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C3Tooth

C3Tooth

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C3Tooth
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  • So if I have Haunted and Undying. If survivor clean Haunted, is Expose effect activated then Undying get in place to die for Haunted.

    Or Undying just die for Haunted without Expose effect?

  • @lynelmane said:

    I haven't seen much of the other changes, and almost none of them affect me very much at all.

    but my biggest problem is with the new UI. it's ugly, scattered and disorganized. I want the old one back, maybe with a few tweaks. but it can't stay like this, it's too much to keep track of and it's too spread out.

    the perk changes won't affect me because i rarely use any of them.

    i actually wanted The Game to have the graphical update.

    trapper buff will be nice but not life-changing.

    Im not sure this is a buff for Trapper.

    7+ attempt will be gone, but 1 attempt escape is still there as smaller chance.

    Instead of 25% chance to escape every time. Now its 16, 33, 50, 68, 85, 100

    With Green stone add-on push down from 25 to 20, there is still alot of time where survivor can 1 attempt escape, I doubt 16% can do a different. 33% chance on 2nd attempt is already high.

    This is what I think, cant assure until I try

  • @TheClownIsKing

    I agree, but I would say the same to Thrill of Hunt & Retribution.

    Thrill of Hunt give you noti directly to Hex

    Retribution only give you something in return after Hex is gone

    Undying now just to make sure your other Hex isnt gone on first touch

    Compare all of these to old Undying, no doubt why Undying is the only choice of the three Killer pick to protect other Hex.

    Old Undying is too OP, but I agree with you, just better to run double Power Hex than a Power Hex and a Protect Hex

  • @Leachy_Jr said:

    https://us.v-cdn.net/6030815/uploads/M2NUCM1OAJU5/image.png

    Stole this off twitter. I would have the gen Icon to the left of the key like it is currently.

    Your version is still a bit too spread out.

    The UI still dont have consistent.

    I find this one is the best, character flat arts, which is the same as others. From this topic https://forum.deadbydaylight.com/en/discussion/comment/1861604#Comment_1861604

    image.png


  • I know free BP is always good. But people forget

    18 DLC, become 22 at the end of this year.


    For every new DLC comes, to unlock a single character's teachable, requires ~1.700.000 BP. 2 characters from both side will be ~3.400.000 BP

    Another ~500.000 BP to unlock new Survivor's teachable perk into your main Survivor character. And x20 of the value to unlock new Killer's teachable on other 20 Killer characters.

    Just try math people, and you see the Grind is ridiculous for newbie. Not everyone is great, try hard to get 500.000 BP being rank1 on both side.

  • Displacement, Substitute, Deputize, Represent

    I dont know, I just google translate it.

  • Imaging Trapper can switch between bear trap & trampoline. Where Trapper lay a trampoline so he can quick access to 2nd floor.

    Chased survivor jumps to 2nd floor, another survivor disarm the trampoline before Trapper can reach it.

  • @stargazer9 said:

    Because it looks bad. The new HUD looks straight out of a mobile game and these portraits are ugly. Doesn’t suit the game at all. This one made by someone in the DbD community looks way better:

    https://us.v-cdn.net/6030815/uploads/NQWDFNY3ZE1X/abee393d-6ecf-4e7e-b6f8-a48717758add.jpeg

    Link: https://www.reddit.com/r/deadbydaylight/comments/ktadcm/going_off_of_some_of_you_guys_and_previous_design/?utm_source=share&utm_medium=ios_app&utm_name=iossmf

    Good lord, this is what I want to see.

  • I just putting idea down:

    Each Box have a different symbol. A trapped survivor search the 1st box, will guarantee only giving a symbol note of other boxes. So they have to find the exact box to remove the trap.

    Example: There are 4 boxes with 4 symbol (A, B, C, D) on the boxes. Trapped survivor search the B box, the box then give survivor randomly A, C or D. After than that survivor have to find the exact box with the same symbol to remove the bear trap. The boxes never give the same symbol twice.

  • Bitter murmur "rewards" Killer by giving aura everytime a Gen done (which is good play from survivors)

    5 Gen, 5 rewards.

    Adrenaline rewards a single time, after they make a good play (5 Gen done).

    I think its fair. Bitter murmur certainly work really good with Noed. Adrenaline can not combined with other perk.

    Though yes, they should not get "rewards" with hatch closing.

  • @Mat_Sella said:

    People are complaining because it is bad. There's no two ways about it, it sucks. Why are my eyes now having to look in 7 different directions when I used to have to look at most in 3?

    Thats actually what I think, usually UI stays on the same side to make it easier to look at.

    You look at bottom left? Right, you see all info at once.

    Now the info is harder to catch.

  • And I, bring in items in hope Killer waste 25% perk slot for Frankline.

    Its about mindset.

  • Thrill of Hunt already give info on Hex. I think Undying should give aura only on dull.

    So the choice will be "50% chance either clean Ruin and get transferred to another dull by Undying", OR "do dulls and get spotted"

    For that, Thrill can have its own place.

  • @Negi said:

    I need to test Wraith and Clown but Trapper didn't get a 2nd trap at base so it's not enough.

    Trapper starts with 1 trap, carry 1 trap, 5 traps spread around the map.

    The change can be simple as (brown bag still have its meaning with starting 2, carry 2): Trapper starts with 1 trap, carry 2 traps, 1 trap spawn right under his feet, 4 traps spread around the map.

  • Im not sure about the time of survivor starts to get stucked, and the time of each attempt. I think its around 2sec.

    Which is, the chance for survivor to escape is 8sec in average. Minus the time to react, or being in middle of kicking animation. Which mean Trapper always have to be ~24m close to down survivor.

    While 7+ attempt is no more, but 1 attempt escape is still there as small chance. I believe this is a nerf for Trapper.

  • I was expect that there will be a bottle type switch...but not like this.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/1858116#Comment_1858116

    Then start being toxic back until it becomes fun to you , obviously you don't care about the game at that point so just down someone and stand over their body until they bleed out and rinse and repeat to everyone else I promise you theyll either all die that way or the gens will fly by

    Its better just to accept defeat, or target only on toxic one. I dont think toxic on every survivors is a good idea, that just spread toxic behavior greater.


    I was a survivor (Purple) vs Bubba. Bubba clearly had weaken chainsaw add-on to gain point. Which not instant down.

    Post game chat: rank12: ggez

    I had to defend the killer, he had a single add-on to gain BP, also a single perk BBQ. Never camp, tunnel. I just cant understand why some people just ignore all the good parts of the killer players and straight up to toxic.

    Me play as survivor, as soon as Killer doesnt tunnel me off hook. They already have my respect

  • Poor core gameplay: Gen to Gate. Many applied for dynamic (Totem, Chest) are just optional. Which is why Gen rush will stay forever.

    Hook mechanic: may be at this point, replace them with call in Entity to hook them in a spider like cage, and make it work like PH cage

  • With 18 DLCs, double BP should be permanent by now.

  • @Tricks said:

    I usually spend the first 3 to 5 minutes setting up traps on Trapper

    By the time my Shack Basement (it is important that it is the Shack Basement) is prepped 3 to 4 gens have popped (which doesn't matter) and I've usually downed one of them and carried them to their doom.

    The first Survivor then attempts to rescue them, both are now permanently trapped within that basement, same for anyone else stupid enough to try a rescue attempt.

    4 traps laid nowhere in particular around the shack basement -until- you get the first Survivor hooked in said basement then you move to one on either side of the window and one at each entry

    Perks:

    Agitation / Iron Grasp / Unnerving Presence / Distressing

    This formula usually guarantees a 4k

    Replace Distressing with Monstrous Shrine to put salt on injury

  • Survivors: Noed rewards (1 hit down) bad Killer

    Killers: BBQ rewards (gives aura after hook) good Killer

    Survivors: wait, thats illegal. We're gonna use 16 perks reward bad play then.

    Bitter murmur is a much better choice if combine with Noed. Many killer just camp,tunnel and survivors die on 1-2 hook. Its rather to have Killer using BBQ than camping.

  • You didnt pay Entity anything.

    Meanwhile Survivors pay for item,add-on, offering.

    I hate when people complain 4 Survivors bring 4 Green toolbox, 4 BNP, 4 yellow +12 charge add-on, with a few offering.

    You're not outplayed, you're out invested. You pay merely 10k BP and complain Survivors who pay Entity ~70k BP.

  • Jigsaw & fountain is find, except fountain needs a rework that Killer is the one who decide how to use it, not survivors.

    Alarm clock is really pointless, it really should at least increase the timer to 4min to make it worth. Then every wakeup decrease the timer by half.

    I actually have the same idea to Wraith. I think every Killer should have something to interact with to weaken Killers. Just like disarming traps on Trapper.


    What if:

    Clown

    There are bottle table around the map. Where bothside can interact like Fountain

    If Clown reload on a bottle table (remove his current reloading), the table will have bottles on it. Then survivors can destroy the bottles on it. Next time Clown reloads on the exact table will have 1 less bottle (or take longer to reload). There are 5-6 table around the map


    Wraith

    There are more Bells around the map.

    If Wraith Bong on the Bell, his cloak become invisible for 60sec instead of his current cloak. That bell is also light up (but not so easy to see). A Survivor Bong that Bell will cancel the invisible and instantly uncloak him, 1sec stun. If his invisible is timeout, the light on that Bell is also dimmed.

    List go on.

  • @Heartbound said:

    I'd make totems reform after five minutes. Hex stays in the same place, but the totem just pops back up...the effect ends if Undying goes down but...Undying pops back up in five minutes and in another five minutes if not downed, revives another broken totem.

    A part of me wants to say every three minutes but that might be a bit rough. Five minutes gives you breathing room.

    Rebuild back broken totem sounds like a good idea for another Hex protector perk.

    For Undying, I would remove Aura reading on Hex,only work on Dull. Because Thrill of Hunt already give info on Hex

  • Early days when I started to become Killer main after over half a year a Survivor main. I got toxic swf that made me stop playing for a few day. Later I do put top tier add-on and get revenge on Survivors if the previous Survivor being toxic.

    I just over come it now. The later survivors have nothing to do with previous one.

    so be careful what you wish for.

    Previous survivors team wished it, not the later. If you want to get revenge, save their names in a list. And check name every survivors every match later. Tunneling, camping, mori, whatever it takes.


    1 of 4 survivors put toxic on you. You put toxic on other 4 people who may just play for fun and then they cross you in a match. You just spread toxic 4 times greater than the toxic survivor.

  • @Avarice00 said:

    I wish they would make it so map selection was split between map themes instead of all maps. Because theres 5 variations of coldwind I see it more than unique maps like dead dawg or father Cambels chapel, and that's just boring.

    If map selection works like that, I would like to remove Shelter wood, Wrecked yard, Coldwind. 3 original realms without main building.

    To Op, losing isnt an issue (though I believe losing all the time still lose the will to play), but the main problems is toxicness from survivors.

  • @Shirokinukatsukami said:

    The game is "killer-sided" because kill rates are through the roof. Last update we had from BHVR on gameplay stats killrate was something like 70%.

    We haven't had a new update recently I think the last one was sometime in April or something last year. Kill rate was 70% across the board.

    Killers like to complain that the game is survivor-sided, but that's only true when a not-so-good killer goes up against a full team of SWF commandoes. That's more a skill issue and a flaw of SWF than the game being survivor-sided. There are many killer pro streamers out there who play killer day in and day out at Rank 1 against the sweatiest SWF survivors and still 4K them easy.

    The game is not survivor-sided. Killers who are being beaten are just going up against better players. That's all it is. Same with survivors for the most part.

    The thing is, going by the global statistics more killers are better at the game than survivors. Whether that means killer players are just more skilled than survivor players or whether the game is distinctly skewed in the killer's favor is a matter for discussion, there are compelling arguments for why a typical killer main would be more skilled than a typical survivor main -- mainly that the killer does 4x the work of a survivor every game. That's 4x more practice. While a survivor might be getting into 2 chases per match and then holding M1 the rest of it, the killer is actively chasing and tracking survivors the entire match.

    But we can discuss that another time.

    Currently I play on both side.

    As Killer, I dont mind if each survivor bring 1 or 2 2nd chance perks. But it gone to the roof when 16 perks are all "2nd chance". This is totally limited to 4 of 16 perks for new players, combined with low skill and not understand mechanic, which makes them much easier to die.

    As Survivor, its quite often to face a tunneler. Even vs Yellow rank, which is easier to 3-4k vs Purple ranks.

    We can only tell the true escape rate if Devs force all player to play a single specified play style

    . All 2nd chance perks vs tunneler

    . All 2nd chance perks vs non tunneler

    . All 2nd chance perks vs Killer meta perks non tunneler

    ...for example.

    I didnt use any 2nd chance perks in last month and still able to claim from rank 13 to 8. Eventhough I died often

  • Do you think Sloppy will be powerful? Because Sloppy cause both Haemor & Mangled.

    If Sloppy cause only Mangled, and another perk cause this Haemor

    The status alone will not be powerful yes. But if combined with multi anti healing (Mangled & Haemor add-on), Nurse call, Clourophobia...That will be a pain to vs.

  • @danielmaster87 said:

    They need to make gens take longer! The fact that it's even possible for them to all 5 be done in less than 2 minutes, even though it would require the killer to be afk, is ridiculous!

    It would be boring. The point of Gen done so fast because 4men can sit on the same Gen and boost it done in 36sec, and once a Gen done, there is no way Killer can make it regress.

    A simple fix without increase Gen time is limit 2 Survivors sit on the same Gen. And let Killer able to kick finished Gen regressed back to 95% (but no further).


    There was a match me as Spirit, dominated Survivors real hard (like 5-6 hooks and 1 Gen done), I decided to give them a 1min break then start playing again. At the moment I able to down a survivor after, 3 Gen is completed, 1 Gen left.

  • Killers: use Noed.

    Survivors: why Noed rewards Killers for not able to protect Gens?

    Killers: I change to Ruin + Undying then.

    Survivors: thats boring


    I think Devs should make a weekend test that all Killers have only Ruin, Undying, Noed, BBQ, Tinkerer. Survivors have only Unbreakable, DS, BorrowTime, + any exhaustion perk. To see the stats which meta is more powerful.

  • I feel bad to kill any Survivor if I let Toxic one able to escape.

  • The BP should be given only after a safe unhook. Then thing would be solved

  • There is 1 thing people forgot. You can main a single Survivor for the rest of your life, with full perks. Once per 3 months, you level up a new survivor to level40. Then unlock them to your main Survivor.

    A new Killer, on other hand, requires tons of BP to gain full perks for that Killer.

  • I think it should be the opposite.

    Thrill of Hunt give noti on Hex.

    So Undying should reveal aura on dull only.

  • @Slashstreetboy said:

    I sometimes shake my head when a Survivor steps into the same bear trap TWICE, just to show my disappointment.

    I shake my head when a survivor is about to step on a trap.

    "No, dont get there"

  • @[Deleted User] said:

    I love every map rework, except Autohaven. It genuinely hurts to look at for me, and its too dark imo.

    Exactly to my thought. The bright side to too bright, the dark side is too dark, the contrast is too much. MacMillan contrast is perfect.

  • The hook should work exact like the torment cage, except change the spiky cage into Entity cage.

    Suddenly the game improved.

  • Trapper... Start with all traps, traps darken to the terrain by default (no addon needed), and trap set time sped up.

    • Starts with 6 traps instantly as basekit. This is equal to DOUBLE Purple bag
    • Lets say Yellow darken, as basekit.
    • Yellow set time speed up, as basekit

    2 Purple, 2 Yellow add-on as basekit.

  • If people say Noed rewards bad Killer

    Then it would be the same for Bitter murmur, able to see Survivors at any distance for every Gen done.

    BBQ rewards Killer doing a good job...

  • @CountVampyr I love how the chapter come with Elo double items perk, while Twin spaw 2 more chests perk doesnt decrease the rarity.

    Plunderer, Ace in hole. I dont think its hard to get a key from 6 RNG items from chests.


    Survivor main think Killer main hate Mori nerf, but they actually dont. It was how devs nerf Mori + leave keys to roam freely. Because people know Mori & Key are a pair of most OP things. Knowing nerfing Mori will lead to nerf Key. Which is why key appears alot recently

    New chapter with Elo perk is just add salt into Mori nerf.

  • When I play Spirit, survivors love me.

    dbd5.png

    Just spam the vault

  • Killer's choice affect the gameplay, the power for Killer and the counter for Survivor.

    Survivors can instant change a build by select another survivor

    Killer just can change perk build every single match. Thanks to no Perks loadout saving.

    A long time ago I face the same Trapper 3 times in 4 matches. I just know exactly how to play vs him on 2nd & especially 3rd match.

  • DS can be a basekit if DLC goes like this: https://forum.deadbydaylight.com/en/discussion/214130/future-of-dbd#latest

    Too bad, even after 10 years, a trial only accept 5 DLC from 5 players at a time.

    • Unbreakable + DS
    • Jump to locker while having DS
    • Use Borrowed Time as body block
    • 99% gate
    • Another survivor spam fast vault to make noise to make Killer unable to hear chased injure survivor in EGC

    Exploit or tactic?

  • This is my estimate about how many game you have to play to get everything at Chapter 18: https://forum.deadbydaylight.com/en/discussion/214336/grind#latest

    If you're able to get 25k BP per match, you have to play 250.000 games

    I got just enough of build to able to play after 2 years. I wanted to invite friends to play this game, but luckily I didnt, it would be a waste of time for them.

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