C3Tooth
C3Tooth
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^ complete answer.
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@Phasmamain said:
I feel like this couldn’t work due to DBD having both characters people have already have grown attached to aswell as licenced survivors
Talk about survivor, everyone starts with 7 defaults characters. Which cause most player focus their first complete perks on one of them (as me was Nea).
I think they should lock all characters except Dwight & Trapper. Other 10 characters locked, but give 90.000 shards to let new players buy any characters they want. There we have diversity of survivors.
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When u turn camera on their back from 1 side to another, they instantly rotate their body without any transition frame (happens to crouching, not standing)
I dont know but it bugs me alot.
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Im red rank and I cant make a chase.
The only rank you're afraided of is Brown because they may not have enough knowledge of the game
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Hex: Huntress' Lullaby
This is one of the weakest buildup Hex perk. Especially the timing of noti sound keeping the same after each each hook. I wish they able to make the noti sound timing more randomly, rather than fixed after each hook.
My idea would be like this: The hex starts with 0 token, can gain up to 5
- Each time survivor miss a skill check: gain 2 tokens
- Each time survivor does a good skill check: randomly gain or lose 1 token
- Each time survivor does a great skill check: lose 1 token
For each token, the timing between noti and skill check decreased by 25%. 4 tokens will make skill check & noti sound appear at the same time. 5 tokens will not have noti.
This will mess up skill check much better than current one.
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@IWasLeft2Die said:
His new bottle isn't what he needed. I don't think he is as bad as people say he is. He needed something but the bottle isn't what he needed
I gave alot of ideas for his use of bottle before, seems like they liked the speed boost i dont know.
@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.
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Wait..so someone complain about medkit now...should we introduce u to a guy complains about Corrupted Intervention?
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This game is supposed to have full speed movement as soon as the button pressed down like many old school 2D games (Contra for example). To give survivors option to do zigzac movement like a Deer does against a Cheetah.
Mario is one of the rare game have acceleration since the beginning. So they have slowed down / turn animation when you turn the direction
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/1969404#Comment_1969404
It is funny though. I’ve had periods where I play so little survivor my rank is brown while I’m still a red rank killer.
In brown ranks tunneling is the norm, I’ll get farmed off hook no BT in front of the killer and get tunneled with no DS and only discourage my death by being good at looping. Nobody complains about it in the endgame chat ever.
Then I go play some red rank games and based off the messages you get for tunneling you would swear you killed these people in real life.
Its just the way the game is, if the survivors get 2+ gens done within 2 minutes I’m tunneling. It’s really as simple as that, because it’s the only way to win.
if the survivors get 2+ gens done within 2 minutes I’m tunneling.
Thats my point: Gen rush is also a game problems.
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Tunneling is a play style, it doesnt requires anything to play like that. Rank 20 or 1, any Killer can tunneling as they wish.
But for survivor POV, higher rank survivor or long time players have many thing to deal with tunneling: understand maps patterns, title, gym, spawn, quadruple 2nd chance perks, swf, know flash light timing...Newbie has nothing to deal with.
New survivor players, Im sure no one wants to play the game again if they keep getting tunneled. When I play this game for a few months, I realize its not friendly for new players, which is why I dont introduce this game to any of my friends.
People will always find a way to do a job easier, I dont blame Killers (I do play Killer, I try to make it fun for everyone). Which is why there must be a build-in mechanic to hard (or at least soft) remove Tunneling. PH cage power and Borrowed time arent the answer.
Gen rush & Camping are also the problems, once all these 3 are more no in this game, is when the game at its top.
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When I started playing the game as Survivor main. I saw many fellow survivors said BBQ is OP, I believed that.
Until I become Killer main, when BBQ appeared in shrine, I was so happy getting the perk.
Totally disappointed how weak it is, I get nothing if Im not able to down survivor.
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When u compare between the old and new
And take away Items, it goes like this
The old one, you have free space in the middle of screen. While the new one just feel Gen & Players placed out of nowhere.
I think it should be either one of these:
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Usually I play Nea & Yui. But recently I want to get all perks on all survivors so when I want to play a specific style, I only need to change character.
So I played Clau yesterday. PH was chasing me, I just take a tight turn then sit. PH completely lost me, it was fun. Now I understand the Blendette
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One time when I was crouching hiding from Killer, suddenly my character's animation changed to "being carried by killer". Made it obvious for Killer to saw me. It was a chase I should not have,
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I actually think about this once.
But if only the perks actually have difference price Deja vu at 3000BP, Andrenaline at 6000BP ect...
If both perks have equal price, no one ever use meme build.
Beside, the grind is too bad to have this happens.
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Once u go down, u never go up.
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What if...
Noed cause instant scarified, but not instant down?
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@[Deleted User] said:
I think noed is fine and balanced.
If you wanted to approach it from another way such as you think it's annoying or it can be used as too much of a fallback perk by killers who just half arse a game because they only play for noed sure, I would be happy to discuss changes.
However if coming at it from only a nerf standpoint, I don't have much interest in the idea honestly.
Give totem counter.
But to give something back for Killer, destroy a totem will cause a noise noti.
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If it doesnt say "in a single trial", then u dont have to do all 4 in the same game.
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@Marigoria said:
As a solo player who never runs DS I can see my team mates becoming even more useless and touching gens/healing me even less because they dont want to waste their DS.
I dont know but, DS should disable once healed, rather than healing.
Image 2 guys with DS still on, the one get healed still have his DS, the other guy injured with DS disable
This may lead to the case where Survivors refuse to heal each other.
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@IronWill said:
They are gutting this perk so hard, they should just make it basekit at this point. Not worth wasting a perk slot on it anymore after the nerf.
Gen rush, tunneling, camping are the game main problems.
This new DS as basekit would solve the tunneling. It doesnt hurt non tunneler at all, while stop tunneler
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I didnt draw all of them, but here we go
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@MostWantedByMods said:
This is what I predict: most survivors will stop bring DS. Which will lead to a drastic increase in games with no obsession. Which lead to crazy period of tunneling.
Exactly to what I think.
Most survivor use DS mainly to do Gen safely, for tunneling is just in case.
Since tunneling isnt often. DS cant make Survivor do Gen safety mean it lost 80% its use. Cause the use rate will dropped down.
Since dropped down, no Obsession game will increase
No Obsession lead to increase tunneling.
Increase tunneling lead to more DS
Infinite cycle
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@Blueberry said:
Im Surviving the majority of my matches just fine. The desync is an issue but people are vastly over exaggerating. I think it’s separating some of the bad from the better. Same way I feel with the pipping issue.
I had case like this, more than once:
Killer was coming, raised his weapon, I dropped pallet - I got hit, Killer didnt stunned but teleport behind me, Im in the middle between pallet & Killer, only option is to vault pallet - Got grabbed.
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Any Killer without Gen slow down.
use Noed and Bloodwarden as u wish. Please dont force me M1 on Gen longer.
Give me false hope of escape, dont give me no hope at all.
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Objectives:
So poor on both side, especially Survivor side. Gen to Gate. This is not just boring to sit on Gens for 400sec then open Gates to escape. But also brought unbalance game play. Such as any perk relates to Gen slow down affect on 100% Survivor's objective, which is why Gen slow down perk considered powerful.
Since Gen always requires 4 survivors if Killer able to keep the pressure (1 chased, 1 hooked healed, 1 unhooker healing, 1 on Gen). 1 survivor dies early is a firm lose for survivor. For this matter tunneling is always a thing.
There should be at least another one objective that requires less Survivors to work one. To make tunneling no more effective, Gen rush removed, more fun for Survivors, giving more phase into the game, make Gen perk less effective.
Perks:
This is what killing the game, believe it or not. When a player can only bring 4 abilities, they will always pick the strongest. A perk should enhance an ability, not giving a new ability.
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@KingFrost said:
Actually I think it's:
1st attempt: 16%
2nd attempt: 20%
3rd attempt: 25%
4th attempt: 33%
5th attempt: 50%
6th attempt: 100%
If the number works like this, then its better than I expect. I thought it goes 1/6 2/6 3/6 4/6 5/6 6/6
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@Blueberry said:
This would be a net nerf to Trapper. Skill checks in this game are a joke. Your change would be guaranteeing me an escape instantly every single time. Anything in this game that relies on skill checks for its strength will just inherently be bad.
Honestly the whole RNG escape chance is just bad design in the first place. I'd prefer a set like 4 attempts to escape with addons to increase. A set number, no dice roll.
1st attempt: 10 degree is equal to Great skill check
2nd: 20 degree is equal to Overcharge
3rd: 30 degree equal to DS
40 degree equal to Good skill check
50 degree equal to whole basic skill check
60 degree equal to Snap out of it
Overcharge is pretty hard, I believe people miss it most of the time. DS too.
Slap in Unnerving presence can slow Survivors down to at least their 4th-5th attempt.
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I feel its really easy to find Hex Perk as Killer since they always start with "Hex"
If the rest have similar name category, it would be great
Hex: NOED
Hex: Ruin
Aura: Nurse call
Aura: BBQ
Obsession: Save best for last
Obsession: Rancor
Aura: Bond
Aura: Empathy
Exhaustion: Sprint burst
Exhaustion: Dead hard
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There is a topic where survivor demand to nerf Pop goes weasel. And it just got nerfed 4 months ago.
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There is always 1 Gen at the edge map, 1 Gen on 2nd floor (building or boat). And if lucky, there is 1 Gen on the wooden wharf . Bad luck, there are 2 Gen on it, its pretty much 2-3 free Gen.
As Trapper main, this is the only realm that traps spawn at the edge map, waste another 10sec to pick it up.
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1 character too short.
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Desync is really bad but u can still run.
Killer can not cross some place is a free escape gate.
Its not even comparable
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@Pulsar said:
I chose not to see "Killer mains" or "Survivors mains."
There are only reasonable people and unreasonable people.
I started to play this game only Survivor, for half a year. For me Killer isnt fun, they just go around slashing people. Being chased is thrilling. Hiding is also fun.
Until I start to play Killer after. Then I have to 2 ways of understanding the game.
Honestly, being "main" is a thing.
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Im no way a good Killer. But recently when I play Blight, its Coolwind. When I play Trapper, its indoor. When I play Doctor, its Red forest.
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@TheWarNung said:
It's only been 2 months since Twins dropped, and they generally go 3 months between chapters. The mid-chapter update only dropped last qeek, so they're at least a little delayed. My guess is there's at least another two weeks before the new chapter is teased, and a week or more after that before the PTB drops.
TBH though I'd rather they focused their efforts on last week's disaster of an update. The game is barely playable right now.
A Teaser should be on for at least 2 weeks ago.
But honestly Im willing to not getting any new chapter, in replace of bugs fixing, core game mechanic improvement.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/228298/with-the-new-hook-counter
I mean,they were talking about some kind of early game mechanic....
About 1 or 2 years ago :]
I mean, they could so something like Red glyph / Crown thing. 3 of them random spawn on the map. Requires 2 contact to start doing Gen. Both side cant see the Red glyph / Crown
It can be simple as that...
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On my end, Huntress is the most camp.tunneler one. Second to PH
I play Trapper & Spirit the most, I do put top tier perks on Spirit, mainly to relax playing, double hook and let them escape.
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I see the post drowning, so I pump this up.
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Advice: play both side. Know your enemy.
Beside, I havent counter no TR bug.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1949443#Comment_1949443
The perks in general need a massive overhaul. But you'd still have some grind for items etc. Also, selling items could be one way to clean up ones inventory, which is also nice.
In short: Perk overhaul and the points above in combo
Actually u level up a character mainly for their perks. A character is complete if they have all the perk.
Item grind doesnt matter, its not hard to get a 3000 BP for a medkit. Its supposed for u to make a choice to pick an item. If not, I would always pick a medkit with me.
But selling items is nice. I never use flashlight.
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You dont know how much I feel sad when I threw in alot of ideas. But non get used but "Antidote" which mostly useless...
@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.
Why only throw bottles?
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@PostNecro said:
Some UI versions from my posts, maybe this will be useful
https://us.v-cdn.net/6030815/uploads/IQ8ICQSU23XJ/old-2.png
https://us.v-cdn.net/6030815/uploads/ZCCB1MK2SM55/new-1.png
https://us.v-cdn.net/6030815/uploads/OSVVJ2H94AEB/ui-dbd-1-adept.png
https://us.v-cdn.net/6030815/uploads/0V0TK9CB76W9/ui-dbd-1.jpg
https://us.v-cdn.net/6030815/uploads/5B8U4GD7BUZA/new-vertical-b-26w-1.png
https://us.v-cdn.net/6030815/uploads/UG51HLG4FTCA/old-1.png
https://us.v-cdn.net/6030815/uploads/VFVJB7URL2V6/ui-dbd-2-adept.png
I prefer the 1st image.But since the character never change in a trial. portraits can be dimmer and the status cover on their portrait with brighter grey
Something like this
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@Chocolate_Cosmos said:
Reason why: "Prevent tunning"
But also it can help reduce tunneling. It happend to me sometimes that I killed someone (didn't wanted to) or used trap as pig on someone who then die on hook.
Yes, my fault, but my point is, it is not just for purpose of tunneling someone.
(You can do it allready, just focus someone and ezi tunnel)
I agree with this.
If I want to tunnel someone, hiding hook count doesnt matter, I will just focus that single survivor until they die.
Hiding hook count only work case like you see Survivor1 (1hook) and Survivor2 (2hook) on a Gen, you decide to go for survivor 2 because there is 1 Gen left and you need a survivor to be gone.
Beside that, it has no use about prevent tunneling.
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This is why I think, instead of 7 survivors & 5 killers as default. They should lock only Trapper & Dwight as default for new players. Then give 90.000 shards so new players can have various starts as their will.
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@yobuddd said:
Why does the killer need a hook counter instead of the “hook state pips” that survivors see?
I think it’s good to know at a glance if the survivor you downed is on death hook. Sometimes I wanna show mercy and give them more playtime, but twin potatoes can lead to me prematurely sacrificing someone.
They dont want Killer to priority target. But most of the time its only in a case of you see 2 healthy survivors on Gen, one has 1hook and one has 2hook, and you "should not" know how has 2hook.
Other wise, tunneler will tunnel no matter what. And good memories players can remember who has 1hook or 2hook and decides to chase the 2hook anyway.
The ideal is to let Killer know Survivors' hook stage. And remove the tunneling.
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This is from @edgarpoop
I feel its clear that you can tell both character & status at the same time.
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@ASpazNamedSteve said:
https://forum.deadbydaylight.com/en/discussion/comment/1940539#Comment_1940539
Ahhh so you should be proactive based on the 0 information she gives you, got it.
Actually she does have info, but its very subtle and requires alot of attention to know:
- If she fake phasing, shes always have her view on a whole loops. If not, she does phasing.
- Her glass brighter, but u barely see it.
- Her animation reseted
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Im thinking about increase his reloading time much more. But doesnt slow down him.
It will make him always ready for a chase across the map. But punished for wrong throw.
And instead of reloading always have to be full time for full bottles (like Huntress). Make it 1.5sec for a reload, +1 bottle, keep holding button to keep reloading.
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I just listing here.
UI
- Since all the arts are flat art (perk, items, powers, gen, survivor's status ect). Survivors' 3D portrait doesnt fit in, especially it suddenly changed back into flat art when they're dying. Make the art style isnt consistence.
- The hook progress bar is too slim and super hard to see. Enlarging required.
- I think its time to make a hook stage a full bar instead of two halves for 2 hook stages. If a survivor is hooked, they get a hook mark, the progress slowly depleted to 0%, they get another hook mark, the hook bar refilled, then continue.
Survivor portraits get dimmer if they're no more healthy. this idea is from @edgarpoop
ANIMATION
Im ok with the animation, the only thing bug me is the standing tall that make me feel Survivors doesnt scared at all. I would fix it like this:
Survivor after doing any action (walk run, gen heal totem ect) will stand low like the old Idle. After a few sec not doing anything, they will stand tall like the new Idle, their camera height is also higher for better view.
It can be a little bit more details that when they're standing tall (new Idle), having Terror radius will make them stand low (old Idle)
About getting flash lighted from survivor standing tall is the most scary thing in the game.












