C3Tooth
C3Tooth
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- C3Tooth
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Plant, flower theme killer.
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I feel like the Killers are quite dull, not their power, gameplay, appearance.
Im talking about you can only control either one of them. It looks like they're not working together.
If it was me, I would make Charlotte moves at 50% speed auto-follow Victor, while also auto follow & hit any Survivors nearby. She will not vault/does any mind game.
And while unbinding Victor, player can change back to control Charlotte, and Victor only follow Survivors and reveal their aura, without attacking.
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@Withered8 eventhough you can say the game is Survivor side, but its still Killer's decide how the game is going to be (as camping/tunneling or not).
The hook system have to be reworked, like Pyramid head's cage, the camping will be gone. And there should be a requirement like all 4 Survivors should get their 1st hook before Killer can last hook someone, to remove tunneling.
After those 2 fixed. We will see the true power of Killer, when they're force to play more fair. From there, Devs can nerf Survivors by adding more Objectives.
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I saw someone giving the balance between Nomither & Unbreakable
NoMither: has double downside, start as injured + unable to be healed. For a strong effect that able to self pickup unlimited of time, but even that "Broken" ruins the strong effect, make it useless.
Rework: Start has healthy, if you self pick up from dying, you gain broken status for the rest of the match, but you're also able to self pick up for unlimited of times.
Unbreakable: eventhough the perk only gives a single use for pickup, but it doesnt have any downside, and it even has side effect "recover 35% faster". Makes the perks incredible strong
Rework: you have +35% recovery speed from dying, you can self pickup once per match. If you self pickup, the side effect "recover 35% faster" will be removed.
And I feel that Nomither still weaker than Unbreakable in this rework.
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Bagged by Survivors
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Sometimes I feel like this.
Survivors start the game at level 1, Killers start the game at level 20. Both side can gain their level for another 20 levels
At low level players, Survivors are level 4 (1 for 4 players), Killers are level 20. Killers stomp Survivors real hard.
At high level players, Survivors are level 80 (20 for 4 players), Killer are level 40. Survivors stomp Killers real hard.
For me, a balance match should be a mix of Rank (except Brown should go on their own) Red Purple Green Yellow.
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I "think" RNG will random pick a Realm, then it random picks a map of that Realm.
So example you have 4 Realms (MacMilan (5 maps), Lery (1 map), Game (1map), Springwood (5 maps))
The RNG will pick 1 of them (25% chance), then pick 1 of 5 maps from that realm. Like this
And not like this
So, you're not "suffered" 5 more times from the mess of the map.
And If you ask why Spring wood only have the number 1-2-3-4-5 and not named like MacMillan, because the map names is the name of Main buildings, which is different for each map. Spring wood is just a shuffle the placement of the same buildings.
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- Ability to save replay of the match
- Perks loadout sets for each characters
- Remove Perks tiers
- Able to sell addon, item for 50% cost (or even 25% I would be still happy)
- Gives Killer ability to see basement, gates at the start of the game to plan strategy.
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Springwood, I start to find a Gen to work, there was a house nearby (with garage down to 2 ways basement).
Gen was blocked by Corruption, I & Feng started to look around in basement if there were totem or chest. And there was a Hex, I reached to Hex first by 1sec (consider 1sec is 4m distance). Feng start to drop the pallet in basement, fast vaulted left and right. Slinger came to us, I was able to avade him and get out of the house. Feng down right in the basement
Feng instance DC.
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Add in new Mechanic:
Requires all 4 Survivors to get first hook, so Killer can last hook a Survivor.
Now Killer has to at least 6 hooks to kill the first Survivor.
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I think Obsession mechanic should inprove a bit.
There is always a ran Survivor starts as Obsession (even without Obsession perks from both side)
When Exit gates powered, give Obsession ability to stun Killer longer 15% longer for every other survivor died (up to 45%), in return Killer can Mori obsession when down
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Note that there are obstacles that being reused from realm to realm: Haddon field house in SpringWood, MacMilan big tank-track in Autoheaven, Autoheaven car in SpringWood.
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As Killer, I've seen survivors running in middle of emptiness, tried DH in hope I swing and miss. But I just didnt get the bait and down them.
But I also have seen survivors manage distance so good that only DH at the final moment into other side of pallet, after loops me for 5-6 rounds.
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- Add a skill check that Survivor has to success to make progression again. Fail cause another explosion but stop regression, Success will do nothing but only allow progression to continue.
- Add at least 2sec startup animation on everything (gen, heal, gate, totem,chest ect). Startup animation add no progress.
Either one of those, that would fix.
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My idea is
Breakable walls replaced with Doors
Survivors now gain interaction with Doors, they can quietly open/close the Doors (takes 2sec) or quickly slam the doors open while running (cause noise and pause Survivor movement speed for 1sec). They can also quickly slam the doors close like a pallet
Killer keep walking forward will do quick slam the door open (pause movement for 1sec). The Doors can be destroyed by manual kicking (3sec) the Doors, or slam 3 times.
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All Adrenaline April
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Can u save this image and set it as Desktop wallpaper?
It would be no different from play the game.
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As Trapper main, I will give you "advice"
If Trapper suddenly stop chasing, you're head toward a trap. I love to nod/shake head when they're about to run into a trap.
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2nd objective for Survivors and decrease Gen time.
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According to some people in this forum. As Killer, if they see TTV on a survivor name, they will assume either they're facing TTV SWF, or a great skill player, or a toxic player that entertaining their viewers.
So, yes.
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Each realm has their own obstacles (mainly see at loops): factory tools (MacMillan); vehicles (Autoheaven); ect
Each realm has their own walls visual
Each map has their own main building, which cant really tell the realm but the specific map
Almost every realm has the same grass, tree, plant (except Spirit realm with bamboo, Slinger with dense bush & cactus)
So if you stand at a deadzone (without loops, wall, main building), the only thing left are those plants. Here is where the realms look the same.
For me, they need to give each realm difference plants set.
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@Aldofer I notice it in my Trapper play. Most of the time, after done setup, 3 Gen done. The rest depended too much on RNG. I can list here:
- Time to escape, sometimes it just takes 3sec to escape, cost me few sec to go toward there for nothing. Sometimes it takes forever, a total free hook.
- Traps spawn, there was a time in Suffo-pit, 5 of 6 traps spawn on 1 side. Was super easy to 3 Gen Survivors.
- Gates spawn, the closer the Gates, the more impossible for Survivors to escape, even with a whole team. By setting traps at the gate switch.
- Basement spawn, the closer to a Gate. Enough word, you understand.
- Trapper spawn, if he starts at chock point area, its easy to lure Survivors into dead zone.
And many times the whole team dead because of trying to save 1 guy. Or 4 Gen done and suddenly 1 guy trapped, and whole game just end from that moment.
The game used to requires luck to survive. It doesnt fit the game anymore, thats Trapper's main problems.
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Ah, another Trapper topic, let me list my Trapper buff ideas again:
- Traps spawn 30m away from map edge.
- Trapper start with 1 trap, able to carry 2
- Disarming spawn a skill check, affected by Unnerving presence, fail skill check cause trapped.
- When trapped, Survivors have to success 3 skill check (or 2 in a row) to escape. Or 5 skill check (or 3 in a row) with Greenstone. A skill check spawn every 3sec. Skill check zone affected by Unnerving presence.
- New ability: Deep trap. Hold M2 to setup trap. Keep holding for another 3sec will make the trap goes deep into the ground (can only see the claw). Only work on grass terrain/area
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I only want the core gameplay to be improved. This is why EGC made me hype alot.
Graphic update comes in 2nd because I love look at beautiful things. It also add in the horror feel of game play, and both side have harder to see each other. (which also affect core gameplay)
I dont care about skin..2 skins cost as much as a Hollow Knight game.
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As Trapper main, breakable wall that next to infinite window is good...at least for trap Killer.
I can trap on both side and make it a dead end. Other Killers has to pay a few sec to break it though, its not like 2sec is too much compared to Trapper setup time.
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@Crap_Martini said:
Exit gate shouldn't get powered.
Why should one team's objective get autocompleted, allowing them points they potentially didn't earn?
That is like saying after 30 mins the killer gets 2 random sacrifices.
You'd get survivor teams treating it like a legit strategy to wait 30 mins and then leave, technically "winning" the round.
You can almost guarantee 30 min no gen games.
Killers and survivors need to earn their points. Just have the game end. Everyone keeps whatever points they have earned and move on.
It doesn't need a complex system.
After 25 mins EGC starts, unopened hatch spawns (must use key). after 5 mins everyone is sacrificed, including the killer. All points retained but you can't pip.
This still allows everyone the chance to complete their objectives, removes the incentive beyond bp to prolong a game but prevents/lessens the desire to DC because you still gain from the round.
I gave a similar idea (the time isnt that generous), but someone point out the flaw that Survivors can hide all that time waiting for EGC to start to open Gate escape.
The point of DBD is Survivors work for the Gate open, not survive long enough for it.
But I dont know the Hatch closed cause powering Gates, or EGC powering Gates (I think the first one though). If timer end and EGC start, the Gate should not be powered, and force a Survivor has to die so the other can escape from hatch.
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@Pawcelot said:
I hate it when they reintroduce literal infinites by adding Breakable Walls, leaving Killers no choice but to break them.
I like it as Trapper main, can make a dead end.
Though I dont like breakable wall is a chord for Killer and a memory test: break this for easier game, and do not break that. Breakable wall should brings strategy between breaking or not. Each should has pros & cons.
Here are some Sims 4 pics for my ideas:
2 breakable walls completely cover a room that contain a chest. Pro: Survivors not getting chest. Con: Gen distance too far to patrol
Break 1 wall. Pro: create a dead end trap to Survivor if they run into the room during chase. Con: they get the Chest
Break 2 wall. Pro: Gen distance is closer. Con: lose the dead end trap
Your case here
If Killer isnt a trap killer, they have to destroy the wall to remove infinite loops
If you're a trap killer, you have your choice not to break the wall but put a trap or 2.
Keeping the wall. Pro: once Survivor vaults, it will take them alot of time to find a way and go back to the Gen. Con: you may never able to catch them if you vault and continue the chase
Break the wall. Pro: now its easier to catch Survivor. Con: survivors have another way to access Gen
I believe mine ideas may have flaw.
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@NemIsLive said:
Name checks out, git gud
He asked to know how to vs Bubba. Git gut isnt an answer.
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- Start the game at 8min. Everytime a Gen fixed, the timer reseted to 8min. (Maximum 40min)
- Start the game at 10min. Everytime a Gen fixed, add in 5min to the timer. (Maximum 35min)
- Start the game at 15min. Everytime a Gen fixed, add in 5min but cap at 15min. (Maximum 40min)
If time is up. All Survivors get scarified.
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@MeltingPenguins said:
Why are people so certain that the only way to 'fix' things is to make DBD2 instead of step by step rebuilding things in what we have?
The problems here is the improvement of game play (which is add more mechanic, objectives ect.) but it will make a whole perks set be full rework.
Shape brought Obsession mechanic, Hag brought Hex. And since after them, other Killers do have Obsession & Hex in their perks.
The game is so lack of core mechanic (Gen & Hook). One day, their perks idea will be depleted. If they're not going to add any new mechanic.
Currently, for me, its hard to think of a new side mechanic that not affected the core mechanic (Gen & Hook). Example, if they add Gas as 2nd objective beside Gen. The Gen time will be changed -> affected the balance of all Gen perks.
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Imaging Survivor has to collect an actual "Tools box" from every closet, locker, desk all around the map, carry 8 charges. Allow to do 8 random tasks (various but simple like Among us). Then have to gather more "Tools box" to continue.
Im just talking about the Fun on objective, not about balance.
Edit: Here is balance: Each Gen has 40 charges, Killer kicks on Gen cause 2 charge lost and continue to lost 1 charge every 15sec.
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Survivor 1: Decent one and escape
Survivor 2: Tried their best but still get killed
Survivor 3: Tunneled
Survivor 4: Face camped
Survivor 5: Suicide on 1st hook
Survivor 6: DC on 1st down
Survivor 7: Dont like facing Slinger/Doctor, DC
Survivor 8: Suicide if get to 2nd stage from 1st hook
Survivor 9: Down after tbag, DC
Survivor 10: DC for hatch escape
Survivors: 12% escape rate
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I think I've face them before
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1678907#Comment_1678907
Not even joking. Object of Obsession makes my games so much easier as it literally cuts out the part where I have to waste time during the early-game looking for the first survivor.
A few examples:
I really wish more people ran that perk.
As Trapper main who struggle with OoO, this is beautiful.
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I had a match in Oni map. Able to kill 2 Survivors with 2 Gen left (Feng & David left). It took awhile to see a Gen being working on, while at a corner there is noise at regular time (Diversion). Later I found Feng near the Gen, chase hook her, she suicide on hook. David escape through hatch.
Feng had 14k BP, David with Diversion had 11k BP (whichout hatch escape would be 4k BP).
I wish I didnt hook Feng so I can kill David instead. I wish there is a way to sign a Survivor to point out where there team mate is, in situation like this.
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I play another game (Company of Heroes 2) where a match last longer than an hour, with more than hundred infantry and vehicles. But the game always save a replay of the last game, in case you want to save the file and able to watch it later.
I dont know how this game has 5 people walking around in a map doesnt have a build-in self-replay tools
But its not enough, there should be able to change PoV of 5 players, so if you suspect someone is cheating, you can open replay, select that cheater's PoV to see everything about them.
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@Masterninja said:
I don't know, this type of ideas are very risky, but it could be interesting to see this change and test it in the PTB.
I thought some times, that the perk diversion could be also a base-kit for all the survivors. Just for include a new mechanic in the survivor gameplay.
To be fair, every new characters should come with only A Single Perk, but become a base-kit for everyone else (especially Survivor), except adding the perks will enhance quality/quantity to the base-kit.
Like Diversion gain token after 90sec, the one with the perk gain token after 30sec. DS stun Killer for 3sec, one with the perk stun for 7sec.
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Either play unfair
Or just play best killer
Or Red Mori
vvv Or simply as lucky as me vvv
Won against a Hook breaker swf as Trapper with weak addon and didnt even tunneling. Hooks were madly spread out after 2 survivors died at the same area. Only to see this post game pic.
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Somehow I think Back stab boys is also a good name
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Another match. As always, I never check the lobby, just start the match and play.
And funny how my perks build just go directly counter to this SWF setup.
Sometime u just cant understand why u're that lucky.
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@FFabeq said:
https://forum.deadbydaylight.com/en/discussion/comment/1675699#Comment_1675699
Lol what? They could change from 4 chapters a year to 3, and like 2/3 reworks a year instead of one
Right, they transfer 25% of the design team and put them into coder team for bug fixing.
Thats not how things work. Man, an employee can do maximum 2-3 works at most, I dont even think concept-design artist can also do the model, rigging, animation. Not mention coding.
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Perhaps make Bamboozle a Hex?
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1672614#Comment_1672614
What is a nice Killer? You mean the pepole who first hook Mori, Camp, tunnel? Yes Killers are so nice guys who Just want to have fun... Sure.
Allow me to introduce myself
Honestly, when I play Survivor, its not rare to face Killers who camp,tunnel. But I believe more than half of them was caused by toxic Survivors. I used to be a toxic Killer because of toxic Survivor.
But Im still trying to be nice and stay above them.
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Story1 as Killer: a survivor sorry for the blind save because of achievement
Story2 as Survivor: a Killer chase-hook other 3 really hard, I decided to take the chase and able to hold the chase of a min and a half. But Killer didnt hook but slug me. A while later, other 3 were death, Killer found me before I could find the hatch, down me, then carried me to the hatch. Realized that other 3 were SWF, Killer only target the swf and spare me.
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Instant block the gate after open will give Killer at least a free hook or two. Thats no risk with good reward. Especially if there ara 1-2 Survivors left can always lead to 4K.
Requires a hook in EGC to activate it is high risk-high reward. You may never able to get use BW, but also you may able to activate BW with EGC is nearly done. That will always be the most satisfied feeling as Killer in the game.
BW is fine for me.
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Good lord, while me as Killer sometime just drop 2 hooked survivors at infront of their last hook, to give them another chance because some survivors play so bad (then after match they'were actually Purple/Red sometimes)
Dominate Survivors already a win to me. Killer who wants 4K that much that dont care about others' fun is super selfish, same to bully squad.
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Increase the time to break walls, but make walls much more strategic decision. Here is some ideas from me.


















