C3Tooth
C3Tooth
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3274700#Comment_3274700
The killers of this forum don't care about solo survivor, they only care about MMR and how broken things survivors bring are but forget that in competitive killers also cannot bring certain perks, but apparently those are ok for them.
I'm sure some of them will even complain when and if solo survivor gets the most rudimentary ways of communicating through icons or pings and claim that killers will leave and the game is a horror game and it more faithful if survivors have no ways of communication😂
I do think the same with your 2nd paragraph.
Still mind blown to me.
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Bushless Claudette
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@MrMori said:
I miss when you'd see all kinds of Exhaustion perks right after 6.1.0. Unfortunately I think new DH will remain the way it is now for a long time. Unlike old DH, the skill floor is slightly higher, and it will keep it away from mediocre survivors and the usage rate won't reach the same level. But in high MMR it's a problem.
Kind of like Nurse, if it's only an issue in high MMR, changes rarely happen.
Me too miss when I see all kinds of slow down.
Wait...
At least DH doesnt by pass bear trap anymore
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@Regulus47 said:
A good fix would be making it so when the killer hooks someone they teleport to a hook far away so it's harder to camp. Like pyramid head's cages.
YES, IM ALWAYS THINK ABOUT THAT SINCE PH RELEASE! ! !
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@Phasmamain said:
He’s pure 2016 dbd like Myers is. How neither have got substantially changed is beyond me
Trapper gets alot of update, but the maps update coming later totally destroy him
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I feel each of them should have complete different jobs than just modified numbers to "fit" their job, like Carni with breaking pallet, Assa with chasing, Jailer with camping.
- I would make when you have Carni, M2 with him will show dropped pallets / progressing Gens / walls in 32m range, release and he will instantly spawn there to kick, after that he will patrol around that area, or/and start chasing survivors after kick action.
- Jailer would let you pick a title in 32m around you and he will patrol around it, though I dont think Devs can make such path finding.
- Assassin will let you draw path like current game. Since he should be the only one that help you in chase.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/3274553#Comment_3274553
sssshhh that doesn’t fit the narrative of BHVR being survivor sided. Stop that please.
Imaging defense survivors that hard
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The reward is you know can constantly get Purple/Red item/addon. While other keep getting lower rarity because of resetting bloodweb
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I hope Last standing mechanic never going live. The idea ruins alot of thing for DBD vids.
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Here is my shirtless Vitto drawing on his day 1 PTB, enjoy : )))
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The map feel like it has 5 shacks and a Bloodlodge main building.
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@MisterMister said:
https://forum.deadbydaylight.com/en/discussion/355584/5-maps-in-a-row
Jeez man, no wonder I’m always doing all the gens in solo Q, this dude over here just staring at grass patches n stuff
You played with me? : O
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@ProfessorDunwich said:
https://forum.deadbydaylight.com/en/discussion/comment/3271051#Comment_3271051
I could barely find a Survivor game earlier in year before the patch that actually buffed Killers. 10-20 minute queues were quite real.
Tobe fair, after years of playing, many survivors master the use of Dead hard, it was a pain.
The introduction of Coh was too much for killers even for me who mostly play survivors.
But after the June 2022 update, there is nothing to complain anymore.
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@Huge_Bush said:
At this point Trapper should just be able to throw his traps at survivors heads. There’s no hope for the maps to get fixed for him any time soon.
The only buff I want for him now is putting grass in maps
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@Rudjohns said:
Midwich and RPD are still good for Trapper
Only because of tight corridors
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@Akumakaji said:
What if we did away with the whole orb thing and made the power work in a different way? Hear me out, with my proposed change we had 4 ways to activate the power:
1) highlight a survivor in sight to summon a Guard and chase them, freeing yourself to do something else or attempt a pincer attack
2) highlight a gen or breakable object to summon a Guard and kick/break it
3) this is the big one: highlight an entire house, building or structure and have a Guard search the thing and patrol around it
4) highlight nothing and just plonk down a standart and have the guard patrol around it.
This would allow the knight to do his thing on the fly, without stopping too much and still allow for some map pressure and not just closing up the loop at hand.
I have the same thought, I would also add highlight a pallet to make a Guard patrols around it, but its kind of free Zanshin tactic.
Make each guard highlight something different
- Jailer with Hook
- Carniflex with Gen & Pallet
- Assassin with Survivor
And only requires Knight just slam sword down and summon them instead of drawing a path.
You have Assassin and in chase, M2 to slam sword, Assassin spawns, done.
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I drew this right after I saw him on PTB. Cant believe they made it real.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3271902#Comment_3271902
Yet there's no 'unfair victim' to tunnelling or camping mid-late game, all survivors have had a chance to play the game, do gens, make rescues, etc. and for whatever reason whoever gets caught and then camped/tunnelled at that stage has had every opportunity not to be. It's fine if camping/tunnelling at this stage benefits the killer, especially when all the gens are done, because as you say the killer has nothing else to do.
It's just the early game camping and tunnelling that is the 'unfair' issue. Camping/tunnelling should get progressively more 'worthwhile', starting at 'not at all worthwhile' at the start of the game, sliding to 'the only thing left to do' by EGC.
Killers who play 'anti-camping/tunnelling' perks, such as Devour, Make Your Choice, BBQ, Grim Embrace, etc. already experience this, and those who make an effort to actively pressure gens at regular intervals throughout the game instead of going for the fastest elimination. If some of these mechanics can be tied to the basegame, in order to prevent early-game camping/tunnelling from having such a huge payoff, it would likely disappear.
Hooking each survivor once to unlock a permanent buff.
A buff that's active as long as no survivors have been sacrificed.
A consequence to camping that gets progressively weaker as gens are completed.
That is a good idea, though I feel like its not really enough, because Im sure your buff will never as good as remove 25% survivors' strength.
I do have a difference idea, but its more complicating
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3271784#Comment_3271784
This pretty much.
Camping and tunnelling are and should be valid strategies to use when the circumstances call for them, but using them right off the bat to oppressively dominate from the get go should not be a 'profitable' tactic.
It should not be 'optimal' for the killer to want to eliminate a survivor before they've had a chance to play the game, in order to secure a lead.
They should be more 'costly' so killers have to think more about whether or not 'now' is the right time to camp/tunnel, will it actually grant a lead in 'this' situation? etc.
Thing is
- Early down at 5 Gen, tunneling/camping will even put survivors at disadvantage that they have no chance to comeback
- First down with 2-3 Gen done, tunneling/camping to pressure and make the game even out
- First down with 5 Gen done, tunneling/camping because there is nothing left to do
Tunneling & Camping are always rewarded at all stage of a match.
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@Grigerbest said:
It's funny, how killers like Trapper or Hag, feel completely ok and don't give a single SH even being with 1 gen left.
While Nurse, after survivors did 1 gen: - "Oh no, OH NO! What do I do?! *Panic mode* Oh man I need to tunnel! I need to tunnel someone out NOW! I'm about to lose!"
Thats golden.=)
Players that main low tier killer is already play the game for fun not to win. You can easily note that you will see Trapper without slowdown more than Nurse without slowdown
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I made a Stripping Yui game on Twit.
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#2 is not a good idea, a random teammate steps on a trap and suddenly Trapper with Bloodlust3 has 135% speed to down you. There must be some change on escaping a trap thats not RNG for sure, but speed boost isnt.
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3271676#Comment_3271676
Ok so survivors now are expected to think both of the killer AND the survivors next match. But the killer can only think of himself and be the victim. Seriously? He is just getting a power trip really. Maybe killer should think of what kind of killer he wants to be and not act as if he has no agency over his actions at all.
"If I don't bring 4 regression perks SWF won't allow me to play"
"If I get t-bagged by one survivor at the end of the match future survivors will pay for it".
"Remove SWF because communication should not be in the game, the game loses its horror aspect".
Yeah go ahead and try to justify Wraith tunneling out David or when they tunnel out new players because it's "strategic", that totally doesn't make the game unfun for that player because Wraith had a reason.
Even if he used that as a legit strategy it still remains unfun, but no one is tripping over themselves to preach to other killers. Somehow a survivor tbaggging you at the exit gate for 5 seconds is a bigger deal than making the game unplayable for people either by tunneling them or face camping them or slugging them.
I hope you feel proud how because of one toxic survivor you took it out on who knows how many other survivors. Is that really enough reason to justify going on a rampage? It sounds unhinged when killers get as triggered, honestly.
I mostly play survivor nowaday. Eventhough I understanding toxic spread toxic, I still hate Wraith for the nature of most Wraith players are tunnelers with Noed.
That "rampage" was years ago when I just play the game, it wasnt one survivor, it was a Headon squad with old OoO and I played as Wraith (uncloaking cause obsession see my aura all the time), literally nothing I could do. If you think a few tbag can cause the misplay on killers. You can image vs a toxic Headon squad.
A month later I stepped forward over revenge behavior. Now Im that 1% killer who play Trapper without any slowdown perk and still play fair. Kill means nothing to me.
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You would not believe I played as Steve, after I got 2 hooks, 2 teammates run around the Plag to annoying her, body block for me to run away in Lery. She still track my blood from half a map just to make sure giving her 3rd hook of the match for me.
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3271436#Comment_3271436
I'd still teabag you to see if you'd crack and come find me. Teabagging can also be a viable strategy if it gets the killer bothered. I don't understand why killers are so against it. Annoying them can lead to making mistakes.
If you're good in chase, sure trigger killers to make them making mistakes a strat.
But you should think for the other survivors that vs them in later match.
I had a Wraith tunneled David to death at 3 Gen left, seems like it was a try hard Wraith so I just standing under a hook to let him hook me, Dwight unhooked me after and Wraith back to hook down both of us then shake his head like he just out played us good. Dwight didnt even care enough to run away, so I was.
I can not even tell if that Wraith was actual toxic, or just pay back to later survivor teams because Wraith vs players like you in previous matches. Because I went rampage for weeks after facing my first ever toxic squad.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/3270907#Comment_3270907
try and use hex perks and they all explode within a minute anyway
Depends on maps and RNG, sometimes it gone in a min, sometime it last life time. They were strong and its why every killers use Ruin/Un.
I really think Hex perks should work like Plaything. Having a requirement to activate the perk, turning a Dull into Hex that only apply on a survivor (4 Dulls to 4 Hexes for 4 survivors).
Hex that gives no benefit like 3rd seal, Lullaby at the beginning but able to cleanse isnt good. They should be lit only when you gain a benefit (a stack)
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3270337#Comment_3270337
What aura reading perk consistently shows when a teammate is about to be put into the dying state?
From time to time when I open my stream, seeing someone adding friend me.
I believe those are people tried to adding friend me, wait for me accepting friend request, so they can chat to me that "drop your Gen, Im going down in 2sec"
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3269849#Comment_3269849
Nah Trappers trap are pressure and spring activated like most bear traps, the center plate is conected to a stop which makes the jaws stay in place, once you press the plate the stop loose and the side springs close the jaws.
https://us.v-cdn.net/6030815/uploads/C8B19D3C7E98/trappertraps.jpg
What the Survivor does to deactivate the trap is pressing the plate with their hand and retiring it before the jaws close, this is VERY dangerous and it should never be done, this video shows essentially what Survivors do and I repeat myself DO NOT TRY THIS, a bear trap will crush your bones, lacerate your muscles and it can puncture veins or arteries, if I were there I wouldnt let the guy attempt it even if I knew he had lightening reflexes, if you want to set off a trap just use a log or a broom stick.
This is why I always think disarm beartrap should come with skill checks. Failure will get trapped.
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@JakeCannon said:
As killer I HATE boons as they are currently. Yeah I said it .
Only Coh is the problem, because other Boons supposed to have setting them up in chase range to make it work, which I believe its the principal for Boons. Only Coh works good if set in a corner.
I missed the day of hunting Ruin & Undying. Today with the dead of Hex perks, 50sec Gen added and 4 slowndown still meta, the only thing I have to (and must) do is Gen.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3270690#Comment_3270690
Still waiting for them to remove nemesis's infection 3 hit mechanic. a mechanic that has zero advantage for killer and only helps the survivor. I like playing nemesis, but I dislike having long chases because of dumb drawbacks.
I think their idea is to make the illusion that Nemesis getting stronger (from short range tentacle 3 hits, to better range 2 hits & break pallets).
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3270564#Comment_3270564
If you think that's counter-play to Nurse I have some news for you.
^ look at this noob cant even W against 333% speed & through walls killer
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@Hensen2100 said:
https://forum.deadbydaylight.com/en/discussion/comment/3267897#Comment_3267897
Hard disagree. And so have the developers, with the way MMR was implemented. A killer who gets 8 hooks and 0 kills didn't play better than a killer who got 4 hooks and 4 kills, because they lost the game. 4 hooks and 4 kills is just called efficiency, how you achieve it is largely irrelevant
Devs only care about kills, I only care about kills. I can get 3 hooks on 3 different people, and have accomplished nothing. Or I have 3 hooks on one person and am now in a position to win the game
Playing for 12 hooks is for the birds and survivor mains. Cause guess what? You still get smack talked at the end if you 2k'd with 10 hooks. No real reason to bother with that nonsense imo. I hard tunnel and camp almost every game, because it's the best strategy with most killers
Thank you for caring for kill. Because technically kill give you nothing but increasing MMR and putting you vs sweat squad.
If Devs make care about hooks, killers would only go for kill anyway. And the fact Devs actual reward you to go for 8 hooks 0 kills is massive BP and drop your MMR to vs easier team for easier match, that is the true reward playing as killer. Yet you still care of kills than hook.
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- You didnt punish survivors for making mistakes. You rewarded them, which is Meg. Meg will do it again next match.
- You only ask the other 3 to play as Swf. The root of killers' complaining.
- Other 3 survivors could be decent and equal skill to you but die just because of Meg. Get 3 free kills and increase your MMR where you should not be and the possibility to vs sweat squad after.
You received nothing good after the match.
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@Remedicist said:
If an add-on changes or enhances a playstyle, or just buffs the killer to a greater level, it should probably remain an add-on. However, if an add-on simply feels like a quality of life addition, as in it doesn't considerably buff the killer in a huge meaningful way, but simply feels better overall to play with in terms of the smoothness of using the power, then it could probably be a base-kit change as it wouldn't make the killer any stronger.
For me, killers should be addon relied, either QoL or buffing, changing play style should not be addon (Shape's mirror addons for example)
QoL addon should not be "silent setting traps" or "+1 trap" or "setting trap slightly faster". QoL addon should have at least 2 benefits, its not about the addon cost, its about addon slot. An addon that cost 10k BP for "silent setting traps" & "setting trap slightly faster", is far better than wasting both addon slot for 6k BP
Buffing addon should have lower rarity, for cheaper price, but the price is already much cheaper though, the problem is having too many cluster "QoL" addons
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You have to accept that your kill rate should stay around 50% at any MMR.
You can play fair and have 2K against equal skilled survivors.
Or you can go 4 slowdown, tunnel and totally dominate 4K at 4 Gens left to your equal skilled survivors.
Only to get 2K against far better skilled team.
Players like you is why Im really happy that MMR is about kill not hook.
2nd chances stack survivors escape when they should not, play against 4 slowdown tunnel killers that get undeserved kills. Let the sweaty play with each other.
Im happy sitting at mid low MMR doing 10 hooks 2K to play against another equal skill team next match. Most of these survivors use meme builds just like me.
In the end, both you and me get 2K average. Except I dont get stress.
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Sum up image of how these perks should work.
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Give every survivor's default outfit to Feng as "cosplay", in return, de-clothes the others
Make Feng cosplay Yui, please !
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@TDtheDoc said:
https://forum.deadbydaylight.com/en/discussion/comment/3253455#Comment_3253455
I slug you it’s just 4 minutes,walk to the window,watch the birds and the squirrel s.By the time you come back,the game will be over.
Its 2 min if no one down/hook. And you can always push survivors out to instantly end game.
I never open the gate though, there is still slight chance that I will able to get a hook when they're opening.
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@Rovend said:
Wait wait, you cant stack endurance effects since 6.1.0. What are you talking about?
If you take a hit with OTR, Dead hard is useless. Same with BT.
The only one that bypass this rule is MOM, because of the awful requirement of 3 protection hits to activate.
Really? Before the big perks update, I had my MoM ready, was on hook, unhooked and got hit by BT, I was so confident to make it to the gate because I still have MoM, but got hit by BT made MoM disable.
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You only have 8 posts and already a waste of time?
Look at me.
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Yui has her own harem in the fog
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Who is Entity to dare refusing her demand?
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@HugTheHag said:
Exactly. It is so frustrating losing 10% of the progress, aka 11 seconds, just because the game decided to be a little #########.
And 2sec of pausing progressing, 13sec.
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1st case: Im also not sure how to feel about this. Me playing mid-low MMR just to have fun. If killer is too weak and we have 4 escape, my MMR will increase really high and instantly face try hard killer.
2nd case: I know many people dont aim to get high MMR to get more casual match. If 3 of us try to help the 4th one to make 4 escape, it will not be preferred than leaving the 4th one to die, just to have MMR increased less
3rd case: imaging Im not good enough and get tunneled to death at 2-3 Gen left, the other 3 gets lucky to have killer chased the best survivor and make 3 escape, then next match I get even harder match because teammates are so good
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@hiken said:
https://forum.deadbydaylight.com/en/discussion/comment/3251691#Comment_3251691
sure mate, have u tried agaisnt a decent artist?
Were you talking about me? 👉️👈️
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@Irisora said:
https://forum.deadbydaylight.com/en/discussion/comment/3252563#Comment_3252563
Yea first they bring BT basekit wich is far surpassed by Off the Record so not really a good change but i can somewhat understand it, and now they are thinking about unbreakable basekit which boost tunneling.. meanwhile kindred the most needed perk for soloQ is forgotten. I know it has being said a lot but it really looks like the devs don't play their own game.
Last stand mechanic is really bad, just to make 4 bleed out doesnt happen. While it either promote tunneling (by forced to hook instead of slug), or making hard core Startruck Nurse even slug harder. I just hope the mechanic will not live.
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I feel like BP economy is messed now.
Your main goal to grind is to get all perks to all characters. Now free prestige 3 suddenly giving most perks to all characters, suddenly lose all the need of grinding (not really a complain).
But BP you earn now (as killer at least) far exceed to what you can use (can earn 40k BP and use 15k BP per match, used to be earn 32k BP and use 21k BP).
Now I have 2.000.000 BP and not really feel like to use blood web. Since my goal (all perks on all characters) is completed.
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@RaSavage42 said:
How many Nurses "kick" Gens?
For me it depends on situation so I won't be using that perk on Nurse
But I might use it on Pig and other Killers
- Nurse will instantly chase if she sees scratch mark or survivor.
- Or she will kick Gen if she doesnt see either scratch mark or survivor.
Run isnt the best case against Nurse, since shes the best in chase. Not leaving scratch mark is better against her, thats why Urban evasion came together with Nurse.
This perk on Nurse forces survivors to run, because walk & hide is impossible.
Most Nurse dont kick Gen. But Im sure there will be no Nurse who use this perk and not kicking Gen.
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He picks up dead survivors' clothes.
This makes me think. All of his outfits should be torn in someway showing how the fallen survivors died.






