C3Tooth
C3Tooth
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@dspaceman20 said:
If you buff the other boon perks other then circle of healing to be better then I would probably agree to it
Boon Coh is the reason why other Boon are so weak. Others need more range to have better use, but more range means even stronger buff to Coh.
Shattered hope should not be basekit, but the ability to destroy Boon. Shattered hope then can make Booner exposed for 1min instead.
If you have Boon and killer snuff, telling they may have Noed or Plaything.
If killer destroy Boon, telling they may have Penti, and not having Noed.
Otherwise, you have a choice not to Boon to stop making Penti works (and my SH suggestion)
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This is high quality idea.
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: ( the pitch black was the only places for beartrap that map, and you brighten it.
Grass outside please
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3250580#Comment_3250580
As is usual on PTB day, things like perks, new killer plus survivor naturally get the most attention.
Especially on the forums where gameplay is the major focus of our demographic here.
You're welcome.
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3249298#Comment_3249298
if they have lithe again depending on the map they could make your life hell, because of the speed
even if they don't have it sometimes i can work out, again its all about map design
and with a blood lust instead of hitting them in the window vault it (because you have more vaulting speed then hit them so even if u lose bloodlust u are still behind them and you won't gett slow down by the window )
Hit injured survivor with Lithe doesnt matter, because they're already down and not able to use Lithe. Chase end.
Hit healthy survivor, best they can go is to another titles for looping, which is the whole point of weapon cooldown + speedboost in the beginning. Plus you cant make vault speed bonus from Blood lust because you hit them.
Not hitting survivor without or with Lithe means they play well to make success of that vault.
The only time you can make good use of BL vault is both of you still at the same loops for too long without getting hit. Means survivor is doing good
So...why do you want Blood lust as reward for your failure and punish survivor for playing well?
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3249283#Comment_3249283
from injured to down no
from healthy to injured again depends on the map
since you know BOONS exist, and if the killer doesn't want to chase u, cuz PRESSURE then u are free to go
and even if a boon is not there, there is still medkits, teammates and perks to heal you so not only did u cover some distance and the killer dropped chase but u are free to heal unless they have nurse's calling which in that case gl
Hitting survivor with Lithe at window.
1- If you hit survivor with Lithe at windows, Bloodlust would disable, you would get no vault speed bonus from Bloodlust though
2- So injured to down doesnt matter. Case closed
I have another 2 questions about not hitting survivor at window.
3- If survivors not getting hit at vault and have Lithe, does it matter?
4- If survivors not getting hit at vault and not have Lithe, does it matter?
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3249257#Comment_3249257
depends on the map, sometimes it won't matter sometimes it would
- If I was hit from heathy to injured with Lithe on, does it matter?
- If I was hit from injured to down with Lithe on, does it matter?
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3249025#Comment_3249025
survivors have speed PERKS, those are not crutch?
the fact u can out ran a killer by simply vaulting or dropping from a high place or oh yea WALK, is fair but the killer getting more speed because they can't catch the survivor in let's say midwich elementary is being bad
i really like this argument
If you success hitting me at window, does Lithe matter after I vault?
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I would not give him addons basekit, he needs QoL and something more for interaction, not pure buff.
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@Iron_Cutlass said:
To be fair, Azarov's Resting Place is probably one of the most RNG-based realms. You can have like several different filler pallets chaining between loops and shack or just having a bunch of deadzones and awful loops.
The distribution design, same to Suffo pit. Like 5 - 6 gyms in the middle, the nothing at corners.
I can say RNG gives stronger gym or not. But 6 gyms next to each other isnt RNG.
OP didnt tell how many survivors die in both match. It could be 6 death and 2 escape that on OP.
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@Shartley said:
https://forum.deadbydaylight.com/en/discussion/comment/3248409#Comment_3248409
Convince me I'm wrong and I agree.
I didnt come to convince you, I know so sure I cant.
I just want to say, things will be okay.
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@VideoGameMage said:
Or make it work like residual manifest and let us rummage. The perk is useless, if your team manages to search a chest before you.
Simple best buff idea. Though I may prefer Yellow medkit over Green. So the perk can be paired with Botany.
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@Seraphor said:
This is partly why I was against a flat increase to gen times. Gens were going too quickly, but simply increasing gen times across the board makes survivor less engaging and leads to situations like this.
Instead, there should be a dynamic scaling system, that makes gen repairs quicker when survivors are eliminated, or slow if gens are repaired without any survivors being eliminated.
I had idea for that, still Gen flat time increased, but at least it gives remaining survivors easier job if one tunneled out.
- The number of Gens required to complete = survivors alive + 2.
- Match requires 6 Gen complete to power Gates. 1 dead = 5 Gen. 2 dead = 4 Gen
- Gen drop to 80sec.
It would be like this, Dwight (1 hook); Meg Clau Jake (2 hooks). Have 5 Gen completed, they need to finish the 6th one. If killer hook either Meg/Clau/Jake again, one of them idea will instantly power Gates.
This will dis courage killer from tunneling & camping.
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Everything will be okay.
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Yes
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3248017#Comment_3248017
Better you practise feng,kate and trickster skins.
//
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Having the same 4 survivors with same perks, also the same killer in both match A and B.
Survivors team A have no item. Survivors team B have 4 Ranger, Gel dressing, Styptic, Syringe...
How can you balance perks when the gaps of item/addon investing between 2 teams this huge?
I really think item should be nerfed but free, come with a single version Brown (act like killer's power), and buff addon in return. To reduce the item investment gaps
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@versacefeng said:
https://forum.deadbydaylight.com/en/discussion/comment/3247701#Comment_3247701
I thought locker saves were intended at first. Or are you referring to something else?
Locker save is intended for me. Double locker is a difference story...Especially Dredge makes lockers come in double.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3248006#Comment_3248006
he explained why he plays for kills. its because the game for killer is not balanced for hooks. if he plays for hooks, he is playing the game in its imbalanced state. Eruption tries to balance the game for hooks by rewarding the killer for downing the survivor. The issue is that kicking generator is secondary objective for the killer. Secondary objectives are not helpful towards a role that lacks time. Ultimately, the majority of killer powers are balanced around the killer getting a low amount of hooks which is why he disagrees with developer's obsession on balancing off the kill statistic because kill statistic does not accurately represent the killer's gameplay.
- If I play killer I would be mad that I got 10 hooks 2 kills in previous match playing fair and treated by facing sweat squad next match.
- While a Bubba 4 hooks 4 kills and drops their MMR to face against newbies. Then repeat for easy 4k.
I would not say MMR is skill based, but MMR is sweat based, and I like MMR stays that way.
Increase MMR give you no benefit.
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@Volcz said:
https://forum.deadbydaylight.com/en/discussion/comment/3248012#Comment_3248012
Right, so he's adapting to the game's state and playing appropriately. Its only secondary to a killer if they aren't running Call of Brine, Eruption or other gen disturbing perks. Your build plays a huge part. You're moving goal posts. Stick to the topic. Eruption & its bad design. You brought up 'counters' that aren't counters. Solo has no real counter, you seem to echo only what Tru3 says and you've already had it explained why your whole 'don't get downed' reasoning is absurd. I think even you know this. You haven't explained or responded to anything of what I've said in regards to counterplay.
And when someone answers as poorly as you or Tru3 does, all it does is lower your credibility.
Why killers telling "get good in chase", then complain about how good a survivor in chase and the game is survivor's sided while bragging about their 80% kill rate.
Why killers telling "use 2nd chance perks" when survivors complains about tunneling, then complain about survivors use 2nd chance perks.
Why killers telling "just do gen" when survivors complain about camping that the only true counter is to play swf for communication, then complain about playing against swf
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Yes
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3246831#Comment_3246831
I knew that about Japanese. But apparently it is most Asian countries.
East Asian at least, South & Middle East I dont know
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/3245682#Comment_3245682
2nd chances shouldn't even exist in the first place and most of survivor perks are passives, while killers have to earn theirs.
Only DH should not exist in the 1st place.
Survivors dont deserve free escape, but they deserve to have fun. Tunneling / camping rob the fun. Thats why BT, DS are a must for lower skill survivors to able to have fun.
Its great players can make abuse of it. But DS already fixed with disable in end game & by actions, only BT needs to have collision removed.
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@Ghouled_Mojo said:
https://forum.deadbydaylight.com/en/discussion/comment/3246108#Comment_3246108
I always preferred when survivors played fog offerings while playing trapper. Made it much easier to hide the traps. That won’t be back I’m sure
Brighten realms, less grass, less fog
Whats the point of darken the trap when in-door maps without grass get brighter?
Not mention Eyrie.
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Bring machineguns to fist fights.
Those poor boxers - said the gunner.
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They could make lockers only stand alone, but since Dredge exist and how its mechanic works (always teleport to locked locker in a locker group is part of counter play). Guess removing locker save is the only way.
You can always down out side and get saved.
Though this is a nerf to survivor locker build, knowing Head on risk of no way to get saved.
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Im not sure about other East Asia countries, but mine (Vietnam), China, Japan, Korea..have Last-Mid-First.
Yamaoka Rin
Kimura Yui
Feng Min
Lee YunJin
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I cant believe I made this 2 years ago. Before his rework.Im gonna copy paste my old post.
________________
I like how new Killers have multiple action in their basekit (especially Oni, PH) make them more than just pressing M2 to use power. As rework Freddy & Doctor gave them 2nd ability.
I would like to see Killers rework will have more ability rather than just raw buff. Here is my list
Hold M2 to ready to throw bottle. Click M1 to high throw the bottle. Or Release M2 to roll the bottle, +30% max range and speed compared to throwing. Though rolling is easily get stuck by obstacles. Rolling also to make survivors hard to see where you're coming.
2nd ability One: Clap bottles. If Clown has 2 or more bottles, he can clap them to make big gas cloud that +75% larger radius
2nd ability Two: Sniff bottle. Clown can use a bottle to sniff and gain 5% haste for 20sec.
2nd ability Three: Balloon. Clown can tie a Balloon on a dying survivor, makes them easier to track later.
If survivor not untie the Balloon, they are easier to be seen.
Success hit or hooking survivor will cause it exploded (so this ability requires slugging). Survivor can self-untie Balloon for 8sec, or another survivor helps untie Balloon for 4sec, Balloon will also exploded after and cause noise noti to Clown.
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I have them for a while : (
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@Ghouled_Mojo said:
https://forum.deadbydaylight.com/en/discussion/comment/3246059#Comment_3246059
It would be a silent buff to trapper. I’m all for it.
Please, I remember new Lery was so dark, then they just put light every where. Same to Racoon
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I have no problems revealing him anytime.
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@Marc_go_solo said:
To improve solo, I'd be happy enough with the HUD being updated to show what survivor is doing what. That's more than enough information.
I hate the idea of voice comms. Nothing more off-putting than having some 12 year old yelling down a mic, and even if there were options to mute it, it could open the doors fpr other survivors BMing because of it.
Solo-Q would certainly benefit from some information changes, but turning trials into some form of CoD squad game is a turn-off for me.
Solo needs only a few infos
- On Gen (with showing 0-20-40-60-80% progression)
- On Hex
- In chase
- At Gate
Solo is bad because of no coordination, not because bad at chase. You may die having 2min chase because an injured last hook teammate scared when hearing TR, not knowing killer is chasing you. If Hud shows someone is in chase, their could feel safe sitting on Gen and completed it.
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@feechima said:
At this point I think the devs could buff killers so their success rate is at 75-80% and there would still be a thread asking for 120 second gens and a buff for killers. Game is easier than it has ever been for killers. Maybe if you didn't murder so many casuals and inflate your MMR you wouldn't face squads that can only make it out if they sweat like the killers they face. It is sweaty at the top, take a towel.
Inflate MMR, perfectly well said. People keep wondering why game starts to sweaty when they sweated against casual survivors.
Killers want MMR should be based on hook, not kill. And you will see campers get 3k within 3 hooks is rewarded by versing potato survivors and keep dominating them because campers only get 3 hooks. While fair play killer 1k with 9 hooks is punished by versing hardcore survivors.
Everyone said MMR isnt skill based, which I agree. MMR is sweat based, and I like the MMR be like that.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/3245608#Comment_3245608
So unhooked survivor did not get endurance?
You may forget how strong old 2nd chances were
- Hit through a BT
- Missing a hit with DH
- Hit down, then eat DS
- Hit down, to hook again
Now, survivors get strong BT for free, sure, but:
- Hit off hook will disable BT, DH, OTR at the same time.
- Hit down, to hook again.
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@Zeidoktor said:
For me, the decision not to tunnel is pure Golden Rule. I hate when it's done to me, so I make an effort to not do it to others. I'm sure that's cost me games and I'm okay with that.
To me, DBD is, first and foremost, a game. I'm not responsible for other peoples' fun, but I've also got no reason to go out my way to ruin it.
So I play fair. Sometimes I win, sometimes I lose, but whichever side wins I aim to play a game neither side minds losing. I tend to have good Endgame chats as a result, so I'm assuming I'm doing something right.
I mean, if you have a skill of 5, paired with skill of 5 survivors, not tunnel/camp and you should have 2K average.
If you tunnel/camp, you definitely 4K survivors who have similar skill to you. But then you play against higher skilled survivor, your kill rate would stay 2K average again, despite you tunnel/camp them.
I still wonder to this day why so many killer wants to 4k every single match. The game designed to let you get 2K average no matter how hard you try.
Even crazier when average skilled killer wants to buff so they can play on par against players like Zubat Aayrun.
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@Tsulan said:
Nah, DS is trash and needs to be looked at. 3 seconds is to short. Going back to 5 seconds would be probably the best action.
Back then 2nd chances used to have 3 layers.
- BT
- DH
- DS
You hit a BT, miss a DH, hit then take and DS, then hit again to get hooked again.
Now the 2nd chances has
- Free BT that disable OTR, DH
- DS
Without DS, a single hit off hook will disable everything else. DS is nerfed, but still has its place. The only way to make DS work is paired with Lithe, down at safe windows to make better distance. Or down at pallet on purpose, DS cant stand alone on its own.
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@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3244799#Comment_3244799
And yet every nurse tries to claim the huge buff nurse received (less distance gained by survivor after taking a hit) wasn't meaningful at all. Funny, that.
50sec Gen is the huge buff on Nurse.
Less distance gain isnt, she only need a single blink then back to the chase.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3244788#Comment_3244788
Unpredictable pathing and LOS break means nothing to a good nurse. Relies more on the nurse being bad at blinking than you being unpredictable/puttig walls against them.
Gen rush should not be considered counter, as you cant expect every game to be matched with a gen rushing focused team. And thats without considering the nurse having pain res, deadlock, eruption, etc
I would not say someone aims a gun at me, missing a shoot and then I say "Im so good at dodging". Nope, its because the gunner isnt skilled enough.
This is the same case when vs Nurse. You dont dodge her, she misses you.
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@Killing_Time said:
https://forum.deadbydaylight.com/en/discussion/comment/3241136#Comment_3241136
Unpredictable pathing
LOS blockers
Gen rush
Never mind, I just make it my own
The chart just to show Nurse appearance zone will always cover survivor zones. And this is not yet counting 2m lung at 150% speed, at the end of both blink.
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Rebecca died within 6k BP during event be like
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@Lobos said:
https://forum.deadbydaylight.com/en/discussion/comment/3244579#Comment_3244579
Well news flash friend, it's also "Not fun" for the people that you "stomp" on your way to meet the SWF teams.. Also by the way, how do you even know they are SWFs to begin with? There are good Solo players out there too and I'm sick of hearing how only good players are SWFs which is completely untrue.
Not all killers are salty against swf.
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@Friendly_Blendette said:
Alf is on a 500 winstreak with Nurse, some other dude on a 600 with Blight. Otz literally has a running seris of getting 50 winstreaks on every killer.
Nice balanced game, they would say.
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Entity logic
- Increase his traps from 5 to 8 then remove many possible places to traps. You used to not have enough beartraps to trap. Now you dont have enough places for 8 traps.
- Darken his traps. Yes! Now brighten every realm possible.
- 4 last maps: Midwich, Racoon, Eyrie, Garden. All have zero grass.
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They had fun.
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@mineralfanatic said:
Git gud.
That was feel good right?
@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/3243839#Comment_3243839
Needing maps or not that's a joke of a map, running windows with open handed and there was next to no pallets, just the odd LT or complete dead zone.... like what's the point, zero gameplay at all and god forbid you verse an instadown or mobility killer on it
https://forum.deadbydaylight.com/en/discussion/comment/3243840#Comment_3243840
Ah yes let's just leave every map awful. I'm discussing this one map not others, it's why I named the map.
I'm not saying other maps dint need to be changed like giddeon etc. But this discussion is about this singular map
I was surprised 3 original maps without main building still stay after map rework.
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Shelterwood, Wrecked yard, Rotten field are there because there were only 3 realms and we needed more maps.
We dont need those map anymore. Imaging Crotus& Red forest has a map without main building
Somehow Mother dwelling has 3 buildings. I think they could merge Azarov & Blood lodge into 1 map, those main buildings are so simple and no meaningful to game play.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3243695#Comment_3243695
Tbh, I never thought about something like this. Base regression is painfully slow, but if each piston locked into place once its fully repaired, regression speeds could be touched. I don't know if I would actually want that as a killer, as more then just a few games have been snatched out of the survivors hand by continuously regressing the same gen over and over, downing a survivor, hooking them on a painRes hook, coming back to the gen, rinse, repeat. A lot of this games would not have been manageable if the gen couldn't regress below a certain point, but maybe this is the kinda change, the breath of fresh air, that the game could need. Its definitely worth discussing and bringing to BHVRs attention.
I also have an idea that each extra check point completed, the next section progress faster.
For the math, if survivors do section 1 of 6 Gen (180sec) and section 2 of 5 Gen (120sec), total of 300sec.
It would be the same to survivor do section 1 of 5 Gen (150sec) and section 2 of 5 Gen (150sec), total of 300sec).
The idea is
- Encourage survivors to spread Gen, so later sections are easier to work on.
- x3 regression to give Gen kick meaningful
- Prevent 3 Gens play
- Check points to make Gen kick not op
- Check point & later section boost can help remaining survivors because a section can only take 18sec to complete, even if one early tunneled out.
Example:
If killer decides to only patrol Gen 1-2-3 to make 3 Gens play. Survivors can complete section 1-2 of Gen 4. Because 6 Gens has section 1 complete, Gen 1-2 only take 24sec to complete section 2.
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I hope its not going to live. It kills alot interaction between players. No need to pick up, no point in saving in end game. Games are just Gen rush and exit.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/3201729#Comment_3201729
Points 1 and 2 are good...
But 3 no not going to happen...
Base Gen regression is .25, 200% of that is .50 (what the others are IDK)
What's base progression again? 1.0 (what the others are IDK)
And the Gen being at 90 charges just makes regression even longer
1 minute and 30 seconds to repair a Gen.... 5 minutes and 47 seconds to regress a Gen at 99%
So the 90 charge wasn't something that Killer wanted (at least the ones that I talked to)
Its not how it work. Its always 0.25 charge per sec. 80 or 90 charge doesnt change the speed.
You said like 90 charge makes regression slower, like it takes more times to run 90m than to run 80m...
Longer Gen is what killers always want. Regression speed should not be fast because its possible to have a Gen regressed from 90 to 0. Something like if you dont hit a survivor for too long they gain back a hook state.
Gen should have check point, at least 30sec & 60sec. Gen doesnt not regressed further than the check point. After that Gen regression speed can be x3 faster. They can easily lose 30sec, but not losing more.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/3243459#Comment_3243459
That's good too but I think that effect should work on chase too
I think that may be super annoying to killer. It should be an easy escape from Gen patrol, killer approaching (as it is now), than to be in chase.














