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C3Tooth

C3Tooth

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  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3078485#Comment_3078485

    We can disagree on that. That's ok. I do think the changes were neccesary for chase mechanics. Holding W and pre drop should not of been as strong as it was. It's just ALL of the changes together is too much. Gen speeds need to go back. DS needs to go back. STBFL needs adjusted.

    I dont think the 90sec Gen is a problem itself, (not mention various nerf on 2nd chance and killer's general buff) its because of the possibility of a 95% Gen can be regressed to 0.

    Gen should have 3 check point, 30-60-90. Which if progression goes pass a checkpoint, the most it can be regressed is to that check point. From there, base Gen regression can also be buffed.

    The checkpoint would also make survivors prefer to complete 30-60sec and go for other Gen, which buy more time for Killer. Since its better to 60sec progressing 3 Gens left, than 0sec single Gen left.

  • @CluelessWanderer said:

    I'd like to know the Kill rates of Killers vs SWFs, and Killers vs Solo Q.

    Basically would love to know the Solo Q escape rate.

    To be specified

    • 34% bottom MMR: Total average kill rate; Nurse kill rate; Solo vs Swf escape rate.
    • 33% mid MMR: Total average kill rate; Nurse kill rate; Solo vs Swf escape rate.
    • 33% top MMR: Total average kill rate; Nurse kill rate; Solo vs Swf escape rate.
  • @AReallyBoredHuman said:

    The kill rates are definitely going to increase that's all I know, if I had to guess it would be a 70% kill rate on average at least for the first day/week.

    I didnt kill a single survivor, I just double hook. Most match I could 4k if I wanted to, a match in Haddon I think I could make 2-3K if I tunnel.

    All match I played as Trapper with no Gen slowdown. But I have Plaything-Penti

  • @Phasmamain said:

    If they take it away from Jane I’m officially leaving DBD for good. How am I meant to enjoy the game then?

    Keeping her in injured state?

  • The old anti tunneling used to be:

    - have BT (if teammate brings one)

    - DH (should never be a thing)

    - DS + Unbreakable (DS was fine but with Un combo should not exist)


    New anti tunneling has:

    - have BT by default

    DH dead, DS dead which lead to Unbreakable dead since you prefer to eat DS than Unbreakable getting used.


    I dont see why Killers should not tunnel, survivors lose 2 protection layers

  • @KateMain86 said:

    Not only did I get the Spirit but I got the AoT Spirit as my first Spirit match after the update! It only took 4 matches too. Lucky me I guess. 😁

    https://us.v-cdn.net/6030815/uploads/TKRU9DOHN0NJ/aot-spirit.jpg

    Yui trained her for awhile, its paid off

    image.png


  • You have to be injured, though you can get 3 Green medkit while doing so. It destroy my Chest build, since I will always get a Green medkit with addons and give to a teammate.


    As for the OP, most survivor just want a fair match, make 6 Gen if they want to, but no survivor want to be out of the game in 3min. The new patch is just buff up tunnel & camping. Its not about skill issue or anything.

  • @Artemisha2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3073139#Comment_3073139

    Being survivor now is extremely boring. They should have addressed the gen rush situation in other way or adding another quest for survs. Making longer the most unfun action is absurd and a terrible idea. Totally unfun.

    Simple solution that extend Gen time but also soften tunneling:

    Gen required to be done = Survivors alive + 2.

    4 survivors have to repair 6 Gens.

    2 survivors left alive only need 4 Gens

    1 survivor left still have the Hatch, EGC game

    If a survivor dies at 5 Gen done, which is 3 survivor left and Gen required is 5. The Gates are powered.

    This at least makes Killers either last hook a survivor and power the Gates, or they slug and try to get more hook.

  • @Raptorrotas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3073089#Comment_3073089

    While that is a nice summary of the changes, I think the 5x10seconds are overblown by most people. there might be up to 4 people simultaneously doing those 50 seconds, which makes it 12.5 seconds expanded total gen time. And i even feel stupid right now for writing down those number because "how often are survs actually spread on 4 gens at any given moment" (but it works for thana-haters, so whatever). But if the old anecdote of "3 gens done in a chase" is true, then those extra seconds on gens might be as well just 20 seconds extra (3x simultaneously first wave in first chase, then 2x simultaneously)

    The other thing to remember is, the worse survivors fare in a trial, the LESS impactful are the actual generator times, as the Hatch becomes available soon. In the current flow of trials. Isnt it still common for actual gen repairs to go down to a standstill as soon as there are only 2 survivors left waiting for the other to die? Only true "lets all escape"-swf's would do gens in that situation. But there are plenty of "one of us escaped, we all win"- groups tho.

    I do agree tho that the selfcare change was questionable at best, especially since COH's basic self healing was untouched.

    People dont complain Thana alone, its Thana + 50sec + Legion/Plague since their power create lose-lose situation.

    The self-care change also affect Coh. Since Coh is a selfcare +50% speed, which was why they didnt touch.

  • There are some stats I would like to see

    Split the numbers to 3 groups: 34% bottom MMR, 33% mid MMR, 33% top MMR. Which contains:

    • General kill rate of all killer
    • Nurse kill rate
    • Escape rate between Solo & Swf
    • Average hook made when the first survivor dies
    • Average hook made when 4K
  • @[Deleted User] said:

    https://us.v-cdn.net/6030815/uploads/X7JUK7Y5VS7I/image.png

    Not sure why this seem so weird for many of ya.

    DbD was meant to have the power role the killers.

    The little lower could be solved by simply delete Dead hard.

    Look at overall, there are alot of little things go with it.

    • 50sec Gen
    • 10% faster M1 cool down
    • 10% faster kick
    • 10% shorter speed boost on hit
    • Buff on anti healing perks (which is good)
    • Nerf on healing perks (many change are questionable)
    • DS nerf (also cause Unbreakable harder to use. DS alone is fine, but should not be paired with Unbreakable)

    The Gen time buff may not so needed, it was because of 3rd health state from DH that should not exist in the first place.

  • @Rogue11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3072803#Comment_3072803

    And tunneling was still meta even with those perks...

    It was meta because not every survivors use full 4 2nd chance. And its sad that the old meta punish fair play killers more than tunnelers, which again explain why tunneling was meta as it is now.

  • @bjorksnas said:

    5 seconds with 107% speed is enough to reach anything within 21.4 meters, and if you really need more time have them use bt for 64.2 meters, or if you really need more time bring off the record for 161.4 meters

    Its not how it work... Usually map have 100m x 100m. How do you make it 161m?

    Plus...is there really a killer who wait for 80sec OTR just because dont want to hit on Endurance...


    5sec basekit, 15sec BT, 80sec OTR is the same the moment Killer hits off hook. With the deep wound effect, its just a matter of the time when the effect cover the screen, cant see anything for another down.

    To explain about this: Either you hit unhooker twice, or unhooked twice.

    1. Hit unhooker, make a normal chase, hit unhooker again.
    2. Hit unhooked, make an easy chase with Deep wound effect on screen, hit unhooked again

    Which killer will prefer the later since it's both easier to chase, and will bring unhooked to another hook stage.

  • You will pay for 1100 AC so you can buy something 800 AC. Then you will have 320 AC left.

    After that, you pay for another 1100 AC so you can buy something 800 AC. Repeat.

    Thats part of the plan.

  • @Gorgonia said:

    What have you done, BHVR...

    Every game I've played so far in solo Q was buffed Thana + sloppy + camping killers... even camping nurses. And gens take ages to complete. Literally ages.

    Let alone the fact that every random in solo Q wants to be altruistic at the same time and they stop repairing gens because of the lack of information we have as solo Q players...

    I think the synergize of old 2nd chance were really strong. You pass by a BT, then a DH, then you have to eat DS or they will use Unbreakable, which was 3 layers of protection.

    Now, DS is useless, which no one use, which you cant make Unbreakable play (lose 1 layer), DH is dead now (lose 1 layer, not that I complain, DH hurts fair play killers more than tunnelers)

    Tunneling is soften if no one have any 2nd chance, but easier to hard tunneling now. All survivors have now is the stronger BT version.

  • Since we someone mentioned me and this topic is about Legion Plague

    image.png


  • This is what I think. The current kill rate is 53%, while they want it to be 60%.

    That 7% less kill rate could be entirely by Dead hard, I really believe the removal of Dead hard alone can increase the kill rate to what they want. Adding 10% general buff didnt needed.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3069126#Comment_3069126

    Well, that's nice of you.

    I reach Iri 1 as Killer every month using low-tier Killers and I deal with DS and DH just fine, so maybe I don't think they're so OP.

    I haven't had an issue with countering DS since ye olde dribble meta and especially not since it's last nerf. I am honestly not entirely sure that it needed such a harsh nerf.

    DH is a tricky one. Undeniably too powerful against many Killers, yet one of the perks that hard-countered Nurse and Blight, keeping them in check, so to speak. It will be interesting to see how BHVR responds to those Killers in a post-DS/DH world.

    Finally, you should not have an issue when people run things as they are intended to be run. If someone was exploiting a bug, by all means, be upset. However, that is not the case here. You are upset over someone using a perk that is functioning correctly. It reflects poorly on you and on any points you have tried to make.

    I feel that they lose a kill or two because of DH, which they have to make this post telling how skilled they're as survivor as they dont using the perk, to feel like winning.

  • @RavenBirb said:

    https://forum.deadbydaylight.com/en/discussion/comment/3069118#Comment_3069118

    It's not just me bud, I'm pretty sure it's getting changed completely because it's over used and over powered, as the devs and community alike have said... like Decisive Strike, the other escape perk from Ash rank. I run NONE of the perks i see on the daily and still reach Iri.

    The flex...

    image.png


  • I drew this along time ago

    dbd11a.png


  • @Nazzzak said:

    https://forum.deadbydaylight.com/en/discussion/comment/3068653#Comment_3068653

    I was going to say they need to drop the cooldown on her teleporting, from 60s to like 30s, but I like your idea better. Teams will have to coordinate better (easy for swf but solo could struggle) regarding video tapes to ensure there's still someone on gens while everyone is running around trying to shake off their condemned.

    They cant buff her Teleport because if she's lucky, she can make 7-8 stacks (on 4 survivors) just in 2 teleports. My idea is to make her stacks gain consistently but not too fast. The biggest point of this change is 4 survivors cant remove stacks at once, since there must be someone keep on Gen, and there are not enough TV for 4 survivors to do at the same time.

  • @FFirebrandd said:

    Let's see...

    1. Camping getting buffed via the gens taking longer but not lengthening hook states.

    2. Killers getting multiple base kit buffs while survivors get a buff of questionable use and a nerf to the post hit speed boost.

    3. People's favorite meta perks getting nerfed and they don't like change.

    4. People's off meta perks also getting nerfed for various reasons... some questionable some not.

    5. Grind reduction changes are of dubious usefulness or can be straight up worse depending on how the person spends their bp.

    Take your pick? Like... yeah there's good stuff in this update but there's bad stuff too.

    (4) I use full healing build on teammate (Botany, Desperate measure...) and using a Medkit to heal myself. The incoming Botany doesnt allow me to heal myself at all...

  • She has too many power in her kit, unlike Killers with single power, Multi-power Killers arent good at anything.

    Teleport, Stealth, Slowdown, Mori.


    My idea is to weaken her Teleport part and improve her Slowdown.

    She can only Teleport once per min, when she does, all survivors gain a stack. So you know at 4-5 min, survivor will have to go for TV for sure.

    Then just make 7 stack not able to lose stack anymore, again to force survivors go for TV.

    Currently if you cant guess which Gen survivor is on, you waste both your time and a TV cool down.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3068584#Comment_3068584

    Yeah, because it matters what happens in Endgame when the Devs buffed camping with those extra 10 seconds and did nothing against camping or tunneling.

    5sec BT does help on tunneling, not much, but still at least you dont get down right off hook.

    Camping however

  • Honesty I dont feel playing swf fun, its easier yes. But having a friend being tunneled out while you keep holding M1 until escape isnt fun. The different is you do Gen more effectively, and has higher chance to escape.

    I dont know what to make Solo worth to play, since I play casual and never expect an escape.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3067549#Comment_3067549

    The only pallets I have a issue with are the god pallets you HAVE to break. Those really shouldn't exist tbh because those are a guarantee to fully lose the chase. I like pallets you can loop on but also you can mind game on, but those like in RPD hallways or Gideon....now I don't want pallets to be weak not by a long shot because we'll...they save my bum when I play survivor.

    All loops should be higher to cover sight on both side. Where both can mind game (Ambulance loops in Badham for example).

  • Yellow Mori: basekit.

    Green Mori: after Gate is powered. Killer can Mori one survivor. No hook required.

    It would prevent tunneling into Mori, while keep it being strong.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3067515#Comment_3067515

    I hate when people act like survivor takes no skill. Survivors have to learn how to counter every killer just as killer need to.learm how to play them. They need to have the timing on order to run a loop against each certain killer and understand gamesense.

    You dont know any 4K is because survivors make mistakes?

    Spoiler Spoiler Warning ▲▼

    Wait, does that mean killers take no skill because any kills they get are from other side's mistakes?

  • @MikaelaWantsYourBoon said:

    So vaults are blocking, pallets are blocking. How survivors will counter bloodlust? Take a hit?

    image.png

    Yes

  • @Carth said:

    Compare it to another info perk premonition

    Premonition

    * Info

    * 30 second cool down

    Spine chill

    * Info

    * No cool down

    * Faster action speeds

    * Faster vault speeds

    * Forces killers to moon/crab walk to gens as the only counter

    It is way too strong just like iron will. No cool down perma effect perks should either be extremely weak to balance out the 100% uptime value or not exist

    I do think the equal to Spine chill is Premonition. They could change with cool down and buff to make both has its own use.

    Premonition:

    • If not in chase + look at Killer's direction: perk activated for 3sec.
    • While perk activated, you dont leave scratch mark.
    • After that, the perk has 45sec cool down.

    Spine chill:

    • If not in chase + Killer look at you: perk activated for 3sec.
    • While perk activated, your action is 6% faster.
    • After that, the perk has 45sec cool down.

    Both perk should not work on Undetectable.

  • Before the Spirit nerf, 100% facing a Spirit is a down, no matter Spirit's skill. While Nurse, you can pray its a newbie Nurse.

    Nurse is pretty much equivalent to Dead hard on survivor. Bad Nurse cant do anything, bad DH user is a waste of perk slot. When the players mastered them, there is nothing can counter.


    I really think the only thing Nurse should be changed is Blink attack is special attack, so any debuff effect doesnt work on her.

    I think range addons are not matter in chase to be changed. You cant escape a Nurse at 12m distance, either she can blink 24m or 30m

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3066951#Comment_3066951

    It is important to remember that killers usually get nerfed because of how they make low/middle tier players feel oppressed. Things like AFK pig were very oppressive to the low/middle tier crowd. Wraith had the same problem when he got his rework and that's why he got nerfed.

    The sad part is the devs completely ignore any attempts to balance high tier play. I understand why as it's very clear when you watch them play their own game.

    Afk isnt oppressive, it was just free kills by standing next to a jigsaw at the start. I dont know why some people even defend about that.

  • You cant nerf these curves

    image.png


  • @Tryharder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3066979#Comment_3066979

    Yeah there completely different. Killer have no way to counter a coordinated gen rusher. Perks are just a bandaid for killers and most average casual killers don’t have unlimited blood points to have tier 3 meta perks.

    if the killer ends the game in 3 mins because survivors are potato is really nothing to complain about. It is what it is, just a skill issue on you and your team. Survivors have way more ways to stop a killer for killing them .

    I feel like the more Killer explains, the more flaws in their word...

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3066980#Comment_3066980

    Nah, Nurse is fine.

    Just discovered a Japanese Twitter Account full of Nurse-videos of games which ended in under 2 minutes (many under 1 minute). So many Survivors having Skill Issues, I cannot believe it!

    I saw their vids' suggestion all the time, but I didnt follow or like to save the play.

    All of their vids are about Nurse using Haunted Ground + Retribution for 1min 4 down.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3064290#Comment_3064290

    Strangely enough, though, if you ARE merciless you will just increase your MMR and get sweaty game after sweaty game. I often don't want to 4k, just because I am shooting myself in the foot in the long run. DBD also is the only horror-themed game, were the killer might be scared to kill off the survivors, because it will result in more miserable games in the future.

    Thats what I think, double hook and slug them is a win to me, I dont try hard to 3-4K. I dont understand why many Killers try so hard for 4K, then vs try hard swf and make complain about high MMR.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/3065620#Comment_3065620

    OTR is not useless. it extends the endurance effect from 5 sec to 80 sec and gives you 2 additional effects. how is that useless? thats like saying BT is useless, it does nothing else than extending the basekit duration. btw going back to full health and then body blocking 2 hits for a total duration of 80 sec is not "strong" but busted.

    this is a totally healthy change.

    If a teammate give you BT, adding 15sec of Endurance & Haste. You dont need 80sec Endurance for OTR. People barely use OTR before for other 2 effect.

    Yes, if teammate doesnt have BT, OTR is useful. Pair BT with OTR, OTR is redundant.

    I dont want Endurance stacks though, does OTR Endurance disable if healed?

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/3065599#Comment_3065599

    A fun match for a survivor is well-rounded. It includes working on the objective, making saves and healing, and getting chased. Most survivors don't find it fun to only do one of those things all match. It also feels stressful to be non-stop chased; if there's not at least a little downtime between chases, then it feels hopeless and a lot of survivors would rather just move on to a new match. Hopeless is demoralizing, not fun.

    I agree, a good match for me as survivor is do 2 Gen, make 2 unhook, 2 heal, 2 chase. Then escape or die doesnt matter (some people feel entitled to escape though)

    Keep holding M1 on Gen then escape doesnt fun, keep being chased off hook without any 2nd chance doesnt fun. 2 survivors die at 3 Gen and cause hopeless situation doesnt fun.

  • Finally playing fair as Killer doesnt stress out.

    On the other hand, may say good bye to Solo...

  • This is why I said OTR sounds strong, is just because the possible exploit it gives (with being healed and go back for body block, and tank double hit from both BT & OTR. If they either remove body block or endurance stack, BT is still stand above.

    Now the endurance stack changed, you can see how OTR become useless, unless teammates dont bring BT and not take hit for you.

  • @JonathanByers said:

    I’ll wait for the pig dlc

    You dont have to wait : )))

    image.png


  • Who else?

    image.png
    Spoiler Spoiler Warning ▲▼

    There is an uncoat version

  • @GoodBoyKaru said:

    Play Pyramid Head instead, he's like Artist but actually fun ✨

    And actually has a good rear.

    image.png


  • When people mentions me here : D

    image.png


  • @Shaped said:

    Funny that I see this thread after I got zero hooks on eyrie as trapper with not so good add ons.

    It is also my fault partially but how do I hide my traps on that map? Any tips for playing trapper on that map, I didn't took an L that big since forever lol.

    I used double reset trap addon Autoset after trapped, Auto reset a trap after 30sec. And I got Crow map, I just put on all windows and lock down the hold main building. The match went great for me, but I feel its should not be so map dependent

  • You sound....D3spair

  • Im thinking, what if perks are powerful but limited use, like DS, Unbreakable, Lucky break?


    What if giving Botany 60sec use, each sec healing reduce the charge of the perk. Which 6 heals will deplete your ability to heal fast (given ~11sec per heal)?

    Im always think of Perks should be something like a resource for Survivors, instead of benefit them for a whole trial or giving downside.

  • Boil over should never be strong. You need another survivor with body block, Sabo, Breakout to help one out of a hook. You cant slap a single perk on yourself and ensure escape. I would prefer Boil over increase stun by 1sec if you escape from grasp, thats it.

    Selfcare & Botany were fine individually, suddenly they nerf Selfcare and buff Botany to force using Botany with Selfcare, then nerf Botany because its too strong. What?

    I prefer to instantly get a Green medkit early game with chest build and give to other, now I have to be injured.

    Calm spirit mute is something no one ask to have a debuff on chest/totem speed

  • @Sepex said:

    https://forum.deadbydaylight.com/en/discussion/comment/3060720#Comment_3060720

    I hope I get you as my killer then. So friendly 🙃

    I dont use any 2nd chance for 2 years, its easy to get me for any killers.

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