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C3Tooth

C3Tooth

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C3Tooth
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  • I once had 2 teammate death with 2 Gen left. And I alone finish 2 Gen because Killer keep downing a Kate then go find me, just to have Kate keep picking up (had Soulguard). Killer didnt hook Kate because its her last hook and I could get hatch. I understood the situation and didnt break Ruin

    Why do killers really need that 4k

  • Killers: we want 3k average.

    Future Devs note: To make the escape rate 50%, now Survivors have a team of 6.

  • Self care itself is great because it takes 32sec, while another guy heal you will take 16sec x2 survivors.

    Its about those moments when at Gen has 50sec progress, your team mate able to make a 30sec chase and you use that 30sec to self care instead of finish that Gen.

  • After this topic, I realize this.

    image.png


  • @Seraphor said:

    How would they know that the last guy was standing on the hatch?

    They could have been waiting to see if he needed rescuing.

    If timer is still plenty, I go back into the map, seek for TR, track it to get close and check if the last team mate is near by, if Killer just wandering around, I will leave, its easy because Killer will start to chase you. If the last guy is injured and being chased, I will body block and take hit.

    Or simple, I could leave at 10sec remaining. If I dont see him coming to gate at 10sec remaining, I will leave. Because there is no way he will escape in time anyway.

  • Killer's arms 1st person POV, in 3rd person POV.

    image.png


  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2427897#Comment_2427897

    No. Kills is the worst form of balancing and even the devs acknowledged that and stated mmr is not just based off kills.

    2hooks and 10hooks are 2 completely different games and can end in the same outcome of 2 kills. Someone getting 2 hooks and camping does have the same skill as someone with 10hooks

    Does that mean someone plays top Tier Killer and tunnel, then camp. Then get another hook with Noed activating Bloodwarden, and somehow manage to 4K with 4-6 hooks.

    Will get lower skilled Survivor vs a Killer who play fair with 10 hooks 2K?

  • Yes, there were few times I saw 3rd survivor just keep standing at Gate, while the 4th injured one crouch near the hatch waiting for him to leave to get the hatch. And that 3rd guy just escape at the very last moment.

    I had to blame that guy in post chat, if he wanted to help, just go back into the trial, find the 4th guy and lead him out. Its pointless just to wait at gate.


    @IronKnight55 said:

    That's not killing your teammates... the person sitting on hatch should've went to the gate. The killer should've pushed the survivors out of the gate instead of being afraid that he might get t-bagged and get his feelings hurt.

    Leaving is Survivor's choice, they dont need Killer to push them out

  • So this is why Survivors complains about SBMM because 20% chance escaping

  • @MedicSpirit7 said:

    I’m a devotion 12 player and have been bored multiple times lmao. This is a very repetitive game with only 1 game mode, which is why it can get boring. I’d say just take a break and come back maybe when the next chapter is out. Breaks usually help me get back into it

    1 game mode doesnt matter, its that "5 Gens to Gate" problems.

    Imaging a match goes like this:

    1 survivor starts with a knowledge note that have to find other 3 survivors to share the knowledge (either direct sharing, or leave note on the ground for other to pickup and learn, note shows aura in 16m). And 4 chests spawn tools that you have to find and search. Only Survivor who has both knowledge & tools can start doing Gen.

    A Survivor can collect maximum 8 charges of Gas at Gas stations. Then have to fill in Gen before fixing. Gen requires 16 charges of Gas to complete fixing. Killer hits Survivor will instantly deplete their carried Gas, Killer kicks Gen will instantly deplete Gas in Gen

  • Wait, wasnt someone say new killer is a bunny?

    image.png


  • Thats hurt. There was a match with 3men swf. Killer still down me but didnt hook, only went for other 3. Later killer let me escape.

    All match with swf, I most see Killers target swf before going for solo.

  • @DieGräfin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2425198#Comment_2425198

    I really don't want this MMR. It's horrible.

    As you say it's matching me with others in my skill level. That's a joke right?

    Is my skill level hiding in bushes, scared from repairing gens, DC on first down, sacrifice on first hook, scared from unhooking another survivor, facing the killer for 2 seconds or not even try to tank a hit on gate? That's exactly my experience with this great MMR. It's horrible, nothing more. Playing surv solo is horrible. I can't enjoy this and wait until this MMR is finally closed and I can play finally NORMAL rounds with good survivors.

    I had now around 30 matches over the test time maybe more and I had only 3 or 4 matches that were fun. Very balanced rounds. Not much right? This is in my eyes a absolute joke. Maybe you can explain me why this MMR is so frustrating?

    Do I play not enough? Is my "skill" too high that I get matched with potatoes?

    I could always climb up to the red ranks 3 or 4 as a solo survivor. Last time I hit Rank 2 and was close to 1 but not enough time to play. But now it's not possible for me.

    There is a "potato" wall and say to me "no, you are stuck on rank 7, because your skill is not good enough for a higher rank"

    So I have to wait until 17th august right?

    Looks like each's experience is difference. What you didnt get doesnt mean she's joking about what she has.

    MMR is also feel more fair to me. Eventhough Im red rank but its just because I do Gen real hard, Im nowhere close as a good chaser. Most match are 2K which is totally fair.

  • 1 Oak + Breakout + sabo a single hook is guarantee escape.

  • Gen speed is fine for me. When Survivors still have to use DS, BT to fight back tunneling. Killer will have to use Gen defense perks to slow down Gen.

    1 Gen done fast doesnt mean you lose. As Survivors finish 5 Gen doesnt mean they win. Increase Gen time just hurt Solo vs tunneler/camper.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2424248#Comment_2424248

    And you can't switch once you ready up. That way if I ready with kindred you know I'm using it

    If a player change their perk/character at the last second. Its up to them.

  • Just showing Perks loadout of each player, that would help.

  • @Jivetalkin13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2420604#Comment_2420604

    You are playing with powerful forces, be careful with what you bring into this world...

    My job here is done.

    image.png


  • @El_Gingero said:

    https://forum.deadbydaylight.com/en/discussion/comment/2421200#Comment_2421200

    Purple bag because it’s ridiculous that trapper starts with only 1 trap and the other bags don’t cut it with the current pacing/balance of the game. Injure on disarm because it’s far too easy to disarms traps and it disproportionately punishes the trapper so there needs to be some kind of an additional trade off. Setting speed because setting traps is slow and cumbersome and the ga,eh as changed a lot over the years with much faster pacing now. Seems perfectly reasonable and rational.

    Not reasonable for me though.

    @Lord_Tony said:

    https://forum.deadbydaylight.com/en/discussion/comment/2421264#Comment_2421264

    the RNG use to be in favor of the killer it could take survivors up to 30 seconds ti disarm or longer.

    now it's like 2 ######### seconds

    they made the traps worthless

    Escape trap should not relied on RNG, no Killer wants survivor escape in 2sec. No Survivors want to stuck for over 30sec like you said (140m walking distance), its a free down.

    Skill check should be added so its up to them to escape or not.

  • @Desh said:

    There should be a sort of mini animation where the entity takes away a Survivor's dead body or on the brink of their death when they're bleeding out on the ground. Too many times have I mori'd a survivor or they bled out before I could get to them and their bodies will stick around for a few seconds before just disappearing from existence.

    It'd be pretty cool if the entity just dragged them through the ground via portal or killed them in some horrid fashion while still giving the same amount of points.

    No thanks, I dont want to lay on the ground for 4mins every game because Killer can earn the same BP as they hook. Animations is what they should add.

  • @Lord_Tony said:

    https://forum.deadbydaylight.com/en/discussion/comment/2421200#Comment_2421200

    those purple add-ons aren't as OP as it sounds if they were basekit.

    Trapper feel weak because survivors can disarm without any risk. And they can escape in 2sec because of RNG. Same to the Pig, either RBTs do nothing, or free kill.

  • @Lord_Tony said:

    https://forum.deadbydaylight.com/en/discussion/comment/2421200#Comment_2421200

    those purple add-ons aren't as OP as it sounds if they were basekit.

    Addon exist so you have to think which one you should pick. Like you have to pick 2 of addon A, B, C. Having 1 of them basekit and you just slam in other 2 every match. There is no diversity anymore.

    Think about Blood coil, Honing stone, Purple bag are the most powerful addon. You either go for powerful (Coil & Stone) and sacrifice time (Bag). Or using Bag and sacrifice either Coil or Stone.


    I played double addon and check my kill rate on each.

    Blood Coil + Iri stone: 75% kill rate

    Oily Coil + Secone coil: 53% kill rate

    Fasten tool + setting tool: 56% kill rate

    A single Yellow bag: 81% kill rate

    A yellow bag gaves me more kill rate than both Red addons combined. Think about having Purple bag as basekit and you're able to slam in 2 Red addons

  • @El_Gingero said:

    I think the purple bag and the injure upon disarm addons should be default, trap spawns revamped, default setting speed increased, default disarm time increased, and escape mechanism revamped.

    Did you mean he should have 5 addon Purple bag, Blood coil, Green setting, Green coil, Green stone into basekit?

    I dont know why people think slam in add-ons into basekit is a way to buff killers.

  • @Jivetalkin13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2420604#Comment_2420604

    You are playing with powerful forces, be careful with what you bring into this world...

    I brought alot of joys. And I shall doing it again.

  • @Lord_Tony said:

    https://forum.deadbydaylight.com/en/discussion/comment/2419649#Comment_2419649

    or to make things fair what if he can pull traps out of lockers to refill instead of starting with all traps. This way he has camper potential but only near lockers.

    with a set number of traps allowed in game the last used trap will just disappear by the entity.

    It would be still easy for him to 3 Gen strat. Since he can keep open a single locker at the same area.

    He should be required time to setup. Its just disarming is just M1 next to a trap. And escape RNG not reliable, they cam be trapped 10m away and you cant do anything about it.

    He needs alot of QoL.

    . Start with 1 trap, can carry 2.

    . Traps spawn 30m away from edges of map.

    . Disarming spawn a skill check. Fail will get trapped. Coil addon changed from slower disarm to smaller skill check.

    . Escape trap os is no more RNG. Add skill check, starts with 10 degrees, failed will increase another 5 degrees until success. Stone addon decrease 5 degrees.

    . Green jaw cause Hindered. Purple jaw cause Broken...ect.

  • The urge to draw Spirit in rabbit suit is too high

  • @FancyMrB said:

    I really wish survivors could see other's builds in lobby. This would save a lot of headaches.

    As foe your suggestion though- power struggle could be buffed to highlight pallets yellow in a 10m radius where you go down. Hell I would run it just for that!

    I also wish Any mean shows aura of dropped pallets in 32m or something. So I dont have to pair with WoW

  • @WexlerWendigo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2419362#Comment_2419362

    This would be rly problematic, Otz has shown before why it’s not a good idea by putting someone on a hill and having 6 traps on it.

    Exactly.

    1. They have traps spread out mainly because they wants Trappers to have his traps not cluttered in an area and camp there.
    2. People using Bag NOT because bonus trap, but because he can carry more traps.

    I did a simple image showing why having all traps make him area camper potential

    image.png


  • Im Trapper main and I dont agree giving him further than a Brown bag into basekit. Facing him would be equal to facing 3 Gen every match

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2419096#Comment_2419096

    Blight was released 1 year ago. A full year since they haven´t released a strong killer.

    And please don´t treat Twins like they are strong. I haven´t seen Twins in the last 3 or 4 months. If they were strong, people would play them more.

    One year has 4 chapters, come with 4 Killers. Count back 3 chapters from Nemesis, we have Trickster, Twin, Blight. So he said the truth.

    If you dont count Blight, you should count the incoming Killer then, which no one know what's it going to be.

  • image.png

    player base after FNAF released

  • @GrimoireWeiss said:

    Lullabies are non-directional. Huntress has a 45m lullaby but when you're inside it you can't tell if she's 45m from you or just 21.

    Trickster is a weird case. Imo he shouldn't have a lullaby, but the one that he has is super subtle. When I'm playing survivor I've been caught by surprise several times because his TR is super confusing.

    Because Huntress's Lullaby & TR music are difference. Trickster's one are like in the same song. His Lull & TR merged together well, you cant distinguish between them.

  • @TheClownIsKing said:

    Wouldn’t it be no different than deep wounds?

    Thinking the same...

    Or eventually, it will have the status similar to Trickster.

    Either got hit by flame once and has to find fountain before "deep wound" bar depleted. Or keep getting hit enough to lose a health stage?

    I really dont think flame kill will work in this game

  • I once saw aGen inside Ormond shack. And another one on hill just right outside of shack.

    So this is why 4 Gen is a thing in Suffo pit or Azarov

  • @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/2415340#Comment_2415340

    No he can't, you can't have 3 guys finish gens in 5 mins and be tunneling 1 guy for 15 mins. You're telling me that End Game lasts 10 mins...

    I mean 5mins & 15mins are two difference matches.

    Technically, Killer can earn that much just by chasing a single guy for 15mins

    Reality, other 3 guys Gen rush in no time.

    Just explaining why Killers who tunnel suffer no BP penalty at all. He can still have 12 hooks game and have 32.000BP

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2416226#Comment_2416226

    @C3Tooth

    So are you implying that players in a SWF only work on a gen when communication takes place? Because that’s incorrect.

    Being able to loop for 60 seconds does not involve communication it involves skill via that player who is taking the aggro. Something which 90% of the time soloQ teammates refuse to take.

    Ignore the last 3. Im just mean the 1st one, Gen time efficient is enough most of the time.

    You can loop for 60sec before dying is your skill, but more important that what other 3 guys do in that 60sec? Find Ruin? Doing Gen hearing TR coming and hide? Because they dont know Killer is coming to their Gen, or being busy chasing you.

    The gap between 3 guys sit on Gen for pure 60sec chase, or 2 guys sit on Gen for 20sec and another guy run around doing Dull totem. Can lead to difference results.

  • @Johnny_XMan said:

    Why buff solo? There are many reasons why a SWF team does well that have nothing to do with communication.

    I’ll give you examples:

    • Looping a killer for a decent amount of time, so your teammates can fix at least 1 gen.
    • Efficiently working on a generator, whether that means committing to an almost finished gen or making sure you’re splitting up accordingly.
    • Not running away from a save, the moment you hear a hear a heartbeat. Forcing your teammate to go to hook stage 2.
    • Hiding and refusing to take any aggro, when everyone else is on death hook, and you haven’t been hooked once.

    I could go on and on. Because everyone has been exposed to soloQ and situations why it sucks. It has almost nothing to do with SWF being able to communicate. It has to do with their inability to learn or not wanting to.

    • Able to loop for 60sec, at the moment the chase start, you can "hes chasing me". Then you know 59sec of the chase your 3 team mates are on Gen. For solo, many survivors tend to hide when TR comes until seeing someone injured, this alone cut down half Gen progressing.
    • If I finish my Gen and run find another Gen seeing random team mate mid progress, I will join them, to ensure that Gen will not Pop the weasel. Its just mostly mind set of everyone.
    • Most people willing to take hit though.
    • Aggro isnt enough if Killer wants that guy death, I usually throw myself to hook to protect 2nd hook guy. Not always success.

    But the most important thing is the 1st one. Gen time efficient is enough for most match.

  • @BaldursGate2 said:

    a) Nerf Killers that are allready B-Tier or worse

    or

    b) Learn to loop

    It's not like, Wraith is a invisible bubba that can down you with one hit. Good players have no problem to outplay him.

    Most famous build is Ruin / Sloppy / Bamboozle. Most Wraith doesnt try to loop. They uncloak at your Gen, hit and go away.

    1. You heal through Sloppy 19sec (with Medkit) or 38.4sec (Selfcare) and Ruin depletes your progress.
    2. You continue on doing Gen, if your Gen near a windows, Bamboozle. If your Gen on dead zone, .

    Wraith who attempt on full chase isnt powerful since he can be looped. Though Wraith doesnt play like that.

  • My ability is to put Bait drawings on wall / tree, get survivors' attention then M1 them from behind

    image.png


  • @VioletCrimes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2415698#Comment_2415698

    I guess I was more thinking for if the survivor was approaching them. If they were around a corner, it’d seem like she disappeared?

    They can still hear shes crying though.


    I also have one. Sloppy butcher, Nurse calling 2 (24m range)

    Because Nurse calling 2 range has equal her TR range, once you see a surviovr's healing, you know they're in your TR, which they will not hear haunting sound.

    And because they're at the edge of your TR range, the TR volume is so low that they dont even hear TR.

    At the result, you can phase directly to healing survivors and they dont hear both TR & haunting sound.

  • @VioletCrimes said:

    Insidious?

    But isnt because of no TR, which mean it will cause haunting sound when you actually phase?

  • Spirit has her crying definitely not able to surprise attack with no TR perks. And even that, because of low TR, which mean Survivors can easier to hear haunting sounds

    Best is using Prayer beads & faster charge, make sure to use power frequently (constantly short burst) to make survivors get used to the haunting sound, then come at them surprisingly.

  • @VioletCrimes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2415656#Comment_2415656

    I mean, again, this only works if the killer will actually stop chasing you. I’ve deliberately put myself between a tunneled survivor and a killer and had the killer completely ignore me because they wanted the other survivor that badly. I’ve also had killers chase me around the entire map, past other survivors, because I hit them with a pallet and they’re pissed off about it. I don’t teabag or flashlight spam, so I’m not deliberately being a dick when this happens.

    Right, unless you're able to completely block them at tight path like Haddon. You can not really body block them until 5 Gen for the tunneled survivor.

    There were many times I threw myself between them, Killer completely ignore me. Even if I success body block at tight path forcing killer to double hit me, they would just slug me & rush to find the tunneled.

  • image.png

    Yes

  • Some survivors tend to stay at the gate and leave 2sec before EGC close. You just let them stay for another 2sec...

  • @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/2414456#Comment_2414456

    Exactly it's a team effort. Someone not doing gens is not team effort during the gens part. You have to work on gens, it's part of your objective. If you're not doing the objective you can't be rewarded for it. The problem isn't you not being rewarded by them doing gens while you're in chase, in that case the problem is the killer not quitting the chase, the killer should quit the chase, giving you time to do gens and get more points in other categories and giving someone else a chase.

    The problem is they can do it without you, they don't need you. 1 guy can do all 5 gens and the result is the same as if all 4 were doing gens but since only 1 guy did them you can't reward the other 3 besides giving them the escape option. This is why people stay on gens while others are on hook, they don't need you to survive. And you don't need them either, let them all die and escape via Hatch or try Gate if killer closes Hatch or get lucky and get a key or bring and hide a key. You can't be rewarded for being able to ignore the game's conditions. And by default the game is expecting 2 people to die so regardless if you've done alot or not you may end up dying or escaping.

    You can't expect to get points when you spend 1 min 30 on a Hook aswell. You're basicly timmed out from any activity in the game. So again it's up to team work, them rescuing you means there's 1 more pair of hands to accomplish the objectives.The game should enforce more team work and not reward individuality. IF you want gen points for being in a chase then i want chase points bonus for you hogging the killer for yourself. But this is a stupid thing it's the killer's fault if he doesn't leave you so i can't expect to magically get max chase points if i escape without being chased or if i die to something like NOED or Rancord or Tombstone Myers...I wasn't chased i don't get chase and boldness points.

    https://forum.deadbydaylight.com/en/discussion/comment/2414488#Comment_2414488

    You won't be getting that manny points from just 1 survivor. And you need them to stay close everytime you kick something so you can keep picking the chase back up, kicking gens and pallets in the same chase is alot of time wasted so yeah they need to be waiting for you. And you won't be kicking everything in 1 chase, you can get points in multiple categories doesn't mean you will get manny, you can't kick already kicked pallets or already completed gens so you'd need to be chasing in a new area everytime and all the other survivors would have to be on the opposite side of where you and the chased survivor are or they need to just not interfere. This is highly unlikely, the others survivors will definetly be doing something so you won't have gens to kick, you will have to chase someone else when you hook one survivor otherwise you're losing gens by camping so you can't kick any more gens and at that point i'd just let you get the kill and leave. I'd trade the unhooking points for the escape points.

    Youre totally can, its just if the tunneled guy can run for 5min and other 3 can finish 5 Gen is 5min. You certainly dont earn enough BP in that short time. If the tunneled guy runs for 15min, killer sure can earn full other categories except sacrifices

  • @InsatiableMop said:

    https://forum.deadbydaylight.com/en/discussion/comment/2414488#Comment_2414488

    Yes this discrepancy is what I was trying to address. I know survivors in chase get points when gens and totems pop while they are in chase but they don't get points for the progress made on those if they don't quite pop during the chase. Example you can run a killer for 89s and go down the second after you go down a gen pops, you don't get credit for the gen. If the gen popped during the chase you would get some credit for it.

    Its just a part of it. For me, Gen point is too low. 1250 for 80sec on Gen. There were times I snap on Gen like a nail on wall and then I escape with merely 10.000 BP (as I did 2.5 Gen and earn only 3000BP with 5000BP escape). While Survival categories is really hard to earn.

    For me, double Gen point from 1250 to 2500. Transfer coop Gen from Objective to Survival, coop Heal from Altruism to Survival. Skill check also goes to Survival.

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