Avatar

C3Tooth

C3Tooth

About

Username
C3Tooth
Joined
Visits
19,511
Last Active

Comments

  • Me as Yui, with Bill, Nea, Clau (all Solo) in Springwood vs Nurse who had Ruin.

    Bill got early down twice, then suicide on hook, Nea also down after and suicide on hook. Only me & Clau with 3 Gen & Ruin. Both of us play super immersive to find Ruin before continue on Gen. Game went silent

    Clau got found and injured, I took a hit then both able to juke and hide again, both medkit healed on different side of map.

    Game went silent again, after a while I found Ruin, just about to destroy it and Nurse came, I able to juke and hided. Then destroyed Ruin.

    Game went silent again, I was on Gen, heard Nurse coming, I was able to juke and hide, after a while I finish 3rd Gen.

    Then Clau got chase and down, I was able to sneak pallet save. Both able to juke and hide again, both medkit healed on different side of map, again (total of 5 medkit from 3 chest and we brought in). Game went silent again

    I got found and chased, I downed in school, shaking to sign Clau not to come, while I crawl to locker made Nurse check. After a while 4th Gen done.

    After then I bleed out to death (I never got on hook, only slugged). Clau able to escape through gate.


    I always like immersive game play, that game was super fun for me.

  • A Meg downed so fast that I could last hook her at 3 Gen, but I decided to let her had some gameplay just leave her on the ground. Other 2 constantly takes hit/hook ect. After all they took 2 hooks. The 4th one just push Gen. I let them all escape.

    Post game chat:

    4th survivor: ggez, bb killer

    _______________________________________

    2 suicided on hook, Laurie on hook, Feng unhook, I downed Feng, hook then go on the other side of map so Laurie can unhook Feng. But nope, Laurie just waited for Feng to timeout on hook then escape through hatch.

    Post game chat:

    Laurie: ggez

    _______________________________________

    I dominate the game so hard that 3 dead at 4 Gen as Trapper (low rank game play). I picked up Feng, act like about to hook her near a hatch, then drop her at 80% wiggle to make it look like she dropped from me. Feng tbag then escape through hatch.

    Post game chat:

    Feng: ggez


    Manytimes survivors just cant tell your kindness. And put salt on you instead.

    Just play how you want, dirt cheap tactic, generous, as long as you have fun.

  • image.png

    List on:

    Rework boil over: 6% of total perks

    1. Struggle effect: increase 75%
    2. Movement: 10% slower
    3. Time to wiggle out: decrease 10%
    4. Obscure to see hook aura at 20m range


    Agitation & Irongraps combined: 50% of total perks

    1. Struggle effect: reduce 75%
    2. Movement: 18% faster
    3. Time to wiggle out: increase 12%
    4. Terror radius: increase 12m

    I made order list so you can see the balance easily.

  • Agitation: increase walking speed by 18%

    While struggling the killers speed while carrying you are decreased by 50%

    1 way to balance.

  • New MacMillan is a huge buff compared to old. The lighting is perfect, not that dark but enough to hide traps

    New Ormond remove chock points trap, make it harder to trap around main building, but otherwise you can set traps anywhere because the ground texture is amazing

    New AutoHeaven, I give up to play as Trapper. Shade area is too dark that u cant see Clau sit in open, and traps go good there, but the area is really limited on loops. The light area, like people said, a beacon

    New Yamaoka, great

    New Springwood, limited place to trap, but still ok

  • When I started to main killer, I played exactly like u. Hook twice, then slug if they down again. Until I faced an OoO swf squad that I feel helpless. I went rampage for a week. Then I just play the game normally. I still twice hook sometimes depend on mood, not every game as back then.

    Still, if I do twice hook, I make sure its not obvious that Im a friendly killer, they will have to work for that. Because farming isnt fun. After all, we play for fun, not for point.

  • Im trying to play over 50 games with Noed to check how many Noed get into play.

    18 games, 2 games didnt reach to 5 Gen done so not count, 14 games with Noed. So currently 89% Noed happens.

  • Gen kick doesnt need a buff

    But repairing really need a startup animation, it can be simple as 2sec sit down animation before repairing begin to make the progress.

    Want to stop regressing? You will have to pay 2sec to do it, not touching.

  • @CountVampyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1829261#Comment_1829261

    What I dislike most about them is their lack of tracking ability. Victor can’t see red trails and Charlotte can always see Victor, EXCEPT when he is latched onto somebody. How the hell does that make any sort of sense? If she could see him when on somebody at least it would stop people from abducting him. Soooo stupid.

    Idea: Victor injures survivor

    Design: Victor cant see scratch mark, but blood


    Idea: Charlotte finishes survivor

    Design: Charlotte cant see survivor Victor is on

    Then wonder why players play in opposite way

  • Thing is, Headon only cause exhaustion if successfully stun Killer. While if you stay in a locker for 3sec, pretty much you immune to Killer, either he has to give up and he able to save his exhaustion, or get stunned.

  • Idea: Vic injured survivors so Cha can finish.

    Design: Vic injured survivors and Cha losing power. Vic being in danger of getting rid off.

    Design: Cha injured survivors so Vic can finish without losing power

    => Players: use Cha to injured survivor then use Vic to finish. Opposite to the idea.


    Idea: Vic & Cha co-op on hunting

    Design: Cha action, Vic sleeps

    Design: Vic action, Cha sleeps

    => Players: we use Bubba stading to camp. So we will use Cha or Vic 's sleeping to camp.

    I mean, if Vic & Cha have AI that keep moving/hunting but much slower, that would remove slug & camp on them.

  • As Trapper main, I can say this.

    Start with all traps at hand will let him do easy 3 Gen every game. He can just pick 3 closest Gen, lay 2 traps on each one. Still have 4 to traps loops around 3 Gen.

    Direct buff & nerf is always stupid (something like Mori nerf). Trapper only need some QoL.

    List I put too many times:

    • Start with 1 trap, able to carry 2 (so Brown bag still work with the change)
    • Traps spawn 30m away from the map boundary
    • Disarm trap is faster, except as soon as you disarm, skill check will appear (similar to Madness Killcheck). The skillcheck affected by Unnerving presence.
    • Escape trap is no more RNG, every 3sec, a skill check appear. Success 3 skillcheck will ensure escape, or success 2 skillcheck in a row. Greenstone increase it to 4 skillcheck or 3 skillcheck in a row. The skillcheck affected by Unnerving presence.
    • Gain a new ability: stand next to a setup trap, press ability button to conceal the trap to make it harder to see. May be some texture on it, or the trap push down under the ground abit.
  • @TrialByFire476 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1827125#Comment_1827125

    He's asking if TotH still counts the remaining dull totems even though it has been cleansed.

    ^ ^ ^

    Im trying to make a stat about how many game survivors complete cleansing all totem before 5Gen done, to note how many game Noed would happen

  • @Grandpa_Crack_Pipe said:

    You might have to reword the question.

    En-light me the mistake, I cant tell

  • Too dark on shade area that Clau can hide in open.

    Too bright on light area that traps can easily spotted in grass.

    MacMillan light is well done.

  • Its Auto heaven, I noticed it since PTB. Also cant trap from the stair to basement.

  • I was Blight, had Noed, at EGC, David already made early escape.

    Able to down a Clau, 2nd hook her. Then chase a Feng, down Feng, last hook her. Noed destroyed. I was at the only opened gate, healthy Dwight tried real hard to take my attention around a pallet loops near the gate, which I did. Took around 15sec for him just to run toward and get a hit then escape.

    Then Clau came, EGC is near to the end, she just run toward me, get hit, down. Pick up, DS. She tbag for a full 5sec stun. Then deadhard to the gate.

    Chase Feng, down and hook. Loops with Dwight after he destroy Noed. Thats 60sec for you.


    I saw people do Gen in mid chase in order to get grab instead of get hit.

    DS is needed, I think it should be basekit, but not work like how it is.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1821041#Comment_1821041

    I'd honestly just get rid of the aura reading on dull totems.

    Thrill gives noti on Hex totems.

    My opinion, Undying gives aura only on dull totems.

    This would give a choice between Thrill & Undying.

  • @Freddy96 said:

    Said the same since yamaoka rework, noone cared i just stopped playing trapper. There's no way someone will ever get caught in a trap unless he's literally looking at the sky. The only way of playing trapper is either bringing offerings of maps that haven't been reworked yet or just playing at lower ranks.

    I disagree, grass/plant in Yamaoka is extremely good. Except the map dont have much key points to set traps (Yamaoka estate). Mostly hope they get trapped in open/unexpected places.

  • I made the same topic since PTB https://forum.deadbydaylight.com/en/discussion/205820/autoheaven-vs-macmilan#latest

    Ormond is much brighter, but the ground texture is much more rich that trap actually can blend into low volume grass.

    MacMillan has good light though, the dark area is not that dark, the bright area is not that bright. Traps can blend pretty good. Trapper is stronger in new MacMillan over the old one.

    New AutoHeaven, the map is a pain. Grass volume is too low that you cant even set traps at loops. The dark area is dark enough that you cant see a Clau sit in open. The bright area is too bright that Green darken add-on is useless even in grass. As Trapper main, I just want to quit when get into new AutoHeaven.

  • Indoor maps + Nurse calling + move through wall = easy win.

    He also have an addon to see Survivors within 12m

  • Yamaoka, Springwood are good, there are alot of obstacles/tree to hide in.

    MacMillan is decent.

    Ormond is always bright.

    Auto heaven used to be brighter, now its much more dark if the area doesnt have light, a Clau sit in the shadow area at a loop is unable to see.

    image.png

    I dont think all realms are the same, the only same thing are those short loops, TL wall, some gyms. Auto heaven has Bus, Crane, Truck. Coldwind farm has Tractor, Cow tree. But just that.

    Breakable wall is bad though. It could become a Door mechanic where both side can open/close to hide sight. And Door can lock on one side, which can only open from that side for Survivors, and Killers can break the door. Image it, insidious Killers stand behind a door near a Gen.

  • 6 fountains, starts with 1 corrupted and 5 clean.

    Problems:

    1. Survivors decide where to cleans. Away from Gates is better.
    2. Survivors decide her power, not cleansing cause her M1 killer, suddenly all cleans at once cause the reset of all fountain

    I really think Plag should be the one who decide what the game should be on Survivors. If survivors dont want to clean, 1 corrupted will punish them. If survivors corrupt all the fountains, Plag decided to make it an M1 game, or start to consume a corrupt and punish them for bad play (they already have 5 clean fountains to use)

  • Thrill of the Hunt: noti when a Hex is being touching + count total remaining totem + 1sec cleansing time for each totem available

    Undying: show aura when near any totem for 2m + transfer other Hex into another dull


    Undying has stronger info (show aura on all totems, while Thrill giving noti on Hex only). The 2nd benefit is much stronger than Thrill too.

    To my opinion: Thrill give noti when a Hex being touching. Then Undying only give aura when survivors being near a Dull, increase the aura reading time to 5 or 6 sec.

  • @JPA said:

    I literally bought Legion the other day for Iron Maiden for Huntress, can't wait to see it in the bloodweb...

    While I want to get his Mad grit to use basement Trapper.

  • @Healthore77992 said:

    Literally the biggest crutche of DBD, you lost the game because of one perk, just that one perk changed the whole game upside down. How is that even allowed, i don't know. I'm so happy that devs said it's gonna get changed, finally they will need some skill instead getting carried by op perks.

    Because to make the game much more unexpected in outcome, they made "Perks" mechanic, while the core game is so poor.

    I mean, image if a new chapter, each side gets a single new ability (example: DS on survivor, while Killer able to instant Mori obsession in EGC /// or Killer able to M1 drop survivor item (not charge) as basekit, survivor can see item aura in 6m radius ect...) That would make the core game much more rich.

  • @Emsilyy3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1814620#Comment_1814620

    But the removal of keys as a whole which is what a lot of people want seems so drastic to me? I agree they should be nerfed.

    1. adding a timer, so 10 seconds to completely open the hatch.
    2. no timer but the person with the key can escape but it shuts straight after.
    3. change the mechanics of purple keys to be used for add on purposes only and only pink keys can be used to open hatch. ( this means making them rarer in the bloodweb also. )

    All your 3 ideas are exact to my ideas.

    Though people say a key user trigger EGC on the other survivors will hurt Solo.

    I said Key's main purpose is to instantly open chest (and only able to open hatch with Purple add-on), people said an item should not just used to collect another item.

  • Dark isnt a problem to me. But as someone said, they cant recognize the title, they dont know where they're running.

    As for me, grass is too weak for my main Trapper (Otz said the same in 50 wins Trapper vid). Clau become even more blendable in the map, she can just sit in the shadow and completely disaappear.

    • Killers & Survivors agree Mori should be nerfed
    • Killers dont like the way Mori nerfed
    • Nerf is so all of sudden, while key not touched.
    • Because everyone know Mori & Key are the pair things that get nerfed, key get spammed before they get nerf.

    I just have a game as Survivor where 2 others brought 2 keys

  • Last time I play Midwich was 2 weeks ago.

  • @Shenanigan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1803802#Comment_1803802

    How else could they have made this work out?

    A hook and a half then you get to use your mori? I don't think there really is a middle like for that

    There are many ideas to rework Mori, not just sticking "requires a hook or two to mori"

    • Requires hook everyone at least once to Mori
    • Only able to Mori 1 survivor instantly without require any hook, when there are ??? Gen left

    Basically require "something" (just not only hook), to able to Mori 1 or more survivors.

  • I find this is really lazy solution to fix Mori like this. This will not remove tunneling to Mori on survivor side, and being too useless on killer side.

    I gave this idea before:

    • Red mori: become Purple Mori, able to mori ONE Survivor when 4 Gen done
    • Green mori: able to mori ONE Survivor when 5 Gen done
    • Yellow mori: able to mori ONE Survivor when EGC starts
  • @MichaelAMyers said:

    By why is he getting nerfed?.....

    • snare to slowdown mid chase, spot a survivor, defend a hex
    • dream pallet is much better than madness pallet (you dont know its a fake pallet until you drop it, madness pallet can spotted at close range)
    • see survivor highlight
    • hard to see him in distance
    • ignore borrow time when as sleep
    • teleport between gens
    • oblivion when as sleep

    I actually wish Killers to have alot of tools to use like Freddy, but his basekit is too much. May be make it harder to put Survivors to sleep, but sleeping survivors will get more harm than survivors able to stay awake

    • Freddy cant see awake survivors highlight, only sleeping one
    • Passive putting to sleep get removed, only affected when in TR, being hit

    I think only these would be enough.

  • @OniWantsYourMacaroni said:

    The only thing i want to see changed about freddy is that your sleep timer pauses as soon as you begin the chase with him.

    That would actually reward survivors who manage to stay awake.

    Or at least sleep timer counts up only when in terror or get hits. Just passively get into sleep isnt fair.

  • @MikaKim said:

    1k to 3k survivor scores.

    You camped and tunneled, then come here to whine about about how people don't like camping and tunneling.

    Next.

    So u're totally ok with wanting someone to die.

    But not ok with slugging in a game?

  • @chieften333 said:

    Some people think hemorrhage and mangled should be made into one status effect. It would be neat, but hemorrhage should actually be a debuff instead of "oh no, I'm leaving a trail of blood that is barely noticeable in the tall grass"

    The problems is, Hemor is so hard to see than scratch mark. But its much more easy to track injured survivor with perk/addon that highlight blood drop.

    Sadly, Mangled gives u more time (increase healing time to survivors) - using Nurse calling is just add more salt. Hemor gives u nothing if u dont track and down injured survivors - which is Bloodhound must be required.

    I think, if Hemor cause 5sec exhaustion until healed. It can be good. I mean, if there is a perk that M1 attack cause Hemor & exhaustion, it sounds really decent to me.

  • Not me, some maps have building that the basement there is much better (Springwood, new Gas heaven, Azarov resting place, Coal tower ect)

    Maps like Clown/Nurse realm, Ormond, Coal tower, Thompson house...have basement too cornered on the map to get use. Once the Gen near those shack is done, the area is pretty much abandoned for Killer.

  • Does anyone realize that Azarov resting place is just a map with 2 shacks? While Wrecking yard is the same realm with 1 shack.

    They should just remove 3 maps with no mainbuilding but shack in the 3 original realms already.

  • Even if I like it, but it cant happen. Tight door, windows, pallets are the interactions between 2 sides

    Imaging this, a huge monster that doesnt fit to move in a door/windows. Good luck in Ormond, Lery map.

  • @Ballooni said:

    I would love to kick Victor's body around after kicking him once

    I image 2 Survivors per team kicking Victor into goal

    Charlotte as a referee

    What a binding of kin.

  • Freddy rework is what I want all Killers to be.

    Not op at anything, but basekit has full of tools to pick and use. (able to see highlight, slow Gen down, passively put to sleep, ignore BT arent ok though)

    I love to see Killers have more tools in basekit like Fred, PH, or at least Doctor. Hope Clown & Trapper, Hag get a similar rework.

  • The idea:

    • - The twin "coop" on hunting survivors.

    => Victor finds a survivor, disable him so Charlotte can finish.

    The game:

    • - When one is on action, the other "sleeps"
    • Victor attack on an healthy survivor, cause Charlotte an M1 killer.
    • Victor doesnt totally disable healthy survivor, cause him dies
    • Victor can cause damage, makes him good at hunting multiple injured survivors

    => Charlotte damage survivors so Victor can finish them.

  • As Trapper main, I noticed this since PTB, I think this is a nerf. I refuse to think this is a bug.

    Like, how this bug in script happens? If I cant lay trap on random area of the map, I may call this is a bug. But this is mostly key areas (basement & gates). I think this is a nerf, or at least, they want to shadow testing this.

  • trap bug.png

    New AutoHeaven also have spawn problems with Trapper's traps. Where traps spawn inside some rock,vehicle that unable to pick it.

  • Im Trapper main, so Im learning the new map real hard, though I only have 5 Autoheaven map offering and used them all (4 into resting place, 1 into wrecker shop)

    I dont have friend playing this game, I may need someone to help me learning the other 4 maps of AutoHeaven realm. Before I give my opinion on the updated Autoheaven

  • Trapper cant set traps from the stair into basement.

  • Only ONE person can escape through open hatch, then the hatch close and EGC starts.

    or

    Requires 15sec to open hatch, stop in the progress will be reseted like Totems

    or

    Purple & Red Keys can not open hatch, but they can open chest 75%/100% faster. Keys requires a Red add-on to open hatch.

  • @noctis129 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1784093#Comment_1784093

    I dont understand the point of this conversation. But yea basement trapper is great.

    You: survivors should learn not to down near basement

    People: but some maps have basement in the middle of the map

    Me: and Trapper with fast hook perks even make it easier to basement hook in those map

    You: I dont get it.


    And you said survivor learning curve is slow...

  • As Trapper main, I love Wrecker yard alot, since there is no main building, and basement always spawn in the shack in the middle of map. Sometimes I like to play basement Trapper (Agitation, Iron grab, Mad grit), everysingle down is a basement hook.

  • @BubbaMain64 said:

    One of the biggest reasons for me being a killer main is that I find killer to generally be a more interactive experience. I'm not terrible at survivor due to my killer experience, but I'm also not best of the best. Most of my matches usually end with me getting hook smacked while my teammates leave me behind. I don't have anyone to play the game with as well, so that's not an option. So what do I do? I like the idea of survivor gameplay and putting up with survivor shenanigans at rank 1 is burning me out faster on the killer end. But it seems like I always play against Stridor Spirit or forever Freddy. And if not those it's a green rank who calls the team gen-rushers because they wouldn't commit to chases, which is also boring for us because there's no tense chases.

    Actually Killers do "less job" than Survivors: chase/hit, hook, kick gen. While Survivors do: gen, totem, unhook, healing, chase

    The main point is Killers never stand at a place for over 3sec (except camping), which make them feel "always in action"

    Survivors need at least a 2nd objective to run between Two objectives to make it more fun. For my taste, I prefer Killers use Noed than old Ruin because facing Noed is much more tense than sitting on Gen for another 20sec.

1 … 119 120 121 122 123 … 144