C3Tooth
C3Tooth
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302641#Comment_3302641
Shrug. Once everyone gets back in and 2023 is properly underway, I'll happily hold you to that - I'm sure I can find a few 2000 hour folks who'd even be happy to upload the video after.
EDIT: As I'm typing this, I've got 2 already who'd be keen. NA, right?
You can all decide on the killer and the map at the time.
There was no 'constructive' part of that post mate. It was hyperbole, exaggeration, false claims and then a demand to completely gut the perk...basically because you have a vendetta here. You lost to something, got annoyed and now want to...I guess punish people for using it? And yes, you did give both 'feedback' and 'suggestions', especially this part:
"Eruption needs to be nerfed into the ground"
Again - vendetta. You aren't looking to reign an overpowered perk in while keeping it viable, you're looking to take something nice away from people because you have a chip on your shoulder.
And no, 'pressuring an area' isn't camping a 3gen. For the...fourth time now - if they are sitting there and not chasing anyone, then that's a hostage game. If they are chasing, then you can bust the 3gen.
Incap should be gone, completely. Pain res denies 1 Gen for 45sec, requires 2 perks and already considered strong.
its almost impossible to not see 1 perk has potential to deny 120sec for Solo and not even able to heal, to call its a fine perk because it only deny 27sec for 5% of 4men Swf.
Locking Gen for 25sec instead of Incap may closer the gaps between Solo and Swf. And still give Solo time to heal.
To call killers should be balanced around 5% 4men swf, the survivors should be balanced around that top 5% Nurse.
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Me too feel the same when using meme builds trying to have fun and get tunneled.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301961#Comment_3301961
You're forgetting the first rule of the DbD forums: in any imagined scenario, the killer is awful at the game and the survivors are perfect. Many will claim that chasing and downing survivors is this monumental task that should be rewarded with 30+ seconds of game delay on each gen with Eruption.
I cant believe such calculating from a killer main like you.
Its 40sec, not 30.
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I think someone posted some inappropriate images here, so they changed that you have to be a forum member for a while to be able to post?
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@Hensen2100 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301672#Comment_3301672
Weak killers can't afford to kick gens. Strong killers don't need gen perks to win.
If the killer is both downing people left and right and has all this time to kick gens survivors are actively contesting, it's a skill issue.
120sec of Gens saving time on down.
Survivors eventually only have TL to play and die by bloodlust.
Its not skill issue, its just math.
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I play mostly Killer back then when it was old Haddon field with Trapper, he was decent in the map. So I was fine with old Haddon field.
Since the new Haddon field, I really miss the "safe feeling" from old Haddon when playing as survivor, I realized how op the old map was, just from that "safe feeling"
The new Haddon field has infinity & dead zone street, nothing in between, all pallets are unsafe. I have to let killer hit me once after 2 big infinity loops to not let them think Im exploiting the windows.
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The ultimate reason not to tunnel/camping and try extremely hard to get a 4K.
Is playing against survivors who not try extremely hard for 4 escape.
You can pull "you dont play in high MMR so you dont know". Thing is, I totally can put 4 slowdown, playing Spirit & hard tunnel these teams for easy kill to get to high MMR...wait, so thats why you're in high MMR?
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@FMG15 said:
How would you rework her in a way to not make her useless or completely broken? She is not being touched by the devs because the way you play her is entirely different from the rest of the roster.
Blink attack is M2.
Range addon should not increase speed.
It will not help against good Nurse with quad slowdown and tunnel. But thats all she can be fixed that not changing her kit.
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It feels weird that 3 guards are just having different number to exact the same function.
- I would make with Carniflex ready, you can see dropped pallets / breakable walls in 16m range, just M2 to slam the sword then he instantly spawn there and break pallets / breakable walls/ Gens, any survivor in range will get in chase. Lower his chase time, but his attack is instant down (come on, he has the biggest weapon)
- With Jailer ready you can aim at a hook or Gen and M2 to slam the sword and spawn him. He will patrol between the hook/Gen you pick to another closest hook or Gen.
- With Assassin ready, you can M2 to slam the sword then he instantly spawn next to the survivor you're chasing and start the hunt. Increase chase time but remove Deep wound (its weird that he has the smallest weapon but cause more damage than others)
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@Nazzzak said:
Is Overcome considered a second chance perk? That's the only exhaustion perk I use
I would say only DH is 2nd chance perk that being Exhaustion, its powerful but really necessary against tunnelers.
The others, not. To me they're just giving you a few secs to breath and ready for the next loop.
@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300678#Comment_3300678
in the trailer she looks decent as well. It’s just in-game plus animation that really is not making her shine as much
Right, Haddie & Yui looks great in trailer, pretty bad in game.
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@ByeByeQ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300604#Comment_3300604
I just wanted to see if they could come up with anything at all for a response.
I've been having horrible games in DbD and was seeking some entertainment.
Not doing Gen, bro.
If your Meg's first chase end at 20sec, you should stop doing Gen at 19sec on her 2nd chase.
Use that 25sec incap to find Gate & Chest for the 10th times.
As counter to Eruption. These could be the most entertaining lines yet. But I believe there will be more creative lines.
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@Stabby_Widdershins said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300469#Comment_3300469
What do you mean “stop trying to win which is reportable?”By my understanding, if someone 'gives up', and either just idles, or actively seeks out the Killer; they can be reported.
I dont blame people DC when a teammate is tunneled out with 4-5 Gens left. There is no win thereI blame them. What about the Killer? How is it fair to them if people DC because the match went sideways?
One DC so the last one can actually “try to win” by getting hatch.That's firmly in 'cheating' or 'abusing exploits' to me. Anyone I see do it is going to get reported. DCing does not exist so players can give the hatch to another player. That's abusing mechanics in ways not intended by the devs.
Killer didnt care about tunneling the first one out in 5min. Whats about that survivor?
3 survivors with anything more than 2 Gens, its guarantee 3K and 1 hatch. Unless all of them are Ayrun level, there is no point to play a hopeless game.
to think, if you play zero effort or try hard as possible still get you 1K, why should you put effort for the same result?
I suicide on hook and try to play for 5 more min and still die with my last teammate get hatch. Whats the point staying in that match longer?
Again, I repeat, I find its stupid when people DC/suicide on first down, especially their suicide actually turn survivor side into killer side match.
Suicide in guarantee 1 hatch escape match. Fine
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@Stabby_Widdershins said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299822#Comment_3299822
They should just change the hook mechanics to prevent hook-ragequits.
Instead of each escape attempt reducing your time on the hook (and being able to manually fail so you die faster); attempting to get free should increase the time it takes to be unhooked.
And failing Stage 2 should do the same thing.
This way, ragequitters either have to stay in the match, stop trying to win (which is reportable), or DC (which is reportable).
What do you mean “stop trying to win which is reportable?”
I understand the Dc when first down, even those who first down when 2 Gens left. Its really questionable.
I dont blame people DC when a teammate is tunneled out with 4-5 Gens left. There is no win there. One DC so the last one can actually “try to win” by getting hatch.
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@Raptorrotas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298836#Comment_3298836
The difference between 3 and 4 is kinda why i said there might be extremly livid debates about it. It's also about the binary nature of survivor ( dead or escaped) and killers variable killcount.
Personally I tend to agree more with the 4k crowd, but if killers think 3 is fine too, good for them, even if the game doesnt give a win-bonus.
My problem probably is that Survivors tell Killers to be happy with doing 75% and then letting the last go. Now, Imagine the outrage if killers decided to start telling survivors to be happy with only doing 6/7 (85.7%) or 5/7 (71.4%) of their objectives. Well, hatch exists so screw survivors doing their objectives or die trying anyways.
It's a weird debacle, how can one make the" chance to escape" for an individual survivor the same as "the chance for 4 (or 3) not to escape"
Not every survivor demand Killer only aim for 3K (as letting the last one escape). Point is, thats still a win for killer, not about 3K, but about you can totally 4K but decide to spare one.
Telling survivors to do 85% Gen only is different. As long as the Gen isnt 100% done, they only have 25% escape rate, not 75%
Killer can do 25% objectives (3 hooks) to achieve 75% goal (3 kills)
Survivors either do 100% objectives (5 gens and a gate) to achieve 50-100% goal (2-4 escape). Any thing less than 100% is 1 escape. The equal is 1 survivor stay with you to have Entity kills them instead of escape. A pity kill, just like you give the last survivor a pity escape
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@Katzengott said:
Embrace "The Hookers" and "The Runners". For me it's all about chases on both sides.
But just changing the names wouldn't do much, as survs still want 3 full health chases and most killers don't have the time to do that as the survs objectives can go much quicker. Potential 12 hooks are nearly impossible against a good team, even with gen defense.
It should be, you should have 60% kill rate in average, which 7.2 hooks for simple math.
for complicating one, Survivors have to complete 5 Gens every match (to achieve 2 escapes). Killers only need to do between 2 or 6 hooks for 2 kills.
there are many matches that eventhough 3 hooks with 2 Gens left. It can turn the game from survivors winning to killer winning with the next hook (can be the last hook for one of them, can be killer decide to camp that 2nd hook without Kindred, can be survivors make a single mistake but a great one)
the game should give a buff to a side if other side is winning. Making come back mechanic to keep both side racing for their goal and engaging. 1 hook with 1-2 Gen left and 1 dead with 4-5 Gen left should never be a thing.
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They can just suicide on hook.
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@proxy_taxfraud said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299643#Comment_3299643
Man, I've had more fruitful discussions witu preschool kids. Can't exactly say I'm disappointed though because my hopes weren't exactly high to begin with.
Talking about getting all emotional.
I mean yes you are right, I am wrong. My idea is stupid because you don't like the tone of that little voice in your head when you read my posts. Maybe removing all perks would be for the best. Maybe only survivors should have perks. Also give survivors guns so they can end the game then and there. Also allow dedicated GGEZ and ######### KILLER macros for quick access to some of that great endgame chat.
Idk man what do I know. I only got about a thousand posts less than you, obviously I am just some pleb.
Maybe I should start a twitch channel.
Im sorry for the kids who got fruitful discussions with when hostile being your standard.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299262#Comment_3299262
I see… so what would you rather happen instead of that?
Wait under hook…
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@xfireturtlex said:
I kinda miss the old standoffs, even though I remember how much they sucked. At least it was interactive.
Think it'd be cool that after hatch is closed, it gets highlighted for both players. Any chest looted at that point guarantees a key to escape. Would give more options to both sides and make it feel tense again, like it could go either way. Maybe they're goin for a door. Maybe lookin for a key. Now it's more of a cat n mouse game.
Me too have the idea of chest search guarantee a Key. But there should be some changes
-ECG should starts and Gates are powered when the 3rd survivor die
-Hatch should be closed by default
-And yes Hatch aura should be show to killer
Best play should be 1 light a Gate, then either wait and continue to open that Gate, or using that Gate to bait and go for Hatch or other Gate. Within 2min pressure
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299222#Comment_3299222
yeah it will obviously not make randoms that don’t do anything do something but you can’t force them anyways
at least it will give basic information without buffing SWF, also it might prevent some toxic after chat because sometimes you get accused of doing nothing while actually being on gens most of the time (at least I got that occasionally)
because doing Gen gives the least BP. I often focus on Gen, even injured and last hook trying to get Gen done.
And in the end my BP is half to others
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@Firellius said:
A little buff that absolutely won't help swiffers is showing survivor load-outs to other survivors. Let other solo queue folks know that I'm running a healing build with Desperate Measures, Botany, and that Yoichi perk that makes my aura show up to injured survivors, so that they know what that info means and what they need to do if they're injured.
It'd at least -help-, somewhat.
I would say many perks need QoL. I want my Head on locker show Yellow aura to teammate if theyre 12m range. I want my teammates know I have Deliverance and I decide to stay on hook with Kindred waiting for the best moment to self unhook without my teammates leave Gen
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299180#Comment_3299180
So you want to take literally everything away from him? That would literally cripple blight into trapper tier. You obviously have never played blight.
Maybe you should try learning how to play against blight before calling for ludicrous nerfs liking capping his attack angle to 30 degrees. He has got a TON of counterplay. You just can’t mindlessly hold W against blight and survivors can’t stand it.
*To OP, spirit is just as strong. I 4k with spirit at the same rate I 4K with blight. Her addons are just as strong, and her phase attack counts as an M1, that is a major difference.
As Trapper main, nothing you can do to Blight that will make him equal to Trapper.
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I would not want it to show Dull, Boon or Chest though.
Sometimes killer has 3 hooks and 1 Gen left. I want to ease out, do Dull, get an item. And somehow team makes a huge mistake and lose in the end. Then I get blamed for not doing Gen.
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@DudelPuma said:
that is information NOT a buff ! great, now I know that my mates are useless that will definitely help the solo q so much that it's no longer cruel
I mean that no gens are concerned and dull totems are cleansed and chests are open are no indication that they are currently useless no now I only have the confirmation that either the solo q gets a real buff (more gen speed, heal speed, etc.) or the matchmaking measures the actual skill (e.g. chase duration) with the information together it would be much more pleasant and bearable solo
That is a buff.
between Team A without knowing someone is in chase, teammates are scared to do Gen because theyre injured and last hoom.
and Team B knowing someone is in chase and put that 20sec chase into 40sec Gen. Result lasst Gen done and possibly 2 escape. Because they got a buff.
what buff would you like?
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3297332#Comment_3297332
Working with the killer is a very specific thing, they have to be working together for it to be reportable.
A survivor running Bond where the killer is not actively working with them, but that survivor running the killer to another survivor to save themselves is not reportable - this is where the team game becomes less of a team game and more of an individual move.
Im afraid youre going to be banned because youre trolling, breaking the forum rules, and support cheating : ))
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@Seraphor said:
This is such a familiar scenario, and why is it always a Feng?
I had exactly this happen with a Feng and a Kate. Only I was running Ghostface with CCTV Camera. So I let Feng wiggle, marked and downed her again to reveal Kate's aura and killed her, letting Feng escape.
Turned out they were a duo, and Feng wanted Kate to escape. 🤷♂️
I had a Feng and David with 2 Gens left, hard to find any of them. David kept Diversion of Feng, I found Feng (was on a Gen) and killed her. David got hatch
i regret not to kill David instead
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@mrpieseller said:
My only thing is maybe make the exit gates take longer to open, since if the killer is across the map when the last gen is finished it may take them a while to get there
It should not, Gate spawning is so random, 45% the time its a guarantee kill, 45% is guarantee escape (with no mobile killers only), 10% requires that 24 Gate and barely make it in time.
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298145#Comment_3298145
Leader? The perk that doesn't increase gen speed at all?
I'm guessing you meant Prove Thyself.
Also medkits are stronger than toolboxes in most games.
A brown toolbox makes you do 16 charges of Gen 50% faster. Instead of 16sec, its 10.5sec ; Which save 5.5sec on Gen.
A medkit makes teammate do 16 charge on Gen instead of on you being injured ; Which save 16sec on Gen.
Beside, they claim playing Survivors 80% of the match and mistake for Leader...
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@ByeByeQ said:
DS is currently being used as an offensive perk to "recharge" Dead Hard through it's ability to remove the Deep Wound status. I find it always paired with Dead Hard and usually the survivor does every toxic thing to actually try to get the killer to tunnel them and also they stack other second chance perks like Off the Record and Adrenaline. Buffing DS would buff these players.
DS needs to be reworked if it is actually meant to be used as an anti-tunneling perk.
Disable if healed. Tada.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298812#Comment_3298812
Ive made this point several times. Nice to say other people can convey my point in a better way than I could put it, because the way I put it was pretty convoluted! :D
@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298756#Comment_3298756
Tell me. If BHVR were to add a chat wheel to DbD for Survivors to be able to tell each other:
"I'm on a gen! (75%)"
"The killer is near me!"
"Healing! (50%)"
"Hex Totem here!"
and/or they added little status icons to show what action a Survivor is doing. Like repairing, cleansing, blessing, being chased, etc.
how in the world does that buff SWF? The only way I can possibly see it, is they receive information .2 seconds faster than before, mean while Solo Q still has no idea what the hell is going on.
Those are the infos I want Solo to have, and definitely it does not buff Swf at all. Many killers just want to stomp Solo who doesnt know what to do because the lack of info they have.
Survivor's game, chase efficient is a small part, Gen efficient take the most. You can have 90sec chase and teammates do 30sec Gen, or have 45sec chase and teammates do 45sec Gen.
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@Raptorrotas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298573#Comment_3298573
As far as I am aware, that has been a popular strategy for a while, "just letting all others die to get hatch". Factually its often the approach of the last two survivors, regardless of generator progress.
I think theres potential for extreme debates concerning the optimal individual escape chance, especially if we want to give killers the same win chance as survivors escape chance, for 50/50 fairness.
You can usually see after 1 survivor die, even with 4 Gens done, the game become downfall for them and the last Gen may not be even complete in the end. I would still do the last Gen if my last teammate is in chase though. But 2 survivors with 2-3 Gens left? Nah.
This game is weird, because 50% chance to win for killers is not equal to 50% escape chance for survivors:
- Many killers only see 4K as winning. Even 3K is a lose
- Which is, they have 4 matches of 4K, and 6 matches of 3K. They killed 34 of 40 survivors in 10 matches, and they still consider they lose 60% of the time. If you know what I mean.
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If you think about this.
To achieve 40% escapes (12 killed / 20 survivors ; which mean 3 matches of 2 escape and 2 matches of 1 escape) mean survivors have to complete 5 Gens 60% of the match.
Increase Gen time would just make survivor use more Gen rush build because if not, the Gens will never be done.
If Gens can not be ever done, means only 1 escape through hatch every match.
If every match guarantee 1 escape, why should survivors do Gen? They can just hide and wait until they're the last one alive to get hatch.
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Alright, I have a question.
Did you use low tier Killers as a cover to ask buffing high tier Killers?
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@GentlemanFridge said:
So do you play survivor at all, or...
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@Emeal said:
So one Item per bloodweb? Yeah sounds good.
You may not think about if a survivors have alot of items, they usually empty the Brown/Yellow items with Brown/Yellow addon first.
But if survivor have a single Toolbox with 100 addon, expect them to use the best addon. Brown medkit with Syringe & Brown toolbox with BNP is a thing now. If survivors have less chance to bring an item, it will be special.
To me items should be free, but they only have their worst version. Ranger and charge/speed addon with 4 of them is absolute broken.
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@GenJockeyNance said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3297823#Comment_3297823
How would you go about showing other survivors how far a gen is progressed to go for the appropriate save?
Could be a simple number: 1st, 2nd, 3rd.
If there are 2 survivors hooked, well, it doesnt matter anymore because both others should go for unhook now.
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@Jinxed said:
Honestly yeah, remove brown toolboxes, I can't count how many times I've searched a chest hoping for a medkit and found one of those bad boys.
That brown toolbox I found in a chest let me sabo hook and saved a last hook teammate.
That thing happens once in a hundred matches, but it feel greater than medkit.
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@GenJockeyNance said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3297783#Comment_3297783
That would require people to actually look at the HUD which is how sometimes you see one person doing a gen with one hooked and two slugged or two hooked and one slug. Hasn't happened to me in ages but ignorance to some people is bliss. But I do agree the vast majority that does look at the HUD need more info than they already get. I don't think gen progression to be shown is necessary though. Just more HUD info is enough.
The progression on Gen is necessary, no need to be specific % though. There are scenario like this:
Dwight on hook, Meg in chase.
Clau with 75% Gen, Jake with 50% Gen. In this case, Jake should be the one to go for Clau to complete her Gen. If Clau goes for unhook, its possible for Killer to disturb the Gen.
The idea is to closer the gaps between Swf & Solo as possible, but not buffing Swf. I know not every Solo will catch the strategy. But at least there are tools for better players to use.
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@HugTheHag said:
Most people who call for SoloQ buffs actually want three things :
Basekit Kindred (minus killer aura).
UI Icons to know roughly what people are doing or not doing.
And for DCers to be replaced by bots instead of condemming the whole game.
None of this affects full SWFs particularly.
As for Borrowed Time basekit, it was necessary to reduce the efficiency of tunneling and giving survivors a chance to play. It came with many QoL buffs to killers.
As for killer powers being buggy, yes. Yes they are. Some of them at least. And if we do get SoloQ info, I really, really hope BHVR will start buffing killers individually by working on their power and how/why they don't work.
Not by slapping number changes as a bandaid and call it a day.
I dont really want Basekit Kindred. Solo need a status on everyone who is on Gen, in chase, opening a Gate, doing a Hex. Thats mostl the info Solo need.
If further, showing the estimate progression of their Gen (25-50-75%). And showing who are the closest to the hooked survivor, thats all.
Basekit Kindred can be totally removed with Fear monger.
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There is totally a way to buff Solo without buffing Swf.
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Even I play mostly Survivors, I think Killers should have the choice between snuff or destroy Boon.
- Snuffing would revealing Killer has Plaything / Noed
- Destroying would revealing Killer has Pentimento
Survivors can play around it.
Though I also think Survivors should able to pick between de-Hex or Bless Hex. If a survivor dont have Boon, they can either destroy or de-Hex
- So no Boon survivor can de-Hex and leave the totem for teammate to Boon
- Or simply destroy incase of Noed
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@EvilSerje said:
1 out of 10 games in average.
Pro player is right here.
Side note: you can totally tell who are killer side by saying escape over 50%.
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That's a fact. It's also a fact that there are time where it is the right call to camp or tunnel.
There is always the right time to camp & tunnel.
- If you manage to early down, tunnel & camp them will leave other survivors dont have time to complete 5 Gens.
- If you down them later, tunnel & camp them will give you 50/50 chance between survivors complete 5 Gens and escape, or attempt to unhook and you can get free hits.
- If you down them in end game, tunnel & camp to secure a kill.
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@UnknownKiller said:
I wont say camp but get rid of tunneling a most killers will leave.If killers have to hook 3 times everyone without repeating.The escape rate would be 3 escapes
Correct, however Devs will buff Killers up to match 60% kill rate.
Beside, I dont think any change will force you to single hook everyone before 2nd hook one of them, then have to 2nd hook everyone before last hook one of them. You can technically just chase 2 of them, even with DS basekit. The first kill would be the 5th hook.
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You're not supposed to tier him up. Is it too hard to understand for you?
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294930#Comment_3294930
The glare from the light reflecting off that tinfoil hat is making it difficult to see my screen XD.
But seriously, I think it's more that they've tried a few things behind the scenes, and the solutions ended up creating bigger problems in other aspects of the game.
Baseline BT and OTR were a big help against tunneling and camping. The problem is that Nurse (and maybe a handful of others, but mostly Nurse) can stick to a survivor so well that they can bypass it.
It helps from getting hit right off hook, yes.
But hitting unhooked with base BT is still better than injure unhooker. Both will take 2 hits, except the unhooked filled with Deep wound overlay make it harder for them to proper run than unhooker.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294690#Comment_3294690
You know I thank McClean for making the best designed thing in the entirety of this game, but when he laughed at scott junds fake patch loop money system I lost respect. But then again he chuckled over more than half of that video without explaining his thoughts.
To be honest, tunneling and camping need to be fixed at the root. This incentive thing killer's spout won't actually work. People will always go to the most efficient way to win and I can't see tunneling being stopped without extensive balance changes to replace the lack of pressure from tunneling in a even environment in which both sides are even and semi competent at least for this games standards.
To be honest, I think Devs leave tunneling/camping on purpose, knowing they're unfun for players. Most complaining and arguing are on those, removing it would make players satisfied.
Satisfied players dont make post or comment, people dont create a post just saying "I like this game", people dont make a comment saying "Right, I like this game too".
Arguing is the reason to make the forums live, people only make comment when seeing someone says the opposite to their thinking.
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@Blizwise said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294734#Comment_3294734
It’s not about a 100% escape rate lol. With boil over you can still move very far unless you drop from a height.. right now a down is a 99% hook, so a whole game mechanic was made at a 1% to wiggle out lol.
mid you shorten the wiggle time it will actually make the killer think on what hook to finish you on, rather then having 20 others to walk across the map too..
your acting like I said it be impossible to get to a hook lol, which is 100% not what I said. But rather give the wiggle mechanic a actual purpose, as of right now it’s basically useless to even have it in the game other then to annoy the killer when he is taking the last survivor to hatch lol
Its not useless, if they remove wiggle, it will be 100% hooked when down, unless someone goes for Flash light save, which is hard for most players.
Its possible to wiggle out everytime if you have Boil over with a teammate using Breakout (reduce wiggle from 10 times to 8.3 times), Sabo a hook, and tank a hit. Escape from being hooked should take effort.
Hooks spawn is a huge part in Wiggle/Sabo play. Sometimes its useless even with Breakout/Sabo/Tanking. Sometimes all it need is hitting Space. Cant buff wiggle when Hooks spawn can make a huge unfairness to killer.





