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C3Tooth

C3Tooth

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  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727458#Comment_3727458

    Here's an example of what I mean when I say survivors don't have agency in chase. Temple of Purgation has 2 entire sides around the main building that are nothing but narrow corridors with 1-2 garbage pallets that are free hits for the killer. And since they are up against the edge of the map, anyone working on gens in this area has zero chance to reach any useful structure where their survivor skill matters. Agency in this situation would be, "oh I know this area is a deadzone so I should stay away". But guess what? 3 gens always spawn in this area! Another reworked map gets BHVR's 500 Killer Winstreak Seal Of Approval. This is consistent with the pattern over the last 2 years of turning every map into a small square of garbage where gens spawn way too close to each other and 80% of pallets are killer walks around the short side and gets a free hit

    https://us.v-cdn.net/6030815/uploads/LQZJLI4RV5MS/image.png

    Unknown map has a problem that it really need another Gen in the parking lot. Currently complete Main Gen will cut down 30% of the map to patrol.

    Especially the Main being at a corner far away from other 4 Gens give no incentive for killer to make chase in Main.

    @VampireHimbo said:

    It's extremely wild to me seeing the exact same killers who go "Your fun is not my responsibility" have a complete meltdown when survivors refuse to play with those killers by killing themselves on hook or dcing.

    Its not what you say, but it goes like this:

    • Killer tunnels a survivor out in 3min, that survivor's fun is not their responsibility.
    • But as soon as a survivor suicide on hook, suddenly killer cares about the other 3 survivors' fun: "you ruined the match to other 3 survivors."
  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724733#Comment_3724733

    Chess is a 1v1 game. In games like LoL where you are on a team, you have a vote surrender.

    There's no valid excuse for giving up and screwing over your own teammates. If you don't want to play out games of DBD, then don't queue up in the first place.

    I have 2 questions:

    (1) How many times you were able to escape through a Gate with a teammate died at 4-5 Gens?

    In my 3000h playing this game, the number of match 2 survivors escape through the Gate while a teammate died at 4-5 Gens is below one hand finger count.

    • If I keep playing. There is no way we can finish 5 Gens. I and Dwight will die then Meg may get the hatch.
    • If I and Dwight suicide on hook, Meg may get the hatch.

    (2) So Im asking, did I really screw my teammates? Or just I screw up killer's fun because I didnt stay to entertain the killer through a hopeless match?

    There are certainly hook suicides that turning from win to lose on survivor, its only happen with toxic survivor that killer finally down them, the case is extremely rare. Most survivors give up when they know they dont have chance to open the Gate, they actually give their teammate the chance to escape through hatch rather than keep staying in the game to get their teammate killed with them.

  • For one thing…as much as I hate me as a survivor can be removed out of a match in 2min. I dont like killing someone then they spawn back. With the ability to kill the killer.

    I was choosing between The last year and DBD, I picked DBD because of this. A death has more meaningful.

    Home sweet home also gives survivors ability to kill killers when they finish all the ritual, it becomes a total bully simulator

  • Point 1:

    What can a survivor do against Blight & Nurse? They have to be a good player.

    Work both ways.

    Point 2:

    I can mostly beat 4 players SWF (litterally their escape rate is ~43%). Unless I play against a team that combined of Ayrun, Hens, JRM…then I would lose, but thats because its a mismatched MMR to match me as an average killer against great team.

    I would, never, claim myself as High MMR killer so when I lose to High MMR teams I want Devs to balance so I can 4K Ayrun/Hens. It would be equally stupid as I want Devs to balance so that I can make 5 Gens chase against Otz.

    Point 3:

    Nurse is fine, because God Nurse is really rare to play against. Same to God teams, they're rare to go against.

    Accept losing and move on to the next match.

  • Alot of people thinking DS should disable power so it would only affect high tier killers like Blight Nurse Wesker Huntress Spirit.. But Devs said they dont want to make it a thing.

    4sec DS is fine, though one thing when I use DS + OTR is I only able to use OTR since the chase likely end at 55sec and killer picks me up with time up DS. You can only use both of them if you down on purpose when DS has about 10sec left.

  • I made a few changes on the paths to make sure killers mostly have options to make the 3rd move.

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726462#Comment_3726462

    How is that? The devs are aiming for a 60% kill rate, so why would it get worse? Not to mention killers are getting all of their best slowdown perks nerfed in the next update.

    In theory, Devs aiming for 60% kill rate, mean any balancing would still goes around 60%. But its not simple as how you think it is.

    Currently, tunneling with stack slowdowns is still by far, alot more effective and mind numbing to play than using other perks that require specific play style, macro, time management, spread pressure.

    Devs buffing killers alot to make the later play style easier to perform, a way to encourage killers to play the later play style. And survivors are quite okay with it.

    Except you cant stop killers using the insane buff to keep tunneling and stack slowdowns, this is where average survivors dont even have a chance against average killers.

    @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726651#Comment_3726651

    i get 3 DC's every 10 games on average. It shouldn't be included in the stats but u can see why the 40% average win rate don't hold up from my point of view.

    I heard that games with a DC doesnt count into the stats. The only games counted are suicide on first hook when there is at least 50% chance to power Gates.

    Otherwise, I dont see a survivor suicide on 2nd hook when killers get 8 hooks with 4 Gens remaining would affect the kill rate. The game ends in 3K and hatch escape either they stay or suicide.

  • @I_Cant_Loop said:

    The killer is supposed to be the power role. Escaping is supposed to be difficult. Any expectation of higher than 40% escape rate is just entitlement, IMHO. There’s a very good reason that the devs set 40% as the target escape rate. Anything above that and killers become punching bags for survivor entertainment, which is what they are against high MMR SWF coordinating on comms.

    Power role in One v Four mean 1 from the One should always beat 1 from the Four. Not One power over the Four.

    Any players are entitled to win half of the time. 40% win rate average on survivor is something Devs put onto survivor side, doesnt make it "right"
    I always hear killers try everything to prove 60% kill rate doesnt mean higher 50%. And they should be entitled to have 50% win rate. But still, 50 is still far higher than 40.

  • @GoodBoyKaru said:

    The thing I really like about Inner Strength is it will always good, but can never be the meta. The more people that use the perk, the weaker it actually becomes because instead of 3-5 heals per match, you're lucky if you get a second. The more "meta" the perk, the weaker it actually is, until people stop running it for more consistent options at which point it becomes stronger and more consistent again. It's just the epitome of good perk design to me.

    Strong enough but limited. It can work on any other perk.

    Image self care starts with 16 charges, finish healing yourself take 24sec and 24 charges, you have to do something to gain charges, may be an unhook give 12 charges, or a healing give 8 charges.

    Then the perks would be good without being spam-able.

  • Its hard to tell both side have equal skill because the ability to stack meta. A 'skill 7 survivor' may die to a 'skill 6 killer' who stack full meta and tunneling. Then drop to MMR of 5 to play against 'skill 4 killer' who happens to get a lucky 3-4K by Noed to gain to MMR of 5.

    Then that skill 7 would totally beating the skill 4 killer.

    Limiting meta is what they should do. I wish perks work like HollowKnight charms, that using Meta would take more slots and using less perks. While using weak perks would allow you to use 5 perks…you get what I mean.

    Currently Bloodhound is definitely not worth equal perk slot to Nowhere to hide. You dont pay the same (a perk slot) to get something worse.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725992#Comment_3725992

    They're all really cool!

    I'll check my setup when I get back from travelling. Will you be keeping the print stored? Am I alright to hit you up once I figured out where TF I'm gonna put the Malicious Expansion box? 😁

    These image are original size, you can just download these and make a print of them.

    I converted on Google how much Pixel from 60cm and it showed 2267 Pixel, so I created new Canvas with 2267 Pixel, I hope when printing, its actually 60cm, equal to the real board game.

  • Grave of Glenvale

    DBD board game Grave of Glenvale.png

    Gameplay:

    • There is a unique 4 ways of Green path that create the main route in the town.
    • Reduce the number of Green path, with extra 2 Yellow path that dropping from upper stairs.
    • The Route & Dead end are the most dangerous places to do objective.
    • Breakable walls giving Killer the most strategy choice.

    I think I've done enough. Im going to do something else.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725785#Comment_3725785

    ...hmmmm... Ormond?

    EDIT: Wait no CE already has Ormand... hmmm...

    I dunno if the blue is a clue... big central structure though with 2 generators and pallets...

    Coal Tower leaps out at me, but that's Macmillan so I'm struggling a tad xD

    Red Forest maybe?

    Edit 2: No! No vault from main! Temple of Purgation! That's my final answer 😁

    Nostromo Wreckage

    DBD board game Nostromo.png

    Gameplay:

    • Isolator ; Hypersleep ; Nostromo landing formed as the main building. I put the floor texture to make it clear.
    • Each side of the main building has a vault that drop down to the outside (just like in game)
    • A sneak path that goes around behind the small ship Narcissus (just like in game)
    • An additional path behind the ship to not make Left wing a death corner, also to keep the rule of each room must have at least 3 paths.
  • @UndeddJester Can you guess the map through this layout?

    image.png
  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725729#Comment_3725729

    Shrewd... I havent studied the maps in such detail... the result looks awesome.

    Don't suppose you have a particular print company in mind to produce the boards?

    My friend knows a company that print any image with anysize into mousepad. The board game size is 51cm x 60cm, that they can print my images into mouse pad to play.

  • @UndeddJester said:

    You legend! Very nice work... I am very interested indeed, though I might need to work out how I'd go about storing extra maps 😅

    I'm curious how you went about deciding on the links/paths and item placements... your little map descriptions are a nice touch... play tested? 😁😁😁

    Regardless, I'll have a look at my setup when I'm back from travelling and hit you up if it works for I 🤘😁🤘

    Except MacMillan where it has 11 rooms and 4 Yellow paths. Other 3 maps have 10 rooms and 2 Yellow paths. I think this is the standard of maps, while MacMillan being the beginner friendly.

    I listed other 3 maps and they have a general rules applied to them:

    • 18-20 paths total (3 ways path count as 1 path)
    • 2 paths are Yellow, the others are between 5-7 paths
    • 4 breakable walls
    • Main room that connect to 5-6 other rooms.

    How I decide to make paths is first to setup the map layout and decide how hard or easy to move between each area or rooms (as I did with Lery that you can see the Lobby is harder to move through than the bottom side. Or Coldwind has Backyard as a deathzone) I still play around with colors before making final decision.

    I just finish drawing these and not play them yet. But Im sure these map would work.

    @Gylfie said:

    This looks really cool but I'm also not really sure what I'm looking at? Could you explain a bit more? 😊

    Its DBD board game, fun to play with friends. Currently they have Basic game (7 survivors, 6 killers, 2 maps), Collector game (+10 survivors, +10 killers, +2 maps), and in this summer they will release Malicious game (+4 survivor, +3 killers, +2 maps).

    Playing these alot, I found out keep playing the same maps making it boring. So I decided to create more map for us to play. And I would like to share them with others.

    @Nazzzak said:

    These are really nicely done. I'm ashamed to say I haven't even opened my game 😬

    You have Basic game or Collector one?

  • Lery

    DBD board game Lery.png

    Gameplay:

    • The layout is rather simple, square-ish with long corridors.
    • Moving in straight line from top left to top right (or vice versa) is not easy. Limited by double Red path.
    • Moving in straight line from bottom left to bottom right (or vice versa) is easy. You can use Blue & Green (blocked) to easily get the other side, or just using Red.
    • Moving diagonally from Theatre to top right (or vice versa) is easy. You can move by either using Red-Green or Green-Red.
    • Moving diagonally from Theatre to bottom right (or vice versa) is not easy. Limited by double Green path.
    • West corridor is a safe place, but no objective.
  • @Raccoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3719932#Comment_3719932

    If someone truly feels like it's a waste of time/they really want to go 'next', they can always run up to the killer to expedite the end of the match.

    I don't see that happening a lot, though.

    Perhaps you didnt think through that those who complain about slugging for 4K are the 3rd survivors being slugged, not the 4th one wants to escape.

    Killers also complain when survivors give up when a teammate dies at 4-5 Gens, but want survivors to give up hatch for 4K.

  • Removing hatch would lead more kill count, resulting survivors' buffs.
    Most killer mains just want more kills but never think about Devs looks at the stats and adjust to make 60% killrate, not 80%.

    So I do want to have hatch removed. Since 1 survivor still requires 5 Gens done to escape, the game will be balance around 5 Gens done.every.single.match.

  • @Tzimiscelord said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3719866#Comment_3719866

    I didnt know that, thanks. At least that explains something, even if i still think is a terrible way of doing stuff

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3719885#Comment_3719885

    Nice try, but exceptions dont make the rule.

    As a general rule, someone who has characters at very high (80+) prestiges have dramatically more hours in that someone with no prestige whatsoever or prestige 1. That prestige 0 may very well have 10 hours into the game. I dont know how many hours the guy with the 80+ prestige have, but i can definitely guarantee they have many, many, many more.

    So no, dont play devils advocate, it rarely works.

    I dont see its reasonable for a killer who has 10.000h in game to try a new killer and MMR put newbie survivors in lobby. Dont you think so?

  • If 2 players A and B spend 100h into the game. PlayerA spent 20h just to dump blood point and 80h to play. PlayerB spent 5h to put BP and 95h to play. PlayerB would play better.

    Dump alot of BP into a character doesnt make the player good.

  • @WorthlessBeing said:

    Oh no, a killer trying to secure a fourth kill.

    What a disaster.

    Similar when survivors complete 2-3 Gens after the first chase. Total disaster.

  • @THE_Crazy_Hyena said:

    I versed a Myers as well. No tombstone, but two of my teammates kept feeding him stalk all the time, so every time he found me, he was at 99%. The worst part is, he was not a good player either, just lucky that my teammates kept feeding him. That was really annoying to go against.
    In all of my survivor games, besides one where we got a farming Ghostface, I did not escape.

    For me as Myers main, I would injures 2-3 survivors and stalk them, to save 1 hit on the last healthy survivor. So really its not other survivors fault. Save 99 tier2 to 1 hit a healthy.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3719587#Comment_3719587

    Literal throwing, I'm not sure if that's allowed in the rule

    2500h of playing this game, I had only 1 match where survivors could finish the last Gen when a teammate die at 4 Gens. So

    • I sweat out and the result is 3 Gens remaining with a teammate escape through hatch.
    • Or I just tab out to draw and the result is 4 Gens remaining with a teammate escape through hatch.

    Point out the part where I throw.

  • @Mr_K said:

    By the wording, Still Sight is not limited by the 18 meters for killer auras. Making it a better OoO for SWF teams.

    Trust me, 18 is just 2 tiles away. Its really really close. To make it work, you have to stand still when killer is ~34m away (4sec x 4 meters + 18 meters range)

    Which at the exact moment TR starts, you have to stand still to see where killer is coming. 4sec is alot more valuable to make distance, or valuable Gen progress.

    Stant still for 4sec also not work in chase.

    @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3719621#Comment_3719621

    Agreed. I'd use it if it revealed totems but not as it is now. Maps are increasingly barren with alot less clutter and a good enough view that I don't need to know if the killer is within 18m of me. Chances are I can see that or hear the terror radius. Plunderers is better for chests, and I'd rather bring Deja Vu or a map for gens.

    Small game or Clairvoyance doesnt make you waste 4sec everytime you need to check for a totem.

    Its weird that the perk sound really strong on paper, but I dont find it useful in practice.

    @Firellius said:

    Doesn't Bardic Inspiration affect multiple survivors at a time? You could grant the buff to two other survivors, theoretically, to make hitting the skillcheck count more likely.

    You would rarely find a situation where all 4 survivors grouped together, unless they all able to hide and heal each other. Otherwise, 2 survivors heal a teammate is faster than 1 Bardic on 1 healer. Same to sitting on Gen with teammate is far better than 1 Bardic.

    Its only useful on a lone Gen like a 2 story house in Badham. But I bet its better to sit on another Gen instead.

  • If Dwight and Meg get into lockers, you picked Dwight and Meg stuns you. Then they get into locker again.

    Though I think you should pick Dwight again since Meg cant stun you anymore.

  • @TheArbiter said:

    I mean would you rather an anti-loop killer, which makes for exciting chases or snooze killers focused around slowing down gens?

    Anti loop is power. Slowdown is perks.

    The most powerful killer: Nurse, totally ignore loops. Can stack 4 slowdowns.

  • @100PercentBPMain said:

    Nah. I kinda like how he has to use a specific guard.

    I

    Eventhough I like to see him can pick guard like Vecna does. But Vecna powers are short time and most are to support him.

    I cant even image Knight to have 3 guards on 3 differences cool down and spawn all 3 guards at once.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718878#Comment_3718878

    Doesn’t mean it’s confirmed that there won’t be changes just because they haven’t talked about them yet.

    Honestly I dont really care much about new chapters, I cant spend that much money. What catch me interested in is game mode, new mechanic, game balances.

  • I only hope they're not going make the game automatically end when 4 survivors down, it feels really stupid when a Huntress land a hatchet on a survivor 1m near the exit then turn into mori animation. As much as FOV increase, basekit Unbreakable.

    The only thing needed is Yellow Mori basekit.

  • I feel no one ever realized that

    • A single survivor with a single flashlight
    • while 2 teammates on Gen.

    is more effective than

    • A survivor running Breakout
    • with another survivor running Sabo & Hook distance offering
    • The carried survivor use Boil over.
    • while 1 teammate on Gen.
  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717913#Comment_3717913

    By walking over to the gate and opening it yourself you are forfeiting any end game pressure you just had. IE it's irrelevant at that point.

    Also, opening it yourself for Blood Warden is always a bad play. That's the most obvious tell that the killer has Blood Warden if they ever do that. Never something you should be doing if you're running that perk.

    Unless they're in SWF, I can open a Gate when no other survivor see.

    Spread pressure before end game to make them all injured

    Then hunt a 0 or 1 hook stage survivor and hook them away from gates.

    Chase an injured one to a gate force them to open.

    There are a whole strats to pull it off. Not focus on 1 injured on last hook to secure a kill, and leave other remaining survivors to complete the last Gen then have no reason to come back and escape with 1 kill, which seems most killers do.

    Why did that Nemesis chased healthy last hook David instead of me being injured with 1 hook in my lasted game? Then the game end with 1 kill. A Deathslinger 2nd hooked me instead of last hook other 2 survivors, and in the attempt to secure, he got 3 kills.

    Gate regress doesnt matter when most killers dont play survivor enough to understand survivors' habit. Only focus on how to get a kill. End up getting 1 kill.

  • I really think they could create a new main building for Blight in Red forest. And a main building for Twins in Crotus. And everyone would be happy about it.

    Trickster would need another realm though.

  • @Yharwick said:

    Can we pretend there was some time cost to pop? YOU LITERALLY GET IT JUST BY PLAYING THE GAME. Stop pretending like putting survivors on hooks and checking gens wasn't what y'all weren't already doing.

    Pop and Pain res were both guilty of this and while I don't think they're bad designs because having killers go on side quests isn't really something you can do with how little time they have it was clear they were too effective for what they did especially considering you could run them together. I think BHVR finally understands all anyone does is run 4 slowdowns and wanna temper how effective that is while buffing killer's basekits which is a choice I support but this is a transition that unfortunately is going to take a lot of time because you can't do this to killers en masse like you can to perks. I wouldn't be surprised to see more killer QoL and basekit buffs over the coming months while gen regression takes another hit or two.

    I think alot of people forget that killer's gameplay is a loops of action: Find a survivor or Gen - Kick Gen - Chase and hit once - Chase and hit twice - Hook. Then repeat. Thats why their challenges are really easy to be done. Kick 5 Gens, they will get it by playing normally, same to chase for 180sec, hit 6 survivors.

    Survivor on the other hand, if you have "heal 3 times" or "do 1 Gen" challenge and killer tunnel you. Good luck on the next match.

    Full explaining, I just want to say getting a hook, a down, a Gen kick is literally play the game normally. The only action that break the flow from the loops of action is open a locker, which is also easy.

    If getting a hook is that hard to earn, questioning about killer's skill rather than the perk.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717690#Comment_3717690

    If you remove the EGC timer then the gate regression is irrelevant. The point should be to put pressure on the end game to end, it currently is not pressured. Since it can be 99’d the end game lasts as long as the survivors want it to.

    Tips: you can open a gate yourself to end it in 2 minutes.

    I do most of the time to trigger Blood warden.

  • @Mandy said:

    Exit Gate regression is something that we tested out a while ago and scrapped the idea, as it really felt awful to play against.

    The point of the EGC is to end the game, so that survivors can't hide and hold the game out for the full hour. Now the killer can open the door to start the timer to end the match. It's not a mechanic that's there to help one side or the other. There's no plans on changing this either.

    Wraith doesnt like this.

    image.png
  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717508#Comment_3717508

    By that literally anything is worse for solo queue if it's a killer buff. That's a pointless argument.

    Open it yourself is disingenuous. If you waste the time walking over there and doing that you've thrown whatever pressure you had making it pointless.

    Make Gate regress, then remove EGC timer. Now this is a good change, you will never see survivor 99% gate.

    Devs already said the end game never mean to give either side advantage. Gate regress with EGC timer gives killer advantage.

  • @Liruliniel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/413570/invocation-is-now-a-must-run

    So how exactly do you plan to use Dead Hard with Sprint Burst?

    Im really bad as survivor so Im waiting for the answer, too. I want to know how one can run both Sprint burst and Dead hard.

  • My fav killers to go against are killers who dont tunnel. The character doesnt matter. Though I still hate Wraith the most.

  • @Seraphor said:

    Deja Vu of all things being vilified is crazy. +6% repair speed is nothing, it can save potentially 4 seconds on a gen under optimal conditions, but those 4 seconds can easily be wasted by any number of circumstances. Working on a gen with another survivor and you're only saving about 2.5 seconds, and if at any time the killer chases you off or regresses that gen, the boost is virtually inconsequential.

    Considering there are toolboxes that can grant +80% repair speed for 40 charges, you're looking at an almost double speed repair for as long as 24 seconds, saving you around 16 seconds on a gen. Not 4s, or 2.5s, 16s.

    Deja Vu is run almost entirely for it's info, because avoiding an accidental 3 gen is crucial.

    saving 16sec of a Gen still cant tell everything.

    There is a difference between you have to sit for 74sec to save 16sec. And you click on a 74sec Gen to complete it instantly.

  • @[Deleted User] said:

    Seeing as it could be cleansed easily I'd say 150% tops.

    The buff should be 150% or even 200% but disable when a survivor dies.

  • @OmegaXII said:

    I don’t understand why they’re so obsessed with stats, and make changes depending on it. “If it’s commonly used, it’s OP and deserves a nerf.”

    Yes Pop & Pain are used in 40% of the match. But instead of nerfing it, shouldn’t they actually find the reason behind it?

    Also, half of the perks are literally trash, so isn’t buffing those useless perks better than just nerfing stuff?

    The reason is most killers arent good as they think and those carried them into high MMR.

    You can give a stick to a 12yo kid to fight against a high schooler, but eventually, they still have no chance against 20yo adult.

    4 slowdowns is strong, but never enough to players who arent skilled, same to survivors with multiple 2nd chances. Other perks arent that bad, its only require alot of effort to learn a specific playstyle to make the build work, Hysteria seems really weak but after 20 matches, I could make use of it effectively and it become one of my favorite perk.

  • One thing for sure that his lobby animation is really poor.

    image.png

    He keeps looking at his tentacle.

  • Play new killers give you easy survivors. Survivors I play against as Myers is far better than when I play Blight which I never play, I can win as Blight without even using power.

    Dejavu saves only 6sec for every 84sec sit on Gen. Its far weaker than a Brown tool where it save 6sec for 16sec sit on Gen. Both save 6sec but its all about the time required to sit.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716308#Comment_3716308

    Once again, if you make a perk as good as PR Pop, it's still going to be OP on S-tiers.

    Even of low-tiers, four slowdown is far too strong.

    The last time people didnt want survivors to use DH & Sprint burst. Devs gave MFT & Background player. You know how it went.

  • @govengoben128 said:

    I think you dont know why killers still do camping, if there are gen and hooked surviver, killer has no reason for leaving there.

    so surviver should not down near the genertor. This is the surviver skill.

    there is no skill involved in it. Without Bond, its easy to accidentally run into a teammate’s Gen.

    Its like without aura perk, killers patrol to a non-survivor Gen.

  • @Brimp said:

    The best way to reduce camping is to make actual good incentives to go chase people. With some perks like Pop and Pain res getting nerfed it does indirectly nerf the incentive to chase.

    I sometimes see killers leave hook only to proc the perks then go back to proxy camp, then survivors can not do Gen or secure.

    @Royval said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716470#Comment_3716470

    90 sec first hook? That’s the time to do 1 gen solo.

    Thats why you need to leave hook and interrupt other survivors from doing Gens. If you down Meg while Clau & Jake still sit on Gens, 2 survivors on hook will never be survivors' advantage. If Clau or Jake only go to unhook Dwight once you hooked Meg , it can be you chase the Clau and the Jake has to unhook both of them, then do the healing. No Gen would be touched.

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