C3Tooth
C3Tooth
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I have this perk build: Iron will, Dance with me, Lithe, Quick and quiet.
Try to vault when out of Killer's sight. And suddenly you see Killer mind game himself at gym from far behind.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2542298#Comment_2542298
So you’d prefer 8 hooks and 0 kills over 7 hooks and 2 kills? Interesting.
Back to the OP, the balance should be 3 kills (preferably at least 9 hooks) and 1 escape TBH. Killer is supposed to be the power role and survivors should be scared of the killer. This may be an unpopular opinion, but escaping so be a thrilling experience because you outlasted a horrifying situation, not basically a guarantee if you have a good team. Instead we have t-baggers at the exit gates clicking flashlights. Playing survivor doesn’t feel like I’m playing a “survivor”, it feels like I’m playing Pallet Loop Simulator.
Hook count is relative in this game. First death can be between 3-9 hook. Two death can be between 6-10 hook. Three can be between 9-11 hook. And those numbers arent count camping.
Its somehow 'manageable' for Killer to have 12 hooks if a survivor dies at Killer's 3rd hook (tunneling). Which sound 'good' but its not fun for that survivor. I would say the balance should be the first survivor dies at Killer's 6th hook at least, with kill rate of 60-65%, to keep the fun for both sides.
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@SlothGirly said:
https://forum.deadbydaylight.com/en/discussion/comment/2542042#Comment_2542042
thank you for linking gods work 😌
watch them say stretched res still doesn't affect the game.
Some said it only affect 1 of 10 loops, and 1 of 25 Killers, so it doesnt count.
Which mean vs GF at hay loops is totally fair.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2541647#Comment_2541647
https://forum.deadbydaylight.com/en/discussion/comment/2541652#Comment_2541652
Let's completly ignore in the first example you barrely see the top of Legion's head and in the second you litterally see the entire map behind them.
you people can't actually be serious right?
Res stretching reminded me of I and my friends went to Laser shooting gun game. That Im the tallest of all and I was the only one can see my friends over walls.
Easy flanking.
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@HaunterofShadows said:
https://forum.deadbydaylight.com/en/discussion/comment/2541530#Comment_2541530
no. People have been asking for small additions to the killer fov perhaps like a shadowborn basekit but that's about it
ShadowBorn should be buffed to make it really worth a perk slot, not having it basekit, because people will ask more. The perk should also come with survivors glowing in the dark like Freddy dream world so it make survivors impossible to hide in the dark.
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Hex like Noed, Plaything should trump over Boon.
Survivors should turn Hex to Dull before turn Dull to Boon.
Not every Boon should have 28m range. It should be difference depends on how powerful the perk is.
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The best possible is to have the first Hex perk in your loadout 4 perks setup will spawn on a Dull closest to you, so you have the choice which Hex to put in first if you want to protect it more. The rest still spawn randomly.
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@Apexgnifrums said:
https://forum.deadbydaylight.com/en/discussion/comment/2541480#Comment_2541480
Cringe emoji, already know what type of guy and age you are. No surprise you cry about that stuff
Agree, only true adult can go to jail : D
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If they success: survivors should improve their chase skill.
If they fail: complain a chase cost 3 Gens.
Just had a Nurse in Yamaoka estate tunneled me for 4 Gens until I died. I dont know if I should improve my chase skill up to 5 Gens, but it may cost Devs balance Gen time from 80sec to 120sec.
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Pinhead Box is something all other Killers should have in the beginning, something that keep at least a survivor busy and Gen slowed down by 1/3.
Though hes far stronger for Solo than SWF because SWF can have 1 guy goes for the Box, while in Solo there can be 2 or more go for the Box and no one on Gen. And gives Solo equal info like SWF is also something should have in the beginning.
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@graveyard_7777 said:
Killer main here. Most of the matches I've had recently I've had survivors run nothing but Borrowed Time, Dead Hard, Decisive Strike, and Iron Will. Honestly it gets boring because I'm always expecting those perks and just work my playstyle around them.
Me as all time Solo Survivor, mine are:
- Lithe, Fixate, UrbanE, Tenacity
- Lithe, Dance with me, Quick quiet, Ironwill
- Lithe, Window of Op, Small game, Kindred
- Autodidact, Desperate measure, Botany, Empathy
I play at mmr where Killers rarely tunnel / camp, so I have alot of fun. Sometimes I have enough luck that escape more which lead me to higher mmr where Killers constantly tunnel. But I prefer to die more and drop my own mmr so I can have fun again, rather than putting some more 2nd chances to win and then vs even more hardcore Killers.
Can I ask what are your main perk builds? Do you tunnel or camping? Because if your build is weak and fair play but still facing squads full of 2nd chance, your skill may be too great that the game has you on extreme high mmr. If you tryhard, its understandable that you vs tryhard. For this sole reason, I dont use more than 2 second chances.
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Lot of love
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The Black thumb
Killer type: Trap
Speed: 110%
Size: Medium
Realm: Red forest
BASIC ACTION:
Press M2 to perform planting action. Takes 2sec.
Press 2nd ability button to select a type of seed before planting.
There are 3 types of seed for you to choose.
THORN SEED:
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:
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:
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.
The numbers are there for easy explanation, not means to be balanced.
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That fact of Camping 1 to death then Noed 1 at end game and have a "balanced" 2k zero effort is why we cant buff Killer more or adding 2nd objective for survivors. Because they can have 3k every game from that.
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- why are my opponents all use meta and gen rush/tunnel/camp?
+ dont try hard yourself, you will face opponents who also dont try hard and dont use 4 meta.
- youre probably play at low mmr so you dont have the right to discuss.
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@timbologna said:
https://forum.deadbydaylight.com/en/discussion/comment/2539158#Comment_2539158
Part of the thrill of multiplayer games is the variety in which people play them. To be told "chase x while y and z does gens, down x, hook x, then chase y so x can go heal with z" is applicable for a really stale, grindy experience. I often do play by those rules, but best believe when I find myself getting bored, or genrushed often (weekends), or just downright bullied, this is the refreshing experience I need to give myself a second wind.
You need a second wind by making other's experience really stale?
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This is hard work, I brought cake as a reward
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@Maperson said:
Sure, you will then stop working on gen that is 50% done and go to the other gen right?
But but..arent survivors' hook count from 2 can not dropped to 1, while Gens 90% progressing can dropped to 0?
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@DbD_Enjoyer said:
https://forum.deadbydaylight.com/en/discussion/comment/2538100#Comment_2538100
Oh i think it would be clear because Blessing take as much time as Cleansing, but it wouldn't be 14 seconds, would be 21 instead.
Survivors have 2 choice: destroy Hex or turn Hex to Dull.
Killers have 2 choice: destroy Boon or turn Boon to Dull.
Requires survivors to turn Hex to Dull before turn Dull to Boon. That way it will take survivors 28sec if a totem is a Hex. While keep everything else at 14sec.
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Boon should not trump over Hex like if there is a Boon and 5 Gen done. Noed should be triggered and trump on that Boon.
Otherwise its good. Boon has to be strong so survivor feel like its worth to spend 14sec on Boon, or they use 14sec on Gen which is a lose.
Circle of healing should only give ability to self healing at 16sec speed. 2 survivors there pay 16sec to heal themselves is already far stronger than healing each other for 32sec (without Boon)
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I played Trapper alot, this is the best update
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I was able to escape so many times, even though I only use Lithe as 2nd chance. Until I gain my sbmm and constantly facing hard tunnelers.
That made me feel like I had to put more 2nd chance so I could able to have fun (by not getting rid off the game in 3min).
But I rethink that if I was able to win against these tryhard. I would gain my sbmm once again and facing players who both tryhard and better skill than me.
So I just keep using 1 second chance builds. At least it works for me
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@tester said:
https://forum.deadbydaylight.com/en/discussion/comment/2535708#Comment_2535708
Winning or losing has nothing to do with what I'm talking about. Your win/loss is the same no matter your playstyle.
I'm talking about how to have fun. You see, win or loss is just a number. Once you get over the idea that your fun is tied to a number, you can actually start using sbmm to your advantage.
Again, just in case it's not clear: win =/= fun.
Whole point, if you win and able to grow your skill base, either you face A who chill + better skill and lose, or you face B who has equal your skill but try hard with full Meta and lose.
Lose to A doesnt matter, since you have a chance to play. Lose to B, however, what get us.
I use 1 exhaustion perk and its enough for me to win frequently. Until the day I had 4 matches vs full tunnelers where 1 guy died at 6000 BP.
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@Marc_go_solo said:
I'm hoping that BHVR are intending it to be a once-only use, but as it was the ptb they thought they'd just see what happens if it is reusable, just in case they're missing a trick.
It's unlikely and moreover them realising now that it would be a really awful decision. Then again, maybe they want to surpass the Hillbilly nerf in terms of most bizaar decision made by them!
Eitherway, I can't see there's any logic in pushing the Boon through as is. It's just too ridiculously powerful in its reusable state. It ought to be a once only, like a Hex. However, if it is once only, the power it offers is fine to stay. Also adds an elemeny of strategy as to when to use the Boon totem.
Its either they:
- Spend alot of time (especially if Killer has Hex). That they have to turn Hex to Dull before they turn Dull to Boon.
- Killer has choice to turn Boon to Dull, or destroy Boon as their wish
- Hex user will trump Boon and leave only 1 Dull for survivors to use.
Boon gives too many utilities
- 1 step turn Hex into Boon (destroy Hex and benefit survivors at the same time)
- Boon is re-useable & cancel to another Dull (pin point Dull location for teammate to cleanse later if there is Noed)
- 1 totem left and its Boon, Hex like Plaything & Noed cant trump over them. While also benefit survivor.
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@Desh said:
https://forum.deadbydaylight.com/en/discussion/comment/2536348#Comment_2536348
But if you ignore the mechanic, you get punished. If you cleanse the totem, it's gone permanently. If the shoe was on the other foot, I'd keep my mouth shut. But it's not. The second I cleanse a totem and move on to go do a chase or patrol, a Survivor can be right back on it to reapply it.
I feel like you will not like them spending 14sec on Gen either. So what they should do with that 14sec?
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I can assure you this thing.
Nerf other side all you want, eventually you will complain anyway.
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Very good, I can see Yui beats Kate at both physical and competition.
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@SleepyWillo said:
So free lethal pursuer, basically?
Can you just use that or whispers to find survivors?
I was thinking Killer should be able to see Gates because there are offerings letting Survivors to see basement.
Its better not to see Gate & Basement aura at the beginning.
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@survivormaingoesree said:
https://forum.deadbydaylight.com/en/discussion/comment/2533267#Comment_2533267
Obviously a low killer Mmr talking.
I like how when other telling "stop tryhard" and many replies with "so you're a low sbmm killer"
What do people want? No need to tryhard in high sbmm or something? No one even know what sbmm they're in. The guy could play "relax" at high sbmm because his skill is just that great.
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Yes
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/2533240#Comment_2533240
Head traps are 100% the focus of her kit. The dash is horrible and does not work against good players, even with the changes.
Anything that not M1 is a part of a Killer's kit.
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Except Jake & Quentin, the rest are really bad. Nea & David are dull.
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@Schardon Imagine playing survivor and after completing 33% of a gen, you stop and go to another gen, repair it to 33%, stop and go to the next gen.
I understand the meaning when Killers saying this. Its about "complete" progressing of a Gen as Killers complete hook count of a survivor.
Except 33% Gen can regressed to 0. Survivor's hook count cant be decreased.
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I use a single 2nd chance (Lithe), was doing well enough to gain my sbmm. And lord, that one day I played 4 matches and all 4 were hard core tunneling the first guy out. The funny thing that me & other 2 super-efficient survivors that smash gens (not even good at loops) and 3 escape.
All I think is Im not even feel like to escape those tunneling match because the sweat increased so high.
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2531394#Comment_2531394
Adding that notification to undying maybe ? Ohh wait survs would cry
Why dont you ask Retribution effect should apply on Undying too?
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@Bran said:
https://forum.deadbydaylight.com/en/discussion/comment/2531238#Comment_2531238
it takes longer to cleanse/bless now, but at the cost of the noise notification. if we call it a buff or a nerf, it's a nerf.
there is no reason to use it for hex defense since you won't even know when your hexes are getting attacked. meaning it is a meaningless change.
Old undying hard trump ToTH because it gave info on both Hex & Dull. Later only Dull. But now ToTH has it info on Hex removed. At least have its token removed & keep 50% slow down. +7sec per token isnt that much even if ToTH not a Hex perk. The best it can save is 35sec if you cleanse ToTH last.
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@Mistikus said:
https://forum.deadbydaylight.com/en/discussion/comment/2531101#Comment_2531101
you cant cleanse boon totem
Ask killer to deblue it.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2530973#Comment_2530973
I know I am. Scared, I mean. They were already risky but I genuinely thought the reward was worth it. If boon totems catch on, it just isn't worth the risk anymore.
@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2530972#Comment_2530972
I think killers will be afraid to use hex perks now. Their spawn locations are already questionable, and if survivor are encouraged to bring more maps to bless/destroy totems it will just make it worse for those who enjoy hex perks.
Other Hex like Ruin / Undying that activated since the beginning so its not really affected. If they find the Hex, they cleanse it anyway, that little thing is beside losing Hex, they add something that you have to pay time to snuff. Im more worry about Noed that all Dulls become Boon and Noed will not triggered. The perk is already a risk to use.
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@musstang62 said:
Interesting, didn't hear about the range update. But if a survivor can still hold W until outside the range before the killer catches up, it'll still be hot garbage (even if it wasn't a hex), aside from being solid on a few choice killers that can catch up. Huntress or a killer with stbfl might be able to make it work well
Still feels like devour or ruin or haunted grounds are all exponentially better as hex perks
Caught them of guard for the first fast down. Survivor may lose at least 1-2 sec to realize the perk come into play and lose distance. In swf, his team mate will aware of it, but in solo, can be dirty.
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@MobileDweeb43 said:
https://forum.deadbydaylight.com/en/discussion/comment/2530561#Comment_2530561
Wait really? I can't see that being overpowered if she was able to keep her traps
Ah well, still a good add on
They're instantly go for jigsaw box instead of Gen, each of them would waste at least 1min (x4 survivors). None will really touch Gen because it will trigger the trap time. You can use +1 trap addon, or pair with slowdown searching.
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Totem perks should be powerful. Though the flexibility that Boon has is the problem.
- If killer decides to use 4 Hex perks. Boon allows survivor to keep Dull for themselves to make use of Boon. Not the other way around, such as 4 Hex perks build will leave only 1 Dull left for Boon user.
- Can use Boon to pin point location. With that little info can help survivors team navigate their way in the map (especially indoor).
- Which mean, having 1 Boon perk allow a survivor to pin all Dulls location to other survivors, incase a Boon become a Dulls, your teammate know the place and cleanse it, and prevent Noed far easier than Small game, while bringing benefit of Boon power.
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Tunnel & Gen rush is 2 ways road. But for me its Tunnel causing the Gen rush in the start.
When Killer makes mistake early & Survivors are winning:
Often they leave the last Gen and start to toy with Killer (as Trapper main with no slowdown, I have these alot). Sometimes 2 hooks into 4k.
Killer can have end game build Noed, BW, No way out, Remember me, Rancor.
When Survivors make mistake early & Killer is winning:
3-4k
Its understandable for Survivors rush Gen really hard, they dont know if their team mate makes early mistake, or/and Killer will tunnel them.
I barely care about Gen when I play Killer, because I have Noed back me up. But soon Boon come into the game...
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@GannTM said:
They should have skill checks like the ones from the yellow glyphs to make it more interesting.
I swear you will hear fail skill check all the time when TR coming.
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@kaoraku said:
https://forum.deadbydaylight.com/en/discussion/comment/2527261#Comment_2527261
No matter when he deicide to use it. It will be still a DS for the survivor, where the killer can only hope that he will miss the skillcheck. There would be no point to use it, and risk the kill.
You could deicide - you left the survivor there, risking unbreak, buffed no mither with buffed vigil and such; Or can pick up, where he can use DS, they can save with FL or sabotage the hook, use brakeout and things like this; Or try to mori, where still can get away.
And it costs an offering, what basicly just give them another chance to get away. Or an addon, or a perk. Why would killers use it?
But you know it is ok if every time when a survivor picks up a key or try to use it, the killer gets a skillcheck, and if it is not missed, then the survivor dies.
Didnt they say Mori will be a part of game? My thinking is a skill check spawn instantly when killer starts the Mori animation, so the skill check will be a surprise.
Beside, if you want Mori success 70% on the first down. Every Killers would use Nurse + Lethal pursuit to get rid a survivor at 30sec into the game. The choice is there, doesnt mean it have to be good, especially first down.
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@kaoraku said:
https://forum.deadbydaylight.com/en/discussion/comment/2497521#Comment_2497521
Grate idea. The killer should bring an infinite DS for the survivors.
Its killer choice that trying to Mori Survivor on very 1st down.
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@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/2527171#Comment_2527171
Before writing dumb things you should think... 1st of all tunneling is like genrushing, it's a boring strategy that will give you few points, but the funny thing is that survivor actually have the tools to counter tunneling, while killers have mediocre perks for that matter (without mentioning that survivors are 4 and killer only 1, so he can't literally being everywhere to apply pressure) and secondly, we are talking about counters, and as I said before even if you don't tunnel you can't counter that build
Killer has tool to counter Gen rushing though...
Ruin Undying Tinkerer Pop Surge Noed. Some weaker than other, but still.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2527185#Comment_2527185
This one I can already answer!
You would need to snuff out the Boon Totem before the exit gates are powered (note, not open but powered). NOED will only proc if there's an available dull totem at the time. So say for example, there's one totem left on the map and a survivor blesses it, then the last gen pops - NOED will not proc as there's no available totem for it. It won't proc at any other time, it's that instant or nothing.
I use end game build because I find extend Gen time is boring so I never use slow down. Now Boon come into play, Noed suddenly feel useless...This is one sad news to my killer side.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2525589#Comment_2525589
I'm chasing up the designers to get an answer on that one for you, as I'm sure it's a question that will come up a lot.
I may need to know this too. If there is 1 totem left, which is Boon. When 5 Gen done, I have Noed, if I un-bless the Boon, will Noed activated on it?
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@DbD_Enjoyer said:
https://forum.deadbydaylight.com/en/discussion/283071/built-to-last-meta
Gens are already too fast, now survivors will have 3 toolboxes each...
Killers should just give up at this point, like AFK at a corner, DC or just have a break until the next update...
But, which toolbox? Brown one or Commodus one?
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12sec isnt pure 12sec, it may add at least 5sec to travel to locker, slow in, slow out, and thats if locker is nearby Gen.
Even if you get into locker near a 0% Gen. Those 15-17sec waste can only bring back benefit if its Commodius toolbox with charge addons.











