C3Tooth
C3Tooth
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- C3Tooth
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You seriously complain about survivor's struggle system...Do you really need that bit of kill from people sometimes slip finger?
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@ThirdSealOPplzNerf said:
https://forum.deadbydaylight.com/en/discussion/comment/2320519#Comment_2320519
Lol that's cute fanart
: D if you wish to see more similar of those, go here https://twitter.com/SiblingsHong
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Fact: none of these actually work.
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If you play Spirit & Hag without using their power (for both 110% with 24m TR). You will find Spirit is easier than Hag. Just by standing and Survivors will make stupid move themselves.
Noed is the same, because of its existence, survivors will always pay times to cleanse dull totems (not all of them, but you know when 2-3 survivors cleanse a totem each, they save you like Half a Gen time eventhough you dont have Noed.
If Noed is removed, no one ever touch dull totem. And Gen rush become more powerful because they know they risk nothing.
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Here is the list of my One aspect build, each line is a build. Bold text are fun builds.
- Speed
- Loner
- Stealth
- Healer
- Detective
- Wise man
- Noisy
- Slug
- Breaker
- Bond
- One time use
- Runner
- Escape artist
- My default build
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The least I can help is, let him play your acc, while you playing his. Put him all 4 2nd chance perks and you have Kindred, Borrow time and can start from there.
I dont know if you're allowed to doing so, but I do that with friends on other game
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Except Spirit that without counter play & God Nurse.
Any fair play Killers are fun to me.
But for extend, I hate most Bubba, Wraith & Doctor or PH because most of them just tunnel or camping
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@humanbeing1704 said:
Hurts my brain when people hand the killer a 3 gen on azerovs resting place or other maps like it
You cant blame them, those maps always spawn 4 Gen on 1 side / 1 mid / 2 on other side.
There were match that Killer play only on 4Gen side (Suffo pit). Despite best effort that survivors down/hook and able finish a Gen, in the end they still 3 Gen. Plus Ruin also spawn on 4Gen side is salt on injuries.
Another match vs Doctor in Azarov, his Ruin was also on 4Gen side, and Corrupt intervention on the 2Gen side...Killer already win with RNG like that.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2317459#Comment_2317459
Fair enough that could work
I have this days ago
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@[Deleted User] said:
It really depends on the overall flow of the match. Some games you just don't heal anyone and Botany is useless, others you become the second coming of Jesus and heals your entire team. I'd say Botany is only worth it with a medkit or another healing perk.
I have fun being Jesus when I have Empathy / Botany / Autodidact / WGLF.
Until facing Plag
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2317327#Comment_2317327
While I do disagree with Trapper being that strong and my overall distrust of kill rates. But, I have an idea I'd like you to hear. Trapper changes, because in my opinion he needs buffs since competent survivors can crush him
1.Brown Bag base kit
2.Starts with 2 traps
3.Remaining traps spawn in the middle
4.Base 7 traps regardless
5.Traps now have a set escape time 20 seconds with 15 from another survivor
(In short total removal of RNG from his kit)
6.Add-on rework from mentioned changes
While you definitely made the good point a Trap can shutdown a loop. These traps can simply be disarmed or even walked around in some instances. And it simply takes him too long to set up with two traps often on the other side of the map which killer is forced to hinder themselves to use their power that can be disarmed. But, that is what I believe. So, what do you think?
3sec per attemp. The Maximum is 6 attempts mean 18sec (with Killer speed can make 80m which is accross the map). 20sec is so greedy.
I would put skill check so at least it depends on survivor skill than RNG
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@Power_Guy said:
Ways I would fix Trapper. Note: I don't not think they should ALL be implemented, only that they are separate ideas:
- Make his traps invisible past <x> meters. This would mean that Survivors may step in them if they are running, or being chased, but will see them if they are walking/being alert. This also fixes his traps screaming 'HERE I AM!' as they stand out on The Game like neon signs.
- Allow Trapper to start with all his traps. Sure, he can only pick them back up if he places enough to go under his carry limit (thus forcing the player to think about placement early game). This reduces that opening time spent finding & picking up his traps. Not even Hag has to go find her traps at start.
- Allow him to walk over his own traps. It's frustrating to watch a Survivor Dead Hard over a trap, thus turning a trapped loop into a safe loop/extending chases as the Trapper has to reverse, then circle, the loop. Maybe make it a sped-up window-vault animation as he steps over his trap.
- Allow him to 'drop' traps. Instead of S L O W L Y placing a trap, he should drop it, already armed. Again; this is about reducing time wasted. The Trapper suffers so much because Survivors can bang out gens in 5 minutes, while he wastes 2-3 minutes just finding, picking up, moving to a good position, & setting up his trap.
These are my ideas to buff Trapper.
- It doesnt help anything, high rank play will have someone keep stalking you setting trap and disarm all of them
- He needs tons of QoL improved, not about buff up his trap number.
- Unlike Freddy trap which slow survivors down, Beartrap keep them in place which is much stronger. He should not able to walk through trap because it will make his path far shorter in loops for easy hit. And because of it, Trapper has to make smart play at which path he should trap first, or he trap himself and waste time. The problems relied on Dead hard through trap, just remove it.
- So 4 Coil addon as basekit?
Your 2 + 4 is to have Double Purple bag & 4 Coil addon as basekit. This is over buffed
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@SMitchell8 said:
https://forum.deadbydaylight.com/en/discussion/comment/2315690#Comment_2315690
They are still glaringly obvious to me. Had lots of them disabled in my last game. Grass is too thin perhaps.
After updates, I feel they got trapped by alot, but in the last weekend, they disarm my traps like breakfast to the point I feel they cheat (even those traps that go under the ground and invisible).
I think in higher rank, there is always a survivors follow you no matter what, and keep disarming.
Beside, brighten screen & set Graphic to Low also help to spot his traps much easier
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I would make the relationship between Obsession and Killer like this
After 5 Gen done:
- Killer can Mori Obsession (not instant down though).
- Obsession stuns Killer increased from 3 to 5sec.
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@GuyFawx said:
Trapper needs spike traps to injure and slowdown running survivors, he needs poison traps that slowly kill the target if they dont mend, he needs locker traps with a buzzer even Saws pig has better trap design. Pit traps would work too except i doubt they would ever let him dig a tar pit. Window traps so if a survivor jumps through a window a spike armsends them back through and pins them to the ground.
With so many status right now. I wish there are many more Jaw add-on that apply "Knock out effect" that team mates dont see them trapped. Or cause them Hindered until healed (in return increase escape chance)....so many idea for the Jaw
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Unhook 19/20 survivors
Next match Killer: Im gonna tunnel u so hard.
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@SMitchell8 said:
Giving him a bag as basekit allows players to atleast play with 2 add ons instead of 1. If they darkened the traps or made the grass thicker he wouldn't need to use tar bottles either. Traps in lockers would be better than having to walk into dead areas to collect them. New maps would open new opportunities for trap placements that survivors won't have memorised. So many things they can but wont do 😅
They limit him to carry 1 trap because there are some powerful add-on, which force you to sacrifice trap carrying to use those (Iri stone, Blood coil, Honing stone). But beside those & bags, the rest are really bad.
Purple Setting tool save you half setting time? Its nothing compared to a Brown bag which can save you 50meter distance of walking because you have to put down a trap before picking up another one.
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@Gruul said:
Just give trapper 4-5 traps to start and maybe an add-on or two to increase the number by 1-2. The fact Trapper starts with nearly no power and has to walk around the map and pick his power up and then take time setting it up when it can easily be disarmed in the year 2021 is a travesty.
Its totally worth your time to walk around starting traps. Its about traps spawn way too far at the edge of the map, and carry 1 trap at a time make it extremely waste time to shift the field (Im talking about you setting up 2-3 traps around an area, then the Gen at that area is finish and from there your 2-3 traps are useless being there. Its time you need to shift your traps to other place, except you dont have time to travel 3 times for 3 traps because you can carry 1 trap)
Otherwise, Its totally worth your time to walk around starting traps.
Secondly, the RNG isnt on his side. You can never know you can grab trapped survivor on time, even at 10meter. I had times I was only 10m away from trapped survivor, another one blocked me, I slashed the blocker, then the trapped already escape.
He needs a ton of QoL rework, not simply buffing the number.
But I know the Devs fixing thing because changing the number, so lets see.
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@lolololol said:
https://forum.deadbydaylight.com/en/discussion/comment/2315166#Comment_2315166
Survivors can disarm traps..Ntm spot them easily. Especially using small game. If he had all of his traps he would be up there with bubba. A significant improvement.
Small game no more detect BearTraps. But for some reason Survivors know you're Trapper and bring in a Map. And in higher rank, there is always a survivor will follow you to disarm all your trap.
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Change Dull Key item into Brown "Dull blade" addon
Change Skeleton key item into Red "Skeleton blade" addon.
Dull blade gains ability to instantly open One chest. Then lose the addon
Skeleton blade gains ability to open hatch. Then lose the addon
Since Dull key & Skeleton key are now add-on. Get them in chest is no more a thing.
Since Ace in the hole gives you Purple addon + Yellow addon. Which mean Green key + Red addon Skeleton blade is also impossible.
The only way to Key+Hatch escape is to bring Broken key + Skeleton addon which cost them 12.000BP
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@Heartbound said:
Honestly as Trapper is my main killer, giving him all of his traps at the start could completely seal a survivor off and give them no chance to escape. Especially on indoor maps. Not that I wouldn't enjoy that immensely I can see why they make getting your traps a chore.
If they really wanna toss Trapper a hand make it harder to get out of the traps. I always catch some immersed survivor halfway across the map and they get out on the second attempt after I've abandoned my chase.
Cut me some slack.
Map is too large to travel, while 17% chance on 1st try isnt guarantee that trap can keep them in place for even 3sec. Remember they had 25% chance to escape everytime and many could escape in 2-3 tries. Now they have 34% & 50% at 2nd & 3rd try. This makes trap mostly only useful in chase when you're already close.
I gave my ideas that both Escaping & Disarming should giving skill check. So at least they have to work on it, rather than RNG decision
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You forgot about W meta, you will never get Bloodlust.
I think just remove Redstain when start chase, it will be ok.
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Its not about he wasting time picking up and setting traps.
Its about hes force to setup trap at place he doesnt like so he can pickup another trap, because of carry 1 traps at a time.
Here is a image showing how better he is just by able to carry more traps. Start with all traps is over kill
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@van9684 said:
https://forum.deadbydaylight.com/en/discussion/comment/2313556#Comment_2313556
Well they took out the loops and half the pallets because killers whined all day about looping. So there’s that.
New Cold wind, New Game.
The loops never gone, its just RNG decide to put in 5 pallets
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@blue4zion said:
I love it, i miss the old house but this is ultimately better.
That upstairs hook, almost always seemed like a second basement so i don't miss it.
I thought it requires a hook upstair to make some ground play in the house, but it isnt.
Look at Mother Dwelling main building. There are 2 stairs, 1 inside, 1 outside. Its really easy to access both floor of the house. Plus the path is through easily from 1 side to other side of the map (as you can go from north to south through the house). Make the place has a lot of play.
Thompson, there is a single entrance on the top left, that lead to no where but dead zone so you should not go from West to East. The only path is the South to North door, but you dont do that because North is a dead zone. And you never at the North zone go to South because there is nothing at the North to ever be there.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2312839#Comment_2312839
Wait I have heard the "Hard to down but easy to pressure with" before...
That's LEGION everyone's most favorite killer ever and his 30+ min long games!...
O wait most people hate Legion!
Legion is truely Hard to down & easy to pressure. But his power is zero interactive with survivor. Once he decide to injure you, you're injured. And come after with mending.
Imaging a game play like this
- Map get alot smaller. Much less dead zone (especiall map boundaries).
- You face a Huntress, start with 5 hatchets. You can pay your time to interact with Lockers, those Locker will get debuff. If Huntress reload with the debuffed Locker, she get 3 hatchets instead of 5, then debuff of that Locker will be remove.
It would make the game play more interactive between 2 sides, you can pay your time to weaken Killers in return of Gen speed, Huntress either reload again, or continue to hunt with 3 hatchets.
Trapper gameplay is one of the perfect example. Except the map is far too large & traps spawn position is too bad, make him Low Tier. And barely fit with today balance.
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@TheGannMan said no more. I covered this.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2311958#Comment_2311958
What would be the point of reducing map size if you just make killers slower again? We'd be right back where we started.
For my PoV, reduce map size by alot will help Killer in general quickly patrol from Gen to Gen. The chase is much easier being lead for working Gen, force survivors to leave. And pressure in general will be increased.
https://youtu.be/2WXNVJ6EXT0In this vid, Tofu said about Devs keep having killer with immense chase power (DeathSlinger, PH, Clown...). Which make survivor kindly hopeless in 1v1 . But Killer still lose in 1v4 because of map size.
I feel that Killer who hard to down but easy to pressure is what to make the game interactive between Killer to all 4 survivors.
As for me, sometimes facing killers who slug. I find the game much much more tense and fun (as long as they just dont leave us bleed to death after all 4 dying)
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Buff her cosmetic and she will be fine.
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@danielmaster87 said:
I haven't been able to use the house loop once, and have gotten the map a total of 2 times since it was remastered. But it looks too strong, because once again breakable walls create god loops.
You dont even have a chance to actually use God window. Because of the placement of the house. If the house has random rotation, it may have some different play each match, but after having this map 4 times, the Main door always facing South
@Dito175 said:
I like that map a lot, i never used to go to the house while in chase so the changes don't bother me.
Its because it offer nothing in chase. Nowhere to hide, its all about running through, except the path to running through the house isnt even convenient
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@Mister_xD said:
it looks amazing.
gameplay wise i've had it like twice now, so i really cant say much about it - but Trappers new traps are freaking invisible inisde the house now! i learned that the hard way...
per usual, the breakable walls are a bit annoying, that i can say.
The graphic is great, but the gameplay isnt. You look at the entrances. 2 of them are on North which is the end of the map, leads to no where. West entrance to South one is next to each other, you rather go around the house than run inside them.
There is no reason for you to go inside the house, I feel its really a waste.
Beside, Trap is much more easier to spot in Low graphic, because it doesnt have shadow to dim the traps
@danielmaster87 said:
I haven't been able to use the house loop once, and have gotten the map a total of 2 times since it was remastered. But it looks too strong, because once again breakable walls create god loops.
If you got chased into the house, mostly you will run upstair and vault the old window that drop to Main door. You dont have any chance to run in from North door to Kitchen - Livingroom to God windows. Because the North door is a death end.
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@[Deleted User] said:
Tbh that hook upstairs was kind of unfair. It was stronger than the basement and you could just bodyblock the stairs. As a Trapper main you probably know how strong it was.
I agree it should have more things to play with. The place is beautiful but there's nothing to do there.
I know that, for me, there should be a 2nd stair on opposite side, and have a hook in an open place (in Bedroom perhaps), because there are so many open place anyway.
@Drekathar said:
The breakable walls are horrendous!!!!!!!!! Worst thing to come out of the game yet.
I dont have any problems with breakable wall, it helps Trapper instead. But that single breakable wall block path on the other side of the house, I feel half the house is so useless.
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@HaunterofShadows said:
https://forum.deadbydaylight.com/en/discussion/comment/2310296#Comment_2310296
tell that to me. small game all day every day
If I see u in lobby, I will remove Small game in loadout for Prove thyself then
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@Product said:
https://forum.deadbydaylight.com/en/discussion/comment/2309386#Comment_2309386
Re-read my posts.
https://forum.deadbydaylight.com/en/discussion/comment/2309400#Comment_2309400
Re-read the same posts that thrawn3054 needs to read.
The concept is:
- Fast route: Rush Gen, risk taking Noed.
- Long route: Do totems, and ensure Noed not happen
Noed exist alone is to apply mindset on survivors that they have to do Dull totems, which extend game time itself. If Noed is removed, everyone just rush gen and never touch a Dull totem. From there, the only way to extend the game time for Killer is Ruin/Undying/Pop/Thana.
Ok its my turn to re-read what people should re-read
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Yes
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@Pilot If you count that Demo dash attack is a range attack.
Thats mean Pig ambush is literary a curved range attack
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Orion is Choco pie in this forum
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Funny that if Survivors spawn like this, the most one suffer is actually Trapper. He needs to collect one trap on each Gen place to setup trap around that certain area. This spawn increase the chance survivors can see you setting up is so high.
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Wait for the day of a patch that:
- Dead hard no more go through BearTraps.
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I just had 4 matches and each match has a clicker. I dont know why they have to do that.
Sadly I had Rancor.
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@Chocolate_Cosmos said:
I have some games like this too and I am not putting traps always on the most obvious places like shack window outside but rather next to a shack near wall or next to a pallet againts loopers, etc
I think some people are extra carefull and check these spots too, making ezi disarm (I do it too) or they might saw you.
It sucks either way.
I made a list of trap placement weeks ago, at certain I rarely put traps at windows, except those large long wall loops (AutoHeaven & Redforest unique)
I main Trapper for awhile so I know most key points to trap.
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@CornHub said:
Where were you putting your traps? It could have been your trap placement was too obvious like at windows or near pallets.
Under a pillow in Yamaoka estate, and the collapsed stair in the same map.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2307951#Comment_2307951
I don't think any killer cares if you do 5 totems or not. You can choose to bring perks and do them. Or not.
I'll just go back to my original point. Youre either worried enough about NOED to do bones and bring perks. Or you're not.
NOED is no more of a crutch then survivor crutch perks that are unfair to the killer
The difference is NOED can be dealt with. Survivor crutches cannot
The most powerful Hex perk are Ruin & Noed. I always have Small game to deal with Ruin early, for Noed its depend on situation. If there is not much time left to do Gen, I have to rush Gen for Gate. If I feel my team is still in good shape (6 hook and below) at 1 Gen left, I will find all totems before the last Gen pop. And I never have problem with either Ruin or Noed.
Sometimes still die by Devour hope because its unexpected.
The argument escalated pretty fast I see.
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@Product said:
https://forum.deadbydaylight.com/en/discussion/comment/2307716#Comment_2307716
It's easy to do all 5 bones in a solo queue game? Also what if you do all 5 bones and he doesn't even have noed?
Its exactly Killer slug you and have a free hook stage because he fear you have DS, eventhough you dont have it.
I like the 1 direction game play like Home Sweet Home Survive because everyone has a chance to play their game, its much harder to get tunneled there.
But the unexpected things is what make DBD has key moments in each match.
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2307639#Comment_2307639
Oh my god. They're so nice, do you have a reddit or twitter or something you post these on? I absolutely love them. I'm trying to get back into art myself... well long story, but these are awesome!
https://twitter.com/SiblingsHong there is not much there. Just posting DBD stuffs.
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2307602#Comment_2307602
Actually that's a nice drawing? Did you make that?
#bringbackthebutts
Yes, I make my own materials
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Noed is ok with low tier Killer, on top tier Killer its like put salt on injures (especially Nurse blink count as M1)
But most perks are good for top tier & high speed Killer anyway (Ruin + Tinkerer; Lethal pursue are example)
@Product It is undeniably a crutch for terrible killers
I main Trapper without using any slow down perk. If you finish 4 Gen before I finish setting up, doesnt mean Im a terrible killer.
For how Noed work, they only need to remove speed boost, but because Perk Tier is a thing, they have to add something bonus to make it different. And because Noed exist, survivors always have to make choice between rush Gen risking Noed, or go for safer way. If Noed getting removed, the Gen will always be rushed because there is no risk in it.
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However, this is the real material
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Yes
















