C3Tooth
C3Tooth
About
- Username
- C3Tooth
- Joined
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Comments
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1 character too short
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Trapper, default skin: any bag add-on + anything
Noed / Bloodwarden / Rancor / STBFL
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Lets call each box named Alpha, Beta, Gamma, Zeta
This way, it will be less RNG. But still able to stall the game.
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As Killer
- Been told for tunneling despite I hit every survivors 10 times without able to down anyone.
- Been told turning on Cheat because my friend was being so noob at the game, then in end game replace to me playing with Noed
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Casual survivors dont use DS.
Hardcore survivors use DS, not for anti tunnel but for invisible Gen.
DS was never been an anti tunneling perk. It was always for invisible Gen
The nerf on DS doesnt direct affect Casual survivors, but since Hardcore survivors find DS worthless for them -> Obsession less happens -> Tunneling become a thing.
As for why not bring DS for anti tunneling? I pointed already, DS was never been an anti tunneling perk.
Killerd have to decide between:
- get 5s stun
- 2nd hook a survivor.
If 1, continue to tunnel because hes now the only one without DS. If 2, why not tunnel because there is no DS
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As Killer, I really dont care of 5sec stun, its much better to take it from early game rather give them a chance to use it in late game. Though I dont camp or tunnel, it happens only if unhooker have the hooked being alone.
As Solo Survivor, you cant expect other to bring DS so you can have 4 perks free experience. I agree in SWF, having friends using DS in turn is ok. For solo, no one should being forced to bring DS every single match in case other 3 dont have DS.
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Kick Gen,Pallets 38 times challenge
Finally the Game offering has its use.
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SWF: 2 depip, 0 BP, 5min ban
Solo & Killer: 1 depip
SWF: lul enjoy depip
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As Trapper main suffered from the Game & Auto heaven, Im afraid they will do the same to Coldwind
Not gonna lie, Crotus Asylum is extremely op for Trapper though.
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Image comment.
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An injured survivor come, I give them my medkit so I can push my current Gen.
I have a whole healing build without healing myself (Autodidact, Botany, WGLF, Empathy)
I destroy all totems
I take hit, firecrack (because I cant use flash light), sabo hook with Breakout to save other.
I didnt disable my profile because I didnt know how back then.
Now I didnt disable my profile because I dont really mind these guys.
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I think DS should deactivated if Survivor is fully healed, rather than healing.
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Perk:
- Dead really hard: Do dead hard without causing exhaustion because plot armor
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Realm beyond 1: Yamaoka & Springwood. 1st Sep 2020
Realm beyond 2: MacMillan. 20th Oct 2020 (50 days from RB1)
Realm beyond 3: AutoHeaven & Ormond. 30th Nov 2020 (40 days from RB2)
Realm beyond 4: Game & Crotus. 8th Feb2020 (70 days from RB3)
From BY4 to current day: 55 days
Next mid chap update is around 6 weeks from new chapter. Which is around 11th May.
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@TheGannMan <- seeing Spirit in the wood
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Image this scene: 3 swf + 1 solo vs 1 Killer
3 Gen left, 2 swf dead, only 1 swf & 1 solo ingame.
swf vote the solo to out so the last swf can get hatch.
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Image on internet.
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I have this idea long time ago, as my thinking is to close the gap between newbie & veteran.
@C3Tooth said:
I just put my idea here. In hope this can be used in the future. Or just to have some discussion.
Stamina system
Killers have speed of 110-115. No more blood lust.
Survivors now have Stamina bar:
- Every 20sec of running, survivors drop 50% of Exhaustion bar, get (-5) speed. Running nonstop for 40sec will deplete Stamina bar. Once deplete, Survivors get Exhaustion status, keep their speed penalty (-10) until their Stamina bar recovered up to 50%.
- Dying, Walk, Crouch gain Stamina bar, 40sec to fully filled.
- If Survivors have Exhaustion status, they can not activate Exhaustion perk
- Requires 30 Stamina to use Exhaustion perk
https://us.v-cdn.net/6030815/uploads/OWE4GPBIPEHU/image.png
Example:
Healthy / 100 Stamina / Sprint: (105)*1.5 = 157.5
Healthy / 10 Stamina / Walk: (105-5)*0.6 = 60
Injured / 50 Stamina / Run: (105-5-5)*1= 95
But I didnt think about when you on hook, you dont want your team mate walk toward you to save their stamina, and it should not punish survivor for doing Altruism.
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He needs alot of QoL improve. Not something like having Purple bag and Green darken with Purple stone by default.
He only suffer from picking traps for too long because of trap spawn. With inability to carry 2 traps.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2076571#Comment_2076571
I would like all that and some more grass on certain maps. Last I would love there to be some danger to disarming traps. Without bloody coil it's absolutely safe to disarm bear traps.
I have this idea long ago.
Disarm trap will spawn a skillcheck with Snap out of it difficult.
The zone can be reduced with coil addon (instead of longer disarm, now smaller the zone). Unnerving presence also affect the zone.
Fail skill check will get trapped
Bam
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As Trapper main, once you do down (basement) you never go up.
Bigger problem is the Game, no place to set trap
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Im not afraid Devs dont put buff on Trapper, because they did over time
What Im afraided of is between Resetup trap to improved RNG. Its a year apart.
Why is it require a year for these?
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As Trapper main, I just want small sinple changes.
. Start with 1 trap, able to carry 2
. Traps spawn 30m away from map boundary
That would be enough.
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Yes, I have low memory and inability to orientating.
In indoor maps (Game, Lery, Midwich) that going in circle (except Hawkin with only 2 directions), or even asylumy. I always lose my way.
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When too far, cant hit survivor because of the spread and recoil, plus breaking LoS.
When close, why M2 when u can M1 for instant health state.
Fail design like the Twin. Victor is to Incapacitated and Charlotte finish them. But people just have Charlotte injures survivors then Victor finish, because Victor can see blood that tracking injure survivor better.
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The core mechanic is so low that special action perks in tHe future happens
Gen, totem, chest, gen, gate, unhook ,heal and thats all
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Camping, tunnel, gen rush.
Build in DS would somehow reduce tunneling
I really want a start game collapse that slow down gen (please add a new objective to run around. I don't want to sit on Gen longer)
Make hook works like PH cage
Boom, problems solved
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The problem isnt regress speed. The problem is survivor can 0.1sec tap in exchange of your 2.5sec kick.
Add start up animation of at least 2sec before actual progressing.
That would fix both gen kick problem and soft slowdown gen by default. Image you push 2 survivors on a Gen to run away, you just force them losing 4sec on start up animation.
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I feel DS is definitely need buff in anti tunnel purpose.
The point of tunneling is to fast remove a survivor early, which DS should get buff in early game, but nerf in late game.
Current DS anti tunnel is pretty weak, as Killer already eat DS, they know you are the only one with no DS left, so they will tunnel you more hard core.
While its remain powerful in late game where there is no thing left to do. Especially you can be fully healed by others and still have DS and body block killer.
Change:
I like the idea of DS active once per hook.
In return,DS no more work when Gates are powered.
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@GannTM said:
I just wanted that Yui skin that came out. It is so cool.
I only want that Yui charm and Yui head at level70. Now Im stuck with grinding.
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I did this
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Basement is designed especially for Trapper. Its since the beginning.
Why Trapper has Agitation? Why there is Montrous shrine?
I rarely play basement Trapper except challenge. Though if anyone down near badement, they're gonna suffer alot. A Trapper habbit is to lay at least a trap there.
Avoid basement at all cost vs him. I find basement Hag is much more painful.
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OP made me realized that only the first 4 Dwight Meg Clau Jake have caution around them, scared...in lobby animation.
After, most survivors are about to fight Killers. Feng is careless about the danger, Yui Elodie are confident, Jane & Yun care about their nails, Felix & David about to beat killer to death
Only Nancy & Cheryl do show it.
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@Dwight_Fairfield said:
The chests giving out keys and other rare items like candy without Plunderers is the most infuriating one.
Thats explain, I had 4 matches tonight, 2 had a key.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2071439#Comment_2071439
Of course it does. It's a 5 second stun, and gives you a ~24 second lead on the killer in a chase. You can utilise that to extend the chase between looping structures and get another ~40 seconds or so out of it. During that time gens can be completed.
The better option would be to not get caught in the first place. You know, because it's a scary killer who wants to kill you, and your job is to survive. Not to dance around in front of the killer teabagging because you know you have a million ways to stun them and know you can't be touched.
If Killer only chase you with their raw speed.
Trapper has traps, may the luck be with you.
Wraith uncloak for 150 speed.
Hillbilly with 230 chainsaw.
Nurse & Spirit, no need to talk.
Hag
PH can by pass.
Huntress, Slinger (Trickster is so weak no mention)
Only few affected are Doctor, Pig, GF, Myer
As @Marigoria said, its like most power of the old DS is doing Gen invisible (which should get removed), the anti-tunnel was never be that good. Thats why survivors were always use DS to abuse doing Gen, not anti-tunnel.
I hate those moment when unhooked survivors snap into Gen instead of letting me heal while I have WGLF. Im glad doing Gen invisible is gone, Im only afraid there is no obsession because much less survivors use DS.
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DS is designed for anti-tunneling. The nerf on DS makes it only work if Killer tunnel you. Which is should.
I find its unfair that DS protect survivor 240sec (talking about 4 survivors bring DS) doing Gen invisible. The change is really needed.
Though I think 5sec stun doesnt stop Killer from tunneling. The perk overall weak for Solo but still abusable for Swf (as they can still body block for their team mate)
I thought all possibility what DS should be, each of them has something for either side to abuse it.
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I was 95 survivor and 5 killer (daily) for the first 8 months.
Then I was 5 survivor and 95 killer.
Recently I 80 survivors because I want to build 1 aspect perks on all survivors
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@Dr_Loomis said:
On the subject of the challenges: Risky Repairs...great fun...honestly...fantastic concept 😑
Much like the Take One For The Team Team trophy, this challenge encourages counter-productive and disruptive behaviour.
Risky? You have to have blind luck or potentially leave a gen at 99%, have the killer stride toward tou, pop the gen then get pursued.
Completely moronic. I'm not going to miss challenges like this.
It took me 3 matches to complete stun Killer with a pallet that already dropped (with Any mean necessary)
First match I didnt think of the exploit.
2nd match I had a chance to leave while being injured, EGC is about to end, but I decided to drop a pallet, pickup then wait for Killer to come. That Bubba mind game himself going around the loops left-right-left-right, then hit me down. I didnt able to react in time.
That repair 15 Gen, sacrifice 20 survivors are a pain too.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2067373#Comment_2067373
so what? Plagues green puke doesn't consume tokens and can damage you, as well as Deathslingers shooting
Checkout my discussion https://forum.deadbydaylight.com/en/discussion/238972/i-want-to-play-a-game#latest
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1 character too short
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@bobspongesweatpants said:
https://forum.deadbydaylight.com/en/discussion/238854/have-you-noticed
Don't force me to pop your K
They already K your pop.
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You know a perk become far weak when the other side keep telling you to use the perk.
DS design was so bad that the true purpose (anti tunneling) is so weak but the exploit purpose (invisible Gen) is so strong.
The change is needed, but DS never been an anti tunnel perk. Thats why most survivors give up the perk.
New DS is still abusable for swf.
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@_HN_ said:
https://forum.deadbydaylight.com/en/discussion/238680/this-is-why-trickster-has-recoil
Wat?
His blades have a travel time and very long swap stance time and an insane slow fire rate with a speed windup.
EVERYTHING in his kit push him toward being a very spamy killer, yet the recoil make sure to have said spam be as weak and frankly obnoxious to use as possible.
Want to keep the recoil? Fine by me, then remove the swap stance and windup, make him be able to instantly throw his blade with a 0.75-1s CD and you'll have a way more thematically appropriate and fun player to play as that is focused on poking survivors with regular and very precise throw rather than a bafoon that is too slow to take advantage of short duration line of sight and needs to slow to a crawl and start spamming blades at random.
It makes him not only very obnoxious to play, but also makes him look like a total clown rather than a slick, efficient and skilled killer they seem to want him to be.
Im just telling why recoil is a must have. His range attack is difference than other 3, Huntress Slinger Plague.
I think increase his general speed "swap mode, throwing speed" makes him uncounterable in open space.
I would make blades bounce. Hes suffer tight corner alot.
Increase spreading at longer range is also bad. If hes too close, M1 is better. If hes too far, why he should use power because spreading is too high. I would have his aiming more homing to target the longer distance.
And the scratch status (forget the word) should stay still. Requires action to remove
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@ALostPuppy said:
And this would be a problem...how? Plague, Huntress and Deathslinger can all do this and they're rewarded with a health state MUCH faster than Trickster is. The recoil is also completely random, zigzagging either up and to the left or up and to the right with no kind of pattern. If it was consistent I'd be fine with it, but it isn't.
Because recoil happens after a firing. Huntress & Slinger arent suffer even if they have recoil (though I would love them to have recoil just for the feeling of shooting a gun).
Trickster requires many throw (which sufferes by recoil, though he needs that to avoid easy aiming.
I think bouncing should be his basekit. Since running around a tight corner is a hard counter to him. At least Plag can have a single hit then leave them.
For Plag, her purge is curved and projectiles has slower speed. And the stream doesnt do damage, only the purge balls come along with stream does
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2063263#Comment_2063263
So both matches listed here your team won. What exactly is the issue? You're winning and still want to dictate how the other side plays?
I just think it's ridiculous. There is no other pvp game where one team feels like they can tell the other how to play. If I'm on the Overwatch forums and say "hey, don't focus fire the support until the payload is at least at 50%" I would be laughed out of the forum, yet here Survivor mains (because people who play both sides know better) consistently seem to believe they can tell killers who to kill and in what order.
The issue was I had no relieve moment to breath. After all Im just a casual player. Have a chase, do a Gen, a unhook, a Totem, then may be a chase and die. Get constant chase makes the tense too high.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2063171#Comment_2063171
Why are Survivors allowed to play their objectives however makes sense to them, yet you want to tell killers how to play theirs?
To be tunneled means you lost 4 chases in a row. What skill is the killer not showing there? Where are your teammates to help take the heat off of you?
Match 1: as Meg (Speed build: Lithe, Fixate, Urban, Tenacity) vs Doctor.
Get hit, Lithe, Get hit -> 1st hook.
Get unhooked, Teammate takes hit, Get hit -> Saved with flash light, Get hit -> 2nd hook. (didnt have chance to use Lithe)
Get unhooked, Lithe , Get hit -> 3rd hook.
Lucky the last Gen almost done by the other 2 survivors. 3 escape.
Match 2: as Clau (Heal build: Autodidact, WGLF, Botany, Empathy) vs Pyramid head
Get hit, Get hit -> 1st hook (no Torment)
Get unhooked, Teammate takes hit, Get hit -> 2nd hook (had Torment)
Get unhooked, BorrowedTime, Get hit -> Final judgment
Lucky other 3 survivors almost done the 4th Gen. Then they escape through hatch with key.
Not every game I was able to survive this long.
The only way for another teammate to take heat off of a tunneled one. Is to body blocking, taking double hit, forcing killer to picking teammate to hook. Tunneler will tunnel no matter what. The help from teammate can only prolong the chase killer on me, not giving a chance to self healing.
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While being a range killer. Longer distance cause lower accuracy isnt good.
I mean, he requires closer distance to aim better and throw to injure survivor faster, that this point he could just M1 them.
I think he should have higher accuracy at longer distance, and lower at short range.
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@Boss said:
I remember escaping this one Trapper at 2 Generators left, and i repaired both using good ol' stealth.
He was being paranoid about me going for the Hatch, so it gave me the chance to repair those 2. (Not like he was hanging around the Hatch the whole time, but he's right to be paranoid about it: I could've tried jumping in, i just never did.)
And once i got those 2 Generators repaired, there were now 3 exits available to me.
It's not over until it's over.
I remember that one time when Hatch grab was a thing.
Only me left with Wraith in AutoHeaven. He just stand at the hatch while being visible (he was afraid I jump in and he could not uncloak in time).
I did a whole Gen and had 2 Gates powered, now he's afraided I went to Gates so he leaved the hatch. I jump the hatch.
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@Adeloo said:
https://forum.deadbydaylight.com/en/discussion/comment/2059048#Comment_2059048
ok this is super creative !
Off the Record / Windows of Opportunity / Mettle of Man / Quick & Quiet / Decisive Strike
The first one is A nurse's calling : D
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Describe perks with images.













