C3Tooth
C3Tooth
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@humanbeing1704 said:
This map and shelter woods are the most boring maps in the game
3 orginal Killers' realm, each has a map that have no main building, Shelterwood, Wrecked yard, Rotten field. Those are the most boring map.
Resting place has a very small building that nothing special. Its the 4th bored one.
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Curse status warns after a certain event happens that related to the Hex. Ruin after give up a Gen, Lullaby after a skillcheck, Devour & Noed after someone gets instant down hit.
Both Lullaby & Devour requires works to make the effect. 5 Hooks, but Lullaby's warning is too early (even without any token), Devour gives warning when its too late (3 tokens). Beside, the effect Devour gives is far powerful than Lullaby.
Lullaby should at least give warning after a token as a soft buff. Further buff should be something like skillcheck noti time mixed between tokens, not fixed (example: 1 token gives 20% shorter skillcheck noti; 2 token gives half 20%, half 40% shorter skillcheck noti...)
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@Slashstreetboy I forgot about new players who have to grind. I dont have full perks on both side, but just enough to use all Meta build, so I dont mind new perks much.
About grinding for new players. I think they should at least lock David, Bill, Nea & Huntress, Nurse. Then give them 45000 Shards so they're able to get non-license DLC characters as their wish.
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Any DLC that not license are free. Free for me is anything you can get without paying real money.
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Lets say 4 survivors equal to 400 power.
Max use of the perk: 6 hooks on 3 non-obsession survivors to get 24 debuff on those 3 = 328 power.
Simple way to play: 3 hooks on a single survivor = 300 power
That perk is madly bad.
Old DL is just a tunneling perk. Current DL is useless.
My idea for the perk: If Killer hook a non-obsession, perk gain 1 token. Hook 4 non obsession to gain maximum 4 tokens (because obsession can be swapped mid game).
If obsession dies, the Perk's tokens activated, each token Killer earn will cause all non-obsession to get 8% debuff on everything (Maximum of 36% debuff)
If obsession is swapped to another living Survivor (DS, Nemesis...), the Perk's token deactivated, requires to kill the new obsession to make tokens activate again.
Obsession get 50% healing speed.
=> This force Killer to at least hook other 3 Survivors before actually tunneling the obsession
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ToTH: make a noise noti, increase time to break totem by 2-3sec
Undying: show aura for 6sec, transfer broken Hex into a dull totem
Both effects from Undying is far stronger than ToTH. I agree their info effects should be swapped.
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@MrSmashem Grass, thats the point.
In 2 different realms that 30% objects are different, the other 70% (grass & plant) make each realm 70% alike. They can just change the grass in each realm, I believe it will be good enough
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@MrSmashem For me, blue filter or not, I dont mind. What I want is to feel each realm is completely different from others. Key buildings and those unique obstacles are not enough.
I just simply Google Asia forest & America forest
Do u feel the different between these 2? There is not even a single buildings. But they give you the feel of "different realms" in them.
Different key buildings with the same plants is just like telling MacMillan Coal Tower & Suffo Pit are 2 different realms.
I love the new graphic though, its just the distinguishing that I complain.
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Improve QoL: able to save at least 7 perks loadout on each characters
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Each realm has different key objects (main building, obstacle like scrape/car in GasHeaven or woody container in MacMillan) which is not enough to distinguish between realm. The plant is mostly the same, especially the most used one is grass. The ambience colors were another thing to make each realm feel different.
Now the blue ambience color in MacMillain is gone, while increase the visual thickness of grass. Which only the small part (key objects) of the realm makes it different.
I think they should change the plant in each realm too, especially the grass. Ambience color can be re-used but only a slight of it.
As old Yamaoka doesnt have much key objects except some lamps. But its unique high grass and bamboo makes the realm different.
Another thing I want to mention that all 3 realms of 3 original Killers have a map that have no main building (Shelter wood, Wreck yard, Rotten field) only unique obstacles. Wait for the update of other 2 realms to see how exactly the same they will be)
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Seeing people pick Trapper as the least effective - (happy Trapper main noise)
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@Buttercake said:
Thats why I use Iron Grasp. I've never lost anyone with it. ❤️
I also add Agitation, Mad grit, Monstrous shrine to make sure every hook is a basement hook. So I never lost any hook. (Im Trapper main)
My topic about deadzone hook https://forum.deadbydaylight.com/en/discussion/132367/game-is-trolling-me-as-killer#latest
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They could just add a mechanic where a window with 3 fast vault will break it and become a door.
Then they can increase number of pallets abit to cover that.
Suddenly everything is solved.
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Here is a simple math of Thana
Old Thana, when 4 Survivors injured. They get 16% debuff on everything. A Gen from 80sec will be increased to 92sec. 12sec is not even enough time to cross the map. Instead of paying 19sec for healing. They use it to push through Gen. That a lost on Killer.
New Thana. Example if the number is increased to 24% debuff. A Gen from 80sec will be up to 100sec. That bonus 20sec is longer than 16sec healing. That will force players to heal over Gen.
With Sloppy exist, I will try Nurse call & Clauro to make it impossible to heal. 24% debuff will be much easy to achieve than 8 hooks from Dying light.
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If we get rid of camp. How can I get rid OoO players by camping as Trapper?
I dont like to camp, but often I use Rancor just to give special treatment to OoO
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Survivor's goal: escape /// Killer's goal: kill survivors
Survivor Objective: doing 5 Gen /// Killer Objective: hook survivors
Survivors never do 99% 5 Gen then go back to each Gen to pop it. They just rush a Gen complete
Its just equal to Killers never do double hook 4 Survivors then go last hook on each one. They just rush a Survivor killed
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How do u know its Ebony Mori? Any Mori is secret. Even a shroud
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@MigrantTheGreat said:
https://forum.deadbydaylight.com/en/discussion/comment/1640428#Comment_1640428
Spirit's Mother-Daughter Ring is practically a debuff because it hides fresh scratch marks forcing her to depend and on sound. (Ring without father's glasses)
Some Killer Red add-on are so strong that they have down side to make it up.
Myer Red tombstone is an example. 1 hit whole game in exchange of take alot of time to reach to Tier3
Mother Daughter ring gives Spirit ability to cross the map in 5sec. Down side is a must
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@Customapple0 said:
https://forum.deadbydaylight.com/en/discussion/comment/1648805#Comment_1648805
The slight nerf was to prevent constant chains of PGTW, which I can understand.
Typically there’s no urgency to use PGTW so you can chase a survivor and down them in that 60s. Then proceed to use your previous PGTW, hook the survivor and then use PGTW again. That’s like 50% gen regression within the space of 10-20s.
Yes, survivors should be punished for their mistakes but that’s a little too punishing. In some cases if the killer has good momentum the match literally becomes unwinnable for solo survivors.
Actually if a Gen is on 90%. 2 times PGTW will be 39% regressing total. Not 50%.
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QoL list:
- Add an offering that allow to see Gates at the start.
- Disarm trap should spawn a skill check after 2sec in animation. Skill check is affected by Unnerving presence. Fail skill check will cause Survivor trapped
- All Traps spawn 30m away from the edge of the map
- Give Add-on that cause Survivor Hindered if step on a trap for Yellow-30s ; Green-45sec
- Able to carry 2 traps
- Remove all item-addon that reveal traps
With MacMillan realm graphic update, I really think its a good chance for Devs to re-work Trapper
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This is the scene I image about with Killer has Thana:
Old Thana: Injured survivor1 at Gen, later injured survivor2 come. Both doing Gen because the debuff on Gen is too low (3sec more) that not really affect Gen time. In stead of healing, both will do Gen. After that, they can hide and heal.
New Thana: Injured survivor1 at Gen, later injured survivor2 come, both likely to heal each other for 32sec because the Gen time can be increased longer (we cant tell how much longer yet). And you just saved 32sec Gen time as Killer.
Honestly, I think the debuff on Gen should be alot greater to actually make Survivor really have to heal instead on doing Gen. Eventually if all 4 are injured. 2 Survivors on Gen time increased to 6sec is really nothing, even increase it by double 12sec isnt that much either.
My idea is to have injured Survivor get 10% healing buff (that will not be used if other 3 are healthy). And Survivors get debuff on other action by 10% for each injured Survivor. This would force Survivor to heal before Gen for sure.
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He got some QoL improvement since early of this year. But I hope he will got a slight buff in basekit. As someone said, he doesnt need much to become much stronger.
Mostly the time requirement to make him finish setting up. Able to carry 2 traps (still start with 1) and traps spawn closer to the middle of the map will remove the problem
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/194431/as-a-trapper-main
Now all we need is uncommon trapper bag basekit and he might be viable.
Also if they don't want perks/items outright denying a killers power why does a yellow rope still show his traps?
I think soon they will adjust the rope that no more able to see Traps.
Though I dont like the full buff on a certain thing. As you see, those little change actually affect Trapper alot even without doing anything to his basekit.
Brown bag giving him start with 2 and carry 2. Just give him start with 1 and carry 2. That will requires no change to Brown bag. Traps spawn at the edge of map is also a big problem too
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@Hopesfall said:
I still don't understand how it overrides a status called "Undetectable"
the logic is astounding
You cant see them =/= you dont know they're coming.
Sadly a single perk Spinechill can counter so many Killers
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@UMCorian said:
Baby Killer: "This will be fun! I hope I can give a survivor hatch!"
Baby Killer After First Game: "... they danced around me with flashlights, teabagged me a dozen times... and told me I should kill myself after game."
Baby Killer After Playing Enough Games to Get A Level 50 Killer: "I measure how good my day is going by how many Ebony Moris I have..."
Painfully true,
when I was a baby killer. my goal was to hook everyone twice then let them escape. Until I face a swf team with 3 Headon with tbag and ggez in the end.
@SimplyNotFun said:
it’s such a childish thing to complain about. Must be 5 years old. Killers are the overpowered ones in this game by far. You’re just bad at being one.
U're the childish here for not able to read. Op complain about so many survivors being a jerk to Killer. Not about 4k.
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Lucky break: Purple - No blood trail for 180sec while injured.
Iron will: Green - No sound for unlimited while injured.
You can stay still and hide from Killer within 3m with Iron will. You cant with Lucky break.
I mean, if you dont want Killer hear you, you have to walk away, if the speed isnt enough to make further distance so Killer cant hear you. Then you have to run and make scratch mark. No blood trail is pointless.
Its much harder to see blood trail than sound.
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If all survivors dont clean, they're more easy to track as they're in broken status. Which is I dont mind.
Though in a mean time when its necessary, they can clean whenever they want, for me thats problem #1
You cant save fountain, as if all fountain are infected, they will reset themselves, thats problem #2
I think if Plag not willing to consume infected fountain the whole game, while Survivors clean all the time. Plag deserved to have permanent broken stat Survivors. Just that single change and I think Plag will be great. Plag decides to give Survivor new clean fountain, not Survivors decide to give Plag infected fountain
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- Start a trial as Jake near a Gen, seeing dark shirt David, I spam num2 to tell "come here, lets do Gen". 16m close, I realized it was the Shape.
- I saw 2 Bill with 2 Flashlight in lobby as Trapper, I get Franklin Demise. 2 Gen done real quick, then suddenly Bill1 trapped, I downed him and hook. Then Bill2 unhook him with BT. Though I ignore Bill1 and down Bill2, I pick up Bill2 and then Bill stand right before me, ready to flashlight save. He forgot he dropped flashlight, just to get hit again.
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Thats quite a chicken move, I mean honestly.
If I see TTV as Killer, and just get into their streaming, say "hello, Im the killer, lets have it fair" then play the match.
I dont mind losing, but its my pre-move to show them that they're not going to face a camper/tunnel killer.
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I start this game as Survivor, play for more than half a year. Try to do some Trapper daily, got addicted to snapping sounds, I change to Killer main for a year.
Now I play both side, a day as Killer 70% ,another day as Survivor 30%
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Killer: gens gone so fast.
Survivors: just pressure gen
Killer uses perks for gen pressure
Survivors: wait, thats illegal
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Map that released with Killer usually only work best for that specific Killer.
- Remember McMillan key buildings used to have super strong windows, that can only stopped by traps. His traps are also blend much better than other realms.
- Coldwind farm with nothing but corn only work for Billy (and now Oni)
- Ormond size only work for Legion
Though as Trapper main, the building has so many place that traps become invisible, I love it. Same to Yamaoka high grass.
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- Dun
- Dun dun
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I didnt think of OoO is effectively counter Freddy, since he has no TR that no Undetectable. I dont like vs Freddy so Im happy with it.
As Killer, I usually have Rancor to teach those OoO users.
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@Hex_Llama thats rough, I faced 4 Meg with old Sabo toolbox as Trapper, they destroy every hook when I down a survivor. Then I had to slug her and somehow able to down all 4. Do u believe when I down the 3rd Meg, the 1st thing 4th Meg tried to do is sabo a hook nearby, not pick up other 2 Meg.
All 4 slugged, I hitting on a car and nodding saying I won. Then I rev them by pick 1 up and step on my trap on purpose. Let them all escape. I got mad respect after that game though.
My quitting story: Just a newbie Killer, tried to start with Wraith, faced a swf with an OoO. Wraith didnt have Undetectable stats back then to OoO could always see me when Cloaked. Took 5 Gen to down that OoO, just only got unhook right at my face with BT & double body block.
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I really enjoy to have much darker map, but they have to smaller them.
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Not able to fight back & death is permanent are the reason I pick DBD not Last year.
But honestly, the best way to balance this game is to create a whole new one.
Another way is adding more mechanic (like Obsession & Hex).
But remember, every chapter comes with many bugs.
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My idea on Unbreakable is if player decide to pick up, they will also lose 35% recovery speed. Your Nomither is exactly the same to what other people think.
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Survivor speed: 4 /s
Killer speed: 4.6 /s
When u see Killer from just 10m away, if u keep running in straight line. Do u know how much time Killer needs to catch up to u?
10m / (4.6 - 4) = 16.7s
Yep, 16.7s just to able to catch up to u. If u're not able to find a window or a pallets to run into with all that time, sadly its ur fault. Beside, thats mean other 3 already complete 16.7 x 3 = 50s of Objective (400s total)
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@BigBrainMegMain said:
I wish we can literally combine Brown Items to make them into Yellow, and Yellow into Green.
Bloodpoint Offerings, Fog Offerings.
Combine the 4 different Green Bloodpoint Offerings into a escape cake or a survivor pudding.
U're big brain. But I rather to make it more simple, only based on type & color, not the effect.
Brown = 1 ; Yellow = 2 ; Green = 3 ; Purple = 4 ; (no Red)
For items:
- 2 Brown medkit = Yellow medkit (1 + 1 = 2, same type)
- 1 Brown medkit + 1 Brown Toolbox = either Yellow medkit or toolbox
- 2 Green key = 1 Red key
- Green key + Brown medkit = Either Purple key or medkit (3 + 1 = 4, get random type of 2)
For add-on: samething
- 2 Brown medkit add-on = Yellow medkit add-on
- 1 Brown medkit add-on + 1 Brown Toolbox add-on = either Yellow medkit or toolbox add-on
For add-on: Killer
- 2 any Brown = 1 random Yellow
- 2 any Yellow = 1 random Purple
Offering: no type
- 2 any Brown = 1 random Yellow
- 2 any Yellow = 1 random Purple
Red item/addon/offering arent counted to prevent easily getting powerful stuffs.
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I play for fun, not for 4k.
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Me, Felix, Lau, Feng vs Bubba. (Solo, I dont have friend playing Dbd)
Right at the start. Felix & Lau on a Gen, me & Feng on another Gen near by. Then Lau got grabbed from a locker, got 1st hook. Then TR getting bigger, I saw Bubba coming, Feng stop fixing and sit tight, I took his attention and run away. Feng continued on Gen. I had a good 1min chase or so without taking hit (1 pallet). And juke him, able to lost sight & escape.
Later me & Lau on a Gen, Bubba came, both ran but he targeted Lau, got 2nd hook.
Late game I got in chase again but unlucky I ran into jungle where I already use pallet. Down, got 1st hook. 5 Gen done.
Felix unhooked me then opening Gate1, while I self heal with medkit. TR louder, we open the gate and I ran straight to escape, Felix tried to give in a hit then escape, but Noed happen, Felix got 1st hook. He tried hook escape but failed.
Lau & Feng just done healing each other and opening Gate2. TR louder, Feng ran away but also got hit by Noed. Lau opened the gate, tried to stay bit to give Feng 3 hook escape attempt before escape.
Felix & Feng died on 1st hook.
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@Respectfulnancymain said:
https://forum.deadbydaylight.com/en/discussion/comment/1623446#Comment_1623446
If survivors stopped using second chance perks (ds) killers would just tunnel most games
Its sad but true
Survivor without 2nd chance, or with many 2nd chance perks. Killer plays fair, or play dirty.
Its like Survivor has a choice between a Tshirt and an armor. Killer has a choice between a fist and a sword.
As a Survivor, you dont know if Killer will use a sword or just his fist. Its much better to protect urself with an armor rather than a Tshirt. Though its so unfair to punch ur fist to an armor.
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Just have a game with Nea, Feng, Quen vs Hag in Farm map. For some reasons, Nea got Gen grabbed just 1 min in. Hooked then doing 3 escape attempts, failed to 2nd hook stage, then she got unhooked.
Other 2 and I body block for Nea, later Feng got hooked.
When I at a Gen, hearing TR, I started to look around and Hag was already behind me. Downed, hooked. (May explain why Nea got grabbed at the start).
1 Gen left. I open a chest and got a key. Feng died just soon after. I started to signal Nea & Quen to follow me (through my Kindred from Feng's death hook). They keep doing gen.
I tried to get to Quentin to signal him to follow me, but Quentin got chased, hooked in basement. He suicided. I kept signal Nea to follow me, but she also ignore me. I waited until TR is super close then I escape through hatch.
What I want to say: when a survivor keep signal you to follow them, please do.
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@Catastrophe said:
https://forum.deadbydaylight.com/en/discussion/comment/1621142#Comment_1621142
Yes, but I used it in front of the gate, and I couldn't reach the exit in time due to this bug.
As Killer I noticed I recover alot faster than before, but I didnt care
As survivor I DS a wraith and tried to vault a window that 3-4m away and didnt even able vault to other side.
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- Chase healthy survivor1 -> hit -> survivor1 uses exhaustion ->down -> hook
- Chase healthy survivor1 -> hit -> survivor1 uses exhaustion . Chase healthy survivor2 -> hit -> survivor2 uses exhaustion. Chase injured survivor1 -> survivor1 uses exhaustion. The chain goes forever.
1st choice is probably more effective. Obviously.
- Hook survivor1 -> unhooked -> down survivor1 -> get DS -> (late game) -> down survivor1 -> hook
- Hook survivor1 -> unhooked -> hit survivor2 -> (late game) -> down survivor1 -> get DS
Look at the order of Get DS and Late game, 1st choice is also more effective.
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They did, once in August 2019, once in Feb 2020
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@iTsJustTooEasy Op asking Killer players when they camp, not asking Survivor main
Op: camp in endgame is necessary
other times is when I have something to do, I hook them and just go afk. I also see it as a challenge if others dare to unhook.
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If both survivor & Killer look at each other outside TR, the perk activated for 10sec, 15sec cooldown.


