C3Tooth
C3Tooth
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@Nirgendwohin said:
would say more killer sided because not much line of sight breaker for mindgaming after the fix for the pallet spawn.
Maps should have more sight breaker for more mind game, all those loops in new map are bad for both side. Looped really hard as M1 killers. And cant do anything against ranged & high tier killers
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@Malkhrim said:
https://forum.deadbydaylight.com/en/discussion/comment/3285674#Comment_3285674
I wish the "everyone have fun" part was true. It isn't. With the amount of things survivors can bring, killer is often STRESSFUL. Going for victory as soon as possible actually reduces the stress: sure, it's not cool when another survivor get tunneled out of the game on the second gen, but for the killer, getting a kill this early means your game will be slower and you can play more calmly.
Getting more BP will never weight more than the gameplay itself. Not putting yourself in high MMR means "Lose the game now so you don't lose later".
And you can STILL face far stronger teams depending on the time of the day you play, even if your MMR is much lower. Let's not forget the MMR range for matchmaking is not so small, and the longer it takes to find a match, the bigger it gets.
And if you DO find one of those sweaty teams, often the only viable way will be to camp and tunnel, so there you go.
I always think survivors should bring at least a Brown medkit / toolbox because earning just 12K BP previous match is enough to get a Yellow item with double Yellow addon.
Now with BP earning easier along with cheaper item/addon. There is no reason survivors save their items/addon anymore. They can bring at least Purple item with double Purple addon for the same BP earned.
I dont think 4 Brown Medkit / Toolbox is a problem, 4 Ranger with Charges/Syringe/Styptic is. A match with exact killer & team will have different result just based on how invest survivors are. Survivors' items should be nerfed for sure, but it also come with something in return, and I have ideas for them, these are just most used 2 items.
The important part here is closing the gaps from investment.
Its 4 free Medkits (2 heals) -vs- 4 Medkits + 12 charges + Syringe (8 heals).
Not 0 item (0 heal) -vs- 4 Ranger + 16 charges + Syringe (16 heals)
You cant balance perks when the investment gap is this huge.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3285674#Comment_3285674
Can't say that I do. With these chases, it's not as if you being higher skilled or having more game knowledge changes anything. There are loops where if the survivor runs it right and doesn't give you an opportunity to make a read on them, you don't get the hit. This isn't about killers being put in skill brackets too high for them, because as I've explained many times survivors that are your same level should always beat you. You have to play so much better than them for it to be an even playing field.
Not sure how anyone ever gets tunneled out at 4 or 5 gens, since the first chase should cost the killer 2 or 3. At that point, it's 100% the survivors' fault, not the killer doing anything special. You're telling me that a team who absolutely crumbles the moment someone is out of the game or is currently being tunneled out of the game, that they're the killer's equals and that he shouldn't be getting those kills? It's nonsense. And yet they sometimes will beat him, not because they're good but because the killer physically didn't have enough time to kill them, since he didn't camp or tunnel.
But that's just at the lower end of high level. Unlike @Pulsar claims, there is a caliber of survivor that you will cease to beat if you go for 12 hooks. It's not about punching above you weight. The math simply doesn't add up. 5 gens can be done by those survivors in a little over 3 minutes. What can you possibly do against them that will change that result? It would take you playing Nurse or Blight, making zero mistakes (which means making the correct read 100% of the time, which is near impossible), running full meta, and also hope that the survivors are inefficient or make mistakes. Under those circumstances, maybe you can get the draw or the 3k IF they screw up near the end. What I'm mostly concerned about is what every other killer can do, because not every killer is Nurse or Blight. What can Wraith or Freddy or Clown do against those teams? There's nothing. And I don't care how uncommon strong teams supposedly are, because as the survivor playerbase gets better, they will become those teams. The killers, on the other hand, are kind of stuck in this limbo where they can't really get better but they're still forced to play for the draw.
Not all match has 2-3 Gens on first down, there are 1 or 0 also happens.
- It can be a lone survivor accidently runs into a 3 man Gen (0 Gens)
- It can be chased survivor accidently run into a 2 man Gen, and 1 on other Gen (0-1 Gen done depends on how early the down)
- It can be chased survivor accidently run into a 1 man Gen, and 2 others either on 1 or 2 Gen (1-2 Gen done)
First down with 3 Gens requires alot of luck that chased survivor run into, talking about how they dont run into 3 Gens that being working on.
Either Survivors win or Killer win depends too much on how fast the first down. This should be fixed long ago, neither side should be punished hard from the first chase.
Everyone knows tunneling, camping, gen rushing are the true problems of this game. But Im sure Devs will never fix these because these are the main topic to ranting & discussing, which make the forum lives. No one makes topic telling "Im having fun".
Its players' part to acknowledge it no one entitled to escape & 4K, but everyone entitled to having fun.
As survivor, I never use DH DS. But if I see a killer tunnel a teammate hard, I will just stand under hook and go afk. They desperate to get kill and gain MMR, I give. There is no fun playing a match knowing I already lose, same to killers DC or go afk when losing.
As killer, I dont use Gen slow down but I use Plaything / Penti, being Trapper main I definitely need something to slow down but make the game fun for survivors (by hunting Hex) rather forcing them to sit on a Gen for 3 mins with Erupt & Call of Brine. If I cant 3-4K survivors from playing fair; I consider they're better than me. Drop MMR from 1-2K and play against an easier team to 3-4K. MMR loops itself and repeat.
I cant control killer plays fair to have fun, but I can playing as killer with my current mental, I dont get stress playing as killer. Toxic survivors gonna toxic no matter how I play, dirty or fair. I dont use it as a reason to bully the later team.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3285611#Comment_3285611
If you got hit by DS after the conspic-action nerf, it was entirely on you. DS was honestly in a pretty good spot before the stun time nerf, with the one problem being the no-win situation in EGC.
DS should go back to a longer stun, and activate off both unhooks. OTR should be changed to X seconds of 'no scratch marks, no sound, no blood trail' after being unhooked to become an information denial perk rather than just competing directly with DS.
Its possible to ask a teammate to heal you and go back to body block killer from chased survivor.
I think prenerf DS should be 1 use as basekit, and DS perk gives 2nd use. Having DS to get both hook would make it 100% used from survivors.
2nd chances in general were always needed for lower skill survivors to give them a chance to play, in the other hand high skill survivors can weaponize them so hard. DS could be disable when healthy, BT could remove collision and they're all good.
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@DBD78 said:
You have to buff both solo survivor and killer, or every team would be like a SWF team. That is also needed to close the gap to SWF.
No way Solo can ever get equal to Swf, but close them to Swf will get the game easier to balance.
How can you increase more Survivors' objective when a Solo teammate waste half a min to run to a hook, only to see a teammate unhooked and waste another half a min to run back to their Gen. While another team put that min into a Gen.
@AverageAshEnjoyer said:
Sure but buff lower end killers
Trapper definitely need it alot. Grass and trap spawn placement is top priorities.
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@Blueberry said:
Your reasoning is flawed. Swf can have an advantage from information and simultaneously not mean solos need more information. These are not mutually exclusive. The issue of solo queue is one of skill, that’s why they lose more, not an issue of balancing. I play solo queue almost entirely and when we lose it’s because me or my team played badly, not because we need more information.
So you mean put me in Swf and I win more
- Because suddenly good?
- Or because from the info I get?
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3285457#Comment_3285457
But there isn't one. There is no reason to spread hooks around instead of going for the same guy 3 times. It's very punishing to play like that because of base BT and other anti-tunnel, but it's more punishing still to play otherwise. You don't have time.
- Get more BP
- Not putting self into high MMR that you're not supposed to be
- Everyone have fun
There is 1 thing you have to understand, losing to a good team doesnt mean the game is on survivors' side, its your skill is not matched to that team.
Im pretty sure 4x me will not able to win over you as killer. You can tunnel me out the game with 4-5 Gens still up, and easily 4K later. But then you vs 4x Ayrun and you're struggle to secure a kill. Do you think your skill as killer matched to such a team?
Your "reward" for trying 4K every match is to play against out skilled survivor team, or equal try hard as you. Remember the kill rate you should get is 12 survivors per 5 matches, not 20 survivors
Funny part, you kill 4 me and 1 Ayrun in two match, the kill rate is 62%
Hope you get the concept.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3285541#Comment_3285541
Ironically enough, OTR works best against Killers who are nice and don't tunnel.
If you hit someone straight off of hook like I do, you never have to deal with OTR. If you wait, you do.
Its always the problems of this game, since old DS to DH, BT, OTR. They punish fair play killers more than tunnelers IF survivors exploit the 2nd chance perks' protections
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I think Story mode only work well for survivors because you can give various objective to the players, just with a 3 stages per survivor, it would be enough.
Something like Dwight story mode have you start in a locker, and killer patrol around the map, your objective is to do something and escape without being seen once...for first stage.
I can image it would be really fun, if they even add Coop mode.
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@fake said:
Any other option than "yes" is inconceivable to me.
The information advantage gap between voice chat SWF and solo. This is an undeniable fact.
And developers will never put any measures in SWF.
In other words, to eliminate this gap, we will make solo as good as SWF in terms of information advantage.
Then we can buff the killer enough to compete with SWF (and solos that gain information and are comparable to SWF).
Solo needs less info than most people think, mostly who is in chase, who goes for unhook is already greatly closing the gap.
Some communication stickers, with status showing what's teammates are doing (Gen, Chase, Gate, Hext) is already enough, and its no way buff SWF.
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@sizzlingmario4 said:
The ideal solution is to bring solo players closer to SWF, then buff killer if necessary depending on the results.
Yes, if Solos become much harder to beat with Info they have, kill rate would drop, mean Killers get buffed further.
I dont understand why Killers are so scared to buff Solos.
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@BarnesFlam said:
https://forum.deadbydaylight.com/en/discussion/comment/3285327#Comment_3285327
What if... you want to spend money but the thing you want to spend money on isn't available until 10 months later?
Will you still want to spend money by then?
The point is they wants to earn money from the outfits.
If they make the outfit always available, mean you can only buy them with Auric, never Iri. Because if they make you able to buy them with Iri, how can they earn money?
And isnt next year they will re-sell them with Iri? If you dont want to spend money at that time, it doesnt matter anymore, because you can buy them with Iri.
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@Gwinty said:
https://forum.deadbydaylight.com/en/discussion/comment/3284008#Comment_3284008
Not to mention that survivors just have 2 good items to start with: Healing and repair speed. Flashlights are mostly a meme and not that useful when you go by pure effectiveness. Keys and maps are useless and as such survivors are pushed towards medkids.
However...Botany was not nerfed, for me that was a buff...I am still milking that perk hard after the increase of healing speed on others to counter sloppy butcher and pick up people from the ground. The 50% increase is quit good.
https://forum.deadbydaylight.com/en/discussion/comment/3284294#Comment_3284294
The problem is that I as a Killer have little influence over the hooks once I put somebody on it. I can not unhook the survivor myself and if the other 3 put gens before friends or mess up I am stuck with a single hook even if I play fair.
Also if survivors all take the same character and skin I have much trouble to play fair. There is no way for me to tell who has been hooked twice and who has been hooked once.
And finally: If a single survivors hides all match and never takes my heat, I am stuck with hooking his three friends and then only score a single hook on them in the end.
Killers are quit limited in managing hooks...
I use healing perks combo to quick heal others, while have a Brown medkit to heal myself. (Empathy, Botany, Desperate measure, Bite bullet).
The buff to Botany is really weaker than you think, while 20% charge nerf on Medkit render Medkit useless to you:
- If I bring Medkit, and I cant use for myself, I have to give to teammate, then why should I use Botany in the beginning?
Someone argued with me that charge nerf is fair for healing buff. That the time I have to find a teammate + 16sec of them healing me, totally worth the time of 50% healing buff from Botany. So I leave them with this math.
Old Botany 33% let me heal a teammate in 12sec
New Botany 50% let me heal a teammate in 10.5sec
So with Botany buff, I save 1.5sec per healing. I asked them again how many healing does it take to equally save the time of "I have to find a teammate + 16sec of them healing me"
I will have to remind everyone that 17% buff on Botany worth 1.5sec per complete healing.
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But...its not about info. Its about skill
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@Chaellooo said:
https://forum.deadbydaylight.com/en/discussion/comment/3283834#Comment_3283834
Then it's about time for them to make solo player imrpovements, Kindred is basically a must have in my every build
There is some sort similar to Kindred but not Kindred. I believe able to see teammate's basic action (Gen, Gate, Hex, Chase), or longer extend that giving sticker to communication (help me, ignore me, pls do Gen...) would be enough for Solo.
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Selfcare nerf
Botany nerf
Pharmacy nerf
Sloppy render Solidarity, Resurgence, Reactive healing useless
BP being too easy to earn
Item/addon are much cheaper
There is no reason for survivor not to bring at least a Brown Medkit / Toolbox every match.
Item/addon on survivor is unbalance due to the existence between 0 item team vs 4 Ranger/charge/syringe addon team.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3283886#Comment_3283886
To be fair, if I die to a facecamping Bubba, that's not on me or my team. I am physically unable to stop him from facecamping me, no matter my skill. Likewise, he doesn't exactly need a lot of skill to sit in front of the hook and look pretty.
The fact that you can not run him for 5 Gens then escaping tells alot about your low skill.
No seriously, someone here complains about how good a survivor that chase them for 4-5 Gen then die to their camping and still telling that survivor to get good
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While Im agree that killer should able to see survivors before the match, I think survivors should be locked from loadout at 20sec remaining to give 15sec for killer to change the loadout.
But seeing killer's agrument here is really funny
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Since this is Feng topic, let me spam my drawings
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@Exxodus21 said:
I've always felt like surviving shouldn't be an expected outcome. 3k 1e should be the balance, kinda like in horror movies. A 4e should be almost impossible to get.
It's always more fun when you have to fear/respect the killer. Being able to do things like pop a gen in their face, go on 2+ gen chases, and bodyblock hooks all without fear of serious consequences makes the game feel silly.
1 escape and sometimes 2 escape yes. The thing is survivors always have to finish 5 Gens to achieve 2 escape. Which is, the game is balanced with 5 Gens complete at least 70% every match.
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@Chocolate_Cosmos said:
CoH is still OP imo.
Also self-care nerf was too much. Without any other self healing perk it is trash and you can consider it Killer perk since the healing takes forever.
- Selfcare should not be used anymore.
- Botany comes with the cost of Brown medkits are useless to you, if you get a Brown Medkit in match, you can not use for yourself, you should give to others. Why you should use Botany when you give the Medkit to others?
- Pharmacy has to be injured. If you're in chase, most of the time you down and hooked. If teammate unhook you, why you should waste a huge time to find chests and get Green medkit and self heal, when you only need 16sec for teammate to heal you
- Sloppy buffed with Haemorrhage effect, many Killers use the perk, or with addon with same effect. Cause no one use Solidarity, Reactive healing, Resurgence.
In the end, despite many nerfs, Coh still stand at the top. Because other healing perks are heavily nerfed.
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Maps since 2021 are really bad for Trapper, grass is slowly non-existence. Despite "Garden" of joy, there is no grass to put traps there.
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@H2H said:
With the default 2.5% instant regression on kick, I think tapping the gen to halt further regression is fine and fair.
2.5% should not exist, what it needs is making every survivors' actions have 2sec startup animation. Gen / Heal / Gate / Chest.. to start progressing.
2.5% doesnt fix the Gen tapping. Either Killer kicks Gen and you make distance, or chase you with Gen stop regressing.
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I remember killers said "Solo's dont need info, good Solo do fine"
Also killers "Swfs are efficient because of info"
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@DashMonsta008XV said:
This chapter needs some more cosmetics like those three mask 💀🎃🐸
The only cosmetic needed.
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Yes (this pic was after June update)
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Solo really needs info. But it just increase the escape chance for Solo, which not fixing the game. I would rather die having fun, than M1 seeing my teammate tunneled and escape.
The game will never be fun if not aim for 12 hooks (no 3 first hook on a single survivor of course).
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@Veinslay said:
Sounds like a terrible perk you'd get value one time and you'll never down anyone again with it. Bodyblocking trying to hook is much less annoying and easier to deal with than regular chase bodyblocking
One-time value on instant down yes.
Survivors are too scared to do Gen while being Exposed, is the true value of the perk. Except Eruption does the job better.
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@InvadeGames said:
https://forum.deadbydaylight.com/en/discussion/comment/3279082#Comment_3279082
its pretty simple. each chase will require 2-3 hits if second chance is in play to get a down before hooking. in almost all cases, there will be an unhook before stage 2. then you have 1-3 hits and a chase for another down and then a second trip back to the hook. most games at least 1 if not 2-4 survs will spawn directly on a generator. even if 2 hooks come quickly, if you did not get 1 or 2 gens done by that time, you and or your team have been playing terribly and dont have anything to complain about. And at its most generous, your "tunneled" team mate was a weak link and unable to survive 2 chases early on with a full set of heavy map resources.
Its smart for killers to go for weak links.
and as some one who plays a good amount of killer, most "tunneling" isnt tunneling. They just end up crossing my path as im moving around and im not going to ignore them for them bumbling back into my POV, that would be an unintelligent move.
Dead hard is always a pain that the possibility of 3rd hit that should not exist. Especially the first chase is very important (shift from 3 survivors on Gen to 1 survivor).
With the update. DH doesnt work with basekit BT, so its still 2 hits if tunneled (Im talking about tunneling here, not fair play, so the 3rd hit in later hook isnt a thing)
Yes, its smart for killers to go for weak links, which is why the newbie survivors never get to play the game. Back to my point, I hate to rob other's ability to play the game just as others robbing me. I would slug them if they're weak as a tool to buy time from better survivors. And I hate that Last standing mechanic will be a thing that forcing me to hook them.
I didnt say "somehow crossing my path" is tunneling. It happens all the time to me. Im talking about hard tunneling, hook - proxy - unhook - hit -back to hook.
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@Nazzzak said:
https://forum.deadbydaylight.com/en/discussion/comment/3279422#Comment_3279422
Funny thing is, you'd be doing the opposite for them lol you're helping inflate their kill rate so they'll get harder opponents as they go on
Technically, many Killers do that to themselves, as I explained many times:
Your skill is 5, match a team with skill of 5. You 2K them. It wasnt enough for you, you tunnel them and 4K.
Then you match a team with skill of 6. You 2K them. It wasnt enough for you, you add 4 slowdown along with tunnel and 4K.
Then you match a team with skill of 7. You 2k them, it wasnt enough for you, you use iri addon, 4 slowdown along with tunnel and 4K.
Then you match a team with skill of 8. You 2K them, it wasnt enough for you, but despite try really hard, you cant 4K them.
This explain why the game become "Survivor sided" again after a huge killer buff in June.
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@WesCravenFan said:
YOU GO TO HORNY JAIL.
Horny jail is my home
@Rudjohns said:
Tunneling at 5 gens? I just throw myself into the killer, kill myself on hook and move on with another match. They want easy games? They will have it.
That's what I do, you may never know if someone behind that killer player, hold a gun at their family and anything below 4K results their death. I need to help them.
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Wao, this topic blew up...
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Here is my pov of situation:
. You dont do something you know for sure that you dont get any reward. The game already lost right there, I dont continue to play the match knowing I will die anyway. The same to Killer afk in the corner knowing they have 0% chance to even get 1K. The funny part is, I dont even care if I die. But its when I die after I thought I "have a chance" to escape. Its about "fail hope", not "hopeless"
. I die to give other a chance for hatch.
. Killer wants kill, I give kill. Its win on both sides
@Ink_Eyes said:
If I notice someone may be getting tunneled and they are on their second hook then I try to take hits for the other survivor, and try to draw aggro as much as possible,I run reassurance to give other survivors additional time to do gens while the teammate is hooked.
Without info, any action has their own downside, while Im 60-70% on my Gen.
. I was doing Gen. David on hook. I still do Gen (risk of other also do Gen and ignore David). Dwight unhooked him. So what I do is correct.
. David downed soon later and back on hook. So the choices were:
- Should I keep doing Gen hoping Dwight will take aggro (down side: kill gets a free hook)
- Or I leave my 70% Gen to take hit & hook for David (down side is losing 1min Gen progression I put on because no one knows I was on that Gen)
. I picked 1; Dwight unhooked David but didnt take aggro for him. David died. My Gen & Clau's Gen were done.
Case could be worse if David downed near my Gen or Clau's Gen.
Honestly chase time doesnt matter as much as info. You may have 90sec chase but its near a last hook teammate and they scared, go hiding everytime TR hits in, just because they dont know you're in chase.
As I got into chase (already injured and last hook), killer chased me. 1 tunneled out, 2 teammates also on last hook & 2nd hook. The chase wasnt long, but the fact that because I was the Obsession, 2 teammates knew that Im in chase and they complete the last Gen. 40sec chase were all my teammates needed. If I wasnt the Obsession, the last Gen would not be done.
Im just explaining why sometimes killer tunnels a survivor out at 4-5 Gens, its all about the lack of info Solo have.
@InvadeGames said:
i would ask what your doing wrong that you cant get 1 or 2 gens done by the time a killer chases, hits 3-4x a survivor, picks up and carries to hook.
I may ask if you care to explain 3-4 hits per hook.
@Stroggz said:
What is wrong with tunneling at 4-5 gens? Tunneling when you are 3 gens is better? I recall my experience with other games in wc3 and sc i used to focus fire certain units to get them faster down, in wow we focus target a certain player out (usually healer) on a rated battleground. Like its a common thing to do.
What is wrong with asking killer to hook me?
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I would Sakura7 the Wraith
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6sec of Gen time regressing
9sec instant regression
25sec of not able to do Gen
40sec of Gen worth on a single Survivor.
Thats possible to apply on all 3 survivors that cost 120 Gen on a single down
Will finally make this perk fair against Prove Thyself that save 6sec per Gen.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/3277504#Comment_3277504
No not every single other boon require for thr killer to be near it to be useful. Even Exponential doesn't need to have the killer be in the boon range in order to get the effect. The only perk you could argue for this is dark theory and we all know how bad this perk is. Yes I do understand how overpowered they were in the ptb. Thankfully they don't stack anymore and the issue with it working on all floors can be fixed when you rework booms as a whole.
Boons and hexes have enough differences that they should be considered to different.
Expo needs you to down in Boon range to take effect, so unless you're vs range Killers which they will be outside Boon range. But usually those killer will instantly pick you up because faster cooldown than weapon whip.
Plus it will need another survivor running around you with flash light that able to hold for 15sec.
Other 3 Boons dont need buff on strength, but buff on range. Except buffing range means buffing Coh.
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@ByeByeQ said:
You know what's bad for the game? Hopeless matches. You remove the hatch and you crush what little hope the last survivor has left, why should they do anything but come to you to die?
Technically when I see a killer that tunnel one out of the game before 2 Gens done (or even 5 Gens still stand), I will drop a pallet, make noise for killer to come, and I stand next to the hook asking to kill me.
I see you desperate for 4K, so here is a free kill.
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Pray Nurse is bad
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@tippy2k2 said:
https://forum.deadbydaylight.com/en/discussion/comment/3277830#Comment_3277830
...have you ever drawn Nurse? I don't recall ever seeing Nurse in any of your drawings. Cause it sounds like a good excuse now :D
A few times, half of them from commissions.
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@tippy2k2 said:
https://us.v-cdn.net/6030815/uploads/LIWCXS44XVMP/thumbs-up-guy.jpg
That's nice?
Like...what is it you want to have discussed here?
How dare you not using my drawing.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/3277803#Comment_3277803
You have to go through at least 1 second chance every chase now and ds is still a 2nd chance its just a matter of where you go down.
Old:
- Borrowed Time
- Into more powerful Dead Hard
- Into more powerful DS
Now:
- Basekit Borrowed Time
- Dead Hard doesnt work with Deep wound
- DS is useless
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/3276843#Comment_3276843
Maybe, but that assumes that possibilities are evenly distributed across various MMRs, and that MMR actually works correctly all the time.
Well, I mean if I have my MMR at 1800 and get 1600-2000 players, is still better than being at 2200 and get 2000-2400 players. We both still get 2000 MMR players at some point.
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@Veinslay said:
https://forum.deadbydaylight.com/en/discussion/comment/3276843#Comment_3276843
This isn't even a viable suggestion because of how janked the MMR system is. Sounds like you're just smurfing and intentionally performing worse to keep your MMR lower. Anyone just gets matched with anyone due to queue times. I've legit gone like 7 to 8 games in a row getting 0k to 1k and still getting matched with teams 40+ prestige and running all meta perks. The queues are too long for me to just dodge every lobby that looks hard. I'm console and can't look at profiles etc. Smurfing to lower your MMR doesn't work because of how wide people can get matched. You basically need to just play fair, do your best, and enjoy getting teabagged and trash talked or do what it takes to win
I admit that I went rampage and be toxic as possible on later survivor teams far back then, the very first time I vs toxic Head On squad. But to think, tbaggers are minority, I dont take those BM and put on later team nowaday. As Killer I make a match as fun as I want to have fun as Survivor.
4K doesnt matter when I have these post game chat.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/3276832#Comment_3276832
sacrifice BP?
Honestly, the thing is that focusing on kills is snowbally, right? So if you go for an easier game (i.e. get someone out early), you're more likely to snowball into the 3k or 4k.
You may 4K team A with similar skill by tunneling.
Then you 2K team B with higher skill than you. You need to try harder, proxy camp, 4 slowdown to 4K team B.
Now you vs team C that has even higher skill than you, you try everything and noway you can pull 4K on them. You can only 2K them, keep your MMR being high to vs only team C and stress out.
Me at lower MMR keep 2K vs team A, chill game and everyone has fun.
I only start killing after 8 hooks, the number of kill doesnt matter. Im not going to put my MMR where I should not be
In the end, both you and me still have 2K on average, when you're at your peak MMR of course.
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@GrimoireWeiss said:
The problem with this is that you think going higher on MMR is a reward when it's not. In fact, you'd be rewarding things like face camping Bubba and 4 man slugs by giving them easier games by making them lose MMR.
Also saying "killers would tunnel less" is false. The easiest way to get 12 hooks is to tunnel someone at 5 gens and burning through their 3 hook states. If you've got a kill with only 1 or 2 gens done the game is a piece of cake.
You said everything I have in mind.
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What are the reward for 4K can I ask? Increase MMR to vs sweat squad and complaining on forum?
The only rewarding for going for 8 hook and 0 kill I can think of
- More BP
- Drop MMR and matched with easier team
- No stress
- Everyone has fun
I admit some players just tbag in the end. But its on the players, they would still be toxic if they play killer. I dont let these players affect me and ruin the game for others in later match.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3275808#Comment_3275808
Even 6k hours killers loose the game if they mess up just 1 chase.
what if we lost the game if we failed 3 skill checks?
Its depend one which chase. The first chase is the most important. If you down a survivor 30sec in, its guarantee to have 2K just by camping. In the other hand, make a single mistake (mostly because of old Dead Hard) each sec of chasing means 3sec of Gen.
The game is about the first chase.
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3275779#Comment_3275779
BHVR needs to treat both playerbases equally if they dont want a side to not be played.
I get its 4 survivors and 1 killer,4/1 ratio but they need to treat both sides equally.
Killers have too many objectives,survivors not enough,all survivors care now is rush gens and heal,boon,which doesn't take long at all.
I would not say survivors dont have enough objective, they have alot, and you already mentioned it, the biggest point is their time is based on how good their teammate in chase. If the chase is anything below 45sec (count for go unhook / heal / back to Gen). They will be in hooked loops. And Gen may not be touched if 1 survivor dies.
I have alot of idea to fix Gen rush, totem game, tunneling, camping (consider all are rewarded for not doing so, instead of punished). But it would never happens
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3275581#Comment_3275581
The only reason survivors touch totems now is to boon them.
Hexes are dead,90% of them.
Even as survivor, I dont like how totem become Survivors' thing, it should be in Killers favor
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@Moxie said:
Either matches go way too fast or it's a boring 20+min snooze-fest with Slowdowns + 3 gen strat Killers/Perks.
Very little in-between now a days
After June update
- Less 2nd chance perks & 50sec Gen
- => Tunneling become more effective
- ==> Survivors use Gen perks instead
- Plus totem play mostly gone
- Item/addon are cheaper, while BP is easier to gain, there is no reason not to bring at least a Brown Toolbox with addons in.
- => The only thing survivors should do is Gen and ignore the rest.


















