C3Tooth
C3Tooth
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/3089418#Comment_3089418
Legion a guaranted win ? 😂😂 try playing Legion dude, then you will be allowed to talk about them.
Legion is one of the weakest killer in the game. Lmao
You missed the point from OP.
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As Solo survivors, I want the previous update DS and BT as basekit.
DH should be deleted. It punishes fair play killers.
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We never thought this day would ever happen.
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Intense gameplay
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People dont know if they should play long queue Killer, or miserable game Survivor.
I will just draw...
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Spirit is no more calm.
Spirit is now fury
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DC'ing is not rare before the patch. Its just the game's flaw that if a single Survivor makes mistake too early in game, the match is already over, no turning back. At least Killers have tools, tunnel, camping, Noed, Rancor...anything that can firm a kill or two.
You can easily see "Come back" vids of Killers, but its rare to ever see one of Survivors.
The progressing of objective on both sides should be similar. Something like both side racing from 0 to 10 score, which one side never have their score too far behind the other side. Currently, in early game, making a mistake early is like the other side has 7 score, there is no turning back. Its why the game is so de-moral on both side.
A match should have a better flow, when both sides have equally chance to constantly gain point and win the game. Not a DH cost 3 Gens, or a mistake cost a down and get camped to death.
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@JackOfTrades said:
https://forum.deadbydaylight.com/en/discussion/comment/3089360#Comment_3089360
Does the Bonus luck from Plunderer's assist Appraisal?
Yes, you will have 6 great items + addon.
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+ Appraisal. I would suggest to use Pharmacy too, but that perk is nerfed.
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@Phasmamain said:
Either and anti tunnel feature or an incentive not to tunnel. Also nurse changes
Tunnel & Camping should not be a thing in this game anymore, everyone doesnt deserved to win every game, but deserved to have fun..
Then they can increase survivors' objective time as they want.
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Icons showing what other are doing is enough, it will not affect aura perks at all. It doesnt have to be aura reading basekit.
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Killer enduring to the pain Coh for like half a year before it getting nerfed down
Guess its time for Solo to enduring pain of this new patch for awhile before it getting some changed.
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@[Deleted User] said:
I've played 5 games of no slowdown Clown since the update and survivors have yet to get the gens done. Haven't even touched Nurse yet. They balanced killer around sweaty SWF and gave solos absolutely nothing outside of watered down BT.
Listing down on both side:
Survivors:
- SWF (no perk/item required)
- Multiple 2nd chance.
- Strong item/addon.
Killers:
- Tunneling/camping (no perk/ item required)
- Multiple slowdown.
- Strong addon.
Playing as Solo (without #1), you only have #3 left in your hand, and items are nerfed with certain perks you use. Killers still have all 3 options at hand to use. Killer's #2 is fairly soften, but its not as hard as Survivor's #2.
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@DBD78 said:
What did we say to killers that complained before because game was too hard? Play survivor! If you find it too easy, same thing play solo survivor!
The game is still manage-able if Killer play fair.
Its just many Killers still slap in 4 slow down and tunnel/camp, play like their life depends on 4K.
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@Elessar93 said:
https://forum.deadbydaylight.com/en/discussion/comment/3087749#Comment_3087749
You wrote pop 10%, I told you the tradeoff for that was a nerf at pop as a perk. Not too complicated to understand.
Yes, I list it as the basekit on Killer. Same to STBFL, Brutal strength.
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@Elessar93 said:
https://forum.deadbydaylight.com/en/discussion/comment/3087541#Comment_3087541
I think in this forum we all know which perks are buffed and nerfed, and the fact every time you list a buff or nerf for one side I can give you an example for the other one explains really well how "killers are now SO op".
Actually, in my Tom Jerry image, I only list the basekit change.
Which you brought in "Pop is useless now"
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@Elessar93 said:
https://forum.deadbydaylight.com/en/discussion/comment/3087527#Comment_3087527
Ahah that's actually funny. But as I already said you are just looking at the survivor side of things. For example that 10% pop... Do you know that pop now is a crap perk because now it regresses just the 25% of the current percentage and not of 100%? Another perk made useless. But you don't mention it in you funny post.
Another perk made useless, did you mean this one?
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@Elessar93 said:
https://forum.deadbydaylight.com/en/discussion/comment/3087521#Comment_3087521
Oh yes the basekit buffs for killers. Wow faster breaking pallets action. But let's ignore the bt basekit after unhook. Why do you always look at one side and not the other one?
Yes.
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@Elessar93 said:
https://forum.deadbydaylight.com/en/discussion/comment/3087477#Comment_3087477
Because you are actually good at the game and trying to win without second chance perks. It's the real way to become better at the game and to become a good player instead of relying on the old broken dead hard and so on... The reason of the recent survivor cryout is because 90% of them were absolutely sure to be skiller players without considering they were just carried by the perks.
So this is currently my favorite build of months.
Everything is to heal my teammates fast and back to game, with Empathy to track injured and soft info where the chase is. With a Brown Medkit for myself. The update make Botany stronger, however, Im not able to self heal with Brown Medkit, certainly I can use Yellow Medkit or addon, but its too much investment for a single self heal.
The first thing I ever do with this build is to get a Green medkit with addons and give to a teammate. Now I have to get hooked to get use of Pharmacy. Yes, I dont think I can ever escape chase being injured, but make chase as long as I can, which I have to get hooked.
I dont think most Killers can understand the update hurt non meta players more than meta one.
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The game was so survivor sided because of DH, DS on Gen and old Boon. Those were the reasons why playing Killers were so frustrated. All of those are dead now which make it fair, the buff wasnt needed.
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I feel like there should be title that available to all realms, but each realm has a single title that unique to them, something like 4 Lockers valley in Red forest
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@Ryuhi said:
Devs refuse to make actually doing gens more interactive, so duration changes and that cursed progress bar are going to make any efficiency decrease feel miserable. This is the one issue they actually need to reinvent the wheel on instead of all the other "literally why" decisions that go into most reworks, and all they did was throw some extra time on while killing most (but not all) regression meta.
My stupid idea that buy time for killer but not increase Gen time for survivors:
Give "check points" for Gen, like 40-70-100%. If Gen progressing goes pass 40, lets say its 60%, the possible for that Gen to regress is down to 40%. This way, instead of completing each Gen, its more strategy to do 40% or 70% of many Gens, as its more favor to have 70% on Gen 3-4-5 than having 0% on Gen 5. The movement between Gens on survivors will buy more time than adding 10sec of Gens.
That way, regression Gen perks can also be buffed. Since the most regression perks can make is 30-40% instead of 100%.
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To be fair, the 10sec is that much, but its very effective on tunnelers & especially campers.
Further more, the biggest thing about Gen time is the regression. Since is possible to have a Gen at 95% being regressed to 0. That possibility also come with low regression speed.
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It should just reduce FoV, not making players stress their eyes just to see.
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@Nathan13 said:
I like it better now, it’ll be decent with SC.
Usually Medkit gives you 2 heals. +33% for both heal save you 11sec for that Medkit. While it saves 5sec per basic healing.
Old: Botany makes healing speed up to 133%, Selfcare split if in half, 67%.
New: Botany makes healing speed up to 150%, Selfcare divided 3 times, 50%. Unless they make Selfcare -66%, rather than dividing.
Beside, this is my build:
Full healing on teammate, with a Medkit for myself, and now I cant heal myself with Brown Medkit.
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@Zen_but_not_Zen said:
https://forum.deadbydaylight.com/en/discussion/comment/3085462#Comment_3085462
I only see Spirit contemplating power bombing Yui through that pallet 😂
This is the full comic : D
https://twitter.com/C3_Tooth/status/1496109486544920578 -
@Laluzi said:
What perks are problematic at this point? Just hook people, dude. You can't complain about getting tbagged if you're going to turn around and BM survivors as well.
As for hatch, that's usually why killers down people and carry them to hatch - to make sure the survivor knows they're being nice and they didn't just GeT OUtPLayEd. Meg had no idea you were allowing her to get hatch if you didn't blatantly allow it; it just looked like you made a poor decision.
Thats why I against Devs' idea of "If Killers want to give hatch, then not M1 them".
I want to carry Yui to hatch.
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@MilManson said:
https://forum.deadbydaylight.com/en/discussion/comment/3085335#Comment_3085335
And in PVP stuff gets balanced IE so maps don't favour one side more.
Killer AND survivor.
The kill rate before update was 53%, with the buff, no way kill rate can get lower than 53%. Currently the favor is on killers, so let map RNG being survivor's hope.
Its up to Devs think what kill rate is enough, not us.
Can I ask what is the percentage of kill do you think its balanced?
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@Jasix said:
The problem is actually: They did too many changes too fast.
They should have done EITHER the gen progress rework OR the killer buffs.
They changed too much too quickly to tell if either one would have the desired effect. You can't use PTB and internal testing as much as they do because with PTB you don't have a lot of people with lower amounts of hours actually playing/testing the PTB. The results were extremely skewed towards more hardcore players at the highest MMR because that is the bulk of who tests the PTB... the hardcore players - meanwhile the other 60% of moderate players and 35% of casual players are affected by the changes as a result of the hardcore players testing. The game should not be focused on the abilities of the top 5% of players, but rather the middle range of casual/moderate players.
Had they simply done the killer changes or the gen changes - gathered data for 6-8 weeks and moved forward from there I think the game would have ended up more balanced. I have a strong feeling there will be an update to a lot of these changes in the near future- whether it be to the killer changes, gen changes, or a combination of both. I think this update was SLIGHTLY heavy handed and we will see a more moderate "fix" soon-ish.
I will say as both a survivor and killer - I have noticed a visible increase in survivors giving up (DC or letting themselves die) after first down/hook more than I had previously noted. I collect data on EVERY match I play whether killer or survivor and the DC rate pre-patch was 15.2% and in the past 3 days it has increased to 18.8%. While that may seem like a small increase - it truly is not small. This of course compounds the problems the other survivors face when trying to actually play/escape which exacerbates the feeling of feeling powerless and that the changes were too "killer sided."
They could just remove DH, and disable DS in end game. That "Slightly low killrate" would be fixed right there.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3085225#Comment_3085225
If Thana currently had the old values for a maximum of 20% slowdown, gens would take 113s. 2 more seconds.
So the 0.5% buff is indeed negligible, but similarly also unnecessary.
A nerf to 4% would be fine though.
No one complain Thana alone, no one.
- They question about why Thana gets a buff then Gen time gets buff
- Unless Thana gets buffed to be absolute broken, only Legion & Plague will use Thana.
Remember that is not about 115sec Gen (yes, from 400sec Gen to 575sec Gen over a night, with only Thana). Its about the average of 20sec mending time (2-3 survivors get hit from Frenzy) once every minutes. Its about permanently 22% when vs Plague.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/3085081#Comment_3085081
Agreed, if also stated many times that's why I hate noed and mmr based of kills not hooks
MMR based on hooks is also a failure on its own. Some plays only to ruin other's day. The fact a killer can 2 hooks for 2K to have their MMR lower, and continue doing so because it gets easier. I dont want that either.
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Camping and tunneling into Noed was also a mislead to kill rate.
Me double hook and let survivors go is also mislead to kill rate.
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@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3081794#Comment_3081794
https://us.v-cdn.net/6030815/uploads/F7B6LYWZ4VMR/image.png
This is April 22 - May 22, from an aggregate data site.
https://us.v-cdn.net/6030815/uploads/CABSRU3FOTN3/image.png
This is June 21 - July 21, from an aggregate site.
So it looks like kill rates have went up about 1.72% for the 3 out of 30 days the patch has been active. I'm curious to see what happens after a full month has passed.
That 0.3% from 24.3% 0 Kills was from me
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/336571/my-first-20-killer-games-so-far-after-patch
I have 100 % kill rate atm. Some things need changed.
Revert the generis buff except Gen time is first step.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3084929#Comment_3084929
Well tunneling camping issue is tunneling camping issue (which never fixed for some reason lul), killers making the game itself is not exactly a bad thing.
Keeping both side fighting each other is what they aim to make the game keep being alive (people makes post to complain, not something they satisfied)
An average survivor main should know too well that the releasing of CoH with 100% speed boost was a kick to Killers in the groin.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/3084835#Comment_3084835
And dont you try to think why they dc? Perhaps because UFC’s someone is down at the start you have 0-% chances of win? And with win I don’t say 4e, only 1e
Down at the start have 0% chance to win against tunneler/camper. But against fair play Killer there is a chance.
Except Killers play like their life is at the edge if they dont get 100 streak 4k. That is the problem.
Devs & Killers expect Survivors to make a 90sec chase in the opening to give their team has a chance to win.
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Yes, they should aim to make it "Fail hope" on survivors, not Hopeless.
In some unlucky match where Killer able to early down a survivor in 30sec, and they decides to camp, thats Hopeless. No survivor should be heavily punished by a single mistake being camped to death, as no Killer should lose 3 Gens because of DH.
The game should not force survivors to make their first chase last 90sec so that they have a chance to complete 5 Gen just because in case Killers decide to camp/tunnel.
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What the hell?
Well...the hat
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Killer's meta perks will always be Gen slowdown. It doesnt matter how strong other perks are that help killers to find survivors fast, down fast. The chase will eventually become easy hit when survivors no more have any resource because the match is too long.
Survivor's meta is about preventing themselves getting tunneled out of a match quickly, which is BT/DS. Unbreakable is god like when paired with DS, but its very situational without. DH should not exist.
With the patch, DH dead, DS dead which lead to Unbreakable hard to make used, the only thing left for survivors is BT.
Ruin, Pop, Corrupted are all heavily nerfed, but the other Gen slow down perks buffed to equally old Meta. Which is why Solo makes complain about.
Remember when BT, OTR, 1sec DH into Mom? Remember how Killers complained about it?
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Survivors' perk should be strong, but limited use like DS, UB...so its like their resources rather than something permanent. Something like
- Selfcare is 24sec with 72sec use (for 3 heal). After that they cant use it anymore.
- Botany can be the same with 33% speed buff that only work for 50sec or something
You get my idea.
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Grip this.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3081715#Comment_3081715
Just mute them.
- could create a toxic endgame chat "yo, dwight, i saw that you didn´t do anything for a whole gen!", "hey meg, why did you search a chest and not help me with that gen?!" etc.
- Killer can´t even see the wiggle progress and you want an exact percentage for the gen progress bar?
- Take Kindred and watch how your teammates ignore it non stop.
Yes, there is a different between Clau go at 50% Gen and Jake go at 80% Gen. If Jake go, its possible for Killer to make Pop on Jake's Gen if they're just hook Meg. It doesnt have to be exact percentage, just generis like 20-40-60-80%
Yes, take Kindred and I see half bad of teammates ignore, but at least other half decent will make a use of it.
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@Tsulan said:
Most issues of solo queue would be solved, if we had ingame voicechat.
No one wants to hear screaming from teammate.
The info Solo needs are quite simple
- Showing what they're doing, not everything: on Gen, in chase, doing a Hex, open Gate, just these 4
- Survivors on Gen also show the % of the Gen. So if Meg in chase and Dwight on hook, Clau & Jake can decide who will go unhook and who will commit their Gen, based on who is closer to finish their Gen.
- Hooked survivors' aura changed if Killer is 16m close to hook. They dont know where killer is, but know Killer is camping
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The old hatch wasnt fair, but I miss the immersive feeling of hiding/walking together with a random teammate around Lery looking for hatch with a key.
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Yes.
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I enjoyed playing killers before the update
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Killer's aura isnt needed, but there must be an info that show Killer is nearby the hook. Or campers still have advantage over Solo.
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@EternalSinOfCain said:
It's almost as if Survivors were over reliant on their 2nd chance Crutch Perk meta. Whereas Killers... not so much, even though those slow down perks got cut in half or worse as well.
Probably because Killers were used to getting little to no use out of the slowdown perks they brought half the time anyway.
Ruin : Spawns right next a Survivor, gone. Really got a lot of value out of that one.
Pop Goes The Weasel : Can't down and hook, Can't get to a gen with the time limit, only gen that has any progress is like 5%-10% done so didn't get really any value out it.
Scourge Hook : Pain Resonance : Didn't down and hook someone, also, if you did down them hope there is a scourge hook near where you downed them. If not, tough luck.
Deadlock : Oh no, a whole 7 seconds of progress lost due to waiting a bit. Whatever will you do?
I could go on, but you get my point. Survivors were so overly reliant on their 2nd chance "I messed up, lemme just use X perk to erase that mistake." Killers on the other hand, were already used to their perks being taken away / useless half the time. Almost like without guaranteed safety nets OVER AND OVER to help them EVERYTIME THEY SCREWED UP, they can't do anything.
Killers dont need chase perk, aura perk, 2nd chance perk. All they need is time, the longer, the better.
I main Trapper with Noed, Blood warden, Remember me, Rancor; without tunnel & camping. Even all 4 perks activated in end game, its still feel pretty weak. Because I wasnt able to make alot of chase, the remaining pallets are still alot to be used, which a chased survivor can buy enough time for others to cleanse Noed, open Gate...
Now imaging you play a Killer, just M1 Killer without even using power. If the time is able to extend by triple, the game slowly getting easier since survivors dont have any resource left to use, everywhere will be dea zone, its all about survivors W until they get hit.
That explain why even Gen perks dont get nerfed and Gen time increased to 150sec, Killers will still use Gen slow down.
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@Omputin said:
https://forum.deadbydaylight.com/en/discussion/comment/3078562#Comment_3078562
There is just no way you are constantly getting 4k against the best players playing demo with no slowdown. There just isn’t enough time when good player don’t go down fast.
But there is a yes way that a killer player can constantly getting 4k against the best players, with 4 slowdown and tunneling.
The OP was playing nice.












