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C3Tooth

C3Tooth

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C3Tooth
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  • I did the challenge at 2nd try. My build was Breakout, Mettle of man, Sabo, Empathy. With a medkit

    Empathy to track injured survivor. Use Mettle of man to take hit with injured one then run away (requires 2 times). Sabo is need to know exactly where the hook Killer trying to go

    After that, everything is set. Track injured survivor in chase again, wait for them to get down and picked up. Take a hit to let slow down Killer and boost yourself to the closest hook. Sabo it. Take another hit grants protected by Mettle of man.

  • Remaining realms to upgrade graphic: HillBilly, Shape, Hag, Huntress.

    We have to wait at least another half a year, or may be the end of this year. To have all the old maps complete upgrade its graphic.

    Then I hope, everyone hope. Each new killer since Blight, will have their own realm/map

  • When I use iri huntress, I only do double hook then farm with the survivor. Though I know some survivor just suicide on hook, not blaming them. If I face an iri huntress, I suicide on hook too, because most of the time they're not going to farm with the survivor, the game feel like zero chance to win to keep me stay in game.

  • @Zacharry100 said:

    They should bring back double window to encourage killers to use more skill at killer shack you know to bring some fun moment for both survivor and killer.

    Also I do hard drugs.

    Are u sure u dont have others stealing ur drugs? Because look at the discussion page, I can tell ur stock is leaked.

  • @CryptFriend said:

    Over half a web being Mother's Helpers six 50s in a row begs to differ on the whole "random" aspect.

    Tier three Agitation sixteen times after I've purchased it repeatedly really brings it into question.

    I'm filled with hate.

    I recently planning a build 1 aspect perk build for each character

    Such as Nea: calm spirit, ironwill, spinechill, urban). Man, it took 1.200.000 BP to get Urban tier3

    Same to Adam: Leader, Prove thyself, Vigil, Streetwise. It took 1.500.000 BP to get Streetwise tier3 as the last perk

    I notice that Nea's perks spawn extremely rare.

  • Before I bought this game. I was considering between DBD & Last year. I picked DBD because there is no respawn. Death mean the end.

  • If I see a survivor with TTV when Im playing Killer. I will get into their stream, say "hi, im the Killer, glhf"

    Then I pause their stream and play a normal game.

  • @SirCracken said:

    Who on the balancing team thought that nerfing this perk was a good idea? A perk that requires the killer to;

    1. Injure a survivor twice
    2. With a basic Attack
    3. While another survivor repairs a generator
    4. And gets a good skill check

    All to get information that several other perks give you but with twice the requirements. It blows my mind. Here is what the perk should have been:

    After removing 2 health states from survivors by any means, the auras of generators being repaired will turn yellow until they stop being repaired.

    Simple. Concise. Doesn't require 4 conditions just to get basic information. Why is this not the perk?

    I would make it hit survivors twice by anymean.

    I think they afraid Killer with instant down would benefit "2 health states" the most, which they make it "hit twice", but with basic attack make it worthless on instant down Killers.

  • 3 original realms (Trapper, Wraith, Billy) need to remove none-main building maps.

    I find 4 main buildings from each 3 original realms arent so "creative" and complicated compared to other main buildings. I wish they just merge all main buildings from each original realms into 1.

  • I stop recommend this game to my friends after 4 months of crazy grinding. And Im happy non of them play this game.

  • Current perk system should not exist.

    Perks should enhance an ability, not giving a new ability.

  • Old Mori, even just Green Mori allow to kill a survivor on 1st hook is powerful, because Killer can just tunnel the one just off from hook, instant Mori, make the game become 3v1 early.


    My idea or Mori is to make it still powerful, but not early eliminate a survivor, give everyone a proper time to play in the trial.

    • Yellow Mori is basekit, remove from bloodweb
    • Green Mori become Yellow Mori. If everyone hooked once and 5 Gen done, allow Killer to kill a single survivor as their wish (no matter the hook)
    • Red Mori become Green Mori. If everyone hooked once, allow Killer to kill a single survivor as their wish (no matter the hook)
  • There are many times, mostly from Survivor side, report Killer for winning, using OP perks or add-on ect, when Killer do nothing wrong.

    Here is an example from topic https://forum.deadbydaylight.com/en/discussion/233826/stupid-reasons-you-got-reported-or-trashtalked-for/p2, image by @Skarkio (hes the killer)

    image.png

    He's got reported by a streamer for winning their swf or something. You know its likely that he could take 4 report ticket from a swf.

    Im glad abusing report system is banable.

  • Like 90% TTV survivors are just play nice in a normal game, if there are 1 TTV, I always go into their stream and say hi before the match. (Only that one time I got instantly blocked)

    With 2 or more TTV in a match, I dont have much time to do that.

  • I can see the idea behind, that is whoever go to that place will benefit first (that is only once for survivor). Though a map has only 1 possible spawn of infinity, make it predictable and become a chord for Killer.

  • Even the goal in this game, everyone has their own definition. A survivor can see him escape is a win, some sees he bought enough time for other 3 escape is a win, some see he has highest score is a win.

    Same with Fun, some has a good chase and die is fun, some sees winning is fun, some bullies other is fun.

  • @IWasLeft2Die said:

    I generally try to keep things fun for the opposing side. If I'm a survivor I won't use ds and will rarely use flashlights for example. As killer I won't facecamp, camp, or use noed very often. I still try to win but I don't want to win in such a way that makes the other side not want to play anymore. You can't have a game where no one wants to play one side.

    Thats explain, as Trapper main without using Gen slowdown. I slap in super end game build so they have the choice between finding totems, or eat Noed,BW.

    My ideal of fun for survivors when I play as Killer is not extend Gen time, while not tunnel,camp. So Noed BW is a must to let me have some hook

    As for me playing Survivor, deal with Noed is more fun than Ruin,pop

  • image.png

    Look at this icon at small size, I thought 2 line on his shoulders are hair, makes his hair look like this:

    image.png


  • image.png

    I thought Spirit has 2 fangs

  • Im build 1 aspective perk build for each survivor (so I dont have to change them once every few match)

    image.png

    Its really fun doing these.

  • 1615698985963.jpg

    Found this on internet

  • I had Yui selected. Some dead, some escape. EGC counting down. I slam pallet, pull it up for the challenge. A Bubba mindgame himself around the loops, went left right left right then down me while I just standing still at the pallet (was injured).

    I died and fail the task, thrice.

    1. I would make 10sec to collect Gas give you ability to fix 40sec Gen. (which make a single disrupt will force Survivor to collect the 3rd time to finish a Gen if they go alone. A slash on survivor who has Gas will instantly deplete Gas they're holding.
    2. A harder way to fix is, 10sec to collect Gas, 10sec to fill Gas in Gen, allow you to fix that specific Gen for 20sec , a Gen done in 40sec. (you have a total of 20sec collecting Gas, 20sec filling Gas to Gen, 40sec doing Gen. A kick on Gen will not regress Gen, but regress Gas, can only be stopped if filling Gen to Gen. A slash on survivor who has Gas will instantly deplete Gas they're holding.

    Total of time to do a Gen still 80sec, though it requires the shift between Gas & Gen. Its likely to make Killer slash multiple survivor rather than tunneling one down, because Killer can deplete Gas.

  • Join with me in my topic. Lets create positive shield.

    @C3Tooth said:

    Create a Positive shield to protect yourself from negative. No matter what happened in trials, always put sugar into the chat.

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

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

    https://us.v-cdn.net/6030815/uploads/7GVEFU1ENTFN/image.png

    There were still harassments, but other survivors would defend me. Believe it or not, I have more fun in playing.

    Should this be a challenge for everyone? Try this to see how this goes for you.

    I find if you just respond with my "everyone did a good job, have a nice day" would be alot more fun : D

    Whatever way works for you, keep being positive, its much better than being neutral

  • @TWiXT

    The primary problem however is that despite the good intentions of the EGC... it can still be delayed indefinitely by simply 99'ing the gates. Sure the killer can open a gate themselves to start up the EGC

    Which is why I honestly dont like. I understand EGC should not be a thing to be on Killer side. But I find Killer just open gate as "please just go" is stupid (talk about real life logic).

    3min EGC right after last Gen done would not be too bad (a survivor down can extend it to 6min). Beside 1min block the exit by Blood warden would not be powerful (1min block gate does nothing to 6min EGC).

    The only thing that need some nerf if EGC work like this, is Noed.

  • @Zaytex said:

    The beginning should just make generators progress 50% slower until the chase begin wins, would stop the whole generators flying before the killer even finds a survivor because they get a giant ass map.

    I love there are more mechanic to be added, rather than just number fixing...though we know how Devs do the balance, just editing number.

  • So my concept for a Beginning game collapse is that this will work just like a endgame collapse, but you can completely avoid this (as survivor) by trying to find 5 red glyphs scattered throughout the map, and once you find the 5 red glyphs then the base game begins. So for the killers side of things, every hook you get in the beginning game collapse will reward you with twice as much as blood points then what you receive base game.

    I have the similar idea. Though I think it should be something like switch to keep the aesthetic with Gen - Gate. 5 is over kill. I think there should be only 3 on the map, active 2 of them will unlock Gen.

    By that time, I think Killer should not able to use their power but M1 (all traps, fountain, jigsaw...not yet spawn on the map until Gen unlocked)


    So next is my concept for a breakable walls rework, now my idea for that is by having survivors (throughout different locations where the walls spawn) would have to build up these walls, either using them as a wall or by using them as a vault. And note that whenever survivors decide to build to build up a breakable wall or a vault that the killers can still break these either way, so the vaults you build are like last second escape vaults.

    I have a better idea than breakable walls, is breakable doors. Instead make them looks like pallet, make them normal doors instead. Survivors can interact by open, close (or slam door to open and cause noise). Killer can always slam door by walking through it (will pause their speed by 1sec), or they can destroy doors if they're closed.


    So now I would like to talk about a pretty cool change they could do for exit gates, so to deal with the whole 99ing exit gates situation why not have the exit gates have regression. So that might sound like a strange idea, but it would give the survivors that feeling to consider if they want to go for the save considering that the exit gates will regress or just go ahead to trigger the endgame collapse.

    Devs said EGC exist just to make survivors cant hold killer hostage anymore. Never meant to make it advantage for Killers. But I would like to have EGC activated for 3min by the time the last Gen done.

  • @Baby_Victor said:

    If it’s a challenge...get the 4k and then see what kind of responses you get with your shield of positivity.

    Im console so I don’t honestly know anything about the after game messaging. I turned mine off because of all the harassment sent my way.

    You can see the 2nd image, the highest score tend to harassing me (they speak chinese so non can understand). The other 2 died still respond with GG.

    Though I can see on console, you cant send GGWP to 4 other players every single game.

    Being neutral is good too, but you can be affected from either positive or negative. Yes you can close chat and ignore both. But my goal is to try bringing positive to others.

  • @swager21 said:

    thats the reason im a survivor main cuz when i play killer i always hesitate to kill the last survivor. having a good personality is a huge weakness in this game. i cant deal with the fact that i potentially pissed someone off who a was just trying to have fun. when i play killer and i hook someone i immediately let them get unhooked and go to a gen.

    When I started to play Killer, I down a survivor near the basement, I always hook on the closest to the stair because I was afraid if I hook the furthest hook, other survivors not dare to unhook them and they would die on 1st hook.

  • @YourNightmare said:

    Honestly, every game it's a ######### Stridor Spirit or Gunslinger these days, every ######### games. How is it fun to play over and over again against the same killers ? All the time ?

    As Trapper main, Im sure that being good at low tier Killer is much better than dont know what to do with high tier Killer. I can play Trapper day & night. Its fun when playing something that effective, either main a Killer or tunneling, camping.


    Though I agree that tunneling, camping isnt fun (I only do in late game). To me its not about punishing Killer for camping by rushing Gen ect. Its about the fun for the tunneled, camped survivor. If I was camped, ok may be Im willing to stay on hook, look at the internet, but I dont want to slam Space bar for a min.

    Any survivor that willing to stay on hook for 2mins while being camped, I really appreciate them. Any survivor just suicide on hook, I dont blame them. No one should pay 2min per game only to stay on hook waiting to die. They own the game, they can play how they want (you can say the same with Killer can tunnel, camping because they can play how they want).

    Its the dev's fault. Players only play the most effective way as possible.

  • As Trapper main, I can confirm.

    Once you go down, you never go up.

  • I just had a game as Trapper, spawn at mid bottom of the map, went to left bottom map to pick up a trap and saw all 4 survivors right there. 30sec in and injured 3 of them. Pressure right in the start.

    I actually dont like to be chased instantly like this. I prefer a phase where survivors just go for hiding (I love that feeling when Killer uses Corrupted intervention in Lery map, looking for another Gen and heart beat keep coming), I like to have immersive phase)

  • I've been wait for "Dance with me" for half a year to complete my fooling killer build. Windows of Op already on shrine for 4 times, but no Dance with me.

  • 1.Basic blade takes 6 hits to down a health stage (simply increase damage)

    or

    2.Ricochet blade become basekit: cause 50% damage if ricochet hit.

    If idea 2 become basekit:

    Addon removing ricochet cause 150% damage (so it work like idea 1)

    Addon gives 2nd ricochet: cause 25% damage on 2nd ricochet


    Hit 2nd ability button to change his throwing way. 3 times slower, but 5 blades at once (work like a shotgun)

  • Im not good at using flashlight (only brought in to give other players). I dont need map because I usually have small game. I dont use Key because I dont want to get tunneled.

    Medkit & Toolbox, I always bring in.

    I mean, each of them are 3k BP, may be browns add-on make it 9k. You mostly earn over 10k per match. Talking about you will never deplete your items. For Killer, yes each of them is limited because of different character. Survivor on other hand.

  • Old Game, the bottom floor at least had super hard ground that I can use traps effective. Now all bright,traps have nowhere to be used.

  • Gen speed:

    • Make Gen harder to find in open map
    • Add 2nd objective that shift between that and Gen (like collect Gas to Gen for example).
    • Add a start game collapse mechanic

    Camping:

    • Hook system should work exactly like PH's cage.

    Tunneling:

    • Honestly I think the new DS should be basekit (of course survivor objective should be extend in return). Or at least survivors who hooked twice will have their DS until Killer already have 4 hooks. (So instead survivor A dies at Killer's 3rd hook, it should be atleast his 5th)


  • I main Trapper before I know Otz. Needless to say. His become my main DBD channel to watch

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2009706#Comment_2009706

    Would Rancor prompt again as well? And Poised?

    No doubt there's more to consider.

    5 Gen done, Noed pop up. Things happen. Survivor destroy Noed.

    Killer kicks a Gen to disable Gates. Then survivors make 5 Gen done again. And Noed pop up on another dull totems.

    Most funny scenario I can image.

  • @Zeus said:

    One or two person on a gen is the most efficient way. Making it so 3 or 4 can't work on it only forces the survivor to work more efficiently.

    Kicking a finished gen will come with a lot of issues. How do you get coup de Grace and fire up stack? Will bitter murmur work twice for one gen? Will ruin regress it once you kick it or is it still 25% regression speed?

    Coup de Grace, seriously I think its a good way to buff it (increase to 8 from 5 tokens). Fireup can just lower the number from 4% to 3% (increase to 24% from 20%).

    Bitter murmur, didnt think about that.

    Ruin doesnt affect because I typed "finished Gen only regressed down to 95% and stop"

    My kicking finished Gen idea is just to let Killer have something to do in end game rather than camping. 5 Gen done, Gate powered, a survivor on hook? Yes you can either camp that survivor, or go kick some Gens to disable Gates.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/233748/slow-down-gen-without-adding-2nd-objective-and-increase-gen-time

    You might think making gens only repairable from one side is a good thing until you realize your genius team has 3-gen themselves against a fustro-Dr with a terror radius the size of Nevada...

    No, I mean 2 survivors on Gen is still a thing. But Gens with 3-4 sides should not be available everywhere.

    Indoor map Gens, you cant see its light pole (harder to find). And 90% Gens dont have 4 sides.

  • Recently Im trying to be the most positive as I can. No matter how the match goes, bullied by swf, or camped, slash on hook. I will just post chat with "gg have a nice day". It strangely makes me feel better. For many reason.

    Rather than being neutral, create a positive shield will prevent you become negative from toxic players.

    And I realize some players just want to get salt from other people, nothing more. Getting angry is what they want. Dont give it to them.

    A game where I lost as Killer, as usual I "gg have a nice day". A toxic survivor "ggez noob killer". Another survivor "dude dont be rude". The toxic "NO, I DO WHAT I WANT". Then I realize he's merely a teenager, and I feel the mature grow in me.

    Create your self a positive shield. Have fun no matter what.

  • Screenshot from an old topic

    image.png


  • I had similar thing happened in that same map. 4/5 traps spawn on shack side (which had basement). I also spawn on shack side. Fast 6 traps setup on shack side. It was mad lucky RNG.

    image.png

    G for Gens, O for traps

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2004241#Comment_2004241

    I'd modify this suggestion a little.

    After Prestige I, all perks start at tier 2.

    After Prestige II, all perks start at tier 3.

    Prestige III remains bragging rights.

    This would not only make Prestiging more worthwhile, but as the total number of perks increase, it would actually take less bloodpoints to get all perks to tier 3 by Prestiging a character up to Prestige II, than not.

    Me getting all perk on survivors without Prestige...

    image.png


  • image.png

    Body is 1 character too short.

  • Dejavu should be nerfed to be in line with Visionary

  • Sometime hints at the bottom of the screen tell the Killer

    "Facing Trapper" blablabla

    Yep, its Trapper

  • @dezzmont

    What rank are you?

    Rank doesnt matter. I had a game where I almost done a Gen, then doctor chased me. Got hooked

    Another survivor unhook me, tried to heal but doctor was coming, the team mate tanking a hit, then doctor on me again, until I got 2nd hook. The samething happened again until I got 3rd hook. 3 chases was long enough for other 3 survivor finish all Gens. Then they all escape. I feel good for them.

    My build was Lithe, Fixate, Urban, Tenacity

    I had 15k BP, killer had 19k. All my team mates had around 25-29k.

    Was it fun for me when from the start to the last hook, I died in only 4 hits? No

  • @fr0sty1223 said:

    https://forum.deadbydaylight.com/en/discussion/233531/why-gamers-dont-play-killer

    The devs need to remove toxic strategies from both the killer and the survivors. Catering to one side will not solve the problem.

    Gen rush, tunneling, camping arent toxic. Those are the most effective strats. But its surely not fun for the other side.

    Solve the problems with perks: Gen slow down, DS, BT isnt a right way. The game core mechanic should have those as build-in kit.

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