C3Tooth
C3Tooth
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- In a stream show-casing the development of The Spirit, it was mentioned that she cost the Developers about 30,000 Dollars to create.
Removing Spirit? In your dream.
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Killers who complains about Survivors who can 1v1 Otz in cowshed over 4mins that can cost them 3 Gens: "I pretend I will not see this topic"
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I think when Rift become a thing, where you can get bonus BP for challenges. They stop giving x2 BP event.
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2242554#Comment_2242554
Hey that's actually not a bad idea, what if the survivor that fails the skill check gets their hand trapped, gets injured, and gets the Incapacitated status effect?
Get trapped mean he cant do anything anyway.
Disarming skill check should be easy, can only get harder with Unnerving presence and Coil add-on (instead of longer to disarm, make skill check smaller)
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The buff he needed.
@SMitchell8 said:
Trapper - Starts with 3 bear traps, no bag addons required.
Oni - Yellow and Brown versions of scalped top knot.
He need QoL improved, not increasing the number. Start with 3 traps (equal to Yellow bag) can make it so easy to do 3 Gen strats.
I would have him:
- Start with 1, able to carry 2 (so the Brown bag isnt redundant)
- Traps spawn 30m away from the map boundary (so you can save 15sec per trap collecting)
- Put skill check while Disarming trap, skill check zone affected by Unnerving Presence. Failing will get trapped.
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As a Trapper main, Swamp maps are the only one that trap spawn at the absolute corner of the map.
You lost a Gen to walk from a side to the other side in Mother Dwelling? I lost a Gen just to pick up a trap in Swamp.
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@GannTM said:
Lmao I guess no one understands that this was almost 4 months ago and I have different opinions from before.
I do.
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@D3spair said:
https://forum.deadbydaylight.com/en/discussion/comment/2240440#Comment_2240440
Then isn't it unfair that Michael's on Tier 3 can apply sloppy butcher while Oni can't?
Edit: If they made Michael in 2021, it's guaranteed that it will behave like Oni's power that Tier 3s attack are not normal M1s.
Oni has dash, Shape has 115%. If Oni demon strike can work with M1 perk like STBFL, Unrelenting, Sloppy, Franklin...you get the idea.
On the other hand, what if Nurse/Spirit post blink/phase attack doesnt work with M1. What will happens?
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Yes?
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Even though Gen time is extremely fast, but for me its totally fine for current game state. Killer can not using Slow down perk, in replaced with Exhaustion (star truck, Devour, Haunted ground, MYC..) And that does slow down the game somehow by forcing them play more immersive. There are also Killers who tunneling, combined with top tier Killer & powerful add-on.
2nd Objectives should only added when there is a mechanic that totally remove camping & tunneling.
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Asylum / Chapel / Ormond / Temple...main buildings are complicate and fun to play.
Coal tower & Suffo pit main buildings are too simple.
Blood lodge & Azarov main building are just shack variations.
Mother Dwelling is the only map with 2 main simple buildings.
I think they should merge Coal tower & Suffo pit into 1 map, and remove Shelter wood. Same to Blood lodge & Azarov, and remove Wrecked yard. Also remove Rotten field
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2237680#Comment_2237680
You mean Nipa? I understand that maybe her HP might be on the lower side with a 1. She has the ability to see the killer (specter) to evade them as much as possible and alert others of it’s location. So I wouldn’t say that part is weak. It’s basically Object but without the killer being able to see you back.
I don’t know, I just don’t notice a difference to where I would feel like I would never wanna play the lower HP characters.
Her ability to see killer doesnt help her to evade killer. As killer has 'phasing' mode that able to see all survivor once in a few sec (or something similar I dont remember). Killer can be patient and reappear next to Nipa to get rid of her.
Stamina in HSH is the most important for me (over health). Which is why Jane & Uncle are the best free characters (plus their own perks are easy to use, too). Tim can stun killer without weapon & use his average stamina to hide away.
Ong with massive HP doesnt help him if there is no weapon around, because his stamina is a joke, especially damage only matter in end game.
I prefer Stamina, Jane & Uncle are my choice. Ong may be your choice. But Im sure no one like to play both low Hp & Sta (Nipa is the case), which create the survivors' tier.
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@Johnny_XMan said:
I don’t know if it should be through a perk, but it would be cool if each character had a “status” that gave them something unique to them.
I play HSH and they have that there. It doesn’t seem to be an issue there.
It does. Ippa is painfully weak with her Stamina & HP. Jane also has a weak HP but being full health when revived makes her equal to the other characters. Yuri camera is beyond OP, a pay to win character.
@kate_best_girl said:
Imma be honest I fail to see how this creates less diversity. You still have 4 perk slots just now you have an extra dedicated to a teach able.
You may love using David have your Dead hard exhaustion from 40sec decreased to 30sec, rather than using Steve to have Camaraderie from 34sec increased to 38sec.
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I have that idea for along time, like there is a single slot that if you put the character's teachable perk in, it will become Tier4. But that will make tier on Survivor (such as either 30s exhaustion Sprint burst or DS last 70sec...), no one would play Steve or Jeff
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There are some problems about Spirit:
- Have scratch mark & sound for tracking. Because sounds only happens on injured survivors, make them an easy target.
- Survivors have no info about her, when she starts to phase, no tracking on her phase, when she out of phase.
- She gets punishment on failing a phase, powerbar doesnt depleted on short phase make phasing at loops is powerful (because it takes only 1/3 powerbar at best).
My change would be:
- Nerf her ability vs injured survivor: she's no more able to hearing sound.
- Spirit brightness greatly increase when she starts to phase. Giving info to survivor.
- Active phasing cost her 50% powerbar, the other 50% powerbar still give her ability to phase for 5sec. This change is to make her not able to spam phasing at loops.
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@Kira4Evr said:
Triangle Head
Body is 1 character too short.
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Winning in this game relative.
As Survivor i escape as a win. No matter how low score I get.
As Killer, if i able to dominate Survivor, or make a whole team struggle alot at some point, its a win even though they might all escape at the end.
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@Steah said:
https://forum.deadbydaylight.com/en/discussion/comment/2232307#Comment_2232307
You explained the number's quite admirably, but thana rubbing a bit of salt in isn't going to encourage tunneling. Tunneling people as unfun as it may be for the survivor is an optimal strategy for killers. Increasing Thana to count dead people is not going to make tunneling anymore common than it is now. Using Thana as it is now does not make tunneling any less effective of a strategy than not using Thana. A perk that actually encouraged Tunneling was old Dying Light. With that change Thana is still at it's most effective when everyone is injured, purposly ignioring 3 other people to kill 1 survivor, even if the dead person gives the Thana buff is not optimal usage of the perk.
There are some mistake about the numbers though..When 2 dead it should be 180% for 2 remaining survivor, down to 160% if both of them injured (on your idea).
The perk surely weak if not using on certain Killer (Legion, Plag) or perk (STBFL, Sloppy...), and certainly weak if you play it fair. But the change will make the tunneler push harder with the perk on. And I believe thats what Devs afraid of, not the perk being stronger.
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@Steah said:
https://forum.deadbydaylight.com/en/discussion/comment/2232228#Comment_2232228
How does that encourage tunneling
Because 3 hook kill a survivor that give you stack forever is much more rewarding that 9 hook kill.
Remember me also force you focus on a single survivor (Obsession) that hitting them will increase the open Gate time (except Obsession, which even increase the tunneling). Though Obsession can be changed in a match, and the effect (open Gate) isnt so important. But permanently slowing Gen does.
Here is why it should not be a thing.
1 Survivor has 100% working speed. 4 Survivors have 400%
1 injured will put all 4 Survivor down to 95% speed. Their total would be 380%
Tunneling one out for the game already remove their 100% working speed. You dont need Thana to put more salt into it.
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Honestly they could charge a DLC character 1100 auric. And Legend skin cost at 500 auric.
But that will kill the player base.I Iprefer this way.
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Its may be a great idea.
Survivors either not using Vac to slow down his powerup. But once he's powerup. Vac is useless.
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There is a way to make the perk not "1 time use" for survivor, and not being so OP for killer.
Perk now has 3 tokens.
Get hit from healthy to injured will consume a token.
A token will remove both blood & scratch mark for 7sec.
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I will just sneaking put this image here
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When I spawn near a Dull that killer has Undying
Free Lethal Pursue perk.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2230196#Comment_2230196
Killers: "We're so weak, survivors are so much stringer than us"
Also Killers: *Stacks 4x Slowdown on Nurse, or 3x slowdown + Stridor on spirit, and faces exclusively solo teams who don't stand a chance only to do nothing but call them awful*
Wow it's almost like you're mot the only one who knows how to generalise
He's using Gramma savvy, whats your next move?
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@papabear2009 said:
I got that Thomson house yesterday but I played so many games before so I thought it was removed from the map pool too.
Yesterday? I never get into that map once after PTB. I thought its being fixing because of bug and have to wait for the next patch.
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@Dito175 said:
Whenever I use an offering I get rotten fields, PLS JUST DELETE THAT MAP!!
3 original realms with no main building map (Shelfter wood, wreck yard, rot field) should be deleted.
Those are basically the same map with different environment
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I feel like walking should not trigger the trap. And tbag on trap should remove it (because if walk over remove her trap, it would make survivors accidently remove trap without knowing about the trap).
Basement hag is much more painful than basement trapper. At least you can run. Hag put 2 traps on the stair and you have to crouching the whole area.
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@ClumsyTrapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2229620#Comment_2229620
I disagree trappers traps are extremely noticable in grass on reworked maps
I think its likely about the graphic setting. I play in Ultra which is the shadow is quite dense make traps harder to see.
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As Trapper main, I dont think darken trap should be a basekit. On many maps, Tar bottle gives you ability to set trap in open place and survivors dont see it. Which is powerful.
Default traps should be only placed in well hidden place (grass & steps..). The problem that the grass & steps on some maps are very little to make trap work (especially in door map). If you look at new Coldwind realm, even the sky is bright, his traps are powerful there because the volume of grass is massive.
He needs some QoL as carry 2 traps, trap spawns far away from the map boundary.
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@Beelzeboop said:
Even more fun is that this issue already existed when they added breakable walls, meaning that they knew about this issue but decided that the killer needed a secondary objective, but not survivors.
Except the Game, Saloon...I think Break-wall isnt an issue on other maps. They're simply predrop god pallets. Either you spawn near there and survivor never have a chance to use it. Or they do it once in chase (still a RNG issue).
For me, there are 3 key moments in a match:
- When the 1st chase start
- When the 1st hook happens
- When the 1st survivor dies
Survivors definitely need another objective. But because of RNG in spawn, how early you start a chase may already a lose to survivors (especially with top tier Killer). Lethal pursue will ensure it happens every game.
Somehow I think if there is another objective for survivor. Lethal pursue should not be a thing.
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I had a match in Lery. I knew I spawned alone because of Bond. I failed skill check on purpose to get Killer's attention.
Demo search the area for a good while, then left.
I back to Gen and fail skill check again. Demo came again and searching. This time he found me.
First chase started at 3 Gen done...
I think the spawn should be always in a triangle. Where Killer on 1 spot, Survivors on other 2 spots, either one-three / two-two / none-four. To make it less spread out.
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He become as Trapper legendary skin
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Me as Vietnamese (our language use alot of Chinese words). "Feng" in "Feng-shui",
in my language "Phong - Thủy" means "wind - water". Im not sure about the "Min"
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/2225061#Comment_2225061
Can you give the name of the artist? Reverse image search isn't coming up with anything.
I think the name in the corner is "Tou" or something, I couldnt find.
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What I feel is zombie is almost useless in open map. While they can be annoying in indoor map, sometimes they can be a free down. This makes Nemesis so rely on map.
I suggest to change are:
Increase zombie number to 3. Up to 4 in maps.
Each Invidia zombie respawns after 45sec.
Slow down zombie attack to make it easier to dodge. In return increase their attack range; homing to target (so they're still a danger in chase) and increase their speed equal to survivor's walking speed.
Give survivor more tools to kill zombie. So now zombie are more a tool that will buy Nemesis's time (less random & more consistence)
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Shape is pretty close. Just stalk to level2 then you become M1 killer with 12m TR.
Franklin / Unrelenting / Sloppy / SaveBFL for pure M1.
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Not my art.
School outfit Yui.
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Plague infection is designed to be spread out from Survivor to survivor.
Tvirus status is just something that to make Nemesis seems weak in early game (short range, 3 hits) to powerful in late game (long range, 2 hits, break pallets). Beside, Tvirus doesnt really have any meaning.
Though I feel Pyramid Head is much stronger because his attack can do that since the very beginning.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2224235#Comment_2224235
Oh no ! You'll have to have a reason to get off a gen ! That already goes way to fast
Some other Killer has build in slow down like Pig. That doesnt matter. Because you didnt pay anytime on Gen to actually feel its a waste of time doing Gen.
Zombie on other hand, feel like so. There will be a crucial moments where Gen is almost done and get disturbed by a Zombie, followed by another survivor down, hook and Killer put a Pop on it. And that doesnt matter if Killer makes work for it, it matter when it come very randomly.
It happens quite rare (which not useful for killer), but once it does, its super annoying for survivor. Its a lose-lose.
Beside, did you ever read my suggestion about increase the number of zombie?
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Deja vu has a cool down, which is you have to do Gen for 80sec to get another info. Visionary shows aura all the time, only disable for 16sec after complete one.
Deja vu is to prevent 3 Gens. Visionary is super helpful in indoor maps.
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@fatbabyslayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2224235#Comment_2224235
maybe they could have a dodging thing so after they attack if you dodge it they have a short time where you can kick them to stun them for like 30 secs
I think of the same. Though currently its very hard to bait zombie to attack. Currently I feel zombies have 2 jobs:
waste massive time if they get near a hook/gen
almost completely block you in Hawking/Midwich.
And both are RNG that make it feel useless for killer & sometime out of control for survivor.
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Mori as a part of the game.
The least thing I can image is Yellow Mori a basekit.
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@Northener1907 said:
That is not good idea. Zombies are already so slow and not effective so much. So do not waste pallets for them. Just make them follow you and then back to your job. Even they follow you, they are still so slow. And God just 2 of them, how that is problem?
Somehow they might randomly walk into your Gen and following you at 80% Gen.
You're forced to pay like 20sec or even more because of their slow speed that time massive time to bait them get out of the place. Slow speed is the problems.
I willingly to take more Zombie in map but
increase their speed to make it easier & less time to bait them to go away.
Decrease their attack speed so survivor can bait their attack (but increase their range attack and target homing to comprehend).
Give Survivor more way to kill them.
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A simple change is Nurse calling only showing the one being healed.
By seeing aura, you already know theyre self care (alone) or being healed by other (pack)
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My experience playing with bots
As Survivor (you're default Dwight):
Killer doesnt camp, but mostly he know where you are and will search the area (not directly)
Killer does take provoking and change target if that survivor is closer than the one Killer is chasing
Killer always take the closest path to you
Killer always short range M1 while he's in lung range (which never hit if you keep running)
Killer actually setup trap.
Killer kicks Gen.
Survivors instantly use anything they get from chest, no saving.
There is always a survivor doing Gen in back ground, while other will save you.
I got unhooked by Jake, he didnt heal me but went straight to open a chest. It was a med kit. Then he leaves.
Clau instantly open gate once 5 Gen done.
A survivor always go to your Gen to work together.
No one has perks.
As Killer (default Trapper):
Meg always crouching when in TR.
They do suicide on 2nd hook if no one save them.
They do use pallets.
They do camp pallets to stun you.
Jake is always step on trap.
They usually gather in 1 place to heal injured.
They usually go hide behind a rock/wall on dead zone when in TR.
They wiggle half of the time they should. Closer the hook, the faster they wiggle.
Survivors dont have perk. You use your current perk on Trapper.
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@Jill_Main said:
Head on, Quick and quiet, Deception and Inner strength
It was one of my 15 builds over 150 matches. This build was the least effective in result. Or may be I dont know how to use it.
@C3Tooth said:
Im finally done doing "1 aspect perk build" challenge, 10 matches per build.
Build list
https://us.v-cdn.net/6030815/uploads/CXI2TE10BM3P/image.png
Speeder: you gain more speed at all health stage.
Loner: you can take care of your self and focus.
Stealth: no one can ever find you.
Healer: who need healing?
Detective: you know everything about the realm.
https://us.v-cdn.net/6030815/uploads/ZKHWHDFZCW1P/image.png
Teacher: buff all other team mate.
Disruptor: make noise, distract the killer.
Sluggish:
Breaker: do everything to save your friend.
Bond: ICU, UCMe
https://us.v-cdn.net/6030815/uploads/NAW0192HQMHK/image.png
Once: you can use each perk, once.
Locker: baby Dwight
Chase: 1sec running is 3sec genning
Escape artist: I vault, I disappear.
My default is my fav build.
Build rating
https://us.v-cdn.net/6030815/uploads/M1FE3GRVJMS4/image.png
https://us.v-cdn.net/6030815/uploads/JDKGT44EP6GO/image.png
Stats
General
My escape rate: 36%
Kill / escape: 66 / 34
Gen done rate: 84%
Hook rate: 62%
Average hook on 1st death: 5.04 hook
Slow down
Usage: 86% killer use some sort of slow down perks
Slot: 37% of total slot for slow down perks
Kill rate without any slow down perk: 47%
Kill rate with 2 or more slow down perks: 69%
Ruin is the most used slow down perk: 45% of total slow down perk slots.
Expose
Usage: 49% killer use some sort of expose perks
Slot: 9% of total slot for expose perks
Kill rate without any expose perk: 66%
Kill rate with 1 or more expose perks: 47%
Noed is the most used slow down perk: 48% of total expose perk slots.
Slow down + Expose
Usage: 26% killer use both slow down & expose perks
Kill rate without any slow down + expose perk: 43%
Kill rate with slow down + expose perks: 62%
I dont count match that survivor DC or afk players. Only matches with all 5 players participating are counted.
Any mean / Diversion / Red herring / incoming Flash grenade. Are pretty fun if it works.
ironwill / Quick quiet / Dance with me / Lithe. A true escape artist build.
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I just have a match vs Plague, got purged & hit then got away.
Already having 75% of infected. And Nea insisted to heal me. Yep, back to injured 10sec later.
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I would love if they have number of Zombie based on size. Like 3000m2 per zombie. The spawn rate based by the redundancy number after being divined.
- Coal tower (8400m2) has 2 Zombie. Spawn rate is 2400 (super fast)
- Groaning storehouse (9900m2) has 3 Zombie. Spawn rate is 900 (slow)
- Mother Dwelling (12000m2) has 4 Zombie. Spawn rate is 0 (really slow)
Add more way to Killer Zombie. Zombie has equal speed to Walking Survivor (so they're not so annoying being near a Gen,hook...)
May be add a mechanic that you can kick them down like Victor when they're in recover animation after attack.
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I dont think Lab getting reworked. Lab is paired with Saloon which are the last map (minus Silent hill & RE). Sactum of Wrath (Dec-2019) being the middle between Lab (Sep-2019) & Saloon (Mar-2020) which is outdated because using Yamaoka realm. Which is why Yamaoka was the early one to get reworked.
Swarm, Haddon, Red forest are the last. I think all of them will be done in this year.





