C3Tooth
C3Tooth
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@bibibib8 said:
That the thing most map are to big for the majority of the killer so spliting the map in half is the best thing a killer can do. Even if the killer have insane mobility they cant play around all the map because too many loop need to be broken before the survivor is in any danger.
I dont understand the relation between Maps are too big and 4 Gen are too close to each other.
Note that Sactum size is 10.000 ; Suffo pit size is 10.200 ; Azarov size is 11.200
Smaller maps like Coal tower is 8.400 still have better Gen spawn.
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Note that between "baby face" & "adult face", the "baby face" has the face / head proportion smaller than adult face.
In realistically, your face zone is 50% your front profile area. But most games have their character's design proportion cheat abit by making Face zone smaller than 50%, to make them looks younger, especially female characters.
Here is an example of Chunli from Street fighter, with Face-Head proportion of 45%. Exactly the same proportion to Claire's one in RE.
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@TurboTOne said:
https://forum.deadbydaylight.com/en/discussion/comment/2367966#Comment_2367966
Naw Blight has an Old Man Stick.
Also yes i totally agree. Having multiple Abilitys makes a Killer more Interesting and harder to learn. (I like that) Also it gives Different Players Multiple Options on how to play them.
Yes, you can either put a Flower Gas at gym for stronger effect but easy to remove, or a Plant block that weaker but buy you more time. (should Flower Gas can not be placed near pallets, but Plant block can).
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@Laluzi said:
I haven't noticed this on Sanctum of Wrath yet, but a few times I've gotten an Azarov's with 5 gens on one side and 2 on the other. Pretty busted. The killer's allowed to just completely ignore over half the map for the entire game and doesn't even get punished for it - losing 4 gens to protect your final 3-gen is perilous and you risk not having enough starting pressure on the survivors to be able to defend the final gens, but having your territory locked down at 2 gens complete? Absolutely brutal.
There are 3 maps that split into 2 sides. Suffo pit, Azarov, Sactum
This thing happens since All kill update.
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@TurboTOne said:
https://forum.deadbydaylight.com/en/discussion/comment/2367151#Comment_2367151
I had a Similar Power before but i like your One so much more. My Personal Favourite is the Spike Trap. Its kinda similar to the Hag but without being able to be right on Topp of Survivors in an Instant. Kinda like a Mixup of Doctor and Hag.
But one more Question ... Can his Weapon pls be a Scythe ? I just want a Killer with that Weapon already
That weapon fits him too. But isnt Blight using similar thing?
Unlike power that straight forward like Wraith, Spirit, Nurse. I find killers who use tools have so much potential to make their basekit rich is ability. Give so many strategies for Killer to use.
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/2367845#Comment_2367845
I'm arguing that if the survivor can run you long enough, your strategy isn't efficient anymore; it's a waste of time.
If they get you down to 2 gens because you've wasted all your time tunneling one person out of the game, there's a good chance the 3 remaining survivors are going to escape. If you're lucky, you walk away with 2 kills. If you're unlucky, you walk away with 1 kill.
It doesn't matter if you've reduced the overall team efficiency if they're quick to smash out gens. Ergo, tunneling is extremely inefficient and relies on short chases to be anywhere near efficient.
There was a match in Wreck shop vs Huntress, after seeing a Clau down right after her first hook, I rush Gen real hard (ignore totem,chest, wandering around afraided of Terror radius because I know Huntress will not chase me if we see each other). That explains why the Gen push extreme fast if Killer tunnels.
After Clau got unhooked from 2nd hook, other guys keep pushing Gen and leave Clau being chased by Huntress again (1 Gen left). I threw myself while Clau being carried on death hook, I success. I got my 1st hook, all Gen done. Other 2 open Gate and we escape, Clau still die though
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I feel the original one is more convince, only the scream pitch is bit too high makes it pait to hear (supposed to) and not so creative (AAAAAAAAA only). The rest are great.
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@Kira4Evr said:
https://forum.deadbydaylight.com/en/discussion/comment/2366933#Comment_2366933
Wait did you draw that? It looks amazing!
Yes, you can see more in my profile
: D
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2367151#Comment_2367151
Brilliant. This is actually really cool! My personal favorite is the gas flower
I always want Killers having power that have rich number of abilities to use. Rather than a single direction.
This is an old topic of my Clown rework, for example
https://forum.deadbydaylight.com/en/discussion/208171/my-clown-rework-idea#latest
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The Gardener
Killer with plant power - Killer type: Trap
Realm: Red forest
Speed: 110%
Power: Seed
Killer can carry 10 seeds at a time. Able to switch ability before laying seed under the ground. Depend on each ability, the seed on the ground give a different effect.
Ability 1: Spike trap
If you're 16m near the seed, you can pull up Spike trap to damage Survivors.
Ability 2: Flower gas trap
After 15sec, the seed grows and become a Flower, it release gas (like Clown Afterpiece tonic) in 4m radius, slow down Survivors. Survivors can remove the flower in 8sec (like they do with Demo's portal)
Ability 3: Plant blocker
After 60sec, the seed grows and become a Plant block the path, Survivors can remove the plant in 16sec(like they do with Demo's portal)
Survivor cant see and remove seeds until it become Flower gas trap or Plant blocker.
Add-on:
Increase Maximum seed
Increase Flower gas trap radius
Decrease Flower gas trap growing time
Increase Plant block removing time
Decrease Plant block growing time
Iri seed: Remove Flower gas trap ability, Spike trap now also release gas in the same radius when trigger.
Iri seed 2: Remove Flower gas trap ability, Plant blocker now also release gas.
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I have come to server u simps @TheGannMan @Ruma
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"stop being so selfish"
Said the guy deny other people's ability to play the game.
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I prefer @Komrad_Karnage one, still giving free will but make it dangerous than being blocked there.
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https://twitter.com/OtzdarvaYT/status/1355217707159982081/photo/1
Did someone say sweaty?
Definitely Wraith
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2363551#Comment_2363551
Trust me it was, nothing makes me happier than ruining the day of a stridor spirit even if i did need cowshed to do it
And don't ever ask me to replicate the locker save because I couldn't lol
You fully success flipping the right face of coin multiple times vs Spirit.
Inbound killer main "thats how you counter Spirit"
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Tunneling happens since the beginning. Gen rush is just an answer to that.
The fact that many survivors stop doing Gen at 1 Gen left to do totems or get in a chase when they dont get any hook yet (when survivors have advantage)
Killer doesnt stop tunneling one out even at 5 Gen (when killers have advantage)
Survivor isnt going to watch Killer tunneling one out with 5 Gen left to be done. If a survivor down right after his 1st hook, I will ignore totem,chest and do Gen real hard
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What do you think?
Add PH into game cause stuck on hill bug. Add Nemesis into game cause pallet phasing...
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BP cap is annoying, but needed. Push people to keep spending and grind for more item addon.
The only problem is the perk Tiers
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In middle of Suffo pit where there are 5-6 walls loops in middle. Its possible to mind game her.
In Auto heaven where all you get are chairs and car in large area. Youre done.
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I would nerf the perk from 20sec to 30sec. In return you can stack a token every 30sec. Max 2 tokens.
So you can double quiet fast vault
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Appearantly,people would less like to play vs him. Most like to play vs weaker killer but has high skill.
Double iri addon gave me 75% kill rate.
A single Yellow bag addon gave me 85% kill rate.
Now image a Yellow bad as default and use double Iri addon
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As a Rancor user....
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Which part do you want to research further?
@Seraphor said:
Just make the husk vanish after 3 seconds of phasing. Maximum mindgame duration.
Technically this topic is about "QoL change", not balance
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/2359587#Comment_2359587
https://forum.deadbydaylight.com/en/discussion/comment/2359652#Comment_2359652
A power with skillchecks is not a good idea. Lets take pig traps for example. No good player misses a skillcheck ever. Maybe one if they are halfasleep, but thats not the point. The point is that a skillcheck power does not help a killer at all in normal matches, it just makes it easier against beginner or weak players.
Thats one of the reasons ruin got changed and they will not add harder skillchecks then default to a killer power (lullaby works not for killer power for example).
I didnt fully explain it, Pig skill check is surely useless.
Here is Trap escaping skill check, starts at 10 degree, +10 for each time they fail skill check. May be Green stone decrease 5degree.
1st try equal to Great skill check
2nd equal to Over charge
4th equal to DS
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@TripleSteal said:
Odds of each possible trap escape scenario (calculations are based on dbd wiki data):
16.7% - 1st attempt escape (1.8s)
13.9% - 2nd attempt escape (3.6s)
11.6% - 3rd attempt escape (5.4s)
9.6% - 4th attempt escape (7.2s)
8.0% - 5th attempt escape (9s)
40.2% - 6th attempt escape (10.8s)
Weighted average time of being trapped is therefore 7.18s.
On each individual attempt but the 6th, your odds to succeed are 1/6. Last attempt gives you a guaranteed escape.
What? I thought each attempt is 3sec. So thats why survivor trapped on other side of pallet escaped when I done kicking pallet.
25% considered high when the old RNG, Survivors always escape at 2-3 attempts.
New RNG, 2nd attempt at 34% is really high. Most of the time they escape in 2 attempts.
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Trapper suffers from time efficiency not because of trap collecting/setup time, its because traps are so easy to disarm without risk, and the RNG not reliable at keeping them in place (escape in 1 attempt).
- Bag addon is the best one not because the bonus trap it gives, its because give him ability to carry more than 1 trap. He can still start game with 1 trap, but definitely should able to carry at least 2 traps (so Brown Bag addon starts him with 2 traps and carry 3)
- Some maps like Pale rose spawns traps at very corner, the traps should spawn at least 30m away from the map boundaries.
- To make Disarming trap a risk, add Skill check when survivors start to Disarm, success will close the trap, failing will get trapped. Disarming trap Skill check zone can be decreased by Coil addon
- Remove RNG of escaping trap, add Skill check when survivors trapped, 10degree on 1st attempt, +10 for each later attempt. Success guarantee escape. Escape trap Skill check zone can be decreased by Stone addon.
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Let me introduce my Curved series
That sometimes come with a Sharpness one
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I agree, it will be come 2v1 (2 Killers vs 1 Survivor) and the other 7 survivors rush Gen even more hardcore
2v8 should not be a mode, but I still wish they make it happens in certain days (April fool, Xmas day ect..) to refresh abit.
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"How do you fix perk" - forgot the name
"I watched the stream so you dont have to" - @GoodBoyKaru
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I tried Slippery Meat (+4%), Moderately Luck offering (+2%). For total of 10% luck, 6 attempts and I failed to unhook myself. With up the Ante may help. But you may need to kobe at the beginning to increase self unhook success.
While for me, the best use of self unhook is everyone still sit on Gen for 60sec then you unhook yourself.
Deliverance allows you to stay on hook for pure 59sec and unhook yourself, those 59sec can have 2 Gen done. Having 2 Deliverance in a match is much more powerful than 4x Slippery Meat, 2-4 Un the Ante and some more Luck offering.
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Gens go fast, but extend it is boring.
Which is why I use all kind of end game or exposed build
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Exactly, like I wasted mine
I didnt even able to run for 220sec and 4 Gens done. Should other 3 just watch me die with 5 Gen remaining to slow down the game?
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I waited for 10 months for Dance with me. Then I bought Kate, the perk on shrine 3 weeks later
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Served.
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At first we were scared of killers
Then we troll them
Later we love them
Who doesnt love this?
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Some pẻrks have higher chance than other. Like Agitatiin 0.3% while license one has 0.1%
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2355774#Comment_2355774
because it's 100% in the survivors control for vile purge
huntress just has to go to a locker
therefore vile purge needs a buff
Her fountains should not reset if survivors cleanse all while she doesnt consume corrupt.
Its a hard work to make all 6 fountains corruped. Shes deserve to have all survivors Broken after that.
Thats the only change I would do
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@Ghouled_Mojo said:
I’d be happy with the brown bag special as his base. Let him carry two. I usually only carry the brown brag and brown glove and do wonderfully.
His problem is if there is a survivor dedicated to follow you to the end and disarm traps, youre an M1 killer.
If not, Trapper is more scary than people think.
They should put a skill check while disarming. Fail or cancel skill check will get trapped. Coil decrease skill check zone. That will put some risk to those survivor who follows you.
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@Piruluk said:
https://forum.deadbydaylight.com/en/discussion/comment/2355543#Comment_2355543
yeah she has nothing on behind, really strange
What do you mean with nothing on behind?
@PassarinoT said:
I like it, as a Yui main I am actually pretty happy about it. She looks more human, and slightly more Japanese at that. When she first came out, I was a bit confused because she just looked caucasian with slightly generic asian features and oddly strong cheekbones. Too reminiscent of Nancy lol. She feels more relatable in a human way with this.
I feel that they only change the eye, with bigger iris. The cheek has no change, perhaps the area isnt easy to get darken by the lack of light, giving the cheek less show out.
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2355734#Comment_2355734
so explain iri head with huntress
Iri head give a single hatchet.
A vile purge throw off 10 blob.
So you compare a single hatchet that need a reload, vs 10 blob fall from the sky without reloading?
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@danielmaster87 said:
People actually think this change would make him OP. Lol.
I played a certain add-on combo on 8 matches each (not much) to compare how good add-on can perform.
- Blood Coil + Iri stone: 75% kill rate.
- Double Coil addons: 53% kill rate.
- Double Setting tool addons: 56% kill rate.
- A single Yellow bag addon: 81% kill rate.
4.000 BP Yellow bag out perform 14.000 BP Red addon.
Now give him Purple + Yellow bag as default
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@GoodBoyKaru said:
No I don't think the Plague's form of giving infection should also insta-down survivors, as this would make Corrupt Purge substantially weaker than her main power.
I also don't think her Corrupt Purge should instantly down either. Let's look at all of these killers you've listed:
- Oni, must get close to the survivor to damage them
- Leatherface, must get close to the survivor to damage them
- Billy, must get close to the survivor to damage them
- Jamesface, must get close to the survivor to damage them
- Myers, must get close to the survivor to damage them
Now, let's look at Plague:
- Is a ranged killer, does not need to get close to the survivor to damage them.
We've all seen how nuts strong Iridescent Head + Infantry Belt was, making Corrupt Purge literally even better than that combo would be a stupid idea.
Undeniable points.
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What if its:
- M1 on healthy survivor cause all pallets locked in 32m radius from the hit, until that survivor become dying. Then the perk gets cool down of 60sec before you can activate again.
As if you injured a survivor, then you refuse to down that survivor, that zone is like permanently locked
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He has some mad addon, Purple stone, Iri stone, Blood coil.
They force him to use a bag in order so he can only pick 1 of those addon, or he can use 2 of those and suffer carry 1 trap.
But beside that, those coil, jaw are really pointless. Fast setup feel a little better, but not improve anything.
He should not start with all traps, what make he weak is because you pay 20sec to go collect, go back, setup a trap, then an injured survivor steps on it and escape on first try.
His escape trap RNG should be removed, and so disarming traps should adding skill check to increase the risk to survivors.
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Just play, literary I was told to kill myself because of playing Spirit while I double hook each and let them escape. You get hate no matter what.
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STBFL is also a perk that soft counter SWF, where body block, BT happens alot. And you actually gain benefit from them doing that.
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Hex are fine, even Noed.
Just need to hide better. Lery is the best totem spawn. Not being in the middle of no where like open map. But not hardcore like Midwich.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2354260#Comment_2354260
People always try that when someone is on death hook and I have no idea why they commit so hard to giving me a free down. I am not complaining, but I genuinely don't understand.
Im on my first hook, I know I still have 3 team mates behind. If I let other get into last hook, then if Im on my first hook, there are 2 team mates. I do that only vs hard tunneler or when someone on last hook + I dont get any hook + there are more than 1 Gen left.
Last match, vs Huntress in Gas heaven, Clau on 1st hook, two Jill complete 2 Gen behind, I was about to finish 3rd, Huntress coming and hit me. Clau unhooked, Huntress instantly go back to Clau. Jills complete my 95% Gen (3 Gen done). Then we continue on 4th Gen.
Clau got 2nd hook, 4 Gen done. A Jill unhook her then go back to 5th Gen. I was on injured from the beginning, seeing two Jill push Gen while Clau on last hook, I have my brown toolbox sabo a hook, fail to sabo 2nd hook and down, but my down had Clau free and escape, I got my 1st hook. 5 Gen done.
Huntress leave my hook and hunt that Clau down. I & two Jill escape. We were around 15-20k BP, Clau was 12k, Huntress was 14k.
Body block is annoying since I dont camp/tunnel. Especially I main Trapper without slow down perk. Most of the time I got 2-3 hooks spread out to each survivor. But as Survivor I just hate tunnel/camp, I do my best to save team mate if the situation is right (I still rush Gen over saving if there are still more Gen left)
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I introduce "Escape artist"
IronWill / Dance with me / Quick & quiet / Lithe.
Look back at Killer still mind game themselves at gym is fun














