C3Tooth
C3Tooth
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Comments
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@WesCravenFan said:
I want my reuse back. That was half the point. It served double duty to tell my allies what gen I was on and where I was.
I find keeping the blast mine if killer doesnt kick gen is stupid. Once apply to a Gen, the mine should stay there and used.
BUT you should able to instantly working on another BM right after apply the mine. Not have to wait for the timer.
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@WipeIncGamingYT said:
https://forum.deadbydaylight.com/en/discussion/comment/3190592#Comment_3190592
Your math is flawed.
I dont use math here. I just want to point out: If new players have win rate so low. Would they continue to play or instant quit game?
Im talking about new survivors who has that low escape rate
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@AverageKateMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3190835#Comment_3190835
Am I supposed to react to this or? I don't know what your plan was in telling me that
This is in another topic I saw days ago
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@AverageKateMain said:
Since when did you guys start actually caring about balance?
Kill rate doesnt matter when killers want Entity sacrifices the last 2 survivors after they tunneled out the first 2.
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53% kill rate means Survivors are OP
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@Araphex said:
https://forum.deadbydaylight.com/en/discussion/comment/3189691#Comment_3189691
Actually it is. They have comms and can plan out perks before the match. Solo q you have no idea who you're teaming up with, what perks they have, what they're doing during the match if they're being chased by the killer unless they are the obsession, you have a perk to see their aura or they are hit/downed. In a SWF, if a player sees the killer somewhere, they can announce where they are. It's not possible in solo q. Lack of communication is a huge hindrance to survival. Second is lack of planning.
The escape rate is not about how good you are in chase, its about how effective your teammates on Gens.
I have better chance to escape with my 10sec chase knowing teammates have 30sec Gen progressing, than your 45sec chase with teammates scared and hiding because theyre injured with last hook.
The most funny part is Killers try so hard preventing Solos to gets buff since "good players will do fine".
But at the same time complaining how "Efficiency" SWFs are.
Yes, Solos need that infos for "Efficiency"
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People said at high MMR, killers have less kill so thats fair.
Thats also mean survivors at low MMR have less escape.
If we tell high MMR survivors like Ayrun has 60% escape rate. Newbie / low MMR survivors would have 20% escape rate. For the fact 40% escape in average.
If you think playing a game knowing you have 20% chance to win as killers. Do you keep playing it?
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It should be at least make cool down dropped to 1.2sec (40%) at 8 stacks. Or even higher with 1.4sec with 6 stacks since the hit speed boost nerfed
1.08sec cool down on 1.8sec speed boost is too much.
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@TheArbiter said:
Every map looks like Eyrie's grass if you just put the graphic settings on low!
Yes, Trapper is the only killer that you can counter by setting graphic to Low
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I feel you.
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Need uncoat Spirit HOU outfit
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@RatbasterdJr said:
Ran head on with a buddy. Both got it first game.
I dont want to image getting stunned at least 8 times with Head on in a single match
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/3187381#Comment_3187381
If it were up to me, I would buff it to always plant a mine after 5 seconds of gen progress. Muahahaha. This community thinks Behavior is bad at balance, but they cannot even comprehend the monstrosity that I would make this game. Bully squads everywhere would stack Blast Mine. Killers would become afraid of generators in my ideal world.
I dont kick Gen to begin with, so BM literally doesnt matter to me. Head on is a better nerve bumping, randomly gets hit and break chase, carry save...
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/3187362#Comment_3187362
It makes sense that BM was nerfed this hard, it had nearly a 100% pickrate and even the initials spell out bad manners. It was just so toxic as the killer to lose games because every gen I kicked was a BM. Do you have any idea how unfun it is to be stunned for half the match?
I eat pallets like a champ so BM doesnt matter to me.
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@sizzlingmario4 said:
- It interrupts the kick action and stuns the killer for 4 seconds, then they have to kick the gen again.
- You cannot earn a 2nd BM while the 1st is active; the 1st one needs to deactivate first (either because the killer kicked it or it expired).
- No, the perk can trigger multiple times per match.
- I love your art
I have alot lot drawings like these on my Twit (with the same name) if you're interested : D
@Nazzzak said:
I'm curious about #3 as well. I was usually able to get my killer blind challenges done very quickly with Blast Mine, but not now if it's only once per trial...
I think survivors should able to work for another BM once the previous one already activating. They can increase the work requirement from 50% to 66%. Currently what I understand is you have to wait for 50sec (over half a Gen) before you able to working for BM again.
Which mean only able to use twice per 3 Gens.
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//
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@ThiccBudhha said:
That would not stop people such as Otz from asking for grabs to be removed from the game. 10 second basekit BT is just not enough hand holding for some. They feel entitled to literal free unhooks, unfortunately.
Thank you to all Bubbas for making this happen
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Blast mine should not be saved if Killer doesnt kick Gen, once you activate BM, it should stay there and gone.
But I think you should able to work for another BM when another BM is activating instead of having to wait out for timer, or the best is you can only use 2 times per match, or 3 if only you do Gen.
I would trade that for 66% Gen instead of 50%
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Yes
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They should keep the brightness and only make thick fog that cover FoV instead, my eyes stress out when night fall in play. The only thing that should be fixed
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/3187184#Comment_3187184
There really isn't.
There is, my idea is even lesser than most people want, just enough for Solo to efficiently push Gen by waste far less time running around.
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@TheGentlemen said:
If you buff it for solo queue you buff it for groups,
There is no 'ignoring swf' in this discussion particularly.
There is a way to buff solo without buffing swf.
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@Kirahie said:
I would start with redesigning hexes from the ground up. They are mostly trash after boons were introduced and all but one were gutted.
I do have an idea for that. Make Hex works like Plaything.
Hook a survivor -> a dull turned into a Hex that applied only to them. If you have 4 Hex perks, 4 status will applied to them until cleansed.
This way, using a Hex is force multiply: buy time from cleansing 4 Hex with a single Hex perk, but a waste if using multiple Hex
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Healing bar should get a new effect status that possible to lock healing from being regressed.
Perk like Solidarity & Reactive healing will get those status by default. But they only stop you from being regressed further from being heal from those perks
Example for Solidarity, it will not regressed pass below 50% after you finish healing another survivor
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@BrightWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/3187089#Comment_3187089
I get that I do, but I just can't help but feel it's a little bit sweaty. Could just be inexperience talking or maybe I'm just sick of being chased by survivors during the match all the while they're bagging me or when they all T-Bag me at the exit gate. 😶
I get thats very stressful. First time faced a sweaty tbag swf, I stopped playing for a week. I still get those kind of survivors sometimes, just leave a gg and move on.
But I learned that dont take it personal, some people plays the game only to be toxic and ruin other's experience. They only want to see your rage, dont let them success.
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@BrightWolf said:
I'm pretty new to playing killer, little yellow baby budding Trickster main. And I was in a lobby yesterday, where all of the survivors not only took the same character with the same outfit, which made tracking them very hard but they all had rank three dead hard. I was so annoyed like I don't have issues with SWFs, it's how I got into the game. But do you really need to sweat that much against someone who is very obviously new?
They dont know who they're going against, the same reason that I use meme build as survivor only to vs 4 slowdown Nurse.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3186880#Comment_3186880
Welcome to dbd where some perks are more effective against certain killers than vs others.
Just because it CAN; keyword can be more effective against certain killers does NOT mean it is overpowered or in need of another nerf.
If your entire argument is "its better against some killers with power"
Calm spirit is solid counter to doctor, should we nerf that?
all the killers you named can easily outplay DH by waiting it out or just using their power again. Especially nurse.
DH does not need another nerf period.
They nerfed Calm Spirit.
Your move
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@Bot_Salvo88 said:
Sounds like skill issue from your teammates. BHVR can't fix bad players.
It doesnt fix players who dont know what to do with the change suggestion, which is mostly infos.
It does fix players who know what to do with the infos they have.
Dwight on hook, Meg in chase. Jake & Clau on difference gens.
No info case, which is current how solo play.
Either Jake believe Clau going for unhook or vice versa because both gens are at 60-80%. Cause Dwight gets to 2nd hook stage.
Or both Jake & Clau going for unhook.after 20sec traveling Jake seeing Clau is already at hook, he spends another 20sec to go back to his gen. That is half a Gen progression. This case happens more than the first.
There is nothing to do with "bad players" in this case.
With info case, showing Meg in chase, Clau & Jake on gens.
The moment Clau leave her gen, the info show that she's no more on gen, which is go for unhooking. Then Jake and sit tight at his gen instead of wasting 40sec.
Bad players is despite seeing Clau already leave gen, Jake still going to hook to try getting blood point
Or both prefer to complete their gen and non of them leave gen to unhook Dwight
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Someone charges at you with a sword, good judge is to give you a sword and see how you fight back, not leave you unarmed because other believe you cant use sword and decide not giving it. You totally can use sword, but you just dont have it to win the fight.
Same to good players using info buff that solo desperately need
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Its fine for me, I feel its wrong when Killer doesnt kick your Gen and you save BM for later use on another Gen.
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@RatbasterdJr said:
https://forum.deadbydaylight.com/en/discussion/comment/3185992#Comment_3185992
she can go through walls, because that’s her power.. I don’t understand what point you’re trying to make. 😂
Correct.
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@SuzuKR said:
No, cause the game is still winnable and doing gens/chases/etc even in a hopeless situation is still fun.
There does need to be an in game mechanic to prevent survivors from taking the game hostage though.
Not true, fail hope is fun, hopeless is not.
Dont you tell me 1 hook and 5 Gen done, a hopeless situation for killer, is still fun?
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@BananaBlooD95 said:
https://forum.deadbydaylight.com/en/discussion/comment/3185992#Comment_3185992
oh nice an other kid that just put words into my mouth thinking I'm a survivor main and can't think for myself... Instead of looking like that stupid kid who has nothing to say in a conversation why don't you stop right there and/or find something USEFULL to add?
Awww
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@RatbasterdJr said:
https://forum.deadbydaylight.com/en/discussion/comment/3185431#Comment_3185431
I can’t… but that’s the POINT. She needs to be slower because of her power. It’s one way or the other. You can’t restrict ONE killer from using a handful of perks. That’s just not right.
Except she's the only one can go through walls. And thats just not right either for other killers?
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Well, this is the result of survivors finally getting good...
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3185456#Comment_3185456
bit of a false equivalence, since both the previous and current times give you their intended effect: Giving you speed to avoid a second hit long enough to find a defensible position (loop/window/pallet/etc.) If you're unable to utilize that time properly, thats literally a skill issue. Its almost like there's a perk specifically designed to make sure you always know where nearby defense resources are to make split second decisions like that.
The entire point of even getting a speed boost during the event is to "reset to neutral" so to speak. If you use it to run into a dead zone that time difference had absolutely zero impact other than how many seconds of the killer's time it wasted. If you can't make it to anything in time that 0.2 seconds sure as hell wasn't going to be the difference. Look at how much people complained about 5 seconds with their free basekit bt, and that has a haste bonus too.
I didnt say its a problem, I said the number isnt a little.
But STBFL still stay with 10% cool down definitely need a nerfed to bring it back to 1.2sec cool down at 8 stacks.
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Sadako waiting to get patted by Entity with that 4k
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I feel optional to autofill from center to last node is needed, even a button to random buy everything.
Realistically you should not care what you get from blood web anymore. Your best invest is 12.000 BP as Killer (3 Purple addon,offering) while earning at least 20.000 - 30.000 BP per match.
You will never able to out use what you buy, ever. Even if you dont use Brown addons.
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@Sava18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3175843#Comment_3175843
So what your saying is that people camping and tunneling under the right circumstance(efficiency) causes the survivors to play efficiently? There is no such thing as gen rush.
I dont get what you mean. Did I say survivors play efficiently or killers camping/tunneling under the wrong circumstance or something?
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3175843#Comment_3175843
2.0 -> 1.8 is absolutely little.
Its not just 10% buff for killer cool down. Its also 10% nerf for survivor speed boost.
The total for both sides applied is 16%
I dont think if Sprint burst speed buffed from 150% to 166% sounds a little to you.
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@RatbasterdJr said:
As somebody said.. nurse is quite literally the ONLY killer slower than survivors. If you made her blinks special attacks, you would take away every single perk that requires basic attacks from her. If her blinks are made special attacks, then her speed needs to be increased. And I GUARANTEE survivors will ######### even more about a nurse that blinks AND can catch them without needing their power.
Of course, what do you do against Nurse if she has 110-115 speed? Can you tell me?
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@NuKeD said:
https://forum.deadbydaylight.com/en/discussion/comment/3184277#Comment_3184277
https://forum.deadbydaylight.com/en/discussion/comment/3184836#Comment_3184836
never claimed i wanted to reach high MMR, i'm just complaining about how this game feels once you get there. it becomes a sweaty tryharding sh*tshow
I do 8 hooks and only kill when EGC.
If they are equal to me, I get 1-3K and stay around mid low MMR. Give hatch to prevent gain MMR too high.
If they are far worse than that (8 hooks and only 1-2 Gen done) I will kill them all because their skill is too far lower than me I should gain up.
As killer I can totally control my MMR to keep my games fun. Except playing Trapper in Eryie Crow.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3184491#Comment_3184491
Not at all. Since you were able to just tunnel the first person out and still got the Stacks for the other 3 Survivors.
I heard many killers want to play for 12 hooks, sounds reasonable.
I didnt think they also mean the first 3 hooks are on a single survivor.
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Youre not supposed to be at high MMR.
And you should not try to get to high MMR
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Oops
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I agree that Gen should have "check points" at 33% and 66%. Which a Gen will have 3 stage (0 to 33 ; 33 to 66 ; 66 to 100)
There should be something that encourage survivors to spread progression on different Gens than to focusing on a single one. May be if 6 Gens have stage 1 complete, stage 2 of all Gens will have 25% faster progression, 50% faster if all 7 Gens have stage 1 complete.
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If there is a Yui in my killer lobby, she escape.
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Getting permanent ban
Devs: 7 disconnecting is all we could allow you.
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@Bot_Salvo88 said:
You can do totems and open chests. Or even do Tome challenges and sabo hooks.
Its not the point, many times survivors dont have enough time for those but only Gen.
We all want to spit that 80sec Gen into 2 different things. Alone that would nerf Gen perks itself.
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@Spirit_IsTheBest said:
Increase the duration to 5 seconds, decrease the cooldown, and it also make it hide your grunts of pain and pools of blood as well instead of just your scratch marks.
Either increase timing or decrease cool down. Both is too much. But I prefer the 5sec, 3sec is only work if paired with Lithe. Short cool down can be annoying.





