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C3Tooth

C3Tooth

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C3Tooth
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  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2340679#Comment_2340679

    Mhm. Because a semi-recreational, semi-competitive multiplayer video game with a playerbase mainly in the late teens and twenties is definitely going to be brimming with professionals.

    You have to work with what you have, not some business casual ideal. I have never encountered a gaming community with more than ~25 members that managed to live up to your standards, and tiny communities only remain chill because they lack the kinds of troublemakers that stir the pot and get everyone else angry - or because they're so small that there's no invulnerability in anonymity, and you can't be a dick to random people because there are no random people.

    Professionals also typically get paid to behave themselves and put up with obnoxious superiors, clients, and the like. They are also threatened (by job loss, poor PR, etc) if they do not remain outwardly level-headed in these scenarios. That does not make them perfectly tranquil individuals; the same cashier who calmly sits there as a customer slams a biscuit against the counter and yells about how stale it is is still going to get into fights with her boyfriend, have a sobbing meltdown over the kids acting up, and snap at her friends over stress from missed credit card payments. People who are perfectly level-headed in their personal lives are a rarity, and this is a video game, not a nine to five. There is no incentive to keep your emotions to yourself here and there is very little threat for failing to do so (basically, as long as you don't call anyone slurs or start making death threats, you won't get banned for bitching in endgame chat.) Therefore, people are going to express their feelings. Just operating off endgame chats and what people get pissed over, I'm very high on the bell curve for maturity and self-restraint here. But I'm not immune to having emotions, or again, not liking being punched in the dick for someone else's perverse entertainment.

    I'm not sure how many times I'm going to have to repeat this. People acting like dicks for the sake of acting like dicks are the problem, not the people who get irritated at people acting like dicks.

    Its your problem that you die, not my problem that I like stabbing people.

  • @MegaDwight said:

    https://forum.deadbydaylight.com/en/discussion/comment/2340677#Comment_2340677

    Please stop embarrassing yourself with these kind of victim threads. Good players do bones and dont have your problem. Learn from them.

    Man, this game has so many things to rant. This person has this problem, another person has another problem. You just dont come to this forum and input every thread with "stop embarrassing yourself and play better"

    People eventually be better, but there are always aspect they dont like.

  • Aww, it happens all the times when I finish setting traps as Trapper and 4 Gen done because I never use slow down perks. Thank the lord Noed always give me 1 free kill.

    Because Survivors refuse to do 5 totems when they're at 12 hooks free but focus on the last Gen.

  • Same for me, once I hear the bell "this match is gonna be a boring one"

  • @Verconissp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2339409#Comment_2339409

    Most spirits generally don't run anything above a green..

    if they wanna cheese it by running a ultra rare. let em, but like i said dude..

    just drop this talk about spirit.. she's still fine the way she is, Unique killers shouldn't be nerfed like this in general..

    You're injured, stand at the other side of dropped pallets at a safe loop. And she starts standing, what do you do?

    image.png
    1. Are you going to vault pallet?
    2. Are you going to crouch away to reduce moaning?
    3. Are you going to walk away to hide scratch mark?
    4. Are you going to run away for distance?
    5. Are you going to stand there and accept your hook?
  • Of course you have to Gen rush because of tunneling. You dont do totems at 4 Gen when a team mate is on last hook.

  • @Hex_Llama said:

    My instinct is that killers probably play fewer matches per hour because they always have to stay for the whole thing, so they should be getting more BP so that it works out to the same average amount of BP/hour played.

    Yes, if you get 3k BP after being tunneled out of game for 3min. I dont have fun with the game but I accept the BP I get. But if Im able to hold longer. All I get is 8k BP cap of Boldness. Which is why I want categories to be mixed with each other.

  • 1625575577027.png

    I play more Survivor recently and me,too, wondering why my team mates dont bring Cakes

  • @FeminineSlime said:

    Honestly, the simplest solution I can think of is this: 50% of the bloodpoints you earn at the end of a match come from your specific actions, same as they do right now. The other 50%, in addition, will be collectively given to all survivors across the match when it is over based on group efforts. That way it can feel more like a team game rather than everyone struggling to get enough points themselves by cannibalizing others' points, but can still reward the good players and give bad players a reason to get better.

    Numbers obviously could be tweaked, but it is really strange that a TEAM experience doesn't reward people as a team.

    TEAM experience doesn't reward people as a team.

    They do, Coop Gen/Heal, run near Killer when he's chasing another survivor, tanking a hit ect. But the BP is really cheap except Coopy Gen (200 for Coop Heal, 200 for tanking a hit..)

    The only fat point Survivors get is Late heal, late unhook...but those time not always come.

  • @gendoss said:

    Yeah you can't expect a survivor to do a ton of gens, run the killer for a long time, and get a ton of saves/heals. One survivor can only do one thing at a time.

    Exactly, which I wish 1 thing that can give out a little to other categories. Rather than Gen to Objective, Coop Gen to Objective, skill check also go into Objective.

  • Here is how to make Nurse not suck

    image.png


  • For myself, I prefer this game mostly have indoor map. The most perfect one is new Lery & old Game, second to Midwich & Hawkin.

    But RE map is really bad for gameplay.

  • Auto heaven

    • I have a no hook zone as Killer
    • I have half a map with a TL and 2 pallets as Survivor

    TL wall and gym with pallets should have a fixed number each and fixed number in total.

  • Recolored Feng default hair.

    Feng hair is so bad, no wonder why this one bad

  • What I noticed that Zombies randomly roaming around until a survivor getting close then it's movement homing to the survivor.

    In random encounter, Zombies are useless.

    In doing Objective, Zombies randomly disturb you and force you to waste at least 30sec, if Ruin is up, Gen is pretty much reset (RNG)

    In chase, Zombies can lock down a loops if its happen to be there when you're in chase (another RNG).

    I think, there should be more Zombies (3 or 4), except each Zombie only roaming around a certain area. So they generally will occasion disturb survivors more than usual. But they will not cluttered and make that area impossible to run from Nemesis.

    image.png


  • @WishIcouldmain

    OH WAIT THEY JUST RAN AWAY STILL.

    A little thing that he didnt know. You run at 100%, she phase at 176%.

    Now aday no one vault pallet into Spirit anymore, that standing still mind game at loops isnt a thing. Everyone runs. Its just pointless.

  • @SocialRespect007 said:

    the bug spirit had with her phasing was a great spirit design, maybe it was a test and not a bug, hearing her phasing location does mean that she can also mindgame the survivor with it but she wont be able to get free hits on safe pallets as usual. then u solve 1 problem, but nurse is also a problem because of her range addons are overpowered.

    It sounds like a good idea, but its not.

    • It doesnt help anything for survivors in loops.
    • It doesnt help anything for injured survivors.
    • Her kit design, I believe is to have surprise attacks in unexpected moment. The phasing sound will destroy it.

    Her power needs to be either "easy to injured, hard to down" (like Legion), or "hard to injured, easy to down". If the later, then the sound bug is fit.

    But honestly, Killer with power "easy to down" will make them a good tunneler.

  • @Verconissp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2333783#Comment_2333783

    It's still a unjustified nerf..

    That's like nerfing the ability for clown to limit him to how many bottles he can even throw,

    Or limiting how much huntress can hold a hatchet for until her arm gets tired..

    Cant compare, they miss throwing will force them to reload, which requires time (to move to a locker as Huntress, or slowed down for 3sec as Clown)

    Good Nurse cant deny that she's absolute OP and you dont want to play against. But a mistake she makes come with a exhausted, power bar refill, slow speed. A misuse of phasing Spirit is rewarded with a short speed burst, and continue with 110% speed.

    Nurse groans, the length of charge, the direction she's facing: are the infos. Spirit just stand there and you dont even know if she starts to phase or not, consider if she instantly phase, do you actually stand there to check if her animation is reset?

    • Reduce map size, nerf Killer 1v1 power. So Killer has harder time to down but easy to pressure many Survivors
    • Give Survivor something to interact with to weaken Killer's power.

    Example: instead Huntress gets Hatchet from Locker, replaced with ~10 Hatchet lockers around the map. Survivors can pay time to open a Hatchet locker, do a hard skill check or so, then that Hatchet locker is nerfed. When Huntress reload at that exact locker, she gets 3 hatchets instead of 5. After that the nerf on that lock is removed, Survivors have to interact again.

    So, Survivors can pay time to weaken Huntress's power instead of doing Gen. Huntress can also hunt with 3 hatchets, or reload the second time for 5 hatchets.

    • Adding Gas between Gen

    Survivors collect Gas at Gas stations for 10sec (10 charges), then fill up into a Gen for another 10sec. Gen requires 20 charges (fill Gas 2 times) to able to finish 100%. Gen time reduced to 40sec.

    Killer hitting Survivors who has Gas will deplete their Gas (they have to collect Gas again). Killer kicking Gen doesnt regress Gen, but instantly deplete Gas in the Gen


    Whats come good with this idea?

    Basically hitting a Survivor is somehow "regress their Objective" because of depleting Gas they're carrying. Make Killers prefer to hit multiple Survivors rather can tunneling one.

    Survivors M1 time is the same (2x 10sec collecting Gas ; 2x 10sec filling Gas to Gen ; 40sec Gen). But the travel time between makes the gameplay more fun.

  • I feel the models drastically improved since Zarina. I hope they will come to rework Yui one day.

    For now, Feng is still pretty bad, but I believe its because of the hair

  • @Yatol said:

    look at this way, you punished the spirit for tunneling you to death, the best she can hope is a 2k unless your teammates drop the ball

    All survivors start close together, I decided to move away from them and try to make some noise (then hide). Unlucky that Spirit found me and started the chase. Because of "all survviors start together", I knew where to ran and have 1 Gen done when I down, Leon flash light saved me and I was able to extend the chase for another half min. First hook.

    Clau1 unhooked me with BT, Spirit went straight to me, I ran acting like no BT, then and stop and take hit at the last BT moment. 3 Gen done. Second hook.

    Then Spirit proxy camp my hook. Clau1 able to unhook me. But this time I didnt able to use BT. Last hook.

    I spectate the match for a few min and Clau2 death at 4 Gen done. I dont know the result.

  • @PsychoTron said:

    When killers do this to me, I just AFK from the game and do something else. Killer sees crows circling my body, finds that it's no fun being toxic when no one is around and eventually hooks me to end match.

    Right, I often just open some drawing app and do the drawing when Killer just slug me on the ground to bleed.

    @Hektic3000 said:

    https://forum.deadbydaylight.com/en/discussion/263429/why-killers-are-allowed-to-slug-last-person-in-game

    Like survivors waiting at the exit gate instead of just leaving to waste my time.

    As the opposite role, I break walls, use power to earn more BP. often I earn roughly 600-1000 BP.

  • image.png

    When I play Survivor in 8500 m2 map, there are 11 hooks. When I play Killer in 10500 m2 map, there are 8 hooks.

    You know what I mean.

  • I think this idea might work. Consider she's faster in traveling long distance, but leave survivors some time to react.

    image.png

    Blue row is Survivor, Red row is Spirit. Each square means 1 meter. Survivor moves 4 square per sec, while Spirit moves 7 squares.

  • @Haddix said:

    Hmm, interesting idea. Wouldn't be opposed to testing it out.

    In my opinion, Spirits who use phase in short bursts (on top of standing still) are easily the most obnoxious Spirits out there. I kinda wish she was forced to commit to a full phase, or at least most of the phase, as Spirits who overphase and don't stand still mindgame are, in my opinion, kinda fun to play against, but she'd get some buffs in her Phase or recovery to compensate, along with some other changes to make her feel fairer.

    Right, in those short loops situation, she barely use 40% of her power bar. Even if you make a correct move by 50/50 lucky. She still have her post phase speed boost + 110% to continue chase. And just 6sec later, she's ready to phase again.

    I do have the idea for punishing her using short phase. Have her activation consume 50% power bar, the phasing duration consume the other 50%. So if she phase for 1sec: 60%. Phase for 2sec: 70%... Currently her activation actually consume 10% powerbar, but its not really do anything.

  • @Pilot said:

    https://forum.deadbydaylight.com/en/discussion/comment/2330501#Comment_2330501

    You might've reduced her phasing time but

    • 2.5 seconds more than enough time to phase onto a survivor at a loop when spirit is standing still, especially with that kind of speed
    • Duration addons exist.

    2.5sec isnt related here. Its just 176 speed x 5sec vs 352speed x 2.5sec. Both equal in 30m of traveling distance.

    3sec to react to her phasing. I believe this gives survivor more chance to escape from loops. Especially they can run for 1-2sec for distance then the rest of the time can walk for juking.

    image.png

    You know if you spend those 1.5sec just to run, she can just follow your scratch mark. But if only walking, distance you make means nothing.

    Look at the 1st chart, if Spirit decided to stop phase at the end of scratch mark, the furthest distance from her is 3m.

    The 2nd chart, your possibility positions is far greater, if she stop her phasing at the end of scratch mark, you already make 6m distance.

  • @Pilot said:

    Ugh, I'd rather not.

    https://us.v-cdn.net/6030815/uploads/EZHUV98KU7YJ/image.png

    I don't think giving Spirit the Mother-Daughter Ring addon as base kit should be ideal. This addon is one of the most powerful addons in the entire game, the speed that it gives is absolutely disgusting.

    She might have shorter phasing but the speed... totally makes up for it. I can't even imagine how disgusting the lunges are going to be at that speed.

    Longer activation time is kinda meh. Don't have any strong thoughts about it. Not really a complaint.

    There are a few things:

    • Ring addon is absolute op because it combined with 5sec of phasing. Make her traveling distance far increased. My double speed come with half the phasing time. The more concern is increasing phase add-on, but it can be reduce the time.
    • Because of phasing time is short, Spirit is forced to make the best decision, there is no time for her to have a thinking of "should I move on the left or right.
    • Is the speed actually relatives with lung range? Does her phasing lung range is much longer than 115 speed Killers?

    The main point is the survivor's window time to react when Spirit starts to phase. 1.5sec is too short to even do anything. It has to be increased.

    Cant tell if it works without a test.

  • Yes, image Gens in Shack, Main buildings unlock a chest or a pallet would be a fun additional

  • image.png

    Eh, I made Spirit flowchart.

  • Why they have to add a FoV slider when everyone would just use the maximum option?

    FoV from the very beginning is for game balance.

    Its just Shadowborne is too weak and not worth a perk slot. I would have the perk increase sight to 110 degree from 105, and grant ability to see Survivors in grow aura like Freddy, make them unable to blend

  • Brutality: kick Gen / Pallet ; interrupt survivors' action ; hitting survivor vaulting windows. They get this alot in chase.

    Deviousness: earned by using power. Of course they use this all the time, in or out chase.

    Hunter: survivor found, chasing time

    Sacrifice: earned by each hook.

    Through the play, Killer find survivors (Hunter), chasing (Hunter), using power mid chase (Deviousness), kick pallets, Gen (Brutality). Finish by a hook (Sacrifice). All Killer's BP earned slowly on every single category.


    Objective: Gen, Chest, Opening Gate, skill check & coop on Gen. Mostly on Gen

    Survival: escape

    Altruism: heal, skill check & coop on heal, unhook, protection...

    Boldness: totem, blind / stun killer...

    Each category is on a single action aspect. A tunneled survivor may have their Boldness to 8000. But has no chance to ever do Gen.

    Survivors who're not tunneled may do Gen and have their Objective to 8000, but has no chance to ever heal, safe unhook (Altruism) because of tunnelers

    Survivor's BP generally much lower because each category is on a single part of action. They dont come together.

    For me. minimum each Category to 16.000 (still maximum 32.000 total) so at least the tunneled survivor can die with 16.000BP

  • Which windows? In the center?

    EDIT: saw it at the edge of maps, I think it came with the pallet shaking when broke.

  • I had a rank3 Nemesis in Azarov hard tunnel Jill. David tried to body block and take a hit but couldnt extend the chase much. Jill DC after down the 2nd time. I & Meg finished 2 Gens.

    Later Meg downed, David tried to unhook but Nemesis proxy camp. David downed, Meg gone to 2nd stage hook. I had to leave Gen with Ruin to unhook Meg. Somehow we managed to all stand up. Meg being targeted again. I & David leave the area to do 3rd Gen. Meg died. David got chased and down. I just give up not want to make a chase and just doing Gen. I downed.

    Then he leaved both me & David bleed on ground to death while he punching zombie to tier up.

    Welcome to humanity.

  • Higher number, higher chance to be picked

    Most map has the chance of 10

    Badham has the chance of 3

    Haddon has the chance of 11

  • image.png

    Youre definitely should avoid simps at all cost

  • I dont want to reveal this but...Spirit in phasing can see the spark.

    Technically sparking survivors are completely visible to Spirit.

  • This is me during the event.

    image.png

    I still act like playing normal so Survivors should push Gen fast and end game quick (because farming match is really long when no one do Gen). 32k match doesnt matter when its 30min long. Im ok with 25k match in 15min.

    Spread love.

  • I dont even have Jill, and I already know Small game much better than Counter force. Because Im a hardcore Small gamer.

  • A simple mazed garden (can be with Red forest realm)

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2321584#Comment_2321584

    Before Undying was nerfed, survivors greatest complaint was that killers get handed ez wins because of Undying Ruin.

    They didn´t complain about camping killers.

    They didn´t complain about tunneling killers.

    They complained about being "forced" to do something else than gens.

    So, its save to say, that given more time by an additional objective, killers will take their time.

    Ruin / Tinkerer / Undying were absolute op back then.

    Im a Small game user. I have no problems at doing totems, If Undying works like this "do all totems before doing Gen", Im fine with it. But old Undying leave no option to even do totem safely.

  • I had a build Leader / Vigil / Streetwise / Prove thyself

    Being called noob from others because I was the only one dead. All of them used 3-4 2nd chance perks. I thought it was obvious that I do the meme build.

    Sometime you just cant.

  • @EQWashu said:

    Please restart your game if you haven't already, that has been helping to resolve the initial issue encountered with the crowns.

    I did, and it works : D

  • @GoodBoyKaru said:

    You sure it was Windows and not the cake offering?

    I offered you a cake

    image.png


  • @Tsulan said:

    You can blame the gen speed for it. If the killer would get actually more than 3 or 4 hooks by the time all gens are completed, then there would be less tunneling.

    Trust me, people will keep doing the easiest way for 4k. They dont care about hook. Increase Gen time, 2nd objective or whatever would just make 4k easier, its rare to find a fair play killer.

  • @Lord_Tony said:

    https://forum.deadbydaylight.com/en/discussion/comment/2321281#Comment_2321281

    survivors never die on hook anymore unless on purpose but their teammate will yank them off before they suicide.

    It's a clear buff

    They're not supposed to "accidently" die on struggle because they make mistake on slip on finger which has nothing to do with skill.

    The new one giving skill check which keep smaller, which I see people miss more than usual. Missed once lost a bunch to hook bar (20%?), missed twice = death.

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