a single perk, equally strong that can combo with others to make it even stronger.
Or compare to Grim Embrace. Requires 4 unique hooks to get 40sec stall. If you makes Eruption block all Gens on a down, its already far stronger than Grim Embrace, and this is not mention that Eruption works multiple times in a match.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330301#Comment_3330301
the eruption literally regresses only 5% it takes the killer 2 seconds to kick the generator during that time the survivors do 8% of the other generators so that 8% is just compensation for the killer kicking the generator, after which the generator regresses by 5% in 20 seconds, with taking into account the fact that the minimum chase time is 30 seconds, then the eruption is even weak ( just so you understand 1 dh wins at least 45% for generators)
If a survivor affected by Eruption
- 9sec instant lost
- 25sec that Gen cant progress
- 6sec that Gen regressed because that survivor cant do Gen
The total is 40sec lost, for a single survivor that affected.
If a survivor isnt affected by Eruption (only possible for Swf)
- 9sec instant lost
The gaps that this perk affect between Solo & Swf is 31sec of Gen. Solo gets hurt x4 than Swf.
Despite this perk is relatively weak against Swf, many Killers use it. Not because its strong against Swf, its because Killers know that the perk works 90% of the match that only Solo.
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@DragonMasterDarren said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301843#Comment_3301843
You wouldn't
PE lets you do 20% of a gen instantly if you are able to get all 20 charges, imagine being able to that infinitely with no risk of losing the charges
You would be saving a insane amount of time if you didn't lose stacks, that's why the downside is there in the first place
It requires you to sit on a Gen for 8sec to start storing token, that spend another 27sec to store. To transfer 18sec to another Gen.
Im not really good at math, but I think 8 + 27 is greater than 18.
Edit: I just realized that I replied to a long time comment.
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I will just sit here.
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Im sure the FoV people talking about is Horizon one, not Vertical.
I dont think add 2 numbers and divide by 2 saying its the FoV though.
Make me wonder, does ShadowBorne increase Vertical FoV?
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Is it me or suddenly alot of new accounts complaining how weak survivors are / how strong killers are recently?
There are cases that hooks spawn super close, Boil over with a Sabo may not be enough, consider combining Break out with taking a hit together may be?
Deny a hook should requires alot of effort.
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Terror radius is non directional, while survivor's running, breathing, grunting....are directional
I understand but I dont know how can Devs help on it.
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@ATOMIC_ACE_PUGG said:
https://forum.deadbydaylight.com/en/discussion/comment/3252511#Comment_3252511
The baskit Borrowed pretty much fixed tunneling and even if they do tunnel you can at least waste a lot of time. What are the other possibilities other than reworking the game's hook system?
Basekit BT is to fix hit off hook. Not fixing tunneling.
Hook can be reworked like spawn survivors to another hook across the map like Pyramid's cage, and even better with giving basekit DS that disable when healed.
The game should be make sure each chase is 2 health states chase, not chasing off hook (1 health state) or with DH (3 health states).
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Blood point
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I drew this yesterday, fit your story.
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@LuthirFontaine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329440#Comment_3329440
What that happens once maybe if youre lucky twice my friend I've been slugged for 4 k or bleed out at least once a night
We need something to prevent that specific events (slug for 4K or bleeding slugs).
- It can be simple as if you're on the ground for 30sec (count from the moment you down, not the bleeding timer), you can suicide.
So if killer bleeding slugs, it would take 30sec only.
If killer down the 3rd survivor then slug and looking to the 4th one, the 3rd can suicide after 30sec. This is also prevent instant suicide from the 3rd survivor after down to give the 4th one quick hatch.
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@Seraphor said:
I hope not, it was an awful system that rewarded slugging for the 4K, and removed any and all end-game crutch plays, which can be the most exciting part of the game. It turned the game into a whack-a-mole simulator that ended too abruptly, and ultimately removes gameplay options.
Simply wishing you had Unbreakable equipped for a certain game isn't a good enough reason to want to implement this.
The feeling of Huntress hit you with hatchet at range near the exit, then the race between you to escape and her to pick you up. The mechanic makes you instantly die after the hatchet.
The healing tech from teammate prevent killer pick you up, so all can escape. The mechanic makes it teammates escape and you instantly moried.
Teammate escape/die while you're slugged on the ground, the feeling of crawling and find hatch near by. The mechanic makes you instantly die.
Those are moments that make DBD vids always fun to watch.
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@JustWhimsical said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329053#Comment_3329053
I still don't really understand why they nerfed self-care so hard lol, but I don't want them to revert to botany. I love new botany. It's so much faster. Though I guess to give it like a 25% efficiency boost instead of making it 50% less efficiency.
Healing takes 16sec.
Old Botany takes 12sec. New Botany takes 10.5sec. That 17% buff which sounds like a huge number, only save 1.5sec per healing compared to old one. With the downside that getting a Brown medkit in chest cant heal yourself.
- If I cant heal myself with Medkit, so I should give Medkit to teammate. If I give Medkit to teammate, why should I use Botany to begin with.
The same situation with Pharmacy.
- Im unhooked, should I stay under hook and let my teammate heal me for 16sec. Or I spend 30sec running around being injured to find chest, 10sec open chest to get Green medkit just to save 5.5sec healing?
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Im fine with them delete Coh if they bring back Selfcare, Botany, Pharmacy; and buff Solidarity, Reactive healing, Resurgence prevent Haemorrhage effect.
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328450#Comment_3328450
Moving to another gen.
Doing a totem.
Helping a friend.
...
You just revealed yourself that you dont play survivors enough to understand how Eruption works.
I cant even drop my medkit for teammate to heal themselves while theyre standing there for half a minute wondering why I dont heal them.
Move to another Gen? Those Gens are probably get kicked too, why should I run to another Erupted Gen, start over then get Incapacitated again; when I can wait for half a minute to continue my Gen knowing my Gen no more Erupted.
People who defence Eruption, giving “counters” advice that make zero sense
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@thrawn3054 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327294#Comment_3327294
All it did was shift the meta to a different group of gen slow down perks.
What are you talking about? Pop/Ruin/Undying were the only slowdown perks.
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@MrPeanutbutter said:
https://forums.bhvr.com/dead-by-daylight/discussion/362270/new-hud-icons-is-too-much-info
“Absolutely free powerful info is a huge mistake” - this is why killers have been complaining about SWF ever since it became an option in the game.
As long as SWF is in the game (which will be for as long as the game is around - it ain’t going away), it’s extremely unfair to have solo queue be at such a disadvantage. All this update did was give solo queue players some (not all!) of the same info that SWF players get for free. Let’s see what happens to escape rates and adjust the killer side accordingly.
Eruption is almost useless against Swf, 9sec progression lost per Gen doesnt exchange the equal time for killer to setup. But against Solo, it add up to 40sec per Gen.
Despite its being so weak against Swf, Killers still use Eruption, because they know so well that they can easily bully Solo, which they play against 90% of the match.
Killers just want to bully Solo, thats why they dont want anything for Solo. Refuse to understand buffing Solo would lead to buffing Killers later if the Solo buff lower kill rate.
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I dont understand why people act like old Slowdown Pop/Ruin/Undying nuked cause the end to Gen slowdown then CoB/Eruption/Overcharge exist.
I swear if they bring back Pop/Ruin/Undying combo, killers would still use CoB/Eruption/Overcharge knowing the 2nd combo are more powerful.
On survivor side, its litterally no perk can ever complete to 2nd chance. And 2nd chance perks idea is really limited to create new one.
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They over nerf to force players use something else, just like DS & Ironwill.
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Did someone mention hand holding?









