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C3Tooth

C3Tooth

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C3Tooth
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  • @RamblinRango said:

    Perk tiers shouldn't be touched, a level 1 holiday sale gamer shouldn't have access to the same stuff that OG year 1 dedicated fans have, which is why we have things like shrine of secrets. You earn it.

    It takes 0 thought to make the next tiers of a perk, it's literally the same perk but stronger.

    I've been a P3 Quentin and Pig for years now and have had all perks on him/her for just as long. If this game is too "grindy" because you have to spend the currency you earn by playing then maybe you're just bored?

    Thats why the game isnt friendly for newbie.

    Sure newbie should not get everything like people who plays for years. Though they should able to get what they want for a limit. As I gaved idea before:

    • Currently we start with 7 survivors & 5 killers (12 characters). We can lock more characters (start with only 4 starter survivors & 3 starter killer), then give newbie ability to pick 5 non license characters as their choice.
    • New players start at 1 mil BP /// or x2 BP gain for 7 days.
  • 12 perks for Survivors & 12 perks for Killers each year.

    Which mean, you think about it. 12 more bloodweb for 45 characters.

  • How do we fix the perk to make it actually it has "Dying light" theme?

    All I can think of, Obsession's dead should cause big loss for other 3. Though there should be a away to reduce the tunneling.

    • Survivors who arent Obsession gain 9% Healing speed
    • Each time Obsession is hooked, they lose 9% Healing speed, down to -18%
    • Obsession's time on hook increased by 25% /// or build-in Endurance status everytime get unhooked.


  • Jump scare = surprised by something happens so suddenly.

    • Killers emits 32m terror radius makes survivors know them coming from long distance. Except for stealth killers
    • While survivors can hide then suddenly drop pallets

    This game survivors jump scare killers more than vice versa

  • Perfect balance game for me:


    Survivors:

    All infinity must be removed

    DS as basekit (work twice in a match, after each hook, but DS canceled if do Objective)

    Dead hard as basekit

    2nd objectives must be applied (Gas to Gen, collect Scrape to Gen...)

    Gen time decreased by half


    Killers:

    Bloodlust removed

    After 5 Gen done, Killers have 3 Raging tokens: hit a healthy Survivor will use 1 token, cause instant down /// kick a complete Gen to regressing it to 90% which can depower Gates, use 1 token.

    30sec Blood warden right after a Gate open as basekit


    Both:

    Hook works exactly like PH cage mechanic (change into Entity alike cage). Hook removed, Killers can call Entity to cage survivors.

    Perks removed

  • Months ago. I once had a match as Demo in Haddon. Survivors were easy to down (I downed 2 survivors in 15sec). 1 of them just suicide on hook because the team was so weak.

    I noted these survivors can be new. So I just double hook them, then I down but not last hook. After the match, all of them were Brown.

    I just feel bad how unfair this game is between newbie & veteran. Where veteran can make chase at least 5 times longer than newbie without perks. Not mention a newbie can die in 4 hits if get tunneled, while veteran can extend it with DH, BT, DS... which make them x3 tougher. How can newbie ever learn to make chase when they're so vulnerable.

  • @Justalittlepeeck said:

    I don't like how they put this tall grass everywhere.

    But thats how I live as Trapper main.

    Honestly, old or new Yamaoka has bamboo bush, dense grass & bush make it easy for Trapper (eventhough its painful for other Killers)

    Old MacMillan was decent that traps already blend well in grass. New MacMillan is over buff for Trapper, survivors step on grass more than before.

    I tried new AutoHeaven, super bright ground and low grass makes Trapper an M1 killer. I swear if AutoHeaven keep the same ground brightness & low grass when live, I will afk if I get into AutoHeaven as Trapper.

  • @iplaybothsides said:

    What's your point? There are 20 survivor perks that are related to healing. There's a crap ton of perks in this game, and really not many things to interact with, of course there's gonna be a lot of overlap

    Exactly

    Gen, hook, totem, obsession, heal, gate, pallets, locker. Thats all.

  • Honestly, a survivor team only need maximum 2 good loopers to make the whole team escape. Since 75% of survivor game either holding M1 on Gens or on Survivors/Gates.

    So its Killer's fault if they keep chasing a good looper that Gens drop fast. But if Killer able to find a weak link and tunnel it out, I cant say its Survivor's fault, its the game designing fault.


    Its easy to see why Killers stomp Survivors at low rank, because none of them can loops. But Survivors stomp Killers real hard because every single Survivors can loops decently.

    Eventually, if a game spread out survivors in different rank (1 Red, 1 Purple, 1 Green, 1 Yellow). The game 'may be' balanced. But its no fun for the lower rank survivors.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/208171/my-clown-rework-idea

    Absolutely love your ideas.Finally some really creative and realistic suggestions.

    I would like to ask what the use of rolling his bottles is instead of just throwing them.

    Also,i think the idea to increase his movement speed with bottles sounds too strong when you combine it with the slowdown of his regular bottles.Maybe he needs to switch the bottles similiar to how doctor had to change his stance before the rework.That way he could have some new form of mobility

    Rolling bottle gives faster bottle movement, longer distance, harder to see it coming. Useful when u try to ambush survivor (image survivors sit on Gen then a bottle quietly rolling under and puff the gas). The downside is can be easily stopped by obstacles.

    Sniffing bottle: I was thinking about Clown has 110% speed and may requires a bottle to gain 120% speed for 45sec. Slow in control map but deadly in chase.

    • I do have ideas for other Killers' 2nd abilities. Especially my main Trapper.
  • @Dabihwow said:

    I do think without bloodlust it does hurt certain killers like Trapper, he doesn't have any other power than just to place traps which if your smart work a decency of the time, but lets say if you went into an area with no traps or you don't set up enough traps before you see a survivor, and he relies solely on looping, that'll hurt him, and other killers, now killers like Spirit PH, or Huntress are fine, but killers like Clown, Trapper, wraith, and legion, that'll hurt them by a chunk. Now if they were balanced and receive some reworks or bloodlust, then it would be okay to get rid of Bloodlust, but not now.

    As Trapper main, no Bloodlust doesnt affect him. He doesnt need chasing or even mind game. He just need to learn how to control survivor's movement direction into his traps. Im really bad at chase/mind game as Killer since I play Trapper most of the time. Change to other Killers I feel hopeless at chase.

    Other Killers with slow down basekit like Clown, Freddy doesnt affected that much. Only those who chase to deal damage with pure 115% vs 100% like Wraith, Ghostface, Shape are the most hurt.

  • I dont like DS as Killer, but geez, I need it as Survivor.


    Make this weekend test: Survivors with build-in DS & BT. Killer with build-in Noed & Bloodwarden. All in Tier1. Without add-on,item,offering

  • I would make Beast of Prey just disable red stain when in chase.

  • @sulaiman said:

    I actually played an endgame build, and it worked well for me. Noed and bloodwarden, you down one (usually in sight of the exit gates) and if its not open already you open it before you hook the survivor. Then you kill the 3 guys that started teabagging in the exit.

    Bad thing is that there are not enough hooks around the exit usually, so you get only to hook 2 of the 3, because one will most likly get away.

    Put in Rancor, now you save a hook.

  • You guys forget Crane loops in AutoHeaven? Its car loops on steroid.

    image.png


    Its where the crane edge parts that Survivors can run pass it, but Killers have to take around it. Causing infinite.

    image.png


  • I pair Bloodwarden with Rancor in my build. Rancor means to kill OoO players (which 80% of the match doesnt have OoO)

    The most fun stats about hundreds of matches is most Obsession just instantly escape when 5 Gen done (or they get instant Mori if I catch them). The other 3 died by Bloodwarden.

    The point I want to make, if survivor feels they're "safe". They will never leave the match when they have chance. Bloodwarden is designed just to counter that behavior

  • @Chilli_man2400 said:

    This might sound stupid I feel they should increase the duration of pausing the wiggle timer by 1 second so it’s 3/4/5 seconds.

    I think the cooldown time when success a slashing is 3sec. So overall you gain 1 bonus sec already. While suffer no cooldown when missed.

    Add in STBFL and swf gain zero benefit trying to body block from hooking.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1765067#Comment_1765067

    I'd move Clown and PH down a tier.

    I'd also move Pig and Legion down. Legion is so so miserable rn

    I dont play CLown, though I think if Clown start a chase with full bottles. He will always able to land at least a hit. Since his power is about slowing down survivors' movement. If Clown drops 1 tier, Freddy would drops too.

    I only hope Cow tree, Bus, Crane loops get some nerf. Or at least its only 1 such loops in a trial.

  • I onced have an idea for Demo that he can change mode to running in 4 limbs that work exactly like Blight. Except it doesnt bounce 5 times (before Blight was a thing)

  • Trapper doesnt affected by BL.

    If you need to chase survivors with BL, I can tell you chase them around no trapped loops. Which is he's M1 killer like Wraith in chase. Then as people said. You dont put traps effectively.

    Trapper will suffer for sure if its SWF with map,OoO, small game.

  • I would list the Killer affected by no Blood lust as like

    my-image.png

    Doing the same: Killers who use powers to slow down/catch up Survivors

    Suffered at certain moments: Killers who sometime requires BL, sometimes dont.

    Suffered: Killers who always requires chase to cause damage.

  • Car loops that connect to fence windows & house windows?

    • AutoHeaven does have op looping (Bus & Crane).
    • ColdFarm has cow tree

    At least cow tree has grass for traps. Bus & Crane just feel hopeless to chase as M1 killers. Especially the Crane makes your path longer than survivors makes the loops infinite

  • In this case, I slug if I want to find and kill that toxic survivor, then may let the slugged one escape.

    In general, Killers who always slug 3rd survivor for the 4th. They deserve the case where 2 survivors just hiding wasting them half an hour doing nothing and walking around.

  • @CorneliusCloud said:

    https://forum.deadbydaylight.com/en/discussion/207195/removing-bloodlust-will-help-weak-killers

    I just don't get why this experiment is even needed. Can't the devs play the game for themselves?

    Also Bloodlust comes into play on W and Bloodlust has nothing to do with save or unsave pallet loops. Bloodlust comes into play when the pallets are either already gone or survivors drop unsave pallets and keep running instead of trying to loop.

    In a lategame scenario Bloodlust is very useful cuz usually most pallets are gone. You invest time kicking pallets to have a bonus later on. Devs just scrap the bonus and on top throw tons of more breakables into the game. For many killers this will be extremely unfun.

    If they (assume they have like...50 people?) play the game to test it by themselves. Then how they work on content?

    If currently there are 20k people world wide playing the game. The results over the weekend is much reliable than 50 Devs.

  • Some perks benefit certain Killer or vice versa. The same to game mechanics (where Hag can protect her own mechanic - totems better than other Killers).

    I agree with OP's title, Bloodlust mechanic never affect Nurse/Spirit performance. Mostly low tier Killers. Removal of Bloodlust will help Devs to see how much low tier Killers need Bloodlust, there for they can buff them up.

  • Because a survivor should be reward for the Killer being good.

    I mean, come on. Both side have stupid stuff, 1 side complain will never work.

  • I dont mind facing Noed as Survivor, though I think Noed should only activated when 5 Gen done like Rancor.

  • I play for fun so...I dont care the nerf, I just play.

  • @Mdawgu said:

    Trapper is fun at all ranks. Be crazy and unpredictable and the match can turn on a dime

    U need to try new AutoHeaven map, there is no way to be unpredictable with barely any grass and the ground is too bright

    I find the biggest problems of Trapper isnt just an OoO player will ruin your game. But can ruin high cost add-on investment. 11k BP on Purple traps & Green darken trap become useless with a single perk that can put in loadout for free.

  • I feel the same thing when I was a survivor main. I find old Ruin was super boring where the perk extend the time to hold M1. But Noed bring much more tense in game play.

    You down, hope(lessly) others can help you out.

    Other down, you may not in the danger but the tense of finding the Hex while not being spotted is still much more fun.

    • I prefer Killers bring Noed than old Ruin.
  • As Trapper main, tried to play new AutoHeaven.


    Double L pallets has a hole on the wall makes it super hard to mind game. This hole only

    Auto loop1a.png


    Super low grass volume with bright ground makes Trapper an M1 killer

    I would say, the map nerfed on killers abit, big nerf on Trapper (multiple places had traps dig down but no more). I didnt play survivors on PTB so I cant tell for survivor side.

  • Here is "No u" card.

    image.png


  • I see a Trapper relate topic, I vote up.

    I did this simple animation long time ago

    https://www.youtube.com/watch?v=PFOX-Az3WbM

  • Im not any near as pro player. But I have some simple tips for Spirit.

    1. Stridor + good headphone is deadly
    2. If u injure survivor1 at a Gen, they run away. If you know there is survivor2 at Gen hiding waiting to do Gen again. Look at survivor1 direction act like u're phasing. Then go back to grab/hit survivor2.
    3. Act like u're phasing randomly in mid chase, survivors tend to walk on a different direction rather than running. Use that info to do actual phasing

    Some tips for any Killer.

    1. If u see many survivors, better to injure many than chase down 1 survivor
    2. If u see a secret offering. Its either survivors start together or start at the furthest position from u
    3. If u see 2 secret offering. Just go to the furthest Gen at the start and start the party.
    4. Save best for last, Iron maiden, Madgrit are best perk to deal with survivor with friend (SWF)
  • @kaeru I had similar toxic type, but in another game.

    It was Company of Heroes 2, where the game is 4 vs 4.

    • 1st match: I played with a friend, toxic guy and a random. We didnt follow toxic guy's order, he team killed us.
    • 2nd match: met that toxic guy again. We didnt follow toxic guy's order, he team killed us again.
    • 3rd match: met that toxic guy again. We just followed wherever he went, we didnt do our job. Sadly the 3rd match random guy thought we were trollers, the toxic guy acted like he was the victim, both of them reported us. I dont blame the random guy for misunderstood.

    At least the game always have auto replay. DBD doesnt have that.

  • Killer Pow able to see their lower body part.

    I want to see Clown's belly

    • Start together offering: 6k
    • Ormond offering: 5k
    • 4x Toolboxes: 12k
    • 4x BNP: 28k

    Total: 51k Blood point

    Im sorry but you HAVE TO lose in the match like this. You're not out smarted. You're not out skilled. You're just out funded.

  • Victor should not able to down Survivor, healthy or injured, Victor will just grab them and cause more effects than currently

  • @CacahueseSeco said:

    https://forum.deadbydaylight.com/en/discussion/comment/1748037#Comment_1748037

    As i said, learn to read, and, that is just DLC's as i was saying, money, that's what i was talking about, they release every 3 months new DLC, but u are arguing because of covid they didn't release the new map, because it's bad times... but as i said, they didn't relay the release, for example :)

    Anyway u didn't answer all what i said to u, 2 times, AND U DIDN'T ANSWER XD... where is the settings, for example, of GRAPHICS / FPS / VSYNC / RESOLUTION , where is, those settings? where? before 4 years? Don't u really think a game of 2020, don't have these settings, are being lazy? seriously?

    C'mon hahhahah

    I stop talking with u because no sense waste more time with u, u don't read all what others saying, u haven't got reading comprehension to can understand and talk about in a discussion and ability to argue and defend what you think... i will guess u are just a kid XD

    (Don't try to ask me, as i said, im not going to waste more time trying to talk to a kid who can't argue and deffend his own ideas and don't know reading comprenhesion)

    GL

    Whats Graphics/resolution setting change would u like? Care to give some example?

    Something like flatout the ground texture and lower grass volume to easier to spot survivors or traps hiding?

  • Balance idea:

    Since MacMillan, AutoHeaven, Coldwind are the only realm with 5 different maps that related to only a single Killer on its own (Trapper, Wraith, Billy)

    Other Outdoor maps usually shared between 2 Killers (Nurse & Clown / Huntress & Plag). Its a good idea to rework a realm, and also add another map on the realm for a new Killer.

    Example a new Plant theme Killer share the same realm with Huntress & Plag. Then they can rework the Red forest realm and add a new map at the same update patch.

  • The character design should be Victor cause problems on healthy Survivors, then Charlotte finish them. Currently you're kind of need Charlotte to injure them then Victor pouch finish them off. If not you lost Victor. The play style goes opposite with the design.


    For me, they should be like this

    • Charlotte M1 for basic attack, M2 to unbind Victor or call Victor back. Press ability button to change control to Victor. If you unbind Victor while controlling Charlotte, Victor will auto run to the nearest Survivor and cause Killer instinct for Charlotte.
    • Victor M2 to pouch. Press ability button to change control to Charlotte. If you're controlling Victor, Charlotte will move at 50% speed following you (Victor) and attack any survivor nearby.

    Victor does not do any damage on Survivor. Victor pouch cause hindered, incapability, reveal the survivor aura all the time. Charlotte hit Survivor with Victor on them will drop Victor and continue follow Survivors.

    Survivor kick/stun Victor will cause fainted, Charlotte has to come pick him up and start a 20sec recharge power.

    = = = = = = = =

    Currently they're NOT coordinate killers, they are a tag team.

  • @chieften333 well because Im a Trapper main, the ground visual affect alot on my gameplay. Ground too bright and clear like the Game kill Trapper. Too dark and clear does the same thing (except you put Darken trap add-on)

    Ormond ground has rich texture + small grass everywhere, putting a trap on small grass area (like the last pic) in shadow is already decent for traps to blend in

    New MacMillan ground is as clear as AutoHeaven, except the realm is much more darker, low rate of light bulb, and high grass volume makes new MacMillan much better for Trapper. New AutoHeaven is so bright on the ground, eventhough the field of view is as dark, I dont know why.

    You can see the same walls loop on both realms (2.) MacMillan has solid tall walls, while Auto has short walls & has hole on it.

    Hope the change will be made, at least better ground texture & higher grass volume.

  • For my taste

    • As Survivor: I like that I can sneaky/hiding/evade from Killer nearby. Or able to get into a long chase (I once able to made chase vs Doctor for like 3-4min), even though I died, it was alot of fun.
    • As Killer: I can image if all survivor hiding, you just walking around kicking gen, which isnt fun. The fun is to slashing people, killing & hooking.

    The goal of fun is opposite for both side. If survivors are hiding, Killer has nothing to slash. If survivors are so great at chase, Killer has nothing to slash. If Killer can easily down survivors to have fun, then how Survivors have fun from that?

    How one can balance the fun between those?

  • Gen rush to ensure the 5k BP escape is already yours. Then go back for totem,chest, toy with Killer for bonus.

    Just as Killer tunnel 1 survivor out of the game then toy other 3 with three hooks each without afraid of Gen flies.

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