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C3Tooth

C3Tooth

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C3Tooth
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  • Anyone can go ahead give me fun idea. I draw when I have time. I can be simply screenshot of a wrong statement, or a funny idea.

    image.png


  • @Orion said:

    This is how I think they're going to work:

    • Survivors interact with dull totems to light them.
    • While lit, those totems give survivors bonuses.

    Now, one of several things is possible:

    • The killer will have to find and destroy the totems.
    • The totem will stay lit for a set period of time.
    • The killer will have to find and destroy the totems, but if they don't, the totems will go out by themselves.

    Here's what I definitely don't want:

    • Boon totems are lit automatically at the start of the trial.
    • Boon totems stay lit permanently.
    • The killer will have to find and destroy the totems.

    If 4 Survivors bring Boon perk and using 4 Dulls.

    Me as a Noed user: shook

  • As a hardcore Small Game user. Counterforce isnt better.

    image.png

    Small game

    Cons: Take a bit of time to actually able to find totems (sometimes they blend in pretty good).

    Pros: You will find 4-5 totems in a single travel around a map. You can estimate the zone that remaining totems.


    CounterF

    Pros: 20% faster and stack, see a furthest totem.

    Cons: Will take alot of time to find the first totem, take alot of time to travel from totem to totem, sometimes you may get spotted and chase, in the end you forget where the totem is (especially map like Lery, Game, Asylum..)

  • @dollidahlia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2218413#Comment_2218413

    How is it unfair? You can stun the zombie, they are slow, and they can’t even hurt you as long as you aren’t infected

    They're slow in speed. Explain why they're so weak in open map & annoying when they're close to a Gen, hook or Hex.

    They have high attack speed. Explain why they're much more dangerous in indoor map. Yes you can bait but very hard, you may prefer to take a another path rather than baiting them attack to avoid.

    They should make Zombie less map dependent.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/252593/what-do-you-think-about-zombie

    I think there should be 3 zombies and make them slightly faster but that's it , too much would overwhelm some people and I don't want another killer where I load in my teammates see who it is and DC

    They can make Zombie faster (but not faster than running speed). Because that slow speed really kill me when I try to work on Gen, bait to pallet drop. Waste massive time. Their range of chasing you is inconsistence too, sometimes they will follow you while you're healing in 10m range, sometimes they stop following you for pallet drop in 5m range.

    As I said in topic, Zombie attack should get longer range & homing to make them still lethal while in chase. But slower attack so you can actually dodge their attack and run pass them. Currently they instant hit you with barely time to react.

    In honestly, I feel like they can also increase Zombie number, but give Survivor more way to kill, and easier to dodge when not in chase.

  • @TheMadCat said:

    I love your style, I wanna see more drawing please!

    image.png

    Served.

  • Not louder, but they cough less often than Plag. They dont cough while doing Gen (may be bug)

    The infected is mostly like a free health stage to make Nemesis seems weak in early game (3 hits with short range). And feel much stronger in late (out of vaccine so 2 hits, with longer range and destroy both u & pallet).

  • @MrDardon said:

    Who drew this, it's awesome. And of course PH got some cake again xD

    image.png

    The legendary cake.

    1. If Zombie is blinded, they will stop follow/attack you for how long?

    I think Survivor should able to kill them if they're blinded, but requires much more time doing so than a pallet.

  • @XxenchantedxX3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1949500#Comment_1949500

    Its a guessing game for both sides, need to figure out how the spirit your playing against plays. Maybe flash her if you think shes fake phasing and go hide or something.

    Most Spirit use Stridor, there is no guessing for Spirit, she has scratch mark, breathing. Survivor has nothing to react.

    Question is: why did you search so deep in the forum?

  • @Heartbound said:

    You feel silly when the pebble doesn't really work out for you...

    ...but when it does...

    I have a build called "Disruption". Diversion / Any mean / Red herring.

    If you can tell which Gen your team mate is on. You can use Red herring to distract kill to other Gen, then process to use Diversion acting like you're running that way, then using Any mean to actually provoke killer starting to chase you so team mate can do Gen safely. I was able to pull it 3 times (in 10 matches). It was alot of fun watching killer being fooled.

  • @Harold_Shipman said:

    Starstruck is in an unusual place that it is either God like or nearly useless, depending on the killer. Nerfing it for the sake of one killer, to the detriment of the rest, seems like a bad idea to me, but at the same time, yeah, it can be pretty disgusting on nurse (or max terror radius doctor, actually).

    Solution? No idea tbh.

    Currently it cause exposed for 30sec and will linger as long as you stay in TR (while large TR makes it easy to cause Expose, the linger mechanic itself make the perk even stronger.

    There is a way, instead of using TR, replace with 30m range of Killer carrying a survivor. Exposed for 30sec and will linger while in TR.

    1. Making noise: Any mean / Diversion / Deception / Red herring
    2. Escape artist: Iron will / Lithe / Dance with me / Quick & Quiet
  • I know Gen time goes fast, or some Killers are too OP. But man, many players exploit others to have fun.

    I've face Spirit, Nurse with Ruin/Undying tunneling a survivor out of the game in under 3 minutes. I've face a swf with 3 OoO combined with 13 second chance as Trapper.

    I know you want to win as Killer, but at least giving a false hope. I dont mind to die by Noed at the end of the match because I already play the game. I mind that you seeing me as a something to get rid as fast as possible to work toward your 4k every game.

  • I hope there is a new map coming with the new DLC. I know Twin,Trickster and later killers can be waited until all old realms are updated. But it would be bland if there is no new map tomorrow.

  • Any mean necessary

    Someone else suggested that equip the perks will show aura of dropped pallets in a certain range. Which is great.

  • @Blueberry said:

    Realistically all the males should be slightly quieter than the females seeing as they have quite a substantial advantage with size and height already. Making the males slightly quieter would be a fairer offset.

    Yep, I suggested this for a long time. People who play Jeff should be the most quiet. I believe all they need to do is adjust a character's overall volume.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2213442#Comment_2213442

    Discounting travel time, it takes less time to cleanse all totems than it does to repair one generator (70 seconds and 80 seconds, respectively).

    Totem time is 14? I thought it was 16.

    But still, travel + finding totems without Small game increase the time greatly.

  • Noed stays as a perk that Survivors either "rushing Gen risking Noed, or play safe by pay times doing totems"

    If Survivors pay that much time to get rid of all Totems, as I believe, it would take more than 1 Gen time for a whole to remove all totems, which already a win.

    For me, Small game is a hard counter to Ruin. I hate Ruin alot.

  • @El_Gingero said:

    https://forum.deadbydaylight.com/en/discussion/comment/2213205#Comment_2213205

    I’m talking about the video. The dropped pallets in the video were a 50/50 at best. Scott didn’t have better add ons. Why are you talking about hypotheticals? Which leads to my second point:

    58 seconds average chase for a strong chasing killer vs a survivor who’s above the top 1% of all players, whilst having several unrealistic artificial advantages in his favour including map selection, limited ad on usage and no perks for the killer, starting at the strongest possible position on the pre-selected map, is not very long at all. And that’s just the average.

    Even with these incredibly unrealistic concessions vs. such a high calibre player, several chases were significantly shorter, in fact just as short as they’d be vs. a bad survivor.

    Not to mention the fact that dropping so many pallets to extend one chase to a mere 58 seconds is actually countering your own team and losing the game outright, and therefore doesn’t counter Spirit in the slightest of ways, which is what the entire debate is about, not chase time.

    How many gems typically get done by the 58 second mark in your games, and do you honestly think you’re going to win from that point with no pallets left?

    Same as people were missing about 4min chase in Otz's vid telling all Gen would be done by then.

    People needs to understand those moment of starting a match, checking for Ruin, just about to run & find Ruin with Small game. Then a survivor already gets injured.

    Now look back to the vid. 58sec chase with 3 pallets drop, and runner lead the Killer to your Gen, force you to leave. While Ruin is on.

  • Those moment of pre-drop pallets and vault back is just similar to you staying at a pallet and both side get 50/50 guess.

    He drop pallet on right side, then fast vault to left side and Spirit came on the right. He could've done the opposite and Spirit might also came on the left and the result is the same.

    Its all about lucky at 50/50. Lucky 50? You're able to reach to the next pallet and predrop it for another 50/50 game. Unlucky 50? Hooked.

  • I created a discussion about stats of 15 difference build. Which most are 1 aspect. Many of them were really fun to play.

    @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.

    I personally like Breaker & Disruptor, theyre super interactive. Escape artist is also my favorite.

  • Hex are already powerful. Except Lullaby and may be Blood favor.

    Hex only need to hide better.

  • Even removing Stridor will not make Spirit less busted. Spirit as a whole need a whole rework.

    Ironwill vs Stridor on other killer is a win. 25% slot for a really weak perk.

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2211730#Comment_2211730

    It would be better to change Spirit then, because Iron Will is already pretty annoying to go against, no matter the killer.

    When old Lucky break had 180sec but IronWill is pernament, I felt it isnt right when IW is much stronger but there is no limit.

    I would make injured survivor moan as normal. But if they're not running, the volume is slowly turned down from 100 to 0 in 5sec. Running will increased the volume back.

    Ironwill will be good if you're not on contact with Killer, but doesnt really help in chase.

  • I fixed to make it simple, just like how much IQ u need when using Spirit (as her flowchart)

  • @Doofus247 said:

    Oh, look, a set-up 1v1 on a pre-determined part of a map. How absolutely meaningless. This guy is so obsessed with the damn 1v1 aspect of this game that he doesn't realise how little that single 1v1 matters in the grand scheme of things.

    Ironically, he also showed exactly that counterplay against spirit isn't consistent but still doable. The reverse-pallet drop could've been a regular pallet drop. The guy could've slow-vaulted back after fast-vaulting which would've been the smarter move. I know hindsight is always right but damn, people really just want to keep doing the same old things in every game to "counter" killers. No dynamic at all.

    Its exactly the same as 50/50 game. Either Spirit see it as "slow vault in - fast vault out" or "fast vault in - slow vault out".

    And good luck on vaulting on a safe loops. Because she standing in the middle that you can not tell if she's watching you or she's phasing.

    image.png

    If you're injured, what you're gonna do? Vault to get slash? Walk away and being in the middle of nowhere while she's phasing track your moan? Or Run away and she phasing track your scratch mark?

  • Nice. I dont want to use Windows so I can able to use Any mean.

    Because currently I use Any mean just to get attention to killer

  • I noticed this too, either I get tunneled and somehow my death cost killer 4 Gens and all my team mates escape. All I get is 9k and include 8k Boldness in it.

    Or Im being alone on a side doing 3-4 Gen so other 3 taking heat. All I get is 9k that include 8k Objective in it.

    I know for the gameplay health that everyone should do everything alittle. But many times killer just force you run the whole game.

  • Let me put the flowchart again.

    image.png

    Instead of writing a paragraph, I will make a list

    • Nurse gets exhausted after blink, Spirit doesnt get it after phase.
    • Nurse has to decide either not lung to faster recover, or risking miss a lung and slower recover. Spirit can just stop phasing, checking Survivor's place and chase/lung.
    • Nurse deplete her powerbar no matter how short her blink is. Spirit barely use her 25% power bar at loops.
    • Nurse gives info: her length of charging (be able to hear by her breathing), direction she's facing, the dragging direction of her blink. Spirit gives nothing.
    • Nurse speed is 96, makes her have to rely on her power all the time to hit Survivor. Spirit speed is 110, with no punishment after a fail phase, makes Survivor's good play seems pointless.

    Since great Nurse & Spirit can read survivors' movement no matter what (both are unfair). But because of the punishment Nurse gets from her mistakes, make her much more enjoyable to vs an average Nurse (more mistake, more windows to escape). An average Spirit gets zero punishment, make it no difference between an average & a great Spirit.

  • @Heartbound said:

    I'd go a step further and make animations available in the shop for iri shards. Just toss a bunch of animations on the shop and see what's popular and what isn't. New mori for Trapper? On the shop. Silly run cycle for Dwight? On the shop.

    That would open up some things.

    Brilliant. That way its possible to have a lobby that each survivor has a different movement animation.

  • I like to play immersive, at the start if the map is indoor and Corrupt is up. I love the feeling searching for another Gen while hiding from killer's terror radius.

    I actually use Corr because I think people would like the same. Since Ruin is more overrated

  • After recording 150 game:

    • Most: Wraith, Huntress, Spirit, Bubba (~50 games for 4 of them)
    • Average: Trapper. Shape, Doctor, Clown, Legion, Slinger, Oni, Blight, PH (~7 to 10 for each)
    • Less: Nurse, Pig, Plague, Demo, GF, Twin, Trickster (3-5 each)
    • Rare: Hag, Nightmare (1 game each)
  • Enemy spotted.

    image.png

    This match was like a year ago, it was a pain in both rank difference & toxic-ness.

  • While I agree with others that there are many times killer only see unhooked. Cause the double hook.

    But after 150 games, I found out that the average of total hook that kill the first Survivor is 5.04 hook (as 3 is the lowest and 9 is highest if not counting camping to death)

    I cant tell 5 hooks to kill the 1st survivor is fair or not. Depends on how each person view.

  • @totes_mcgoats said:

    Spireh is tooooooooooooooooooooooooooooo easy yet...

    https://us.v-cdn.net/6030815/uploads/BT6WWB5H1EXJ/image.png

    I dont think 100% players have Spirit because its behind a DLC.

    You dont need post phase speed boost to down a survivors. You only need to release M2 near a survivor and still able to down them.

  • Through my record, Spirit without Stridor, if your team have a single IronW to extend chase vs her. Its really hard to get 4k if playing fair.

  • @_VTK_ said:

    "My escape rate: 36%" - that looks realistic, unlike some other stats with 60%-70% escape rates.

    To be fair, alot of builds are meme and barely contribute to the team, which cause the losing.

    If I use the most effective builds for 150 games, the escape/kill rate would be far from different.

    But I got an interesting number, which is the number of hook when the 1st Survivor die, which is 5. It some how tell the camping/tunneling rate from killer.

  • image.png

    Body is 1 character too short.

  • I play mostly Trapper & Spirit as Killer. Trapper I use all op perks and ready to kill, Spirit I usually just toy with survivors, double hook and let them escape.

    There was a match in Ormond where I was able to grab a survivor doing Haunted ground at the very beginning. It was the single phase I did in the match. I still able to 4k (if I wanted to) as 110% Killer because of "standing still mind game"

  • Im collecting stats playing survivor, and this Bubba build is the best.

    image.png

    You can guess his build.

  • What I see is if you spawn on break-wall infi-loops, you pre-deny it. If you dont spawn there and they chase you through it, you remove it, they can only use it once.

    It mostly a pre-drop pallet at shack.

  • Load into a game, activate cheat code Alt + F4 to auto win

  • Show perks of all Survivors.

  • Killer: gardener with plant relate power.

    Map: green house in either Red forest or Crotus realm.

  • As my record from the last 110 games, I faced 7 Clowns

  • I think because DBD killers requires lore which also requires to be a normal human being so they can able to create lore for them. We all know most Killer had a sad past which we can feel & understand for them.

    If they use a myth creature as Killer, that can they put on the lore?

    The only few killer that being re-created by Entity thing to have a different lookk are Spirit & Blight. Which we were expected more about the Blight appearance. Though we need more of them.

  • I knew people will mistake Survivor as Power role from this vid where a survivor can run Killer for 3-4 mins. Its not because Otz was bad or Survivor was good. This is 1v1, Survivor will use everything available in the map to extend chase to the max.

    People forget when you run the shack for 30sec then run to the next title & next title where other Survivors are on Gen, that is where Killer disrupt Survivors on Gen with injuring & Ruin. There for the story is completely different.

    Im currently collecting stats with 1 aspect perk build, 10 matches each. The Speed build (Lithe, Fixate, Urban, Tenacity) had 83% kill rate. Aura build (Better together, Bond, Aftercare, Kindre) had 60% kill rate.

    Its not about Im using Aura build can run better than Speed build, but because I know where my team mate on Gen so I could avoid, never disturb them. This ensure every hook I got, a Gen done.

    image.png


    There was a match where I commit to a Gen, I did 95% while injured, a survivor on chase lead Killer to me. I got my 1st hook, Killer Pop it. I got unhooked then instantly continue on the Gen. A survivor on chase lead Killer to me, same thing happens again. I lost 2 hook for a single Gen that should be done long ago.

  • There is nothing more de-satisfying when being the 1st being trapped. Had to go for all 4 boxes with 95% timer on my head, to unlock trap just to have Pig down me right again after the unlock. Then she put another trap on me.

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