C3Tooth
C3Tooth
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@HugTheHag said:
Anyone can have good games with any killer at an average level (which is most of the playerbase), provided they have some amount of experience with this killer.
What people are saying is that it's extremely difficult to win at high level with those killers, which the official stats do not wholly corroborate.
Now, why would someone want to rise to high mmr (aka the salt mines and the black hole of fun), I personally cannot comprehend. Game is perfectly fine with any killer when you don't care about your invisible number.
Its weird that whenever I say I play chill and prefer to stay at mid MMR. There is someone telling me to play Fornite or Minecraft (which I dont play both) if I want to play casual.
Im like...then why do you complain when survivors put you through challenge?
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@Krazzik said:
Even if survivors play 'nice', there's nothing stopping a killer from tunnelling.
Its 'smart' to tunnel the weak link.
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@WesCravenFan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317068#Comment_3317068
The fact that the meta shake up affected both sides proves this statement to be objectively false. Ruin was absolutely trounced and Tinkerer was practically taken out back and shot.
Its not about the perk, its about the theme of the perk.
Killer's 4 slowdowns were destroyed and replaced with other 4 slowdowns that even more broken.
Survivor's 2nd chance is mostly destroyed, forced them to use other perks.
I know you will coming with basekit BT, OTR, DH, but I can show you why 2nd chance is far weaker than before.
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I think.
Increase by Y%. Mean the number you already have / 100 * Y = (X). Then the base + (X).
Distressing + Agitation
Distressing increased by 26%. So 40m base / 100 * 26 = 10.4m increased.
Means your TR with Destressing is 40 + 10.4 = 50.4m
Add Agitation 12m
Total 62.4m
_ _ _
Agitation + Distressing
Base 40m + Agitation 12m = 52m
Distressing gives you 52m / 100 * 26 = 13.5m
52m + 13.5m
Total 65.5m
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I really think that any offering that related to the realm, it should be on Killer only: basement/hatch spawn, realm choice, hook .ect
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I feel that Killers here try to defend their 1 hour of 3 Gens strat. The wiki says as Killer, you patrol Gens to find survivor & start a chase and kill them.
What you're doing is go to Gen1 to injure and push them away, then go back to Gen2 and do exactly the same. Injured survivors healed up and go back to Gen1. Then what do you do next? Back to Gen1, injure them and go back to Gen 3?
Its a circle, there is no progressing.
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@healsoflove718 said:
Mannn, I'll take THAT situation OVER being face camped or tunneled. At least when you're 3 gen, you come out with a decent amount of bloodpoints unlike when you're tunnled out of the game within the first 3 mins of the game you leave with less than 5k bloodpoints.
Tunneled will get you 5K BP through 5min match.
3 Gens get you 30k BP through 1 hour match.
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@Hrofn said:
If i ever see survivors NOT tunneling their objective, as in do 1/3 of a gen then move on, 1/3 next (just like killers taking 1/3 of their objective's hook states) then I won't tunnel my objective. But since every match I've ever played has had survivors tunneling gens, it's only fair killers like myself tunnel back in return. Equally fair play.
I wished survivors' hook stage can be dropped to 0 when I got 2 hooks
Just like how a 99 progressing Gen can be dropped to 0.
Now where is the equal?
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@YOURFRIEND said:
Honestly just glad to see wiretap getting some mileage.
Your build is horribly boring, by the way.
Not that survivors' build is creative.
MMR works really good there though.
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@GoodBoyKaru said:
Remember the pallet upstairs on the 3rd floor of Hawkins anyone?
Hawkins has 3rd floor? Isnt the corridor with many rooms is the 2nd floor and the top?
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@Raptorrotas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315116#Comment_3315116
No offense, but for some people its never enough.
People are slipping down the slope and are gonna demand to deny the killer the choice who to target, when to target, and where to be.
We arent gonna demand survivors do their gens in a certain order or only at a certain speed.
But might just be my killer bias talking.
With basekit BT, chasing off hooked survivor is still easier than healthy one. Its technically you chase 1 health state survivor after 10sec while ensure they can run to a title, but mind game a Deep wound survivor is easier than Injured one. A chase is only fair if they have 2 health states (well, unless you find them healing or doing Gen while injured), for me DH is still unfair, but its so needed against tunnelers
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@Raptorrotas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315063#Comment_3315063
I miss the crazy survivor ideas from a year ago.
But stuff like bt basekit did happen, the devs accepted the crazy.
Thanks to killers who camp and hit right off hook. Basekit BT is undeniable needed, and eventually its still not enough against hardcore tunnelers, its like they asking to buff basekit BT more, which Basekit BT actually got buffed after 3 months.
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Somehow I wish my creative as an artist can be as good as killers' balance idea in the forum...
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Haddon field has 5 buildings, 1 Myers house, 3 others, and 1 that not accessible.
Myers house is fixed, the other 4 is randomly spawn on 4 places
Which the RNG can work there.
Bad ham has 1 main building, 2 houses, shack. Unlike Haddon field, if they make RNG in the map instead of variations, the change will be only rotation around 2 houses, since there is not a single wall titles in it to be RNG.
Which is why they have to make 5 different layouts. Without creating multiple layouts, Badham would be like Saloon, there is no RNG in that map.
I understand why there are 5 Badham, but I cant explain well.
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2- DH is really needed against tunnelers, but its still dirty against fair play killers.
3- Camping & Tunneling will always exist, but I have a way to ultimate soften it.
6- Meta is 2nd chance & Gen rush for survivors, Gen slowdown for killers. Perks will be changed, but the rule of Meta will not.
10- You're a good boy, not beautiful one.
@jotaro said:
I miss old dbd too back then killer win felt rewarding and with survivor genrushing wasnt the only way to win
Gens was sure faster, but survivors tend to cleanse Totem to prevent Noed IF they have enough time to cleanse totems.
Now, Coh exist, Noed nerf, there is no reason to touch totem except BP. Gen time increase force survivors to bring at least 1 Gen perk related. I feel the game now is less dynamic than before.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3314534#Comment_3314534
It used to confuse me when killers would say that but cry about survivors DCing. I’m sure he’s gonna produce some over explained variant of “it’s different!!11” to rationalize this.
I mean, some killers use everything to take me out of the match in 2min. Because they can only win in 3v1 games.
But I stand right under hook giving up, let them have 3v1 game and suddenly I hurt killers' feeling.
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@WesCravenFan said:
It all comes down to people riding that "I bought the game and if I am not having fun I have a right to quit!" attitude.
It's all about them. Screw everyone else!
I see "your fun is not my responsibility" here all the time.
I mean, if DS penalty is harsher, they would just suicide on hook or afk. The best part of it is the time people DC will be less because of waiting.
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Delete anything that affect Gen speed. There is no balance between Gen speed stack survivor team against no slowdown killer, or Gen slowdown stack killer against no Gen boost survivors
Items should be free, remove all higher variations. Survivors bring 4 Brown medkit every game is easier to balance than the possibility of a team bring no Medkit and a team bring 4 Ranger, Stypic...
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The best use of it is you blinding killer while they break pallet, so the chased teammate has higher chance to run away, since after the blind, your scratch mark cover your teammate. By anymean, it only helps you to slightly increase distance, not meant to instant escape from chasing.
And Flashlight save of course.
Its situational and hard to use, but its strong.
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@UnluckyDucky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3314348#Comment_3314348
I should take the hook?--I have literally done that. I had 0 hooks, and the gates were being opened. I distracted the killer and I let myself get caught, and what did my team do? They all ESCAPED out the gate, and LEFT ME. But I had Deliverance. Did I get a chance to use it? NO. And I should have. But because they all left, I was instakilled.
Theres so many reason you may be the last one in the game--someone DC'd/Quit, someone Escaped before you got hooked--however it happened, IF you are the sole survivor and IF you get hooked for the first time you should be granted that 4% or a chance to use your delivernace.
I mean if there is at least a teammate in trial (that not on hook), it will not skip you the attempt. Unless they escape before you getting hooked, which in some case its understandable that they afraid of Blood warden, especially if EGC is below 50%.
Those cases are rarely happen though.
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https://www.youtube.com/watch?v=R4zPDPKP26M
I mean, if you dont have any hook yet and knowing your teammate is in chase. You should attempt to take hook for them.
Deliverance need a buff though, I want my teammates know I have the perk activated so they can ignore me and do Gens.
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@OneGoodBoyDemo said:
Alright, time to go to bed.
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The best buff can ever give to Solo right now is giving a keyshortcut to press showing a sticker "STOP DOING GEN" when Im about to get down with Eruption.
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Trapper, Pig, Pinhead, Nemesis. Killers that not lethal in chase, but the Gens dont fly as they have their own unique way giving survivors 2nd objective.
Some definitely need buff though.
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The most weird part that Myer is the only killer that I laugh when I get instantly removed from the game. I always enjoy play against Myer and play as, especially Scratch mirror
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313702#Comment_3313702
No, I’m just an experienced killer and don’t need 4 slowdown perks to win.
I think thats just a part of the case, Devs try to find a way that whatever you use, you should win half of the time (if MMR gives you correct opponents).
There is the difference feeling between one person doing a task with less effort, and one try really hard to complete the same task (win half of the time). The first one feel better than the later.
I play Trapper without slowdown and 60% kill rate is really effortless, Im happy with it, no reason to try hard to increase my MMR and sweat my brain off.
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@HugTechLover said:
I don’t run any gen kick perks and I perform just fine.
You're probably not in high MMR...
Work everytime.
@Forza said:
Survivors stacking gen rush perks to deal with gen kick meta.
Play without gen kick perks and get destroyed.
Play without gen rush perks and get destroyed.
Neither side can really win in this meta. Killers routinely won't even chase survivors anymore unless they're near a generator. Survivors take a hit, run to the boon totem and heal, killer kicks the gen in the meantime, eventually the killer finds an easy target, someone gets hooked, maybe a gen gets done, but eventually that easy target gets knocked out of the game and at that point 3 survivors can't compete against a gen kicking killer anymore. That's how most games go and end.
Both sides, I think, need some of their gen rush and gen kick tools declawed - for the health of the game.
There are people who are not using Gen rush or slowdown perk. They're in mid MMR.
Its depend on how hard players try to win, they will be put against equal try hard. Its up to people to understand they're not supposed to win 100%. But half.
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No where to hide is OP just because survivors' habit built up for 6 years by walk and hide behind a wall waiting for killer to kick Gen and leave.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/360395/do-you-think-eruption-needs-a-nerf
No...because it's only really a problem against solos.
What should happen is Eruption being reworked a bit to either make it easier for solos to deal with (working on hook not down) or blocking gens rather than incap, so people don't stand around doing nothing for 30 seconds.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312598#Comment_3312598
And because they didn't call it out over vc, and you didn't let go.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312530#Comment_3312530
Make it block gens instead. This lets it retain it's character and flavor, but less annoyingly (and maybe reduces it's synergy with other perks like PR).
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312600#Comment_3312600
The incap is what people are complaining about, so I'd see that changed - if only because it feels good to be right, and it wouldn't stop these threads at all.
Working on hook will make incap pointless, people can see the moment teammate is about to get hook. Incap will never happen with that change. Especially the next update survivor status showing being carried, knowing teammate is about to get hooked. This info was strong when using Pain res + Dead man switch combo, Fear monger denies survivor to see if their teammate is about to getting hooked or not.
Blocking Gens is what it should be. It will stall Gens both Solo & Swf equally.But still a single perk should not block Gens for like 3mins throughout the match.
A perk should not be this broken against Solo just because its weak against Swf. If its useless against Swf, why everyone use it?
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This perk is on the weird place to balance.
It sure requires alot of setting up, survivors touch many Gens, killer kicks many Gens, then down a survivor when other 3 are currently on Gen.
The reward is either nothing (0sec save if no one works on Gen, which is never happens), or really weak (27sec save to 3 working Gens against Swf), or single hand win the game (120sec save against Solo).
Thing is, the closer to late game, Eruption getting stronger.
- the easier for killer to setup (3 Gens instead of 7)
- easier to pull off (the chance of all 3 Gens kicked is higher than all 7 Gens kicked, which increase the chance survivors working on kicked Gen)
- easier to affect survivor (survivors can go in pair and 1 work while 1 wait to not getting incap, if their teammate dies they have to take incap by force
- and the last, easier to down survivor and trigger the perk as pallets are gone and the only way for survivors to play is W until inevitable down.
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@Sonzaishinai said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312699#Comment_3312699
Ow yeah, it's still the easy way out. I'm not saying that it isn't a problem. But it's not as big a problem as people make it out to be and survivors can do a lt more to lessen the effectiveness of it
I have a personal rule that if the number of gens that still needs to be done is higher then the number of survivors left then i'm not going for unhooks.
And the only time i see all survivors dead at 5 gens is when i'm chased first
I do agree that people who tunnel are eventually making it harder on themself. I feel like the mayority of people who say that "you need to tunnel to win" are in that situation because they started tunneling in the first place
The game rule itself is stupid, the difference between a match that 4 Gens done and a match that 5 Gens done. Is 4 Gens done match is 3K and hatch escape, while 5 Gens done match is possibly of 0K.
Because of that, to achieve 40% escape rate, 5 Gens should be done every match.
Increase Gens time further may lead to over 75% kill rate, which is 1 escape. If you play a match knowing only 1 can escape, the game will become 4 survivors hiding and wait for other 3 to die so you can get hatch. There is no point to do Gens to get the same 1 escape result.
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@bunnyfengenthusiast said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312088#Comment_3312088
To this, I'll respond that the main playstyle at the top levels of play (i.e competitive) is to hold a 3 gen and tunnel/camp someone out as a standard, because it is near impossible to win a game against a competent, coordinated swf, on a relatively average map, if all 4 are alive. As long as at least one person is constantly on gens, the killer is constantly fighting a losing battle. In this scenario, I'm excluding the killer using slowdown perks, or the survivors using genrush strats (since I'd argue 4x bnp commo is much stronger than the strongest 4x slowdown stack).
All pressure the killer can dish out gets relieved relatively quickly in most conditions, when medkits, COH, deliverance, adrenaline, we'll make it, and other strong recovery perks are a thing. Dishing out pressure is something that costs the killer time. Injure someone and commit to a different chase? In the best conditions, two people are healing (16s), one person is being chased, and one person is on gens. After 16 seconds, your pressure is lost and you gained no new hook states. As it stands, there is zero incentive for the killer going for a win to not tunnel someone out of the game as early as possible, regardless of what it takes, because spreading out hooks is objectively a worse decision, outside of any outside rules present. Even in the best situation, assuming quick chases, it's better to target two people in specific, or "soft tunnel" in order to reduce the odds of the tunnel out stealthing for long enough.
This is a mathematical fact: on a lot of maps, killers HAVE to play dirty to win, because tiles are simply too safe. I remember doing a breakdown; even assuming a 10s down time between chases, 10s hook, and 20s chases, a killer spreading hooks out evenly will get 6-7 hooks at best before all gens pop. The numbers only get more absurd when you factor in things like hyperfocus stakeout toolboxes (50s solo gens), BNPs (40s solo gens), Prove Thyself (48 second 2 man gens) etc.
Exact to what Peanits said. Whatever you use and how you play, MMR put you to place that it should be work half of the time.
Your try hard should be equally matched with other try hard.
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@RainehDaze said:
The more you buff the unhooked Survivor by default, the more incentive there is to focus them down (because as soon as you do that too much, experienced survivors start using whatever anti-camping or anti-tunnelling mechanic you added as an offensive tool, not defensive), so generally give the Killer a reason to chase someone else. Or at least some benefit to offset not taking someone out.
Otherwise you're just stacking effects that counterintuitively make getting someone out first even more important.
Endurance remove collision, fix BT body block.
Healed disable Endurance & DS, fix OTR & DS offensive tool.
Then they can buff the unhooked further
@Sonzaishinai said:
I'm going to be brutally honest here
I feel if someone gets tunneled out at 5 gens the survivors deserve to lose.
I get that it's not fun but if a survivor who has the entire map of resources available to them and still dies before any gens have been done then either they played really poorly or their team wasen't taking advantage of the time they were buying.
Especially with the endurance taking away the most unfair part of tunneling that was hitting a survivor of hook before they could reach a tile
If the killer focusses all their attention on only one person and doesn't lose atleast 3 gens in the process the survivor team misplayed badly
The only exeptions to this is against nurse or blight with his strongest addons but that's more of a killer issue then a tunnel issue
I'm not going to say hard-tunneling isn't a problem cause it is but it's not that big of a problem that people are making it out to be
Especially with the endurance taking away the most unfair part of tunneling that was hitting a survivor of hook before they could reach a tile
There is still difference between chasing a survivor with 1 health state especially they get Deep wound overlay which make it harder to properly see and loops(yes, they should be able to run to a title, but still 1 health state chase) and chasing a healthy survivor. This is why chasing unhooked survivor is still better choice than chasing a healthy one.
Overall, tunneling would just lead them to higher MMR that they dont belong to and totally destroyed by survivors who completely out skill them is the best part.
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@AverageKateMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3311730#Comment_3311730
Why does the flying person have a messy looking bbl?
Because she's Flappy mommy
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@LuthirFontaine said:
To be fair don't killers get a lot of extra chance perks? NOED and No way out for example?
2nd chance has alot of meaning.
Survivors' 2nd chance is clearly the perk that keep them up instead of dying. In other word, they increase the time of being alive in match.
Killers' 2nd chance is the whole slowdown perk set, your goal is to down a survivor in 30sec, and you cant? Okay so I - slowdown #1 give you 15sec more to down them. And still fail? Slowdown #2 give you another 25sec more to down them.
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All Hexes should be like Plaything.
3rd seal: Dwight hooked, a Dull turns into Hex that applies only to him.
If more Hexes in loadout: the Dull that applies to Dwight contains all the Hexes effects on him.
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@SmolBlob said:
This isn't an airport, you don't need to announce your departure.
OP just depart from the airport.
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Hey, Im in chase around Gen 2, do Gen 1 now.
Hey we finish Gen 1.
Alright Im running to Gen 3, do Gen 2.
Hey we finish Gen 2.
Ok Im at Gen 4 now. Do Gen 3
- Survivor dont run into teammates Gen
- Survivor makes no mind game mistake
- Survivor accidently run into non-pallet title
- You stuck kicking a pallet and survivor W 200meter away from you in a 90meter length map
- A Teammate instantly spawn right infront of you to take hit for the chased survivor. Then instantly spawn back to their Gen
- Teammates instantly spawn to another Gen after finish one
- Then Gates instantly open after finish the last Gen.
- You fail to use your power
- You refuse leave chase
- You ignore a teammate on Gen when chased survivor runs pass them
- You fail to make a single success mind game.
If your game play goes like this...the conclusion is
Somehow Killers always explain the game play that Survivors play like 4 Gods and Killers play like Carniflex homing to a target survivor.
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First step I would like to have is the categories for perks
- Exhaustion
- Aura
- Healing
- Action speed up
- Chest, Totem, Hook, Gate
- Gen Slowdown
- Chest, Totem, Gate slowdown
- Aura
- Expose
- Hex
- Action speed up
Honestly too many perk, I cant remember all of them.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310549#Comment_3310549
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310540#Comment_3310540
I'm saying that Eruption isn't the automatic win people are claiming it is, with the CC being the best example I can easily refer people to.
I'm probably a mid MMR killer (maybe mid-high on Hag, Ghosty, Artist and a few others) and I face sweaty SWFs sometimes. Because 'sweaty' is relative.
I mean, lets look at 3 memorable matches from the Christmas event.
Ghostface game on The Game (offering) - ran into a 4man running 'destroy all the gens' builds. Simply couldn't kill them fast enough, and Surge didn't cut it. Game was done in...about 5 minutes, with another two where I tried to defend the gates. Had I been running a stronger build, I might have had time to make something happen.
Demo game on Garden of Joy (offering) - ran into a 3man of comp players. Similar Hyperfocus/Fogwise/BNP/PTS build. Absolutely destroyed me, partially because I went in with a flan/give everyone a chance to get BP/fun build (it was Christmas Eve). They heavily abused the pseudo-infinite in the main structure and were BM as all hell in postgame.
Plague game on Eyrie - another 4man, similar builds. About 6 minutes in, all the gens were done - they didn't even bother to cleanse or do Plaything totems (I was running Penti) and barely even tried to loop me. Just two-to-a-gen, always on, and by the time I hooked someone a gen had popped. Once again, BM.
Tell me - with the possibility of running into this sort of team, why shouldn't killers bring their strongest options?
Because Eruption cause 27sec Gen lost against SWF with a big setup will not help to win.
Where Solo it can apply 120sec Gen lost surely the most powerful Slowdown perk ever exist.
After all, its still just of 4 slowdown perk.
If you compare to Grim Embrace where requires 4 hooks to lock all Gens for 40sec. Even if buff the perk to require 1 hook to block 40sec, it still far weaker than Eruption where the possibly to remove 120sec Gen multiple times.
Eruption should be changed to close the gap between Swf & Solo. Blocking 25sec (will cause 34sec Gen lost instead of 40sec because the 6sec regression removed) is still powerful, while it both effect Solo & swf equally.
Killers who defense Eruption because its really weak against Swf isnt the reason, the true reason behind is to bully Solo.
Tell me - with the possibility of running into this sort of team, why shouldn't killers bring their strongest options?
You're asking survivors to run meta. Why should I use meme build when I may play against 4 slowdown tunnelers? The answer is accepting that I should have 40% escape rate, then die and drop MMR. Do you accept your 60% kill rate? Or 90% kill rate to play against survivors who have 90% escape rate?
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@MaTtRoSiTy said:
You are talking about tournaments, not the average solo queue or even SWF casual that makes up the majority of the player base @StarLost and balancing the game for the top 0.01% of players is the fastest way to kill it.
If you are actually trying excuse Eruption as it is, with all due respect I feel justified to dismiss your opinion outright as Eruption is objectively completely and utterly broken. Apologies in advance if that is not what you are implying here
I just wish they understand that the chance they play against the sweat 4men SWF is lower than a mid MMR survivor play against a god Nurse.
Bring in sweat 4men SWF as the reason why Devs should buff Killer so they can win against those SWF effortless. Is the same as me asking Devs to remove blink from Nurse so I can beat SupaAlf. Which both are stupid.
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They can only rework 1 realm at a time, please wait.
There are other maps like Suffo pit that extremely survivor side in middle, but there are multiple dead zones. Those map need slight rework on title placement, remove a gym in middle and put it on deadzone instead.
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@DBD78 said:
Knight needed buffs but how good are they really? Enough? We have seen Trapper, Clown get buffs and changes and still be in the very bottom of killer tier.
But everything they give weaker killers..good!
Trapper stays at the bottom because they make less grass in new maps, and brighter in remake one.
There were too many place to setup traps (think about it, he's the first killer in game, so they made everywhere can be a place to setup trap), for some reason they keep removing it to non existence.
Garden of joy seems like a foliage dense map, but it has zero grass just like Eyrie.
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@xfireturtlex said:
This is definitely a "be careful what you wish for" scenario.
And everybody thought 3 gen Knight was bad......
Its not that Nurse with Startruck and 3 Slowdown will be any difference to Nurse with 4 Slowdown.
@egg_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310097#Comment_3310097
Literally this. I'm not sure why people say "well if nurses can't run starstruck agi anymore they'll just equip more slowdown" as an argument that one shot nurse was fine. If anything, it just proves that it made games extremely easy just as much as 4 slowdowns do for all other killers (except maybe some of the weakest ones)
But then again, even 2 strong slowdowns on basekit nurse are more than enough for an easy game
The game has really weird time concept perspective.
As killer, chase a survivor for 15sec longer, feel like losing 45sec Gen. But chase a survivor for 15sec shorter, feel like only save 15sec. There for the feel of always need slowdown, even in reality not needed.
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@jesterkind said:
...Are almost all the other Exhaustion perks comparatively lacking in value? Lithe, Balanced, and Sprint Burst are all fantastic perks, Overcome is almost overpowered in some builds, even Head On has its place. I'm pretty sure it's just Smash Hit that lacks in versatility and value.
I'm not so sure that just bringing in more Exhaustion perks is the right call, really. Dead Hard is still run more often than the rest of them, it looks like, and that might be worth looking into- but your only real option for responding is nerfing Dead Hard, since its competition is already pretty solid across the board and anything designed to compete with it is necessarily going to be even stronger.
Sprint burst is 2nd best, because it helps you do Gen in dead zone.
Balance landing is extreme map dependance, your dropping speed is slower than killer's. Still may take a hit.
Lithe, if you vault without taking hit, Lithe is meaningless; if you take hit when vaulting, Lithe is useless. Lithe is like something you want to take a little break mid chase, or worse version of Sprint burst that you dont want to start a chase by vaulting when killer is coming.
Overcome is strong only if Lucky break, Inner healing, Quick and quiet for all 4 perk slots. Beside, its useless againt instant down, and you have to heal to make use. DH can stay injured.
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1 step should only be made per time, they will see the stats, feedback for further change.
Though Icons will not help Solo against Eruption for sure, but focus with what you get currently, not what you dont get.
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@[Deleted User] said:
Not really an issue exclusive to Nurse. The slowdown perks are so impactful that it's often detrimental to take anything else if your sole focus is winning a game at all costs. Why not run Cenobite with 4 slowdowns? Why not Pig with 4 slowdowns? It's just where perk balance is right now. The only reason to not run the most insufferable slowdown stack on any killer is empathy for the other side.
Which is correct.
Thing is 60% kill rate average (5 kill per 8 survivors), doesnt feel good for Killers. Its either a tie (2K) and soft win (3K). Or a great victory (4K) and a lost (1K). Most expect they should have 3-4K for both match, which is why they put 4 slowdown to ensure their 90% kill rate consistently.
I can totally get to high MMR with Trapper using strong addon, 4 slowdown and tunnel. Of course I would still lose to players like Zubat, but thats because I use low tier Killer, or admit my skill should not be at high MMR to begin with.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309067#Comment_3309067
You underestimate how long it actually takes to do that. Imagine if hook states were shared. Downing a survivor who does nothing but hold shift + w takes 56 seconds (seriously do the math). Then they get hooked, then repeat that 6 times before they are out of the match. This is a total of 56 * 6 seconds. Then factor in that, if the killer is tunneling, just don't unhook them, if they have to go through 6 hook states to die, that takes a full 6 minutes. You are easily going to finish 5 gens and do the gates before they even hit the last hook state.
Hooked first time, 1st hook count him. Unhooked and tunneled (1)
Hooked 3 more times, count on teammates. Unhooked and tunneled (1 + 3 = 4)
Hooked 5th time, 2nd hook count on him. Unhooked and tunneled (4 + 1 = 5)
Hooked 6th time, 3rd hook count on him, Dead.
There is 5, not 6
You said 56sec W.
Survivor will make 224m.
Which map has 224m straight line.
Dont killers know how to take flanking path?
Dont killers not using power to speed up?
Did you count 56sec that Killer attack when being right behind survivor or already count their 6m lung distance?
Tunneler still tunneling as long as going to the injured unhooked survivor is still a weaker option than other 3 healthy survivors (as I said, go back to unhooked 3 more times is still better than going for 3 healthy teammates).
Thing is, its not about punishing tunneler, its about the fun of tunneled one. Just W 5 more times, even if the map is 300m length that allow you to W for 56sec, isnt fun.
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@GlamourousLeviathan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309058#Comment_3309058
❌❌ Play safe and learn strategies to counter the meta ❌❌
😻😻 Ask for a nerf because you're clearly incapable of adapting 😻😻
Im interested to hear how Fog wise, Bond, Inner focus let you know that exact 0.25sec before a teammate is about to going down.
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If Killers wanna use slowdown, please do Plaything + Penti. I just love hunting Totems.










