C3Tooth
C3Tooth
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you are not supposed to wiggle escape if there is 1 hook down. Because if single survivor dies on a hook would be impossible to reach to other, you need more than that to escape, which may be Boil over.
And 1 perk alone should not be guarantee you escape, you need more than that to escape. Which a help from at least a teammate.
Take hit, Dead hard, Breakout, Flashlight, Saboture.
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@Bran said:
1: less loops, includes windows and pallets
2: make killers better. Let em be strong.
3: I'm not sure on a third so I'll add in change the egc
Technically making 1 (survivors become weaker) means you already do the 2 (killers become stronger)
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I thought the same, there should be something like come back basekit that allow both sides to slightly equal progress their objectives.
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I really think Items should be free but have only 1 version of them. Making Items like Killer's power, you dont have to purchase them in BW.
It would also remove the possible of 4 Ranger/Syringe
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@Sally_S_gay_son said:
I do not blame the players, people want to win, but the fact devs allowed this to happen with having those perks synergize so well and being that powerful is a problem
Survivors should be heavily punished if they 3 gen but if the gens are too close from the start and killer is just going around destroying resources around the area while no one is going down it becomes a chore to play because the killer force this from the start and there's no counter play due to gen regressing/kicking perks just working too well, like I mean do devs want killers to play the game like that? Just going around 3 gens ignoring survivors until eventually match ends
If so I am scared what future killers/perks we will get
The core mechanic isnt improved much. Gen, Aura, Gate, Heal, Expose, Hex. Thats it.
Do this to make Gen become like this.
Do this to see Survivors' aura
Do this to slowdown their healing
If survivor do this, they get Exposed
Do this and Hex activated, it will do this
One day we will have
- Touch Gate will be Exposed for 15sec, the effect linger as long as you touch the Gate.
- Survivors blind you will be Exposed
- Survivors pick up an item will be Exposed
- Survivors finish a Gen will be Exposed
- Survivors fully healed will be Exposed for ?sec
They have to think at least 24 perks per year, Im sure we will get to see these perks.
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@illNicola said:
https://forums.bhvr.com/dead-by-daylight/discussion/357926/so-when-is-the-killer-meta-changing
You know, the meta will change when devs fix the game in a way to prevent both tunneling and genrush. I run 4 slowdown perks because it's a must on top mmr, you know when you find every ######### match at least 2 prove and hyperfocus it's quite impossible winning without slowdowns. So, you ask when killer meta will change, and when surv meta will change? All matches the same perks: prove thyself, hyperfocus, dead hard, off the records, maybe circle of healing, maybe ds but it's rare now because it isn't a shield anymore.
The meta will change when Devs understand that tunneling/camping is boring for both parts, but are necessary because being genrushed is even more boring. So, you know, remove gen speed perks would be very healthy for the game, or nerf them to the ground because devs doesn't understand that surv perks can be brought up to 4 times per match, and this break the game. Also, if they remove gen speed perks, slowdown perks can remain but you can bring only 1 slowdown per match (maybe Devs put "perk categories" for killer and you can bring only one slowdown per match, and maybe rework perks in a way that can create synergy between each perks). I say that gen slowdown must remain because toolboxes will never be removed, so you need to have at least a counter to strong toolboxes, bnp and so on.
After preventing genrush, you need to fix tunneling so maybe put a bbq basekit, to see the position of a random survivor so you have an idea where is the next objective, a reassurance base kit that work only if the killer is camping and doesn't work if the killer is defending the hook/chasing someone near the hook. If the killer is camping, a free deliverance that can combo with the base kit borrowed time. You know, things base kit that prevent tunneling/camping and at the same time incentives mixed hooks in an healthy way.
Maybe also some new mechanic, such us maybe a "panic" mechanic when survivors do gen faster when someone is dead but, at the same time, there are more skill checks and are smaller than normal. For example, one survivor is dead, the other survivors are 2.5% faster with gens (I say random numbers) but, at the same time, skill checks are 5% smaller and, if you miss the skill check, the gen loose like 2.5% more of progression, like they think "######### somebody's dead, let's get moving". This is an idea I just thought now, so I don't know really if it will be good or bad, but with gen regression perks nerfed/removed I think this will be good. Also, maybe put more perks for chase and stealth, so the game will not be a gen repair simulator but it would be more an "hide, seek and ######### run".
This is my opinion, hope to be clear and sorry for my English, I'm Italian.
I have something like this.
A Gen takes 80sec. Has 3 check points (20sec - 40sec - 60sec). If the Gen has 59sec progression, it will be regressed to 40sec then stop regressing further. The idea is to make it less punish if a survivors leave that Gen for too long and have its 70% progression regressed to 0. In exchange Gen regression is 300%.
Gens required to complete = number of alive survivor + 2. 4 survivors will need to complete 6/8 Gens to complete. 3 need to complete 5. 2 need to complete 4. If a survivor is on last hook at 5 Gens complete, killer can either last hook and power the Gates, or slug them and keep pressure. The idea is increase the Gen time while also giving choice for killer not to make a kill early.
Hook a survivor will respawn them to somewhere else like PH's cage. Killer also see aura of the least hooked survivor, or the survivor that didnt get hooked for the longest time. The idea is to give Killer info to instantly hunt another survivor and not able to camp.
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@ByeByeQ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3293423#Comment_3293423
"All you can do is shake it up from time to time."
What a horribly flawed way to look at maintaining game. Sadly I think BHVR agrees with you.
But they do have another, better option. The can try to balance the game. I know it's a shocking idea, but hear me out.
They could divide perks into categories and then try to balance the perks in those categories. In the slowdown category they could have easily done this in 6.1.0 but not overnerfing Ruin and Pop and not overbuffing Eruption, Overcharge and Call of Brine. For Exhaustion perks they could buff Balanced Landing, Smash Hit, etc to bring them in line with Dead Hard and Sprint Burst.
We'd see much more varied loadouts if BHVR took this approach. Unfortunately they appear to be controlling the meta so players have to buy licensed DLC to get meta perks. This is especially evident when it comes to slowdown perks.
I played this game yesterday:
https://us.v-cdn.net/6030815/uploads/TWOONDYUKSWF/image.png
It certainly didn't feel like the survivor meta has changed much.
You have to play off meta to see more survivors off meta.
More survivors off meta, not all of course.
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I will not say increasing escape rate would be fun as survivors. I rather die on 10th hook right at the Gate than escape from a tunneler/camper.
i had a Spirit tunneled a Mika real hard. Feng and Clau took turn from body block hit, heal and go back while Im alone on the last 3 Gens. Mika died in the end with 3 escape.
the most fortunate of the match was Mika the only one with multiple 2nd chances: DH, DS and Andrenaline that I pop last Gen in her mid chase. Along with Coh so Feng and Clau and self heal and go back for Mika.
i escape the match, did I have fun? Certainly not.
And Im sure that if Spirit tunneled me, I would be out from the game with 3 Gens left, and the team lost for sure. Would it be my fault if I die so fast if Spirit tunneled me? May be. But the bigger fault would be me using meme perks
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Snowmen should silent grunting, thats all.
Killer cant use power/grab. They cant see Gen and have slow speed. You should be able to recognize them from distance. Only Snowman killer would move toward you
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/357988/eruption-and-deadlock
Uh...
Eruption is not generally paired with Deadlock, as they have an anti-synergy.
Mostly you see Er with CoB or (rarely) OC.
Deadlock is a fine perk. It's good, but not overpowering.
Eruption is...strong, but I'm not sure I'd call it OP.
A perk that possible deny 120sec of progressing on a down is definitely not OP
Deadlock could be buffed if it wasnt so strong on campers
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@WesCravenFan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3293207#Comment_3293207
My point is that fun is subjective.
As for "robbing" you of the ability to play the game, the Killer's job is literally to take you out of the game so you can't play anymore. That's his literal, actual objective. So when people say things like "When I get camped or tunneled I can't play!"
Yes.
That is the idea.
Just like I don't cry when I get out in laser tag or dodgeball.
Of course no one's going to cry at a game in public, we're all behind the screen, complaining about other side not playing how we want in DBD.
Just let you know 4K every match is not what the Devs aim for. Same for 100% escape rate. Try hard is pointless.
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Tbag yes
Head on in Swf yes, in Solo not, it feel great when save a random teammate with it.
Flash blind not, Im pressed if they flash save me for their teammate than mad at them (if no BM)
This is only if they tbag
Body block to save a teammate from hook not. Should teammate just leave them to die especially hard tunneling?
Especially, none of them rob you the ability to play the game.
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@Pulsar said:
I do not do that with perks but I do it with characters.
I love playing Legion but he's such a thoroughly miserable experience to play against that I don't play him anymore. Same with Pinhead.
It weird that I feel more killer should be like Pinhead, but only if Solo have enough info and tunneling/camping removed.
Reasonable long chase that not hurting Gens with build-in slowdown & requires team work is what the game should be.
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@WesCravenFan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3293168#Comment_3293168
I mean yes, her kit is pretty atrocious. And I say that as someone that got her to P3 and every single perk (the HARD way) right after she launched. I was super excited and then let down all at the same time.
But "unfun" is kinda relative. Survivors do all sorts of things that I find incredibly unfun. I simply don't understand how people can continue to uphold this double standard that nothing a Survivor does falls under this "unfun" category, but there's a VERY long list of finger-waggles for killer players.
Can I ask for the list of "unfun" things survivors do? The only thing I can think of is BM acts toward killers
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Did you just lost a match to a Brown toolbox + BNP?
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@WesCravenFan said:
Survivors: "Camping and tunneling is boring. What happened to killers that chase?"
Also Survivors: "OMG this game is so long, why won't he just hook us?"
Pick a lane, dude. You finally have a strat that doesn't send you to oblivion in the first 30 seconds, doesn't camp you, and doesn't go AFK.
Some people are never happy.
Game done too fast "OMG survivors are Gen rushing"
Game last forever with 5 Gens left and 2 survivors that hiding "OMG survivors are taking hostage"
Its your turn to pick a lane. You like the game to last long or not?
Survivors want to interact in a match longer (which is not tunneled) doesnt mean hard slugging giving them an interacting match.
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@SMitchell8 said:
I have more issue with lack of maps/variants as opposed to map sizes. I can't understand why they've not used the base templates of maps to create new variants. Half the work is already done, it only needs a few new looking buildings/themes. Backwater could use another one, Sheltered woods and Rotten fields are dull and could use say an abandoned theme park, graveyard, church etc.
Yes! Why keeping with the new realm with only 1 variant? Crow, Garden, Square...
They could add another variant of Red forest for Blight, a variant of Crotus for Twin...
In return, Shelter wood, Rotten field, Wrecked yard should gone.
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292429#Comment_3292429
Well yeah, of course you can beat those teams easily, you don’t belong in that skill rating. You’re purposely losing games so you’re getting weaker opponents.
Correct, which I kill the other team to rank up because I noticed their skill is too lower than mine. But I still leave them a match to play before killing. Not straight up get them out of the game in 5min.
But to talk the opposite, many killers can lose some team easily, they dont belong in that high MMR. They're trying too hard for 4K with 4 slowdown , with high tier addon / killer. And wonder why they get far stronger opponents that surpass their skill.
And in the end, they dont have fun after a 4K because it was too hard.
I just expose that too many killers want easy 4K as fun in this game.
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@JustAnotherNewbie said:
If possible run Hyperfocus + Stakeout, it's been left viable for a reason, I don't know what else to tell you. If they're playing meta also play meta.
Hyper + Skateout isnt meta. If teammate in chase and leave you alot of time on Gen, you would done the Gen anyway without the perks. If teammate cant take chase long, you have to leave Gen to secure, which defeat the Hyper.
Beside, OP said killer not leaving 3 Gens. Even with 4 Skateout & 6 Hyper focus stacks by default. You cant finish Gen in the span of 20sec from killer patrol between 3 Gens.
And if you say the other teammate should take attention and get in chase, I just copy paste this...
he was still standing in the 3-gen
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@BlightedDolphin said:
I don’t really get what your trying to say. If you lose you have easier games?
Yes, not always work, but I frequently get more teams with meme build.
@Lovez600 said:
Survivors Don't really have to try hard to escape. Even before potential energy released. Just go into the game knowing you're at a massive disadvantage playing killer, and you'll have a better time.
I can 4K these teams without try hard, as Trapper without slowdown. Its my choice to go for 8 hooks.
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@Mandy said:
I will be updating Avatars - will be removing a lot as well as we are running out of space for everything. It also needs to be sustainable long term, each chapter with at least two characters, at least 6 perks and each one of these avatars have to be created.
I may drop the perk avatars completely, have all the characters that I can, plus have some charm ones in there. It's something I'm hopefully going to have completed by the end of next week, but as you see in the screenshot we have some people away at the moment so I don't fully have the time to complete everything on this, would have liked to have had them ready for the forum upgrade but that wasn't feasible. I'm hopeful by the end of next week they will be ready, that's my target date at least.
So...the old Small game will be gone?
Or I misunderstanding about "drop the perks" part.
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@ByeByeQ said:
I see a lot of baby survivors (yellow and green perks give them away), weak survivor builds and weak items here. Few survivors running anything close to meta builds here.
I don't understand what you are trying to highlight.
Someone else tries too hard for 4K, complained about playing against survivors who try too hard for escape.
Point making, If you dont try for 4K everytime, you play against survivors who dont try hard.
MMR is not always work, but I like how it is, matching the sweat with each other. Putting these survivors against Eruption/CoB Nurse would be unfair.
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It could be Killer's POV, im not sure Survivor's POV though.
Things you see as a player is not the same to others. Such as mice in Cold wind farm, they dont appear the same too all players.
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@AcelynnBen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3291583#Comment_3291583
seems like nobody can read
they 3 gened themselvs....so yea that's why i won... is that hard to understand
No no, my question is:
Did you have fun? After that 4k?
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I mean, the fact that you get 4K and didnt have fun speaks alot.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3291296#Comment_3291296
Competitive mode would likely disable things like Challenge and Daily Ritual contribution, so people aren't sabotaging games trying to do those. It would also come with certain OP add-ons and items disabled, and potentially some form of ban system to prevent OP killers from flat out wiping the floor with you, also map offerings would have to be disabled.
It would exist purely for the try-hard leaderboard, but no one who actually enjoys the game would be playing it.
Ultimately, if you're experiences ONLY try-hards, whatever role you play, then your MMR is probably too high. You shouldn't have grinded it out guys, it's not a reward or a status symbol.
I wish most people understand this, especially Killers just try everything for 4K steaks and wonder why they vs Survivors who try everything for escape streak.
Then pull the "you're probably not at High MMR" card everytime.
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Survivors incapacitated by Eruption...
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/3290474#Comment_3290474
Yeah but the matchmaking isnt the best. You can quite easily have multiple bad or new survivors verse an experienced killer.
Today the matchmaking is completely screwed, it's like its turned off today so that doesnt help games.
People wanted SBMM, and you cant have "not try" and expect to win, if you win without trying it just shows SBMM isn't even close to working
Win is 3K or 4K? Do you think the game should make it you getting 16-20K per 5 matches? Because the Devs aiming for 12K / 20 survivors.
If you aim for 4K every match, consider you should try hard to get it, and should match with survivors who also aim for 100% escape rate.
Most survivors accept with their 40% escape rate, do killers accept with their 60% kill rate?
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"Trying to win" eventually will put you "Try really hard to win" since the game match you with equal "Try really hard to win" survivors. Where you mention
I use 0 slowdown perks and still get 60% kill consistently. I faced equally non-try hard survivors.
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@Unam said:
https://forum.deadbydaylight.com/en/discussion/comment/3290150#Comment_3290150
4- Correct, you shoudlnt have replied. You dont want solutions, you want excuses!
I will just sitting here watching killers making excuses to defend this perk.
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@MaTtRoSiTy said:
Unless you are in a SWF on comms where you can call out to your team mates you are about to go down... you literally cant, there is no counter play.
Pain Res seemed like it was going to be too OP in the early days but by comparison it is an absolute pleasure to deal with as solo survivor. At least there is counter even if you cannot stop the regression side of it and you can still play the game if you are stupid enough to get hit with it.
I think the incapacitated status should be retired, it is a terrible mechanic that should never be in the game
Pain Res cause 15sec lost on the most progressed Gen. Where you can only get use 8-10 times (with hooks)
Eruption can cause 9sec lost with potential of 31sec if hit. Unlimited use. Its easy to understand that Devs thought the perk requires alot of setup to make use, though in practice its apparently not.
I would say the Incap only apply to the most progressed Gen, the other only lost progression. Start it from there, though I think it may still oppressive of how fast cool down the perk is.
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I used to spare, but now I kill because my MMR probably too low to matched with them, and they should not get their MMR higher.
I just slug them and let them fully healed before chasing them again if they're last hook, give them a chance to learn chasing.
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@Unam said:
https://forum.deadbydaylight.com/en/discussion/comment/3289723#Comment_3289723
- dont get 3 genned
- check how long it approx. takes for your teammates to get down. if someone gets down in quick succession after the 1st hit hes probably a bad looper
- if a killer is chasing another survivor you can see if he gets injured, if youre sitting on a gen he kicked, go search for another or wait until the other surv is downed.
- if you get incapitated by errutpion, go search for other gens, check where exit gates are, search hexes, make way to the hook, check which tiles are still up on pallets, check where basement is, get freakin information! If you decide to stand at the gen for 20 sec and look at it, crying about how unfair erruption is, thats your choice...
- maybe get the killer to chase you next? so others can do gens, bcs you are actually a good survivor and youre not going down so fast right? bcs you had time, to check for active tiles, you are able to loop the killer so good, that your teammates can finish the errupted gens :)
Surv Mains crying for every effective killer perk to get nerfed bcs they still cannot win with all the handholding the devs give them.
Do you even want to play the game? Or do you wanna `watch the "I Win every match" Simulator?
2- If I get down in 20sec in chase, means my teammate should stop doing Gen after 19sec because Im bad at loops. But for some luck Im able to make a 60sec chase. Which mean my teammates should wait for 41sec to not get 25sec Incap?
3- If my Gen A is 60%, I should go for another 0% Gen B, after I do Gen B 60%, killer passes by and kick Gen B, so I should go to Gen C 0%?
4- I realized I should not making explaination after reading this.
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@BenSanderson55 said:
https://forum.deadbydaylight.com/en/discussion/comment/3288963#Comment_3288963
Then please enlighten us on how to counter it off comms. Dont do gens right? lol, more like people defending eruption need it in its current state to actually win a game, because camp and tunnel not enough.
You leave a comment on their steam wall telling them to stop do Gen when Killer is about to swing.
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@Aceislife said:
Eruption has no counter. Even old dead hard had a counter. Its a no-brainer.
Old DH can bait mid chase yes. But for distance to reach pallets & windows, not.
To the post. Eruption currently, is like this:
- Without Eruption
75sec Gen could be progressed in the next 25sec from the down.
- With Eruption
6sec regressed + 9sec instant regressing. 3 or even more Gens would multiplied to 45sec in the next 25sec from the down.
The gaps between Without & With Eruption is 120sec. That cause for every single down.
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It was too easy for me to escape 3 out of 10 matches. I do prefer reduce my escape chance to 0%.
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@GuyFawx said:
solo might be better if we could have either built in audio chat and a easy way of requeuing together if you like how the players performed
Solos need info but definitely not voice chat...
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@LiveBritishReaction said:
https://forum.deadbydaylight.com/en/discussion/comment/3289951#Comment_3289951
Okay, now where's the valid reasoning?
Should Victor applies Franklin demise?
Should Victor applies Sloppy?
Should Bubba applies Brutal strength with chain saw?
Should Demo applies Brutal strength with shred?
They could total make Pinhead summon a chain at distance to "kick" a Gen. Should that applies Brutal strength, or further more, Eruption?
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/3289940#Comment_3289940
What’s the reasoning?
They're power, not killer.
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@GillyBeannn said:
Please enlighten me on how to counter eruption then. I am very curious to know the counter plays.
That one time I add friend my 3 random teammates, wait for them to accept so I can type them "Stop doing Gen now" to each of them. All of those were done mid chase and about to get a hit down
Its counterable.
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I call this "Bean style"
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3288295#Comment_3288295
Then how about the person who's pipping up at Iri and wants to turn a bad situation into a safety pip? There's a small chance to win at what you described, very small but possible, but a much better chance to not depip at least if the match lasts seven minutes. At a 3v1 that's possible but a 2v1 is basically hoping the Killer is nice enough to take mercy. By looping for what you can you're helping your teammates which is awesome but if someone just gives up then even the hope of getting a safety pip is probably gone. Why wreck someone else's progress? Get whatever BP you can, try to learn what you can, and at least you know you didn't intentionally wreck someone else's day.
"Hoping the Killer is nice enough"
If Killer is nice enough, he would not tunnel 1 out with 4-5Gen.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/3287964#Comment_3287964
Simply not lit until a down would go better, surely? Presumably, we're trying to avoid 'Survivor spawns next to lit totem so the perk is going away as soon as possible'.
For esthetic, Hex should be lit the moment it gives benefit, like Plaything & Noed. So for Hexes that take immediately effect, it should lit in the beginning.
Survivors should always spawn at Gate (either 2-2 or 1-3) to prevent spawning next to Gen/Totem
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3286877#Comment_3286877
The game have balance issues.
When the game gets balanced around fast killers, slow killers are often forced to use scummy tactics just to get the kills (not always tho) but it seems that a lof of the perks put into the game lately are rushing gen repairs to a point that often (not always) 1-2 gens will pop as the first guy gets hooked, if it is a slow killer.
- Then the killer have 3-3½ gens to get 5 more hook states (including finding survivors and chasing them) just to get a draw.
This can feel overwhelming, and with all the alturisim in the game, camping is an easy way to secure this with less stress.
That beeing said, there will always be people around that will do stuff like that, but it have become more and more since the gens started flying faster and faster.
Killers' game can end between 4 to 12 hooks.
Survviors' game have to end with 5 Gens and a Gate.
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@Laurie268 said:
https://forum.deadbydaylight.com/en/discussion/comment/3286931#Comment_3286931
If one of your teammates gets tunneled out with 3 or 4 gens up, there’s no point in playing anymore. You can find a new lobby in 2 secs as a survivor so why bother staying in the match?
The killer doesn’t care about your fun and only wants a 4k so why not let them have it while you’re in a more fun and balanced match?
What’s funny is that most killer start going easy on the survivors once they’ve tunneled someone out at 5 gens, like the remaining survivors are enjoying the match and want it to last as long as possible
I tunnel because I want the game easier, but please dont afk, dc or suicide. I dont want you to make it obvious easy for me.
You have to try like I earn my win, not given free : (
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/3287825#Comment_3287825
Block until down would be nearly meaningless. It stops instant cleansing, but if anyone knows where it is, it's still going immediately once there's a down.
Yes, only look to the down side.
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I remember freshly reworked Lery was really dark, scary with low light from windows.
Now its really bright.
But the most important thing is, no where to set traps in new & rework maps.
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My ideas for the Hex rework:
Killer can pick between Destroy Boon or Snuff Boon without perk.
Shattered hope now cause the blesser Exposed for 60sec and cause them to scream.
Survivor can pick between Cleanse or Bless without perk. Survivor without Boon perk when Blessing a Hex will de-Hex the totem.
I do think there should be 1 Hex perk "activated on Hook" as basekit to make 2nd objective for survivors, in return drop Gen time from 90 to 80sec.
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Best idea I can think of.
Hook a survivor will show the least hooked survivors' aura, if 2-3 survivors have the same hook count, randomly showing 1 of them.






