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C3Tooth

C3Tooth

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C3Tooth
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  • Spine chill: light up whenever Killer look at you = constant info

    Premonition: active once every 30sec if you look at Killer.

    Spine chill: has speed up while active as 2nd ability

    Premonition: none


    Both perk is very unique. But SC just beat P for many reason. I would buff P and nerf SC abit to make both of them equal.

    Spine chill: if Killer look at you, the perk activated for 5sec, while activated, you do thing ??? faster. After that, perk has 25sec cooldown

    Premonition: if you look at Killer while not in chase, perk activated for 3sec, while activated, you leave no scratch mark. After that, perk has 27sec cooldown

  • Time is perspective. In chase, 100sec is too little, but holding M1 on Gen is alot. Even Gen speed overall is fast, I dont use Gen slow perks.

    Blood warden + Noed is tasty, I already make early game easy with no Gen slow down & 2 perks play the whole game. Its totally survivors' choice to make Noed happens or not.

  • Use Blood warden & Noed

  • Killers' powers that not using tools need "passive power". (Fred, Doc, Spirit already have it, Nurse basekit is strong enough)

    Killer's' power that using tools like Trapper, Huntress, Clown, Pig need "2nd ability", I mean give them another tools. Pig already have ambush though, and Clown got rework.

  • My priority is about game health. Tunnel, Camping, Gen rush are big problems of the game. I would:

    Tunnel & Camping: instead of metal hooks, replace it with ritual post that instead of hooking, Killer call Entity claw to stab-alike them. Then it works exactly like PH's cage.

    Gen rush: like @Yamaoka said.

  • The point Survivors try their best to complete a Gen, rather than 50% on 2 Gen, or 25% on 4 Gen. Because the last 2 cases, Gen can be regressed to 0. While complete a Gen is permanent.

    This is exactly the same as Killer tunnel a survivor. 3 hook kill a Survivor, is MUCH better than 3 hooks on 3 survivors.

    Gen rush is equal to tunneling.

  • Whatever people say, I prefer remove Iri hatchet to no humming Huntress.

  • @GoshJosh said:

    I can perfectly understand the hatred of these two perks:

    • Franklin's can deny and completely remove an item that cost a survivor up to 19,000 BP. Think about that. 19,000 BP. Correct me if I'm wrong, but even a White Ward would not recover an item lost to Franklin's? So that would be 25,000 BP for an item you didn't get to use.
    • Lightborn denies the only use of a flashlight - except against Hag, Nurse, and Wraith. It provides no feedback that it is in use, in a version of the game where flashlight angles are getting changed and don't work half the time anyways.

    I never bring high quality items if there are 2 other already bring items. Its high chance killer will bring Franklin.

    If 1 or less bring item, I will think of using high quality items.

    If 1 bring Keys, i will not use item


    You can play a game without item vs 4 perks Killer. Franklin will make it like you play a normal game with 3 perks Killer.

  • For me the Twin design is a failure, it goes the opposite from its idea.

    Victor injured / disable healthy Survivor -> Charlotte finish them


    While in game:

    • Victor injured them, but only disable on Objective, they still can make a chase while Victor on them injured (Legion does MUCH better with Deep wound effect)
    • The time Survivor get rid of Victor on their back is lesser than Legion Deep wound
    • If you success Victor injures Survivor, they're already too far away from Charlotte, they can simply just get rid of Victor before Charlotte even come.

    ^ These explain while Victor injures then Charlotte finish never a viable option

    • Charlotte injure multiple survivors. Then Victor pouch them to finish, this will not lock Victor from action, and continue to put pressure with his high speed / range attack on injured Survivors.
    • The way they "go to sleep" when other in action makes them good at body blocking / camp. People already do that with Pyramid's Trail of torment to camp / spot hooked Survivor with Killer instinct. Then why they're not doing it with Victor's Killer instinct?

    ^ These explain their gameplay goes opposite to their idea.

  • @malloymk said:

    <killer facecamps> just do gens

    <pops gens, noed> just do bones

    Hook timer shouldn't decrease during a camp, end of story.

    Even though I play more Killer (60/40), I find Noed is fine. I still find Camping to Noed is super cheap.

    If survivors arent swf, 1-2 survivors would waste at least 30sec stay near a hook to attempt unhook. And after the hooked gets to 2nd stage hook, only 1 Gen done. And 2nd stage hook timer isnt enough to finish all the Gen.

    Then Killer process to 1 hit down another Survivor and continue to camp. 2k fair game with Zero effort.

  • As Survivor, I got bored by doing Gen, 400sec on 5 Gen is enough. I dont like to get extended by Ruin + Unyding, or Pop the weasel.

    As Killer, without any slow down perk, its hard to win, especially Im a Trapper main. Still, I dont use Gen slow down perk because its bore me as Survivor.

    Back as Survivor, easy early game gives me feel hope on escaping, which I enjoy the game more. But at the end the game gets tense by Noed. I find vs Noed is much more fun than Gen slow down

    Return as Killer, this is why I use Noed, if I got use of Noed, its survivor's fault. If Noed never happen, happy for them. They actually did all totems before all Gen.


    After 70 games as Killers. Minus the games that I dominate Survivors from early game (DC, 1-2 dead before 4 Gen done), because Gen would be the key focus to rush at that point. There were around 55 fair games or me losing. 85% of that 55 games had Noed activated

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1899396#Comment_1899396

    It would become immediately meta. People would avoid greeding and instead opt to just go down purposefully under pallets, becoming basically unhookable. It would be like old DS with extra steps.

    If it worked how you suggest, then it would need a further restriction that prevents it from being used immediately upon pick up, like a 3-second activation condition, for example. But then, the perk would become effectively useless because any killer with a brain cell doesn't walk through pallets when carrying a survivor, barring excruciating circumstances. Which is also one of the weaknesses of the current version of the perk.

    It can be equal to DS yes, with different requirement.

    Alone will not a problem, but I can image this Struggle, DS & Unbreak will be the ultimate pain.

    I think they should add something like Exhaustion, or Deep wound after use Struggle & DS as downside

  • @Sluzzy said:

    You know a perk is bad when it needs 3 other perks to barely have a chance to be used.

    I think the perk should be changed to

    You can activate pallet stun Killer whenever you want, while being carried.

    After that, the perk deactivated.


    Currently this perk only work if you pair with 1-2 other perks, beside once you use it, Killer knows it and you will never have the 2nd chance to use it. So I think the perk should buff up and just limited to 1 use

  • @Mister_Holdout said:

    I'm probably one of the few killer mains with thousands of hours who lets survivors farm and escape. For some reason it doesn't bore me.

    Until a survivor called me stupid, ggez, tbag because I let them escape..

  • Old UI:

    Healthy: flat art

    Injured: flat art

    Dying: flat art

    Hooked: flat art

    Dead: flat art

    Scarified: flat art


    New UI:

    Healthy: 3D protrait

    Injured: 3D protrait with red glow

    Dying: flat art

    Hooked: flat art

    Dead: flat art

    Scarified: flat art


    What it should be:

    Healthy: Flat art Dwight portrait

    Injured: Flat art Dwight portrait with blood splash

    Dying: Flat art Dwight dying

    Hooked: Flat art Dwight get hooked

    Dead: Flat art Dwight skull

    Scarified: Flat art Dwight skull

    Go the same with all other characters.

  • I like offering that give-add-change the map.

    +1 fake Gen is a good idea. Though I think it should work like this:



    Fake Gen offering - Brown

    • Survivors repair 20% will cause it exploded

    (Waste time)


    Fake Gen offering - Yellow

    • Survivors repair 40% will cause it exploded


    Fake Gen offering - Green

    • Survivors repair 60% will cause it exploded


    Fake Gen offering - Purple

    • Survivors repair 80% will cause it exploded


    Fake Gen offering - Red

    • Finished Gen doesnt count toward the Gen done

    (Equal to a normal Gen)

  • 2nd vid at 0:42, its sparkles, but really subtle.

    She's still breathing though.

  • @Mr_K said:

    Patch 2.3.0 - 16 October 2018

    AUDIO ADJUSTMENTS:

    The Spirit's phasing audio has been adjusted: Survivors within the Spirit Husk's terror radius will not hear the phasing sound. Survivors outside the Spirit Husk's terror radius can hear the Spirit's phasing sound, but will not be able to determine its direction. Survivors will no longer be able to hear the Spirit's breathing while she is phasing.

    No longer hear her breathing when she's phasing.

    WRITE IT DOWN

  • Ozt said: 1 survivor dies before the 4th Gen done gives Killer a huge advantage.

    That explain why many Killers tunnel a survivor out before the 4th Gen done. And Survivor rush at least 4 Gen before 1 of them die.


    Another case, Ozt said: the most important hook is the first hook of the game. After that, 1 on hook/healed, 1 on unhook/healing, 1 being chased, only 1 on Gen. From that Killer keep the pressure.

    The problem is, if Killer makes a single mistake, they may lose pressure,and the number of survivor on Gen will be double or triple. Thanks to Gen can be done by multiple survivors at once.

    It would be much better if there are more Objectives, the later Objectives requires less Survivors to work on (something works like Gate that 4 survivors doesnt increase the Open Gate speed..)


    There is no fault Survivors rushing Gen, its just badly game design.

  • I know this match was unfair and u gone mad about it.

    But for me (play both side), u should target who should be the one to get punish. Not just tunnel & facecamp everyone. What u're doing is just spread out the toxic.


    I got beaten many times by SWF and got "ggez", I just leave it with "gg have a nice day", another guy in SWF actually said sorry for his friend's behavior.

    Killing toxic with kindness.

  • There was a match, me as Survivor. Another survivor had Key.

    Offer screen loaded in, Killer's offer didnt flip

    2 survivors were dead, only me & Key survivor with 1 Gen. The Key survivor escape through hatch, EGC start. Killer saw me and I got Moried.

    Killer brought Green Mori for the key survivor, but I was the victim

    1. Tunneler
    2. Camper
    3. Tunneler & Camper
  • @Blightgoesbrr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1893933#Comment_1893933

    literally 15 FoV difference means nothing in 99% cases. It may have some effect, yet it is so small, that changing graphics` quality has bigger effect on the game.

    Then I guess the Devs should give an option between their current 90 degree cone & even narrower of 45 degree. Then after all everyone will just adjust their option at maximum 90 degree anyway.

    There, you have the option to adjust the FoV.

  • @gatsby said:

    Trapper should really just be like Hag and Freddy with all his traps in his inventory at the start of the match.

    Having to walk around the map to collect your traps and fully use your power is what kills him

    It will be easy 3 Gen.

    Start with all Traps at hand equal to have 2 Purple bags as basekit.

    He only need able to carry 2 traps (still start with 1), traps should be at least 30m away from the map border. That will be enough for him

    But Im afraid, we will have to wait for another year for another Trapper QoL change.

  • On healing at Gates and Killer pushed us out of trial.

    Killer is Bubba / Hag

    Killer with 1 hit down

    Leave before you get hook incase of Blood Warden

    Leave because of Rancor

    ...

  • @Blightgoesbrr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1893747#Comment_1893747

    wider fov is an advantage in any fps game yet it is often available as a graphic setting so your argument is invalid.

    Then Killer should have 3rd person view like Survivors?

    There are games like R* have 1st person & 3rd person as their own choice. Because ALL PLAYERS have equal PoV options.

    This game, Killer is designed to have much narrow view. This is why crouch blocking when Killer carrying is a thing, this is why window tech is a thing.

    If options give increase PoV for Killer, Im sure there is no way Survivor can ever land a pallet/flash light save/ body block anymore.

    As @savevatznick said, PoV is a part of balance, believe it or not, up to you.


    There is an example of Setting cause the balance. With High/Ultra graphic, the texture is rich, shadow/light areas are defined, makes Traps much harder to be seen. With Low graphic, Traps are obvious like a yellow dot on a green surface.

  • @rglarson13 said:

    Played four rounds as him tonight, couldn't get a single down from the traps, even when I was pretty close by.

    Traps feel pretty useless, what with everyone and their brother running self care lately.

    Currently survivors have 25% chance for each attempt (as they planned to pause survivors for 3sec each attempt x 4 = 12sec).

    Though there are many times survivors can escape in a single try.

    This makes me worry about in the new RNG in the next patch, where the first escape attempt is 16% (much lower on the first try). And each of the next one add another 16% (16-33-50-66-83-100%), which 6th try is an ensure escape.

    But if you look at the number, the 2nd try is already 33%, much higher than 25%. I cant tell if the new RNG is better. But the fact the 1st try escape is still there, and the 7th try is no more...

  • Remember to add Furtive chase.

    Try to hook Obsession in end game, anyone tries to unhook become Obsession and 1 hit down

    Its a death loops.

  • image.png

    I think Killer players should write what they encountered, then u make a list of the book.

    Here is my example: a survivor avoid a hook by crawling under a hook, Killer should leave the crawler

  • Joke on you, I use Plunder, Appraisal, Ace in hole. And get 1.5 Key from chests in average. Killer never got their 4K

  • @Phasmamain said:

    It’s awkward but the hook counter and portraits are great ideas that could be incorporated into the base hud

    They said there will be more features added in. We dont know what they are.

    Though the biggest annoying thing is the portraits with Red glow telling injured. Really hard to see.

  • I mean, I "may" accept characters' 3D portrait. IF their portraits also tell the status (Meg normal face for healthy, Meg bleeding for injured, Meg on ground for dying...ect).

    The portrait is SO POINTLESS when a player put into dying stage, mean you're no more see the portrait.

    Currently the new HUD is so messed up, they just reuse what they're already have, and place around.

  • I disagree, best build for Solo is Plunderer, Ace in hole, Appraisal. Get a key then hatch escape.

    Spoiler Spoiler Warning ▲▼

    Die everytime

  • If change her senses, it would be:

    Currently: able to hear sounds, see scratch mark, but no blood drop. Blood drop from injured doesnt kill u, but the moan does.

    Change: not able to hear, see scratch mark & blood. I think it would lead to the same result, except staying on dense grass will save you

    How do u change it?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1886849#Comment_1886849

    Kudos to you my dude it looks like you did pretty well considering that greasy enemy loadout holy cow. Given their scores too you probably were on all their asses most of the match haha.

    Without object i bet that would have been a 4k.

    Actually its not, at least 2 of them were too good at loops. They were actually toyed with me hard before leaving, because they still have many 2nd chance prepared

    Thats why everyone's score were that high.

  • @Slashstreetboy said:

    I´m sorry you fell victim to this nasty, abusable perk.

    You haven´t even experienced the worst when it comes to Object, though. Try playing Trapper against a 4man with Object.

    image.png

    Something like this?

    M1 Killer vs 13 x 2nd chance perks & 3 x OoO

  • @Chchchcheryl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1881723#Comment_1881723

    How is this a thing? Yesterday I played five killer matches and exclusively got ranked against red and purple ranks with two other green ranks!

    Gotta love the systems consistency ig

    Rainbow doesnt mean only "rank"

    I usually use Yellow/Brown add-on (because I like to save Red/Purple for obvious SWF) and I face Red/Purple ranks

    I feel like using Red/Purple add-on in my last game of the day, and vs Yellow/Brown rank

    Cant explain that

  • As Survivor, hold M1 for 100sec is enough. I dont like build which extend Gen time. I prefer surprise factor like Devour Hope/Haunted, or Noed.

    Scratch Mirror is fun, but I feel like no chance to escape.

    Being immersive vs stealth Killers is also fun, but if I have Spine chill

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/1881443#Comment_1881443

    I would never condone this. Also, you'd have to give it a minute or so before disconnecting, because if you do it too quickly I think it counts as "match canceled" and will give them back their offering. I've had the game "match canceled" me after cleansing a totem and going on to start a gen.

    https://forum.deadbydaylight.com/en/discussion/comment/1881436#Comment_1881436

    Here's the thread:

    https://forum.deadbydaylight.com/en/discussion/220169/lobby-wide-bp-offerings

    It's not the first time this has been suggested, just the most recent.

    Good lord...

  • But I want my Bond / OoO / Sole survivor works...

  • @NomiNomad @TragicSolitude

    Please dont discuss with him, its pointless.

    image.png


    @TragicSolitude

    BBQ is discussed a lot because new survivors like to target it as being OP. I'm not sure if survivors really believe that, though, as I just saw another thread where a survivor was saying Bloody Party Streamers and other Bloodpoint offerings shouldn't apply to killers, but all killer BP offerings should apply to survivors. It's kind of looking like survivors just want to take Bloodpoints away from killers out of spite, because I guess the killer queues are so overflowing with players that it wouldn't matter if there's even less incentive to play.

    Is this thread really happen?

  • @DFP said:

    Killers are on strike.

    We want better sportsmanship, to be recognized as people too rather than punching bags.

    (I wish.)

    Its actually true. 1 survivor alive sometimes equal to getting 1 "ggez" message.

    Whole team escape and you get x4 of it. Which is why killers want to get more kill.

    0K and "gg" is still better than 3K and the last survivor flash click,tbag at the gate

  • @VSchmitt said:

    We're actually crying about Franklin's Demise now? What the actual hell? How entitled can someone be to really think this isn't a waste of a perk slot? What now? We'll be calling out for nerfs on Beast of Prey? Or lightborn?

    I mean, whats the point of bring inFlashlight if u immuned with Lightborne?

    Not mention Monstrous shrine is top tier and never get nerfed

  • This trial had 2 Twitch, I played and felt they're abit weak so I gave them a few chances.

    After upload (an hour later), I said hello to the stream and giving the link of the vid. I got banned though.

    When watched them a bit and realized it was a 4men swf.

    https://www.youtube.com/watch?v=RnfEe6RbbQY

    They dont have vid saved in their channel.


    If you like this idea, I will make double perspective videos in the future (if Twitch players have their vid saved)

  • I was thinking about a perk that M1 on Survivor will cause 10sec exhaustion

    @OniWantsYourMacaroni said:

    Exhaustion addons are too strong most of the time imo.

    I would rather have a good reliable anti exhaustion perk to be honest.That would be more fair

    Then I remember Mind breaker give 5sec exhaustion if u do Gen...thats the best Devs could give u.

  • I mean, it took a year for a single Trapper QoL change, I know there is no way people's suggestion will be applied.

  • @joerispekkie said:

    The problem, in my opinion, with the Mori nerf is that if the survivor has had 2 hooks already... you can throw them on a hook for the sacrifice. The mori is completely useless this way. Sure it looks cool but the mori (before nerf) was an effective way to level the playing field a bit versus SWF halfway in the game; making it a 3v1. But at the current state it's just a 3rd hook without the carrying.. sure this way you can dodge a DS or maybe dodge a sneaky flashlight save, but it completely useless now. If you are an average good killer versus a good SWF team, you will probably have someone on their 3rd hook when there is only 1 gen left. You run into more SWF groups than 4 randoms. And then you have the following endgame:

    1. they rush the gate by distracting/taking hits and escape
    2. you are forced to tunnel 1 person in order to get 2 sacrifices
    3. you are forced to pick NOED as one of your perks if you want more than 2 kills

    The survivors need to stop complaining about unfair games, such as a killer using a mori, because in every single game the survivors are in an advantage. Especially versus a 4 man SWF with communication, even a very good killer struggle. I can't believe survivors can have perks such as DS, Borrowed Time, Iron Will and Adrenaline but still manage to scream "Killers are unbalanced because they can kill someone after they've hooked the player!!!" and the devs actually listen to that.

    But this is just my opinion.

    New Mori save you a hook, a chance of being flashlight/pallet save, a chance of getting DS if you didnt eat it on their 1st hook. Multiply to 3 of these (because another one is a saver), its still good to me. But the offer should dropped to Green.

    Green should dropped to Brown, and Yellow should be a build-in

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1878861#Comment_1878861

    The problem with this is how often do people honestly stop and start healing? Nearly never. This wouldn't do much at all.

    As ClownKing said in the image, its good to counter 99% heal on Resilience, or you caught someone in mid heal with Nurse call.

    In pro play, Survivors can heal in middle of chase, that would be useless to Heal Ruin

  • @ukenicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1878886#Comment_1878886

    *cough* REWORK Hex: Blood Favor TO ACTUALLY BE USABLE *cough*

    You cant combine Blood Favor with anything to make it work better

    If Herr stats is a Heal Ruin, you can put Sloppy, Clouro, Nurse call and they will never be able to heal. Replace Clouro with Stridor for Spirit and free win. Which I think ClownKing's idea should be a Hex

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