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C3Tooth

C3Tooth

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C3Tooth
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  • I would just make it 16sec open the hatch, then instantly close it & EGC starts after used.

    Sometimes its a surprise factor for the remaining survivors (such as key holder escape through hatch and leave me & another guy at 1 Gen left, out of nowhere EGC starts). I find its fun though.

  • I as Trapper main use Game map offering to do Breaking 32 things challenge. Beyond effective.

  • I just play the game, I never check lobby. I used to care alot, now I just play.

    I only change play style if there is a toxic, solo or swf doesnt matter

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2178662#Comment_2178662

    That's not true at all. A good Spirit will just use your breathing. That's something even I can do, and I'm ironically not a good Spirit. The problem is that she doesn't give any information to survivors.

    I dont have headphone so acute to sound is a different story from me. I never use Stridor on Spirit, but Nurse calling instead to easy track down injured survivors.

    If Devs decide to nerf a single thing about Spirit. Giving back sound bug isnt my choice. I would picking her getting extremely bright when she start phasing, so at least you know what to do at loops.

    Further more, I believe her power bar should be depleted after escape her phase.

  • image.png

    Im sure no word can explain this, so image.

    (Red X) is trap / (Green I) is pallet

    Thick line is wall, thin line is windows

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2178288#Comment_2178288

    There's plenty of ways they could address her without removing her power. Back when the breathing bug was a thing and people had info about her phasing she was still the number 2 killer even though she was far more pleasant to go against.

    I miss that bug. I played so much Spirit. It was so fun.

    The biggest problems vs Spirit is you're so easily down if you're injured. While she's pretty good to injured you with standing mind game, or players who can estimate 23m TR so they can slash you without you able to hear both TR & phasing sound.

    Phasing bug sound is only good if you're healthy & not in chase, knowing where she is so you can go for opposite direction without being spotted. The bug was indeed a good clue for survivors, but actually not really needed.

  • @DapperTrapper said:

    • Guys I'm totally a Spirit main, i'm not just saying it to try and boost my opinion, I pinky swear it!

    Are survivors really gonna resort to this kind of pathetic lies to try and get killers nerfed? Why instead of spending time crying on forums they don't git gud?

    When I play Killer, I mostly use Trapper & Spirit. With Trapper Im willing to use all kind of OP perks (Rancor, Bloodwarden, Noed...). But Spirit I mostly just toy with them and let them escape.

    • At loops, its lucky to make 50/50 deciding which side of pallet you should stay on. And even if you success, Spirit can just chase you with 176 speed because she barely use her power bar at loops.
    • If she starts phasing from afar and you able to make an unpredictable movement. The best distance you can make is merely 5 meter. While she has no fatigue after phase, she can just continue on chase right away.

    Great speed / No clue for survivor / No punishment making mistake

  • I thought this strat for a loooooooooong time (called reserve Franklin Demise) but never want to share it, because I feel it may drop more Killer players.

    This is why survivor should have their character locked at 30sec.

    • 176 speed when phasing, with 1.5sec activation is NO WAY survivors can make an unpredictable movement if she has Stridor.
    • Nurse has penalty, even Legion. Billy & Oni, Bubba gets stunned if make mistake. For Spirit, even if you able to make an unpredictable movement, its more likely Spirit just a few meters away and continue chase right again without any stun

    Funny that if she doesnt have Stridor and survivors have IronWill, she's from S Tier down right to B Tier.

    At loops, survivor has to make 50/50 of lucky decision between 2 sides of a pallet. Survivor can run, but she would have her power right away and chase you with 176 speed, because she barely use her power bar for the loops.

  • When healthy, they have breathing audio. When injured, they no more have breathing, only moan.

    Ironwill remove the moan. Makes injured survivor completely mute. I find its stupid as well when healthy makes more noise than injured.

    I think they should replace moan with breathing if you equip Ironwill, in return decease the breathing down to 50% or something.

  • I have this idea for a long time.

    Vigil recover any negative status for 42% faster. If there are more survivors, the recovering is split up (21% for 2 survivors, 14% for 3 survivors). The effect no longer linger

  • Hitting survivors doesnt requires you to hit other 3. Just focus on the Obsession, with 30sec for the next hit.

    I somehow finish this challenge as Trapper. Hitting obsession then other 3, because I could go right behind them in Rotten field and they didnt see me.

  • @deckyr said:

    literally i'm a bad survivor, all i do is touch generator, touch bones and then touch hook. i can't chase worth a damn, i am the weakest link in my team always. i run perks specifically to avoid engaging the killer at all because i am godawful at chasing.

    i'm a red rank lol

    M1 on Gen enough give you iri Object, M1 on survivor & hook give you iri Altruism. If team mate good in chase, you get iri Survival.

    The only thing requires skill is Boldness.

  • @BSVben said:

    https://forum.deadbydaylight.com/en/discussion/comment/2174472#Comment_2174472

    That would absolutely break the game. Hooking 12 times is rare enough as it is. Imagine needing to do it every game to 4 survivors with essentially 6 perks each.

    1 measly instadown at the end of the game is a pathetic trade off for a ridiculous survivor buff.

    Why can't people take responsibility for their own gameplay. Avoid risky saves. Get better at running the killer.

    You already have the choice to run BT and DS, why should it be made basekit?

    BT & DS basekit doesnt mean you have to 12 hooks every time. Or mean you have to 9 hook to kill the first survivor. It mean you have to focus on other 3 rather than unhooked one, or enduring through BT & DS if you hard tunneling.

    Beside, you can 5 hook kill the first survivor (Survivor A, then B, then A, then D, then dead hook A). BT & DS only protect you from tunneling, doesnt help survivor progressing anything while being invisible.

    With disable both BT & DS when 5 Gen done, you're more likely ensure 1 to die than currently game where BT & DS still active.


    1 instant down, I mean it only work on the 1st healthy survivor (not lose token if M1 injured). Which mean when 5 Gen done, your M1 will always be an instant down. At that time, some survivor would be on their death hook. You know what's the fun, if you M1 an injured one and hook him. Other 3 may not dare to secure him because you still have M1 instant down available, and most of the time there are not always 4 survivors still alive at 5 Gen done. If there are 2 survivors left, there is no way the other can unhook, by any mean.

    You totally underestimate a single instant down hit at end game where BT & DS are no more a thing.

    As I said adding more Objectives, I didnt say how long/complicating the objectives are. But they should be enough so Killer dont have to 3 hook kill 1st survivor like current game.

  • Every action should have a startup animation. Just 2sec animation would make a different.

    The most perfect example is unhooking. It could go with do Gen, unlock chest, open gate..everything have 2sec startup animation to actually make a progress.

  • DS should be basekit that work on both hook. BorrowTime should be basekit. But disable both of them when 5 Gen done or EGC start (incase hatch close)

    Killer should have 1 tokens that able to M1 instant down healthy survivor when 5 Gen done. New objectives must be added.

    Survivors should not have to use 2nd chance perk to fight tunnel & camp. Killer should not have to use slow down perk to extend trial time.

  • Her power is controlled by survivors. No cleanse = no power. Cleanse too fast cause losing all corrupt fountain.

    1. I would at least remove the reset all corrupt fountain. So at least she's actually the one who control her own power.
    2. Instead her corrupt has cool down and do 10 charge on survivor if they're close, or use a single one with they're far. I would make her able to use 4 full charges per fountain, no cool down.


  • @luvcraft said:

    I mean, if I'd had a challenge to break 100 palettes, I could've done it in that one last match alone. JFC.

    Break 32 things challenge. Put on full pallet breaking perk (minus Spirit fury). Offer Game map. I done the challenge in 2 go.

  • @Bardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2172046#Comment_2172046

    Dude, he put up several examples of a 4k against all red ranks - did you even look at his post?

    As long as there is a Purple in a thousand of Red, you cant prove anything. No one notice your hard work, only notice your mistake.

  • Honestly eventhough this is my pool, I feel its really hard to pick one.

    (1) If you can recognize she's phasing at unsafe loops and able to go away, she would just able to phase again because her power bar is barely used at those loops, she will phasing right after you again.

    (2) This is only good if you're not injured. Other wise you just die.

    (3) This is also a problems at unsafe loops, its a free hit that barely use power bar.

    (4) There are so manytime I was able break my path and go on unexpected direction. Only to have her stop at my scratch mark and chase me again when Im middle of deadzone. I feel like she get no punishment for making a mistake.

    Though I would pick (5) which give you a slight chance of evading when she's start to phase & punish her if she make mistake on her pathing.

  • WHAT IS A GEN?

    Trapper: Blood warden, Noed, Rancor, STBFL

    Ignore survivors until I finish setup all traps, or a survivor step on to a trap.

  • I find the universal ships is fun too. Like Meg with Trapper outfit, Nea with Wraith outfit...

  • Killer: why Clown grunts while vaulting?

    Devs: now survivors grunt while slow vaulting

    To be fair, I think now everyone should grunt while vaulting.

  • Lery is the first map reworked. Not getting rework.

    I dont think Hawkins getting a rework, its quite new

    I think Red forest is the next one.

    Haddonfield, despite using objects that already exist in Badham, I feel the balance for that map is nightmare and need to process slowly

  • I think it should have 1 token. Everytime u take a hit from Healthy to Injured. Perk activated for 15s, you will not leave scratch mark & blood, lose 1 token.

    You gain 1 token everytime you get hooked

  • Since everyone wants a new Objectives for survivor to extend the trial time.

    But look at Mori, all they did was increase 1 hook to 2 hook, and it took years. If Devs extend trial time by increasing Gen time I will be mad.

  • DS should be basekit & works on both hook.

    But to compensate where Killer have to do at least 6 hooks for the first kill. More objectives should be added.

    Gen to survivor = survivor to Killer. Survivor rush Gen, Killer rush a survivor. Except rushing kill a survivor giving bad experience for the tunneled.

  • What do you think if you wake up by Gen explode last 1min, but by clock it last 3min?

    I mean come on, it takes like 20s to run accross the map, wake up, 20s to run back to your Gen. You just waste 45sec on Gen just to immune to snare for 40sec while doing Gen, which something he just can M1 you.

  • I feel like the regression should be the same as a normal missing skillcheck. And just delete the explosion, at least this perk can give you ability to scratch your nose while doing Gen.

  • @Sheeeeeesh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2156983#Comment_2156983

    As a killer main myself, I think iron will is fine. Lucky break is definitely broken though and I really hope it won’t come to the live version of the game.

    I think Lucky break alone is fine, the problem is paired with IW. Just like DS & Un.

    I feel like survivor perks should be a resource rather than pernament. In return buff them up. Just like how Lucky break works, powerful but limited.

  • As Trapper main, if he has Yellow bag as basekit. It will be too easy for him to do 3 Gen strats (if he bring another bag add-on, while having a free add-on slot). So no, he doesnt need buff. He need QoL improved

    • Start with 1 trap, able to carry 2. Which is Brown bag is not redundant, start with 2 & carry 2.
    • Traps should be spawned away from the map boundary. This alone will save him at 1min in collecting traps.
    • Number of traps spawn should be in ratio with map size. ~1700m2 per trap (7 traps spawn in MotherDwelling ; 6 in Rottenfield ; 5 in Coal tower). I hate the RNG sometimes spawn only 4 traps.
    • Pls add some possible trap laying spot on Game, Hawkin, Lery...
  • 3 original realms have 5 different map because there was so little map back then. Today those map without main building (Shelter wood, Coolwind farm, Wrecked yard) should be removed.

    At least you have the bus,crane loops in Wrecked yard. Coolwind with tractor. Shelter wood has a single TL wall to loop in late game.

  • Right, there is something wrong with the chest

    image.png


  • Because Meg Nea Clau are default survivor?

    A new player forced to play the same 7 survivors. Usually they will attracted to a character they play for a while, and main happens.


    I wish Devs only give Trapper and Dwight as default for playable on both side, remove other 6 survivors and 4 killers. Give new player 45.000 shards so they can get any characters they want. From there the diversity will gain

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2152517#Comment_2152517

    Ah yes. Ofcourse. Doing mental gymnastics explaining why facecamping is good for the game.

    Killer's main objective is to kill survivor, not defending Gen/Gate.

    Patrol Gen is to find survivor, put pressure on Gen is to slow down the trial time. They dont even need to defend Gen, thats why Noed exist.

    Sure camping/tunneling in early game is no way fun. But camping when 5 Gen done is totally normal thing to do.

    "Nah u should leave the hook to a gate, so survivor can unhook and escape to another gate", thats a funny mindset.

  • @Gay_Police_Dept said:

    As a Trapper main i gotta say i love Haddonfield.

    Thats my line.

  • @PanicSquid said:

    https://forum.deadbydaylight.com/en/discussion/246422/imagine-this-mortal-kombat-in-dbd

    Thats just a Deathslinger re-skin

    Sub-zero could be more interesting, but how would you make ice powers work?

    Someone did suggest about ice power Killer

  • dbd3.png

    Body is 1 character too short.

  • Broken board (Killer)

    Green: Remove a pallet at shack.

    Green: Remove a pallet near the basement.

    Purple: Remove all breakable walls.


    Faded candle (Killer)

    Yellow: Hex totems are no more lit


    Collapsed wall (Killer)

    Red: Spawn a 3rd Gate, but a bunch of brick blocking the exit, survivor cant escape through it.


    As Trapper main, I will never use your "lower grass offering"

  • They've also updated Slippery Meat and have planned changes to Small Game to make them not affected by bear traps.

    Back then when they could think of so many Perks while there were so few Killer, that many perks directly counter Trapper. Even with items or map offering

    • Small game
    • Slippery meat
    • Saboture
    • Dead hard
    • Toolbox
    • Map can detect traps
    • Offering to indoor realms
    • Offering with luck

    Look at later Killer, most has a single perk that can counter their power. Calm spirit vs Doc, Ironwill vs Spirit, Urban vs Hag, DH vs Nurse...

    Trapper doesnt need a buff, he needs QoL improved, which hes getting it slowly, 2 minor things per year.

    Just able to carry 2 traps & traps spawn closer to the middle of the map instead at a very corner. Would be enough for him.

  • @GannTM said:

    Because they think she has counterplay because they’re facing bad Spirits. A competent Spirit is miserable to go against because you have no indication on what she’s doing and if you’re injured, just pray they screw up massively.

    I might say, Ironwill survivor vs no Stridor Spirit is a fair game.

    She doesnt have Stridor but you dont have ironwill, you die

    You have ironwill & she has stridor, you die

    The worst case is you dont have ironwill and she has stridor.

  • dbd9.png

    Body is 1 character too short.

  • Survivor: The last one live, EGC start. A hill was between 2 Gates.

  • @[Deleted User] said:

    Fixing this also fixes the standing still mind game and it makes it a bit harder to down injured survivors, because now they can react to you a bit too.

    Thats greedy, only pick one that you think its the biggest problems to you. Its not multiple choices.

    @GlamourousLeviathan said:

    None of those. Spirit is one of the most balanced killers in the game. She is fine as she is.

    Oh okay.

  • @musstang62 said:

    I'd be kind of cool with the husk just being removed entirely. Seeing spirit vanish all of the sudden would give an indication to the survivors that she's just started phasing, and would add some suspense. You'd probably have to give her a small buff to duration and move speed to compensate but that would remove the current major complaint with her. Since collision has already been removed during phase walking, and a vault animation was added. And prayer beads nerfed.

    I feel like Standing still mind game is just an exploit of her power. I think it just takes away the exploiting, not nerf anything so no need to have to buff anything.

    Removing the husk would also removing TR (?). Which is yes, that would nerf her on hiding behind a corner and phasing back to a Gen (survivors will always hear her phasing sound in her "used to have TR"). For me, just need her brighten when she starts to phase would be enough for this case

  • @IWasLeft2Die my topic about reworking Clown

    @C3Tooth said:

    I like how new Killers have multiple action in their basekit (especially Oni, PH) make them more than just pressing M2 to use power. As rework Freddy & Doctor gave them 2nd ability.

    I would like to see Killers rework will have more ability rather than just raw buff. Here is my list

    Hold M2 to ready to throw bottle. Click M1 to high throw the bottle. Or Release M2 to roll the bottle, +30% max range and speed compared to throwing.

    https://us.v-cdn.net/6030815/uploads/I4EU700P9N57/image.png

    2nd ability One: Clap bottles. If Clown has 2 or more bottles, he can clap them to make big gas cloud that +75% bigger larger radius

    https://us.v-cdn.net/6030815/uploads/GNKE8DEVSCLC/image.png

    2nd ability Two: Sniff bottle. Clown can use a bottle to sniff and gain 5% haste for 20sec.

    https://us.v-cdn.net/6030815/uploads/NAQ54N7PCIUI/image.png

    2nd ability Three: Balloon. Clown can tie a Balloon on a dying survivor, makes them easier to track later.

    If survivor not untie the Balloon, they are easier to be seen.

    Success hit or hooking survivor will cause it exploded (so this ability requires slugging). Survivor can self-untie Balloon for 8sec, or another survivor helps untie Balloon for 4sec, Balloon will also exploded after and cause noise noti to Clown.

    https://us.v-cdn.net/6030815/uploads/BOPXL794YZZL/image.png

    I dont like everything is just a number change, as 1 of a few killers who use Tools rather than power (Trapper, Pig). I feel like its must be more dynamic if Devs add more abilities on how to use the tools.

  • I had a match today, as Spirit in Ormond. Using Dragon grib / Haunted ground / Make your choice / Noed.

    Early game, I saw a survivor trying to cleanse my Haunted ground, I act like didnt see them, but I phased back and grab. A hook in under 1min. No need to say, I have alot pressure from that hook.

    Funny thing, that was the only phase I did in that game, the rest I just "standing mind game". Still had 9/12 hooks. 2k.

  • @valvarez4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2140870#Comment_2140870

    Yes, because killers needs a momentum to improve their 65-75% killer rate

    I feel like I got 4k as Trapper constantly today.

    Trial 1:

    OoO got hooked (1 hook), then got unhooked that the unhooker (2nd survivor) completely abandone the OoO player. So I down OoO again, hook them (2 hook) and suicide on hook at 2 Gen left because thinking I was tunneling.

    Found 3rd survivor in a locker near Gen, hook them (3 hook)

    In chasing 2nd survivor, trapped, then DC. While so, the 4th survivor trapped near the 3rd survivor hook, chase them & hook (4 hook). The Game end right there.

    I got 2 hook when 2 Gen left. Its possible for them to have at least 2-3 escape. But not. DC & suicide.


    Trial 2:

    Clicky got trapped, DC at 3 Gen left. The Game end right there for other 3.

    in Totems Comment by C3Tooth
  • Clip it and report, go to your God and pray both of them get banned

  • I wonder if STBFL and Rancor become a basekit. What will happen?

    I think Obsession would become a main character in horror movie

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