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C3Tooth

C3Tooth

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C3Tooth
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  • There are so many maps now, I really dont like get into maps without main building. Rotten field and Wrecked yard need to go. Since Shelter wood has main building now. May be both Rotten field and Wrecked yard have SM's base too?

  • @LeFennecFox said:

    Not sure about must run, but when you're down to the last few gens a death hook survivor can just chill in basement and proc the effect.

    Last few Gens? How many of few? 2 Gens left?

    You mean spend x amount of time running to basement. 60sec to pray.

    To get 20sec of Gens?

  • Entitled players (both survivors and killers), I will not talking about them, there is nothing to talk about.

    Most survivors, currently accept the fact that they can only win 40%, the only thing they want is not being tunneled/camped, or slug for 4K.

    Alot of killers though, being a 5 skilled killer, thinking Devs should buff them to able to win against 10 skilled survivors because they think they're a 10 and can not win against 10 skilled survivors. You would never see average survivors thinking they have skilled of 10 and want the game to buff survivors so they can win against Otz.

    I mean, its not about one side should get good, its about players should know where they should be on the MMR rate, which alot of killers dont understand.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716444#Comment_3716444

    It does look quite good. Probably not for the average player who doesn't know how to loop and the broken is more punishing. However for any decent survivor, especially if they're a swf, this looks good.

    It isn't just a math of time spent doing it vs gen progress since it's progress that can't be regressed and it's something that could be sniped early on before the killer has even started a chase so less valuable time lost early on. Now much worse later in the game. You would have to do it at the start.

    I could see some argument to what degree of good it is, just okayish or great, but I think for anyone to call it as much as "bad" would just be wrong.

    You absolutely will see this ran a decent amount on swf groups. That tells us there's at least something there.

    image.png

    It is just this simple.

    If you're "decent" enough to take 1 hit per 1min, and each chase you would last 2 min. Why should you sacrifice 60sec in basement, and 3min chase from 3 health state for 50sec of Gen?

  • Not a good change, either this or the current anti camp mechanic.

    I still think extend the first hook timer to 90sec is all it needed.

  • I main Trapper and Myers. And the only slowdown I would ever use is Pentimento + Plaything. Delete all Gen slowdowns would not affect me at all.

  • To be fair I rarely see someone got downed with full infection. His chase power alone is already good, especially with his dash hugging, he doesnt need Hindered in chase. I think the status is rather a soft slowdown for him, where survivors have to run around getting Spray.

    I dont play RE so I dont know if its lore accurate to actually make survivor hindered. I still think Gen debuff would make the gameplay wise better. Hindered only to ask Wesker to tunnel, if nerf enough to make him not tunnel. In about half the case infected survivor can do Gen at a corner before getting Spray which Wesker would benefit nothing about success an M2.

  • Decrease 50sec of Gen while sitting in basement for 60sec. And your chases shorten by half.

    Do the math.

    @BlackRose89 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716393#Comment_3716393

    Yeah but just wait till they make more of these and they stack. I have no doubt in my mind they will make one of these OP and it will be meta.

    I wonder how it work when they make more of Invocation perks. Does 1 Invocation activate all the perks like Boon?, or each Invocation activate 1 perks.

    The way they make Invocation so weak in the beginning, I think 1 Invocation would activate all perks. By then, Im still not sure Broken for the rest of the match worth it.

  • @UndeddJester said:

    I know why you suggest this, but trust me you don't want locked perk slots.

    This change puts BHVR directly responsible for the meta and gameplay, rather than meta and playstyles being natural and organic.

    Lots of games try to do this role lock type of thing, and it almost always backfires. Overwatch being probably the strongest example.

    I didnt say locking perk slot for catagories. But limit the total time a Gen can regress, or total of all Gen time. So you can only use 2 slowdown perk, since more than that would be useless because of the limit.

    @bornagain234 said:

    Why would you;

    Nerf gen regression

    Buff invocation ( 7x BNP in 60 seconds )

    1. Survivors need to do 5 Gens. Not 7.
    2. You as survivor do not want to get Broken for the rest of trial at 5 Gens.
    3. Do it at later of the match where 1-2 Gens left only save 20sec. At that time a Dwight is already death, you dont do Invocation when Meg is on hook and Clau is in chase.

    The buff Invocation needs is Broken for 1 hook stage, thats it. Not the timer.

  • @coolgue1 said:

    Unless they decided to make make regression actually skill at this point in dbd most matches are just the killer trying to force trade for pop value all game and pain rez and grim so they need to adress that first mabe u need to be in chase with one for so long before regression perks activate. So people can just add 5 minutes to a match they don't even want to put effort into playing

    you cant. Killers’ gameplay involves hit, down and hook survivor, kick a gen, open a locker…pretty much it. The thing is killers tend to make a hit or down as easy as possible. Which is force to trade hook, or tunneling forces another teammate body block for a free hit .ect

  • @rysm said:

    Is it time to have specific perk slots for specific perk types? I wouldn't be against it tbh. It would help shake up the most used perks I think. Many concerns around perk categorisation though.

    I have thought about it, but there are 2 problems

    • It will limited perk builds because of fixed slots.
    • Later years perks have multiple purpose (such as UW with blindness and aura, or MFT with endurance and haste). If equipping MFT makes you unable to use OTR and Hope or Exhaustion. MFT would straight up go to low tier.

    Limit to the base is what it need. Something like a Gen can only regressed 90sec, the total regression time of the whole match is 400sec. Or survivors can not make a healing faster than 200%, or Gen progress can not make it faster than 200% (given 2 survivor would be 170% speed, and with Prove thyself gives 190% at maximum, would be pointless to have 3 survivors on a Gen)

    My point is to make it far less useful when using the same categories perks.

    @Ryuhi said:

    Agreed, the focus should be on breaking up synergy, instead of nerfing them into the ground. The current approach doesn't do anything to discourage stacking 4, it honestly encourages it due to how they're getting weaker across the board. The idea behind gen regression/blocking is to allow more time for chases and less stressful macro play, whose necessity/desirability isn't going anywhere alongside these changes.

    They're making portions of addons basekit while nerfing the addons (to both reduce their necessity while encouraging more build variety) and its usually seen as a positive change when they do. Why this can't be applied to perk categories like gen regression/blocking is beyond me, especially since they already do it with exhaustion like you mentioned. The only real problem is that they would have to be sufficiently strong, to match the limitation, which people would still complain about.

    Slowdowns are so strong, so there is no reason to not use 4 slowdowns.

    Slowdowns are so weak, now they must use 4 slowdowns.

    Set a hard limit is what the game needs.

  • @Femtrapta said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714866#Comment_3714866

    I guess people would have to really try, either with Vigil or swf with multiple people running it. And at that point it'd be no different than old BGP exhaustion. Plus it's a PTB, who knows what'll go through or not

    It sounds like they take away 1 from 3 to make it 2. But if people put 1 in it, 2 will be 3 again.

  • @Aven_Fallen said:

    I did not really notice that Killers tried to avoid DS. The thing is that even when the Nerf back then was reverted, 5 seconds nowadays is worse than 5 seconds pre-6.1.0, because Killers got stronger and Maps got weaker overall.

    Reducing it to 4 will probably just result in the Perk not being used anymore.

    Using both OTR and DS, I rarely able to use DS because with OTR I could last over 60sec which disable DS.

    Taking a hit with OTR gives far better distance than DS, too.

  • Sable looks at the thread

    image.png
  • Thing happened so unexpected, none of us DBD gamers knew about the disease she was going through.

  • Remove purple & red key variation.

    Key only have 1 version: Broken key, with build-in ability to see teammates' aura for 20sec.

    + Dull blade addon that allow to instantly open a chest, then lost the addon.

    + Skeleton blade addon that allow to open hatch, or instantly open a chest, then lost the addon.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712683#Comment_3712683

    Makes no sense to display an Item which the customer has 0 way to get. (Outside of the secondary market aka paying a huge load of money for a code which might also just be a scam)

    Yep, I just got scammed…

  • This topic is just coincidence..

    I just decided to spend money to buy Twin to get Elodie's orange default top. Because when I clicked on the item, it led me to "Bundle", so I bought Twin to unlock the Bundle.

    Turned out I still dont have the orange top. I already have all Twin's perks and never plan to play Twin.

    image.png

    I really want to get Twin refunded, or let me have the orange top…I literally spent money for the orange top, not the Twin.

  • @Souplet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713078#Comment_3713078

    Well i do run this build on some killers and sometimes, the survivors are just to good for you, or you played miserably. Yes, it happens

    Same goes around for the survivors. Being sent to horrible maps against background player flash / sabo / otr / potential energy abuse and still get a 4k cos they played poorly

    Yes, this is correct !

    One side may lose because they played worse than the other side, even if stacked meta. There is nothing wrong with it, the game's MMR litterally calculate based on how hard players want to win, and the game allows players to stack multiple meta, leading players to reach MMR where they should not be.

    I dont know what's with their "survivors need CHEATS and still get a draw". Are Blight / Nurse stacks 4 slowdown, Iri mori, Iri addon, combined with tunneling a cheat to them?

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713033#Comment_3713033

    No, maybe I communicated that wrong. What I was refering was, this people had stacked up builds, they chose the map they will play on, they are playing against an addonless, perkless wesker and they still didn't get a 4 man out, god forbid they are also swf, because if the are I have no words.

    So in my opinion if you cannot win with all those odds against your rival and in your favour, you just cannot win mate. Hence why I said the only way they can win is via cheats.

    I've seen killers using 3 slowdowns with Nowhere to hide, Iri mori and results were 3-4 escape.

    • 50sec Gen
    • -50% self healing speed
    • BNP nerf
    • Medkit charges nerf
    • -16% distance on hit
    • Adrenaline nerf
    • MFT nerf
    • DH nerf
    • Prove thyself nerf
    • Gen tap removed
    • 50% Brutal strength
    • 25% STBFL
    • Trapper buff
    • Doctor buff
    • Huntress buff
    • Twin buff
    • Hillbilly buff
    • Pig buff
    • Clown buff
    • Ghostface buff
    • Demo buff
    • Most importantt, 4 gen slowdown still stay as strong as before.

    the survivors have adapted.

  • @squbax said:

    Aint no way these people let you get 2 kills with those builds and choosing the map. There are people who legit NEED cheats to win because man that match has no excuse in not being a 4 man out lmao.

    Did OP report them for cheating?

  • Finally finish!

  • I dont find getting aura being seen all the time is huge problems, it make mindless in finding survivor yes, just like survivors using WoO.

    Thing is high speed killer can reach to a survivor and start the chase, and the aura is still working. That aura is no more "finding a survivor" tool, it becomes "wall hack"

  • For balance purpose, its bad.

    People used to say Thana should stay when a survivor is death, but that would make killer prefer to tunnel a survivor out to get debuff permanent.

    Image a power where you have to kill a survivor as soon as possible to you can gain a Nemesis's zombie.

    Devs should make thing where spread pressure gives more reward than tunneling.

  • upon getting hooked may be. If you mean gaining tokens when unhooking others. It doesn’t change that other get found because they dont have Distortion, get hooked. And the one using Distortion unhook them then gain tokens again.

    The same thing happen with Friend til the end. The Aura-Expose has to give to the least hooked survivor.

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710739#Comment_3710739

    Nah this is still a million times less frustrating than old DH. I don't think anyone actually believes this is worse.

    Distortion itself isn't even the issue, it just makes the issue more obvious which is that killers don't have a lot of reasons to not run full slowdown. Aura perks are hard countered by Distortion, other forms of tracking are useless, chase perks are pretty mediocre and killer dependant and the only really good one (STBFL) was nerfed pretty hard. With all of that, why not run full slowdown when it is consistent and powerful while everything else is just meh. Distortion is a fair perk, it doesn't need any nerfs, but it does make the slowdown meta look more appealing and I think the gap between slowdown and everything else should be addressed.

    I dont find any problem with Distortion on killer side. I dont need aura perk to find survivors, and using aura perk shows aura of 1-2 survivors who dont use Distortion lead to tunneling which is strong against survivors, even if you dont want to tunnel. Even if all 4 survivor use Distortion, its one perk against their 4.

    On survivor side, it punishes survivors who dont use Distortion real hard. The image OP posted showed it, they had the lowest score. Distortion doesnt need a nerf on its strength, but rather how it works. It can simply gain token in chase, or only hide aura if you have the most hook count.

  • @OmegaXII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711000#Comment_3711000

    Yea every Killer should just run perkless or otherwise it's called bad killer that relies on clutches, and should 'git gud'.

    Why don't survivors loop better instead of relying on Distortion to hide? It's same for both sides.

    You created this thread. Complain about Distortion. Not them.

    Another person telling survivors to get good. Not them.

  • Should a skill level of 5 survivor can make 3 consecutive chases long enough for all Gens completed and escape against a skill level of 5 killer? No they're not, that would be op on survivor side. Its so wrong to have 2 sides "with the same level" but a single survivor can make a chase that long.

    Then, a skill level of 8 survivor should able to make 5 Gens chase against skill level of 5 killer. It leads to a question, why only survivors have to be far better than killer to able win?

    I can not see how "homing to the same injured survivor" should requires that survivor to have Ayrun's level of skill. When the killer themselves refuse to improve.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710829#Comment_3710829

    There is a counter and you stated it. It's get good at the game.

    This goes for Distortion too, though. Killers could find survivors without aura reading back in the day, why can't they do so anymore now?

    Use "Get good at the game" for any killers' complains in the future.

  • I use 4 healing perks and face against Plague alot of times.

  • Uroboros effect needs to be instant work on hit. Change the 8% speed debuff to 15% Gen debuff

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710137#Comment_3710137

    😲 today I learned...

    Survivors have them too, I guess for flavour I suppose, make the choice of character meaningful 🤔

    Yes, their purple perks are the strongest (on survivor side). Making playing specific survivor meaningful.

    On killer, Brutal strength (move a survivor along any path after a hit sounds pretty bad for 2 BP). But it works like this:

    image.png

    Trapper 1st movement is move to [Center] and hit Dwight to injured. Then you use Brutal strength to move Dwight to [West]. Because Dwight goes pass the trap, he has to roll Danger Dice. If he fail, you instantly gain 1 hook count.

    Stridor (An injured survivor must show their movement card before planning phase)

    image.png

    Using Stridor, Dwight shows you he's going to [West]. You first move is to [East]. interact with your power to move to [Center], then second move you move to [West] to hook him. There is no escape, unless he has to use pallet or locker.

    Mind blown.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710084#Comment_3710084

    I like that idea a lot.

    They all make a decent deck for a killer to pick from actually. I'd probably take the streamers myself more often than not. 4 Bps at the right moment could be huge... but they're all good.

    I just found out that in the perk decks, its missing a perk from each character, turned out each character has their purple unique perks that only available to the exact characters.

    And the purple perk seems pretty bad on its own. But it works extremely well with the power. I think I and friends totally missed about this. Definitely our killer games will be improved alot when combined this new info with our new Offering rule.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3709994#Comment_3709994

    All good! Would you believe seeing this thread again makes me very happy... I might try and get some games going of DBD more...

    I've played about 7 games, and I have to admit survivors have won 6-1, so I do think killer is definitely harder, you have to play very cagey and aren't afforded many mistakes. If the Survivors play to win, its very hard to stop them. Knowing when to give up a gen is veeeery important.

    I've played mostly Trapper (3) and Hag (2), Hillbilly once and Nurse once I think was the other...

    I not sure how much of that is up to my inexperience with the game though. Usually my second time playing the killer has gone WAAAAAY better, so I think there's a degree of figuring each killer out. My later games have been much closer, and actually I SHOULD have won another of those games but I rolled a fail on a 1 space carry to hook 3 times in a row with 1 hook state left to go 🤣

    If you're finding killer too tough though, the good thing about board games is you can try house rules. Some things you could try: -

    • Limit survivors to 2 perks and have the killer choose an extra perk.
    • Increase all bloodpoint gains for killer by 1.
    • Have survivors roll on the danger dice instead of the regular dice when doing skillchecks if the killer is in an adjacent tile (to simulate their terror radius).

    Hopefully one (or multiple) of these should even out the playing field some!

    As an aside they're releasing an expansion!

    https://www.level99store.com/products/malicious?shpxid=303f7087-0397-4106-b409-bf86054e417c

    On game 8 (Hill billy), we had a really close game. Killer made 2 great mistake (wasted 8 BP for nothing because they mis-remember their 2nd movement card), at the same time, Survivors missed like 10 skill check giving 10 extra BP for killer, so I would say the mistakes trade were fair.

    On game 9, a Gen was completed before killer's turn. This happens quite often if survivors are lucky enough.

    I feel the problem lied on survivors making 4 moves before killers, after killer moves, survivor makes another 4 moves. I dont want the game rule changed too far away anyway.

    We do have house rules gonna added to the game. I find the game is quite balance if killers know what to do, so I dont buff killers too much. Just soften abit on survivors' first round is all they need.

    I just create myself "Killer Offering" that they can pick 1 of these into a game. 1 time use. Again, the goal is to soften survivors' first round. nothing much.

    image.png

    What catch you interested in the most?

  • Sorry for digging up this thread.

    Ive played about 10 games with friends. Well, alot of early games we misplayed the rules. But do you think the game is fair? To my pov, its quite survivors sided.

    given in a most luckiest case. Survivors can complete 2 Gens before killer can make the first move. Some survivors’ perks work really well with other perks to create multiple extra moves.

    How many game did you play? And what was the win rate on killers? We only had 1 win on killer

    We played:

    1 Trapper

    2 Hillbilly

    1 Nurse

    1 Doctor

    2 Plague

    1 Spirit

    1 Oni

  • @pseudechis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3709680#Comment_3709680

    That's part of the problem though.

    Players just give up the moment the game isn't perfect.

    This happens on both sides with killers giving up if they lose 3 gens without a hook or lose the first chase and survivors the moment the killer does anything that violates the survivor rule book.

    I'd wager half of the easy wins handed to players are not because of mechanics but because the player base (like a lot of online games) is infected with quitters.

    Part of that problem stems from equating hard with miserable.

    Its really rare to see killers give up with 1 hook/3 gens. Because the chance to turn that into 2-3 or even 4K with end game build is fairly high.

    2 escape with 1 death at 4 Gens remaining? I played thousand games and it happened like 1 hand fingers count.

    If you give a person (survivors team) a candy (1 escape) either they do a task or not (play the game or not playing). They pick not to do the task and get the candy. There is no incentive to do the task.

  • I dont like hook suicide in some cases. As those who suicide on hook on early down. Or fail to toxic to killers .ect

    But to what Op said, its not about killer should play like this or like that. But its the incentive for survivors to keep playing the match. Killers dont start a match knowing they cant make at least 3K. Survivors have no incentive if they know there is Zero chance to escape. So they suicide on hook.

    If a teammate dies at 4 Gens (yep its killers make correct play, yep its survivors make alot of mistakes), Im just saying, for both me and Op. If I die now, or do half a Gen then die later. The results are the same: death. So I prefer to end the game early.

    Also it makes killers get a kill easier so I dont understand the complain.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705498#Comment_3705498

    Face camping: Killer stands right next to the hook.

    Proxy camping: Killer stays in proximity to the hook.

    It doesn't matter whether or not 1 killer can get similar results either way. The anti-face-camp mechanic was implemented to stop "the most egregious cases" of face camping and that's exactly what it does.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705534#Comment_3705534

    I don't follow. There is no reality in which the AFC is bad survivors. If solo survivors make bad decisions (not that the AFC is needed for that), that's 100% on them. Even so, trading hooks at the last possible second is a thing because only about 2 killers (Billy and Bubba) are even theoretically capable of stopping the unhook. The others will get an exchange (at best).

    An exchange is a lot better than someone dying / hitting second stage because it means, that they can make much more progress before someone dies.

    Survivors also could do the hook trade with or without AFC (minus the hook grab).

    Why survivors need AFC mechanic again?

  • @alaenyia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705514#Comment_3705514

    The ANTI-CAMP mechanism is not anti-camp? Did I read what you just wrote correctly?

    Its called AFC, Anti face camping, not anti camping. Devs tend to solve only the extreme case of problem (such as hitting off hook with base BT), AFC .ect

    The mechanic is really bad though, I rather not having it. It gives solo a feeling of they can make a save, but they never can. At least face camping let solo knows killer is camping and do Gen instead.

    This is pretty much how you can make AFC non existence.

    Untitled-1.gif
  • @tippy2k2 said:

    Answer the question please

    Nah I just let them on read.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705341#Comment_3705341

    It's literally not possible for killers to play the game like 1v1 & 1v3, because it only happens when somehow three survivors decided to NOT coordinate with one specific survivors for whatever reasons

    Can you tell what the other 3 should do when a teammate is tunneled?

  • Some killers play the game like 1v1 & 1v3 instead of 1v4 is why the game is balanced on 1v1 & 1v3.

    There is no meaningful buff when escape rate is 40% right where Devs want to. They just try to make 1v1 less frustrated.

  • @FrenchBagels said:

    Guess we should Buckle Up.

    haha wink wink nudge nudge

    image.png
  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705134#Comment_3705134

    There's no chaining if they don't even need the windows or pallets and just hold W through them, if you dare try to cut them off or play the loop. Why should killer be punished because they stopped for half a second or did the right play and try to cut off the loop but survs can just hold W to the next safe loop?

    My topic is about survivor holding W and nothing else. (look back again to my image).

    Holding W around loops then chain to another title's window is a normal chase, not "holding W"

  • @Raccoon said:

    This is my favorite topic of the weekend, so far.

    Well I just tried to prove "divined by 0.6" is wrong

    But somehow got told to stop with mechanic and math by the person who told other that they dont understand about mathematics.

  • @ChaosWam said:

    They need to make some loops hinder that possibility.

    There's no reason there should be 5 pallet loops in a line that perfectly combo into each other and is a lose/lose for the killer for trying to contain chase inside one without the survivor winning at least 1 mindgame. It's crazy some maps generate endless hold W scenarios.

    That is titles chaining. Not holding W

    The true W is survivor press a single button running in straight line, using no resource, no loops, no mind game that requires killer 33sec to catch a survivor 20m ahead. As alot of killer complaining about.

  • I didnt create this post about predrop, body block .ect but solely to prove:

    Killers (even with Myers) do not catch a survivor X meters distance away by divining it to 0.6

    The only possible that W alone can buy 33sec is the map I re-drew above.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700273#Comment_3700273

    Considering there is plenty of obstacle that can extends chase time just by dropping, I don't think it matters as much

    So now its you want only TL titles?

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