C3Tooth
C3Tooth
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@Phantom_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3097832#Comment_3097832
Oooh! So like the plants can also injure survivors when they walk passed them? 🤔
https://forum.deadbydaylight.com/en/discussion/comment/3097850#Comment_3097850
That would be so funny and confusing for survivors, love it!
https://forum.deadbydaylight.com/en/discussion/comment/3097885#Comment_3097885
The Medusa and the Mimic sound really good! I can imagine it being so hard to try and loop Medusa because you can't really afford to look back at them without consequences. Mimic could cause so much chaos, imagine being at the exit gate thinking you're with a teammate only to get downed by them. I wonder if they still could add a killer that can possess considering it would be too similar to Evil Dead.
@C3Tooth said:
Killer type: Trap
Speed: 110%
Size: Medium
Realm: Red forest
Basic action:
Press M2 to perform planting action. Takes 2sec.
https://us.v-cdn.net/6030815/uploads/TBSMEIMH3CZF/image.png
Press 2nd ability button to select a type of seed before planting.
https://us.v-cdn.net/6030815/uploads/JT17SBUNS6WA/image.png
There are 3 types of seed for you to choose.
Thorn seed:
https://us.v-cdn.net/6030815/uploads/CQ7OYSAI688Z/image.png
After planted, the seed takes 15sec to grow into a plant. Its hard to be seen as Trapper's beartrap. Take 3sec to disarm
If Killer in 10m close to the Thorn plant. He can activate the Thorn plant, it takes 1sec before spike up, any Survivor in the zone will be damaged.
Noxious seed:
https://us.v-cdn.net/6030815/uploads/R5ROORW7B34K/image.png
After planted, the seed takes 10sec to grow into Noxious plant. Take 8sec to disarm
Any Survivor in 4m radius from Noxious plant will get affected similar to Clown's tonic. Though they dont scream.
Trunk seed:
https://us.v-cdn.net/6030815/uploads/SPEXPD5FNQU3/image.png
After planted, the seed takes 30sec to grow into Trunk plant FULLY. Take 24sec to disarm a fully grown Trunk plant.
After 10sec, Trunk seed grows into level1 Trunk plant, which is Survivor can disarm in 8sec. If you're disarming a level1 Trunk plant and it grows to level2, it adds 8sec more disarming time.
- The Black thumb has 10 seeds + plants at any given time.
- If there are 10 plants, Survivors have to disarm a plant so The Black thumb is able to plant again.
- Only seeds that grown into plant can be disarmed.
- Killer doesnt get noti when a plant is disarmed.
- Killer can see aura of grown plants.
Add-on:
- Increase number of seeds.
- Decrease planting time.
- Increase Noxious plant's gas radius.
- Decrease Noxious seeds growing time.
- Increase time to disarm Trunk plant.
- Decrease Trunk seeds growing time.
- Iri seed: Now Trunk plant also release gas, Noxious plant disable.
- Iri seed 2: Seeds instantly growns into Plants. Lose 4 seeds.
Yes, kind of. The number may not be balanced, but you get the idea.
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A killer that can plant different kinds of seed into tree/flower...each has its unique use. Other than that its just an M1 Killer
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@Dunkinspunkin said:
https://forum.deadbydaylight.com/en/discussion/comment/3097284#Comment_3097284
Stopped reading when you said camping gives survivors "no chance". Camping a first stage hook is an instant win for the survivors if they slam gens and only go for unhooks as a team. A killer who camps a first hook is lucky to get a 1k and will find himself at the bottom of mmr in no time.
I didnt say when Killer camp.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3097619#Comment_3097619
An overwhelming majority of killers think it’s massively unfun to go against a SWF with voice communication, to the point where BHVR can’t ever let the killer know if the lobby contains a SWF. Does that mean SWFs should be looked at?
There is no way SWF can be looked at, unless you remove the mode, or restrict them to have 2 men...
But you can buff Solo close to SWF and then buff Killer.
But even then, I dont want to play a game that Killers keep tunnneling/camping one, while other M1 Gen and hope the other guy runs his best.
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Its...actually easier to balance for fun than you think. But you have to break alot of base game, which they already did recently.
You cant balance a game where there are 2 types of survivors: No 2nd chance and 4x 2nd chance, not mention SWF. And 2 types of killers: fair play killers (who also usually using low tier killers), and hard core tunneling/camping.
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@Rizzo said:
Now I want this to be real!
Waiting for Maid outfits collection.
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@bigbeefynacho said:
https://forum.deadbydaylight.com/en/discussion/comment/3097276#Comment_3097276
Nah, as a survivor, Haunted Ground doesn't bother me. Devour Hope, on the other hand, can be crippling.
Depends, DH has higher risk of being found and cleanse right away. HG is possible to get a hook or two consistently.
If HG Hexes are in hard to find place, it may work while Plaything actives for easy down.
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@LeFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/3097454#Comment_3097454
I also use botany to search chests the entire game for a brown medkit. Oh no you lose out on a single full heal when you save 5.3 seconds every time you would need to heal teammates. Before this change 1 brown medkit by itself wasn't going to get you more than a single heal anyways. The entire point is if you you should be picking your items around the perks you bring. Efficiency/speed perks result in you changing what items and addons you bring.
COH already has a self care penalty in reality you heal at 75% of normal healing speed so it takes 21.3 seconds + travel time + booning itself you can turn that into 12.8 second heals with botany. Self care with botany is a 18.8 seconds so only 2.8 seconds slower than a medkit while being available all the time.
I will try this again.
My question: How many "healing" do I have to make for that 1.3sec save, to be equal with 16sec that my teammate heals me + the time I have to find them
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@LeFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/3097411#Comment_3097411
Botany was way too strong with medkits (Some of the strongest items in the game) and was changed so people can't pull an insane amount of heals out of thin air while also having faster heals without investing in self care/coh/streetwise. Talking about very rare items as if that's some type of good balancing mechanic is pointless and it doesn't matter if it has a self heal speed boost you will be healing at 1.5c/s which is the same as a green medkit. You only need to invest in bandages for a brown medkit to get you a heal at green medkit speeds and for 2 heals gel dressings + bandages.
Brown Medkit is fine. Its the possibility of 4 survivors bring 4 Rangers and other powerful addon. Item should always have 1 version of each item.
Botany was strong because the buff on Medkit it gave, remove it was also fine, now it debuff on Medkit.
If you get a Medkit while using Botany, there are 2 scenarios.
- You cant use Medkit on yourself because of Botany, you have to ask other to heal you.
- Giving Medkit to teammate is not useful when you can heal them in 11sec.
Using Streetwise just to able to use Brown Medkit is really stupid, people would just pick Selfcare, and why self heal at 50% speed on yourself while you can use CoH for whole team. And again, Coh has 50% speed buff on its own, why use Botany
Botany dont synergize to anything to make it standout with the buff it got. Unbreakable is not that useful, but slap in the old DS and its extremely powerful. Botany is powerful on its own, doesnt work with anything else.
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@LeFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/3095490#Comment_3095490
Botany wasn't even a nerf I would consider it a buff/rework if anything. You can get 3 green medkit heals out of a ranger, almost bring back old coh healing speeds (~13 second self care), and reset your teammates even faster.
Botany remove 20% charge of Medkits. Ranger has 32 charge. Equip Botany will reduced to 25.6
Ranger doesnt boost self heal speed.
Ranger is Vera Rare
No one ask them to buff 17% Botany to take away 20% charge from Medkit.
The biggest problem of Botany is someone using Botany getting a Brown Medkit (the most usual along with Brown Toolbox), they're not able to heal themselves.
They will have to find a teammate to give that Medkit for other to use, and ask teammate to heal them. Do you think with the time of finding a teammate + teammate heal you for 16sec instead of teammate working on Gen. Really worth that 17% buff?
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@randomconsoleplayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3097276#Comment_3097276
The reason I didn’t put Haunted Grounds in there is because then you can only get max 3 survivors affected by Plaything, so the perk wouldn’t be at its max potential. Also Plague is not a killer who benefit from insta down too much.
There are 2 Dulls become 2 Hexes when using HG. If survivors cleanse 1 of them, HG activated, the other Hex become Dull. You still have chance to use 4 Plaything.
Unless you get 4 down before HG is cleansed, its a win anyway.
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Survivors still have upper hand if vs low Tier Killer who plays fair without hard slowdown. Yes, its me playing Trapper with Plaything & Penti as slowdown.
Against high Tier, its different.
Against tunneler/camper. There is just no chance. They're already strong against Solo before the patch. They're stronger now.
If Killers dont play like life depends on 4K. Nurse Blight tunnel camp 4 slowdown. Survivors would cry less.
Devs encourage Killers not to tunnel by giving 5sec BT. Killers already tunnel through 8sec BT + DH + DS before. 5sec BT is nothing.
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Plaything + Penti are the best pair of Hex. Survivors tend to cleanse Hex anyway, so Haunted Ground works better than Devour Hope.
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Killer's handgun is so weak they have to focus fire on a single survivor to able to get kill.
So Entity gave them an automate weapon so they can spread damage.
Guess what? Killer put a full magazine on a single survivor because they can.
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My top 3
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"Must be a survivor main playing killer and do everything for 4K to inflate kill rate"
I only play 2 survivor match since update
Nemesis with Ruin and quite average. Didnt tunnel/camp. 0k
Freddy camper. No Kindred, 4K.
The rest I play as Trapper, only lose if map isnt in my favor.
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@MikeyBoi said:
There’s far to many killers in this game that hardly take no skill to play, eg: Myers, Pig, Legion, clown, Trapper, Wraith etc.. Giving 2 stacks of STBFL and 10% brutal strength base kit after nerfing meta survivor perks what seemed broken to the majority of inexperienced killers is a bit overtuned imo.. DH was really the only perk that need to be addressed. Playing those killers with a very low skill ceiling combined with the current meta is really no different from old Freddy, easy to play, simple kit with more boring slowdowns to make most games take far too long..
I will repeat this again. The kill rate is "slightly lower" than they want could be solved by simply nerf on DH and deactivate DS in end game.
And somehow they think they slightly buff Killer by buffing anti healing perk, nerf healing perk, useless DS, reduce cool down, reduce hit speed boost, increase Gen time, in exchange of 5sec BT, and they think tunneling/camping is no more.
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@rvzrvzrvz said:
"tunneling is over, gen regression is over" 😂, please delete this
I have my eyes on target, wait for order to pull the trigger
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@EliskaMM said:
https://forum.deadbydaylight.com/en/discussion/comment/3095150#Comment_3095150
As long as the gate RNG will remain as terrible as it is now, it would make escapes for survivors nearly impossible. Esp. If the gates are on same wall or facing each other with clear view...
If you're the last one alive your best bet is to start opening gate till the S letter then wait for the killer to show up, as soon as they leave commit. Most of the time if it is not speedy Gonzales killer you escape, if it would regress you would be dead, just bc the rng in this game* sucks.
(Also I might posted it twice, can't se my previous answer so apologies)
Last survivor is bypass the Gen requirement though.
Yes, I dont like the regression thing. It would buff Blood warden far alot
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@ausanimal said:
https://forum.deadbydaylight.com/en/discussion/comment/3095150#Comment_3095150
As much as that might come in handy it feels like a cheap shot at survivors after all the work they did, if anything make it so they can't 99 the gates if they don't open it then it start to regress, which might help end game camping and also force survivors to pick when to open the gates making it a bit of a challenge for both sides.
If Gates regressed, survivors would just open it (direct buff to Blood warden), and Killer still camp hook. Since the hook is the only thing Killer needs to look to. Point is to give something for Killer to leave hook that can be more benefit than staying.
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@ausanimal said:
https://forum.deadbydaylight.com/en/discussion/comment/3095013#Comment_3095013
Spot on even with bloodpoints the ones that camp won't care if they get no bloodpoints, camping can still be in the game they just have to make it not be so effective like it is now as there is times you do need to camp you have a 3 gen and a hooked survivor in the middle i don't think any killer will leave unless they have to, EGC its fair game at that point one way or another the match is ending soon.
There must be some other mechanic that Killer may prefer not to camp in end game, perhaps Killer is able to kick completed Gen (once per match) instantly down to 90%, no further regress, then the Gates de-powered.
It will makes 99 Gate much more risk, and Killers have something else to do
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@Krazzik said:
Faster gen speeds would be good if my teammates were doing gens.
Knowing people, I dont think increase repair speed is a way to solve camping. Some players just play for a single purpose of ruining somone's day, purposely target them and make their game unfun as possible.
The only way is to remove the camping completely.
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Random theory: this challenge is the reason Killers get alot of buff.
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Way too 4 slowdown / tunnelers / campers side*
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@Dunkinspunkin said:
https://forum.deadbydaylight.com/en/discussion/comment/3094352#Comment_3094352
I queue solo In a mid range mmr and I am having a blast, escaping 40 percent of the time and see no problem with the patch. The forums are just for whiners, most of us are enjoying the game
Depends, if someone has escape rate of 80% by M1 on Gen every match while a teammate is camped/tunneled to death. Deserves to whine.
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He got fit and run faster
Image from Skemooo
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What catch me the most interest is "Game flow"
I dont want making a single mistake that cost the game and no turning back. Both side (or each player) should have equally chance to progress objective / BP. No survivor should get removed from game in 5min.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/3092962#Comment_3092962
What makes it better is players actually using info. Just because info is there doesn't mean they'll use it.
Everyone knows better players will use their resource better, info in this case.
But, how a better players use info when there is no info?
Bad players will predrop pallet, Good players make some loops and buy time. If we say Devs should not give info to Solo because bad players dont know how to make best use of info, why not remove pallets because bad players dont know how to make best use of pallet?
This is what I dont understand some people's mind. Bad players is not the reason why Good players should not have it.
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@FrostyEyesSusie said:
https://forum.deadbydaylight.com/en/discussion/comment/3092986#Comment_3092986
Camping being an issue I can understand, but why would you want to deal with tunneling? Aren't chases and looping the best part of the game? There is nothing wrong with the killer tunneling.
If chase is the best part, why Killer pick the easiest chase? Something like chasing injured off hook at dead zone?
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/3092955#Comment_3092955
That wont help people do gens, I hate this argument of "give solos information" when it's just not the fix.
I had kindred on, and even while I was in a chase no one was working on a gen. Information wont fix players avoiding gens from the start or even make them better players.
What makes swf better than Solo if its not about info?
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@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/337158/scott-junds-take-on-being-tunneled
The fact that a solo queue player is forced to use half his perks on OTR and DS just so he can de-incentivize tunneling means that solo queue players only have 2 slots to use for everything else they need. That's a sad state of affairs for solo-queue.
SWF still need those to against tunneling. Its just they have info to push Gen much better to have at least 2-3 escape.
While the 3rd slot for Solo is either Bond or Kindred for info to coordinate unhooking...
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3091554#Comment_3091554
- Base BT + speed boost. BT buffed, OTR buffed.
- There probably come some icons
- Won´t happen, especially after they nerfed the meta slowdown perks hard.
- With the current line of Boons/anti Boon perks. Highly unlikely that they remove COH.
Im very happy that with a single hit off hook. I can delete Base BT + BT buffed + OTR buffed.
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@dspaceman20 said:
I have changed my position a bit. It's absolutely ridiculous. Im annoyed how Killers are just stacking slowdown perks and camp and tunnel still. Why???
And survivors barely get any compensation for it.
Something needs to change
Most survivors said its not about DH nerf that they cry
Its the possibility of tunnel/camp is still there, while DS is gone. And the killers' improvement is making tunnel/camp stronger, while anti tunneling tool is weaken,and Kindred to anti camping isnt basekit
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@Tsulan said:
Yesterday, got matched with SWF as solo against Legion. They stayed together at all times, while i separated from the group. Repaired the only gen of the match. They were constantly downed by a camping killer. Managed to get 3 unhooks, but healed in between instead of going in injured.
Endgame chat: "bg, Jane" "you healed instead of unhooking" "with your amout of hours, you should know not to heal against Legion" "thats a waste of time noob" etc.
Ended up with double their bloodpoints, but apparently wasn´t doing anything during the whole match. *shrug*
Its always a bless for me that to get with 2-3 swf, I always like to separate from them and make noise to make Killer comes to my side and leave teammate doing Gens. Its really fun to see Killer trying to find me while a Gen done behind, I have done this with noise making build (Diversion, Anymean, Sabo, Bond) against Demo in Lery, 3 Gens done before Demo even able to find me and start first chase.
Though unhooking gain the most point, 1 hook equal to a Gen. Not surprise if one gets alot of BP. BP doesnt prove that much. I could do 3 Gen alone, and do some totems while another teammate just go for unhooking, healing... and my BP is half of theirs. Unhooking BP is the reason I cant trust post score.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3092420#Comment_3092420
You can still get gen rushed. The added 10 seconds didn't do much. For example: Deadlock, a supposedly OP killer perk, blocks a gen, but then survivors push a different gen. They keep doing this, and soon there's 4 gens at 80%. And don't even start with dream scenarios of having Pentimento AND 4 stacks of Thana up at the same time.
Where are you to have the dream scenarios of 4 survivors do 80% on 4 Gens
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3092226#Comment_3092226
True.....but I still like my idea....instead of increasing Gen times they could of added a mechanic where at 25, 50, and 75% a spare part spawns on the map and survivors would have to retrieve it and install it to the Gen to progress. The BNP would be changed to be used instead of the spare part. After installing a part for a set point the Gen can be repaired past that point if it gets regressed due to perk or killer kick.
I think one of the biggest problem why Survivors have to focus to complete a Gen rather than spread out Gens, is its possible for a 95% Gen regressed down to 0.
I always want survivors have to get something to continue on Gen, but I dont think Devs will ever make it happens. But I do have another idea:
- Giving Gen checkpoints of 33% - 66%. Which mean if Gen is at 50%, the lowest it can be regressed is 33%. This way, abandon a Gen for too long doesnt punish Survivors too much.
- With checkpoints, instead of 0% progression on 5th Gen, its better for survivors to 33% progression on 3rd 4th 5th Gen, makes it much harder for Killer to patrol. Which is, survivors will spend more than to run around between Gen instead of sit in a place for 90sec.
- Beside, they can buff regression Gen mechanic much more since the most regression it can do is 32% instead of 99.
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I just want to explain why Survivors have to rush Gen harder after the patch. Its guarantee 3K if Camper get a down before 3-4 Gens done. And 2K if Camper get a down after 3 Gens done, with Noed
Game design's flaw.
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Thing is, extending of Gen time make camping more effective, the cooldown buff also make it really hard to unhook against camper, its pretty much exchange hook
It makes survivors feel like they have to rush Gen harder incase they face a camper.
Only if Devs force Killers to spread hooks on survivor, as the first survivor dies at killers' 7-9 hooks, they could extend survivors' objective.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3092190#Comment_3092190
Unfortunately with that then you could have a suicide hook and instantly power doors
Usually survivors suicide on hook if they down too early or no hope. When all of them reach to 5 Gen, I dont think many will suicide when they're close to opening Gate.
@AMOGUS said:
https://forum.deadbydaylight.com/en/discussion/comment/3092190#Comment_3092190
But then Killers would almost always opt to slug instead. Which... isn't super fun.
I feel slugging is fun, but not that Nurse / Startruck / Infectious fright slugging...
I had vs a slugging Trickster (not slugging build, but just slug, only hook if all 4 down). It was a 4K but I had a blast, the match was tense, everyone are busy picking up each other, the match length was decent too.
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@Sonzaishinai said:
I don't think that making perks to hardcounter tunneling is the way to go. That just means you have to have those perks at all times.
I would rather go for the reason tunneling is happening. Turning the game into a 3v1 assap is just way to benificial.
Give survivors a desperation bonus to repair speed for every survivor killed will make killers think twice before killing a survivor without even hooking the others once.
It will still be a option but atleast the remaining survivors will still have a fighting chance
Instead of increasing repair speed for each survivor dies, I have this one.
Number of Gen required to power Gates = number of survivor alive + 2.
4 survivors have to repair 6 Gen. If they done 5 Gen and one dies, Gates are powered immediately. This will make killers to decide either they last hook survivor and power Gates, or slug them and find others.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3089705#Comment_3089705
That still is the cutest lil Spirit I'd ever dun see C3....🥰
It was half a year ago, Im improved now : D
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Dont worry, the killer was just trying to inflate kill rate.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3090393#Comment_3090393
Sb gives more time like 40s or 50s before you can get first hit if the chase would last 30s without it. Dh usually gave 5-10s extra time but in hand of good survivor it sometimes gave extra 30s maybe more.
SB run will not be like this
But like this
The distance is usually shorter than people think it should be
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Chase to a SB user:
Survivors use SB, Killer either abandon them before the chase even start, no sec wasted. Or start a real chase with them, 30sec hit once, 30sec hit twice, down. Chase over.
Chase to a DH user:
Killer start chase with them, 30sec hit once, 30sec DH instead of hit twice, that this point, too much time wasted, Killers cant abandon chase because its will be a total waste, they have to commit
Further more, DH allows Survivors to pallet greed
The feeling of your download bugged at 5% (wep, I can go to another site to down load this), and the feeling of your download bugged at 99%
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My goodness why didnt they think of that
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@Tsulan said:
I don´t think you know how to read the charts. 1 week ago, we actually had 1k less players. Playercount increased.
I guess the extra 1k players went back to the game to taste the medicine of the new update.
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@Tsulan said:
The issue is, how do you buff solo queue to SWF levels, without also buffing SWF? Every attempt to do so in the past. Has also buffed SWF.
Only way to bring both on the same level, is something the community is against: ingame voice chat.
The info given should be icons, not aura. I listed it before. Know someone else is doing Gen or in chase, without knowing where they are, is the point.
Edit: what Solo truly lack of is the time efficient on Gen, no thing else. Spending 20sec running to a hook only to see another teammate does the unhook, then you spend another 20sec go back to Gen. That is half the Gen time.
Making Solo increase their Gen efficient and we can truly see how fast Gen go, there for they can truly adjust survivor's objective.
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So that explain why some people can disarm my trap in the main building...I was like how can they even see..
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3089775#Comment_3089775
I don't know what you guys are doing then because I've been enjoying playing against him every game. It could also be the fact that they can barely get a hit in on me in frenzy. People keep forgetting that scratch marks and blood pools disappear during the frenzy. If you're the first in the frenzy then you can find a way to jebait him and make his power run out then you're set! If you aren't then you can just hold W to the other side of the map. You can also bodyblock for someone while in deep wound to deny them a hit if you're skilled enough.
WHY DO PEOPLE FORGET ABOUT THESE TACTICS!?
I never play Legion to know how their killer instinct works.
I dont know where my teammates are to run away from them.
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Do 5 Gen: 6250
Make 6 save unhook: 9000
Make 6 heal: 1800
Perfect chase score: 10000
Then die
Post score: 27.050 BP
Sounds about right.








