Avatar

C3Tooth

C3Tooth

About

Username
C3Tooth
Joined
Visits
19,511
Last Active

Comments

  • Here my buff ideas, said a long time ago in multiple topics

    1. Survivors get Hindered effect for 5sec after escaping trap, can be increased by add-on
    2. Remove escaping RNG, change it into fixed skill check. Hard as Calm down from madness skillcheck. Fail will do nothing, success 3 times will ensure escape, success 2 times in a row will ensure escape. Greenstone increase to 5 time success (or 3 times in a row). Skill check spawn every 3sec, affected by Trapper's perk Unnerving presence.
    3. Disarming trap also spawn a skill check like escaping trap. Success the skill check will disarm trap, failing will get trapped. affected by Trapper's perk Unnerving presence.
    4. After finish setting/resetting trap, keep holding M2 will make Trapper get into an animation that allow him to make his trap much harder to see (only the claws above the ground), can only do it on grass terrain.
  • Since this year, Trapper got some decent buffs. Able to re-set trap, grass is more dense, no more trap sabo.

    Though he's really need more buff. Not a straight up buff, but some little QoL would great for him.

    Traps spawn 30m away from the edge (I hate when they spawn at the very corner in Blackswamp)

    Still start with 1 trap, but able to carry 2

    I have alot more buff ideas for him, but these 2 are the easily to change.

  • Recently I play both side (but main Killer more)

    Tunneling is just equal to Gen rush. Where a side do their main objective "focused".

    Hook 1 survivor, then another one. Just like survivor do Gen 33% then go to another Gen to do 33%. And you see its really stupid for survivor side.

    I dont tunneling as Killer until 5 Gens done.

    As Survivor I suggest to use chase build rather than go immersive, sometimes Killer just happens to walk directly to ur position and then the game is over. My fav build is Lithe, WindowO opportunity, DS, Kindred. Extend the chase at maximum time that I can.

  • If Huntress's speed is 115%, but every hatchet she carries, drop 1% speed. It would bring more various strats to her.

    But only if Iri hatchet is nerfed.

  • Me vs Clau in the Game map

    image.png


  • @GodDamn_Angela said:

    I dunno I think Plague's is a tier better than this. But its fine.

    Ariya riya

  • PH: unable to see perks

    midchap: hill stuck

    Blight: unable to hook.

    midchap: Who can guess whats the next big bug here?

  • Suddenly I think of a Red offering for Killer that removing a random perk to each Survivor. And a Red offering for Survivor that removing a random perk of Killer.

    (Im scare of a SWF that bring 4 perk removal to make Killer perkless, just by thinking about it)

  • Its a fail of designing to me. Some breakable walls are not a smart choice to break for killer. Some others are a must to break. This leaves the breakable wall become a chore for Killers that have to remember which one should break or not. Not bring in any strats.

    Only double breakable walls at the small stairs in Midwich are somehow strats that able to lure survivors into death zone (if u break only 1 wall at each stairs)

  • I dont mind to have a ping pong killer like this, but I hate that they wasted so much potential to make Blight a plant theme killer

    I made a topic how "Blight" should be: https://forum.deadbydaylight.com/en/discussion/184541/killer-ideas-the-blight#latest

    Killer perk seems strong, though I will wait Shrine to gives his perk, rather than getting him. Survivor's perks are also weak, I will pass.

    Graphic update is great, you can easily hide Killer from medium distance, light source is on point. Though the map need to be smaller. Those 2 re-work maps are definitely a great buff to Survivors.

    1 thing I like the most as Trapper main: the grass is now more dense, much harder to see his trap. However the shack floor now is white, no more able to trap in mid shack.

  • @Devour_soap said:

    I mean i run meta as killer but i still trynna just make it fun for every one

    Honestly, I do the samething. I dont mind letting all 4 escape on purpose or 0k being outplayed.

    But its much better to "ha, I dominate u, I won" then let all of them escape, rather than receive some t-bag because of 0k.

  • Make me wonder what it like to run Thrill of the hunt, Undying, Retribution together. Like they protecting each other.

    We need a 4th totem protector in the future for complete build.

  • image.png

    Image a loops like this. I dont play Billy, but I see people does corner saw, makes him dangerous around loops.

    What Blight can do around loops? running away to bump on a wall 50m away and go back?

    Still, lets see how pro players use him in the future.

  • @Respectfulnancymain said:

    I've played without ds for months and never felt like I "needed" it.

    Most killers will play around ds even if im not using it

    Not work for me, as Killer, I would just pick up and eat DS on purpose so I dont have to worry about it late game. If one doesnt have DS, I just put them on 2nd hook. But I will give them a 3rd chance if they down too quickly later.

    As survivor, if I dont have DS, killer just keep downing me until I get to 3rd hook.

  • I one time had a survivor on hook, 2nd one looping around and I also able to down them, then 2nd one staying right below the hook so I could not pick them up. I signal that let me hook them, but they refuse. Result the 1st survior died on 1st hook.

    Totally not my fault, 1 on hook, 1 right below the hook. I have no reason to go away.

  • How do u tunneling 3 survivors at once?

    image.png


  • Usually if one is toxic, I will find a way to tunnel,camp,kill that one. Only that one, then let other 3 escape.

    As a message: if u werent toxic, u would not dead

    I remember a time when I was still a new killer that let everyone escape after 2 hooks. 1 survivor keep clicking & tbag, I killed them really early, then I toyed with other 3 like 15-20min. Then let other 3 escape.

    Post game chat:

    the toxic one: why only me die?

    me: because clicking

    Though honestly with the mindset like mine, a SWF can use it as advantage to always have 3 escape.

  • I skip lobby if I have something to do.

    Otherwise I just play through all games.

    image.png


  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1598152#Comment_1598152

    Sole Survivor is another one I like. Other than BBQ, if the killer is using any other aura reading, Sole Survivor is great.

    The only thing I hate is that it has no use at no tokens.

    If not use with OoO, SS is really pointless.

    I mean SS only work if 2 dead so BBQ can not see u. Or 3 dead so Nurse calling can not see u while healing. Beside that, SS has no use.

  • @EvilJoshy I have that moment recorded

    https://www.youtube.com/watch?v=jfrJZxZfGEE

    Me too, Trapper main.

    When EGC down to 50% bar(full speed), other 3 at the Gate. While Dwight is injured (I was looking for him because easy target), suddenly he from injured to healthy. I knew he still in the map just healed himself because afraided of taken down while running to the Gate. And suddenly he stepped on a trap. I walked to him (hearing other 3 running behind me). Hook him, then I act like I miss hitting Dwight but hitting other 3.

  • @EvilJoshy said:

    I think Blood Warden would be fine if they changed the switches for the exit gates. Just make it so you can't 99% then anymore.

    The switch of this Gate open another Gate. This sounds like a good idea for a Perk.

    Talk to Op:

    I think Blood warden is high risk, and high reward if make it into your plan. I have a few times where Blood warden activated while EGC is roughly 30sec left. Eventhough, all of Killer's act would be obvious he's having BW.

    Your Blood warden is a good surprise though, I also like it.

  • I have an unfair but "fair" play style

    Tunneling at least 1 or 2 survivors into their 2nd hook, and at least down them once right after their 2nd hook (but not hook them).

    Then u will get super immersive players, try to hide their best when hearing TR. It actually slow down Gen.

  • I tried PTB on rework maps (Springwood, Yamaoka). Since grass, plant are more dense. I see it a decent buff for Trapper/Hag with Hex

  • STBLF in my oppinion is already strong, at least vs SWF because they tend to have BT & do bodyblock, feed up the stack really fast.

    This perk may destroy many SWF team.

  • @Komodo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1593611#Comment_1593611

    Yeah but keys shouldnt even be part of this topic because they are there own category of bs

    If there is no key, Im happy with how hatch work.

  • I dont mind 4th survivor escape through hatch after 3K.

    I mind 3 survivors with 1 Gen left, silently for a good while then suddenly 3 escape.

  • Locking survivor can prevent surprise Powerful item with powerful add-ons. But it doesnt prevent surprise powerful item alone (since requires a single click still).

    My ideal of "Locking survivor" is stopping them able to edit Loadout, and change character after 20sec left. So killer has that little time to react.

  • The more painful one is some survivors with BT just do unsafe hook because they have BT, and if you down later. They're like "I gave u a chance, its ur fault"

    Its not easy to win a chase with deep wound effect.

    I would like a chance that able to relax abit, healing up, or at least out hiding Killer while still injured, or chase when not in Deep wound.

  • @BigBrainMegMain there are many cases

    • 5 Gen already done
    • Unhooking while Killer still near, as Trapper main, I go around pick up traps, re-setting traps, trapping loops near by (Devs could reduce that "proxy camp" by giving Trapper 2 traps slot by default)
    • Like above, hardcore trapping basement hook
    • That one survivor tries to loop hear the hook and the 3rd one unhooking.
    • Hook near 3 Gen strats
    • Patrol at a Gen not seeing survivor there to make a chase,then unhook happens. Go back to the hook and apparently still in 32m radius
    • Those rare time downed survivor crawl right below the hook so I cant pick up. Camp is the only choice. (1 time a survivor just staying there until hooked one dead, refuse to get 1st hook)
    • Those rare time that unhooked survivor just stand still at the door to fully block my movement and unhooker runs too faraway. Unhooked is the only target at that point
  • @SCP_FOR_DBD said:

    Honestly, if they address his addons without talking about his Bag problem imma be pissed. If they do something about his basekit and Bags I'm down for this change.

    Brownbag: +1 trap at the start; +1 trap slot

    If they increase Trapper base with +1 trap slot. It would not require any change to Brownbag at all.

  • When there are 2-3 Gen left with 2 Survivors, this kind of thing happens. I got a match like this last weekend. Apparently Feng still tried to work on Gen, while David hided real hard and only used Diversion to make noise. Later I saw Feng on Gen and chase down her, she died.

    Then few sec later David escaped through hatch

    Post game chat: David: gggggggggg


    BP:

    Feng 15k

    David 14k

    survivorA 11k

    survivorB 9k

    Note that if David didnt able to escape through hatch and die. His BP would be merely 7k. The lowest. Consider survivors A & B died for a while.

    This is nothing to do with Killer is bad. Get in & out of locker when hearing TR doesnt make survivors good either. There should be a way to limit a match time.

    Funny how slugged for 4min is boring. But hiding for 40min is ok.

  • @Golden_spider said:

    Honestly all I want is her Husk to glow White for a second or two when she begins phasing so I know to adjust my plan.

    And to remove the "Mindgame" at a dropped Pallet.

    I agree, just add glow white when shes phasing. And able to hear phasing sound either in or out TR. That would be enough fix, and simple.

  • 1 thing I love about this perk. Is usually toxic survivors constantly fast jump in-out of locker to make screaming noise to annoy me. Funny that they can noise spam locker without Iron maiden.

    Im like "ok, 1 less survivor on Gen"

  • 1st on Spirits, everyone knows, so easy to down injured survivors. Because:

    Able to see scratch mark

    Hearing

    Healthy survivor can stop running and walk to another direction. Injured one cant, either running away leaving scratch mark, or walk and Spirit hears them moaning

    2nd problems, Spirit lose 2 info: seeing survivors, seeing blood. While survivors dont have any info: cant see her, dont know if shes phasing, no phasing sound when in TR.


    My rework for Spirit is to focus more on easy to down injured survivors, but make it much harder to hit healthy one.

    • Spirit cant see scratch mark, but see blood trail.
    • Survivors always hearing phasing sound, in or out TR.
    • Survivors start hearing phasing sound if Spirit phasing is in 24m radius, the closer, the louder (can estimate Spirit phasing distance)
    • Spirit bright up alot when start to phasing.


  • Have to pick a trail, then again follow that trail.

    Sounds good on paper, but Im afraid, like people said, the moment Spirit follow the trail, the info would be outdated.

    image.png

    Spirit has to pre-guess survivors' movement, because they never stand still in chase.

    And eventually the moment shes phasing, Survivors just break a 90o angle.

    This power only work on Interrupting, if phasing doesnt make sound.

  • @Avarice10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1585425#Comment_1585425

    Why was the escape/kill/point/rank section not included?

    You can tell that was a SWF because they're running meta perks, but what would you have the devs do, nerf all the meta perks? Balancing the game around SWF is a horrible idea.DS has already been nerfed extensively because of SWF and people still want it nerfed.

    4 escape. Im too used to play fair because I dont want to ruin solo. Most of the time I just eat up DS, and most of the time survivors dont use DH effectively. Its my fault to make too much mistake and try to be fair while Im using weak killer (eventhough Trapper is my main), weak add-on vs a team like this.

    Learned alot.

  • @Nosferatu3145 No, I always play through game, even if I know they're Swf.

  • @jdcabral my main objective was to brought one into basement, then setup from there to get some few hooks.

    @TheWarNung I dont feel shame or salty at all. Its a bit interesting to sometime facing a team like this. Of course can quit if facing this every match.

    My idea on OoO nerf is Survivors can only see Killer if Killer also look at their direction.

    @robotron Im not a tunneling.camping guy but I was stupid enough that tried to play fair against 3 OoO with Unbreak/DS. That pallet shack block is also a good idea.

    @SleepyWillo either they try new Op build, or because they know they're going to face Trapper. Most of the time vs Solo, if a single survivor has OoO, is already a pain for me. Since other 3 on Gen while OoO only focus on disarming traps.

  • @LastShoe actually my main build is other 3 perks minus Nurse call. But can u explain further why I should not use it on Trapper?

    Recently I feel traps area really easy to escape (I dont know why, mostly 5-12sec to escape), I use it to find injured survivors and pressure on them. I also use it to injure multiple survivors to feed up STBFL then find them later with Nurse.

  • @Rin_is_my_waifu ur waifu would be powerless in this game without Mori

  • @Zender Tunnel? Hardly. At least 3 of them were good runners. I ate DS on purpose. Because I smell they might have Unbreakable, which 3 of them. I noted 1 werent that good runner, I able to down the 3rd time and got DS. Then I never see that survivor again (guess focus on Gen)

    And of course again, I search game then leave it there looking around the internet. I dont always look at lobby. You would not know this is a SWF.

    I play for fun, not for 4K. Many times if I able to dominate Survivor (slug all 4 on the ground), showing them I won at that moment, then I leave them all escape later.

    I see the bigger problem is SWF can build a powerful team like this with only perk. Doesnt requires a single BP for items & addon or even offering.

  • @slim0b said:

    you just got outplayed by an otzdarva fanboy son

    Im a Trapper main before knowing Otz. Still able to learn alot from him.

    @Scrublo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1582686#Comment_1582686

    Very interesting. Pretty stupid, I assume its been there for ages so it seems weird that its unpatched but I guess there are bigger issues (like getting stuck on that damn hill that still happens)

    Small hitbox allow traps to be placed and well hidden place, many stair is a good example.

    image.png

    They can enlarge the hitbox to make traps show up move obviously. But its equal to survivors are easier to contact with traps' hitbox. Which one do u prefer?

  • image.png

    Many door has a small step, they dont have any hitbox there. So trap will dig down below the step. Makes it invisible.

  • There was a healthy survivor body block me for an injured one. While I had purple tombstone. Instant regret.

  • Ignore people calling u noob. Its more of "no experience".

    For starter players. Survivors feel painfully weak because alot of many reasons:

    1. dont know how to get chase
    2. dont know how to teamwork/coordinate with others
    3. dont know map
    4. cant combine 2nd chance perks

    Stop Prestige characters because it waste your Bloodpoint (BP), pick a single main survivor character, level up all character to get their teachable perks first, then grind all BP into your main character to get perks combination.

    Meg has Sprintburst, Dwight has Bond, David has Deadhard, Bill has Unbreakable. Use these perks then start to get better from there. After awhile you get enough shard to buy more characters.


    I suggest u to get Fengmin 1st for Lith, really usefull in chase. Not requires injured like Deadhard, can not control like Sprint burst, map depend like Balance landing.

    Then getting Kate 2nd for Windows of opportunity, helps u alot to know where to go in chase.

    And it may requires u to buy Laurie for Decisive strike, obviously.

    • Check Shine of secret every Wednesday to see if u can get those perk without have to buy a character

    Lith, DS, Windows-Of and you're good to go. Survivor's gameplay is mainly go around chasing. Not M1 on Gen or Survivors.

  • I main Trapper (and love the power design, character design, and I like to play Spirit), I also play survivor and like facing Spirit (if im not injured & Spirit has no stridor).

    If she's phasing or pretending phasing, keep running far away, then walk left/right. Never move closer to her. Do the same if shes 'phasing' at loops.

    A good counter to Spirit is flashlight. If she's acting phasing (or actually phasing), flashlight on her for half a sec. If she's acting, she will immediately move away. If shes not, run away from loops.

    The pain of not able to run because she can see scratch mark, or walk and she can hear you breathing/moaning.

    I think there should be more visual cue to Survivors

    • move grass,corn ect.
    • sound's phasing is heard even if in her terror radius. The phasing sound can be heard when in 16m radius.
    • make her bright like Gen light when she's phasing.

    Rework on Spirit

    • Make Stridor a build-in for Spirit (in another word, gain her volume when phasing). Remove ability to see scratch mark.
1 … 123 124 125 126 127 … 144