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C3Tooth

C3Tooth

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C3Tooth
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  • Me play 99 matches normaly. 396 survivors approve.

    Me see daily which kill 2 survivors by hand.

    Me play 100th match with Red Mori. 4 survivors complain.

    Me not able to change 4 survivors' mind. Me bad


  • 4: Giving 2nd objective to survivors without any de-buff Killer will be a pain as Solo vs tunneler/camper.

    I would like to have 2 ritual places (so Killer can not camp) for Survivors, if a Survivor success doing the ritual. It give Survivors ability to repair Gen, also give Killer ability to use power. Before that, Killer can only M1, so they still can harm survivors but not so powerful.

    Hatch only appears if ritual success.

  • Me playing as Spirit spamming vault

    image.png

    I wish to have a match in Mitwich with 4 survivors using school outfit

  • Trapper main here.

    • Have 2 traps at a loop which near 2 gates. So you can use them to setup Gate trap later.
    • Pick 3 closest Gen, use other 4 traps to trap around those Gen.
    • Unlike other Killers, Trapper prefer thicken mist addon, and survivors spawn together. If 2 Gen done that close to each other. They just remove 30% chance to escape.
    • Use a match to test how u should trap around the basement, especially shack basement. You can hide half of your trap at both door. You can setup traps at the stair.
  • Currently I play both side.

    LF is annoying to go against as survivor, I agree.

    But killer main complain about BBQ?

    BBQ rewards only if you do good (hooking), I prefer Rancor/Bitter mur which rewards me if survivor do good. I use BBQ only for BP

  • I think, Oni should receive x4 the blood orb if hit. In exchange the time between 2 blood spilling from an injured survivor should extend x4 times.

    I know No mither should not fully deny Oni's power. But become being tracked the whole game is not good.

    If you say using OoO should not deny stealth killers power. Then whats about Trapper/Hag?

  • image.png image.png image.png

    I screenshot all the ideas from people in an own thread of mine. All are Survivors' perks

  • image.png

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1568982#Comment_1568982

    I do too.

    If there’s a trend in Trappers I run Slippery Meat, Up The Ante, and a luck offering. Bonus being I can (usually) unhook myself too.

    Unless u're hooked in my basement.

    Start playing Killer, I play Wraith because hes the easiest one to use for starter killers. But later I tried Trapper, and got addicted to snapping sounds. As a Trapper main, I wish one day I have a match vs Ozt Trapper to know what it feels like to face a big brain Trapper.

  • When I started play the game. 2 or more on a Gen will have Red progress bar. While it runs much faster than White. I thought Red is faster. Because most of the time I see Red, not Yellow.

    So when Killer used Thanaphobia, I didnt know its Killer's perk/what the effect is. All I thought was "wooo, I do everything faster"

  • Tier1 is required for Scratch mirror play style

    Tier1 is required so that "dundundun-dundundun- dun dun" music warns Survivors that they're facing Myer and already pass Tier1

  • Some Hex really need that light up only when Killer starts to have a use of it. Example a Survivor gets the 1st skill check with Huntress lullaby 1 token. Devour hope in this case would light up when Killer gets 2 tokens, then Expose should be increased from 3 to 4 token.

    Beside, for me totems placement is much better in newer graphic, since the grass/plant are more dense, even it stay in the middle of grass

  • Dont get it wrong, you can totally ignore a survivor, focus hooking other 3. When the requirement is met (2 Gen left), you can down the 4th one and Mori on the spot, it bring a real big surprise to survivor team.

    This is if you combine with Rancor, you only need to focus on 2 Survivors.

    My point is to let survivors still have play time, rather than tunneled and Mori off hook.Though I think my Yellow should dropped to Brown, Green to Yellow, Red to Green.

  • My play style is listening to music while playing

    I mean while playing Trapper

    image.png


  • I think u got Moried because of TTV..

  • Mori after 2nd hook is pointless. There are 2 reasons: it will not stop Killer from tunneling u to Mori; Mori may take more time than get to a hook.

    My idea is:

    • Red Mori: Killer able to kill One dying Survivor (no hook required) when 1 Gen left
    • Green Mori: kill One dying survivor when Exit gates powered.
    • Yellow Mori: kill One dying survivor when in EGC
  • I had another survivor reported me for being stucked at hill.

    image.png


    I died on 1st hook because he refused to unhook me. Because I was being useless.

    For Killer, I dont mind getting a hook ifI stucked. But killer took advantage at me being stucked as he did nothing to me and use it as 1v3 game.

  • 80 cookies, divided to 2 people.

    Uhh...why each person has only halve the cookies

  • For me, Killers should have various abilities like PH, Doctor, Fred.

    But not so annoying like Doc (static blast is not, but madness system)

    or op like Fred (double abilities while keeping his speed + many side effects)

    PH is what Killers should be like.

  • My blight isnt relate to Devs' blight.

    Killer is very slow at the start. Force him to collect flowers. Survivor collect flowers to prevent Killer getting stronger, at the cost of 3% debuff on any interaction (Gen, healing ect)

    The game can go in ways like this:

    1. Survivor focus on Gen, let Killer collect 3 flowers at the beginning and possible 4th one spawn. And he gain his speed to 120% (6 tokens)
    2. Survivor find and collect all 3 flowers at the beginning at the risk getting debuff. To keep the Killer having 100% speed.

    Survivors can take 2 flowers each. But if they step on his flower traps cause them to exposed the rest of the game.

  • Jack of all sounds op with no drawback. Resilience give 9% while in injured.

    1. Loner: If no other survivor in 12/10/8m radius from you (and not in Killer's TR), you're being alone. When being alone for 10/9/8sec, the perk activated. When the perk activated, you work on Gen 5% faster. Other wise, you get 5% debuff on Gen.
    2. Work smart not hard: the first chest you unlock guarantee u a Commodious Toolbox with a brown/yellow/green addon
    3. Im done here: taking hit will boost your speed for 5sec instead of 2 if not exhausted. Cause exhaustion for 60/50/40sec


  • I think Killer should able to see dying survivors' aura at 3m range as basekit. Because I lost to Clau in the Game map so many time.

  • @zoozoom6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1555013#Comment_1555013

    with such hefty cooldowns you would need a better affect like reading the killers aura as they approach you. im not sure what you changed about premonition that perk is trash to start with i doubt it needs a cooldown as is

    Get an auditory warning when looking in the direction of the Killer in a 45° cone within a range of 36 metres.

    Premonition has a cool-down of 60/45/30 seconds each time it activates.

    Their Premonition has no side effect, used to be the only perk that trump Killer's stealth (but now Spinechill can also do that). In fact you know where Killer coming is better than just know Killer coming. Which is why Spinechill has side effect, but Premonition doesnt.

    My Premonition give 3sec of no scratch mark is a good way to run away from Killer direction, for me, its a good buff, if you're on a Gen and Premonition activated.


    Their Spine chill's side effect 6% buff isnt used for Gen, but mostly in chase for fast vault, or juking. With it's last update that trump stealth Killer, makes Spine chill easily much better perk than Premonition.

    My Spine chill is to give survivor 45sec of 5% buff. If you somehow able to get the perk keep activated without getting into chase, its like you get 5% buff most of the time. Which can be used for Gen.

  • I think the problems lied on the perk constantly turn on and off. Which make Survivors can tell if Killer happens to pass by their area, or coming to them.

    I would balance Spine chill & Premonition as:

    • Spine chill: Killer looks at your direction in 32m, the perk activated with 45sec cool down, while in cool down, survivor get 10% more skillcheck, 10% smaller skillcheck zone. 5% faster work. Spine chill stop cool down when in chase (prevent survivor keep having faster vault)
    • Premonition:You look at Killer direction in 32m, the perk activated with 45sec cool down, right after activation, survivor makes no scratch mark for 3sec. Premonition stop cool down when in chase (prevent survivor keep leaving no scratch mark every 45sec)

    Now both has the same activation with a side bonus effect.

  • Unlike Pig, PH, Demo with alternate attack that they can use whenever they want, and their power is just to aid them. Blight alternate attack is snapped into his power. Which is if he doesnt use his power, hes just an M1 killer.

    For me, using attack perks that related to basic attack (Unrelenting, SBFL, Remember me ect) is a waste. His best is to use Aura reading perk.

  • The fact that Killers dont need any kill to get pip (except Red rank), but requires maximum BP on all other category and double hook every one, which is impossible.

    Get 1 out as fast as they can, then toy with other 3 real hard. After that, even letting those 3 escape, Killer can get a pip.

    Having 4 survivors in game to rush Gen hardly getting safe pip. Even if Killer is good and fast kill them all is also hardly a safe pip.

    My way to get the most BP out of a game is to tunnel each survivor to their 2nd hook. Because after that, survivors tend to play more immersive, which makes the Gen goes alot slower. Then I can have enough time to toy with them.

  • Finally, I searched out this topic. Bump this up.

    The name "Blight" is even taken. Sadly the 'real' killer has nothing to do with "blight"

    How can blight is all about running & pumping?

    • Billy runs, instant down survivor on contact.
    • Blight runs, bump to things on purpose to able to hit.

    I mean, I know the purpose is to make the killer seems out of mind, keep run/bumping..but it seems not fun to have ur camera bump into wall all the time.

    My idea is if he bump into Survivor, they will lose their speed (or even better, make them stripped), at the moment he can Lethal rush. Decrease his token to 3.

  • I think this is equal to close hatch vs jump to hatch animations, where close hatch trump the jumping.

    Though I really think Killer should able to grab & throw survivors though.

  • Last night, as a Survivor, there is another saying "its Yamaoka", and in game it was Spirit.

    Currently Killer being locked while survivor somehow able to know which killer they're going to face. If combine with surprise key/flash light, it will be a huge advantage.

    Survivors are supposed to be surprised by Entity, not Killers.

  • Pass 2 weeks I used Plungderer, Ace, Pharmacy. I died most of the time (85%), survivors are also dominated at 0 escape.

    Last weekend I used DS, Lithe, Window Opportunity. The chance to escape increased alot, there were also many time able to 2-3 escape. And that was ONLY me changed to use better perks, and not even full meta.

    For me, they must limit the sycn of many 2nd chance perks go together. To decrease the possible outcome of meta. Or adding requirements like Deliverance / for the people to DS and Unbreakable

  • If Survivors play at good skill, I will play a normal game, but if they're really bad, i will just toy with them real hard and let them leave.

    For last week I faced 4 Brown as Green rank. I do this because I want to give them chance to learn how to make chase. I mean, if they're lucky, they can get 6 hits before scarified, if not they can get tunneled out of hook then die in 4 hits. No chance to learn the game.

  • I agree, except Noed, other Hex should force Killer to pick a dull, pay a little time to turn it into Hex. I can accept Killer can not know what Hex will be on that dull if they carry more than 1 Hex. This is to make Haunted not so obvious that always show in open place.

  • For almost 2 weeks, I play Survivor with Chest/Totem finder build. I noted that the team will get destroyed most of the time. But if I use chase build or Gen focus build. the team has better chance to survivor. I play Solo.

    Find & destroy all totems doesnt help survivor to escape, doing gen is. And eventually gen rush then leave with 1 dies by Noed. Is better than destroying 5 totems, and survivors drop here and there, while there are 3 Gens to do.

    As @Demonl3y said, killing Survivors are main objective, protecting Gen is just to extend the trial time. Which exactly how Survivors do in the opposite, Gen rush to shorten trial time.

    This tunnel,camping,noed vs gen rush will never stop until Devs do something that Killers arent able to do it any more, and gen rush become impossible (2nd objective between Gens for example)

  • Last night I vs Spirit.

    Killer had Red mori & mori all other 3 except me, then let me escape through hatch. Post game I just realize others were 3 men SWF, looks like Killer just aim for the SWF and didnt care of me.

    I get that but other 3 was Brown & Yellow rank, Im the only Green. And Spirit was Purple. Feel sorry for that SWF

  • As Trapper with Yellow bag + Purple stone, in Oni map. vs Clau (obsession), Feng, Nea1, Nea2. I had 4-5 hooks in the match before 5 Gens done, this is when the game started.

    5 Gens done, I hit Nea1 at Gate1, she disappeared, to save time so I just walk to Gate2, Clau tried to get my attention from Nea2, who was opening Gate2. I hit Clau, instant down with Rancor. I walked toward Nea2, force her to open Gate2. Then I walked back to hook Clau. Bloodwarden activated. I downed & hooked Nea2. Both hooks were near Gate2.

    Nea1 was in the middle of the map tried to save Clau. Suddenly Feng got trapped at Gate1. I & Nea1 ran to Gate1, Feng crawl near the exit but Bloodwarder still activated for 5sec, I picked up Feng to hook. Then Nea1 tried to escape but trapped by another trap

    0k to unexpected 4k.

  • Can anyone tell me how to make Dying light to use?

    I mean you hook other 3 non-obsessed survivors 6 times to make 18% debuff on those 3. Its just better to 3rd hook a survivor early.

  • @Zeus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1525357#Comment_1525357

    RNG with trapper makes him a bit unreliable. I wish it takes you like 12s to escape a trap so that the trapper knows whether or not he can hook the trapped survivor before he escapes.

    A skill check come every 3sec, success any 3 skill check guarantee an escape (or 2 skill check in a row). With Green stone, any 5 skill check (or 3 skill check in a row). Skill check is as hard as DS.

    Skill check zone affected by Unnerving presence

    There we go

  • I also had a match last night vs Ghost. He had Devour hope & Red mori

    There was Brown,Purple,Red, Im Green. And perks I used were just about Chest finding, no 2nd chance.

    Recently mmr is a mix for high & low rank. Why try so hard.

  • New survivor perk: when u fail a skillcheck on Gen, all Gen are blocked for 30sec

    Is ur idea similar to this?

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1522392#Comment_1522392

    The math doesn't matter if it's just a bad idea honestly, now you have to walk across the map to save someone because if you don't you wont be able to chase if the killer comes back over.

    Not able to run to hook save is a valid reason though


    @bjorksnas

    • In game: Killer is 15% faster than Survivor, at Bloodlust 3 will be 30% faster.
    • My idea: Killer is 10% faster than Survivor, at Fatigue status will be 20% faster

    My idea is Survivors have 5% better speed at all time, but requires Stamina management.

  • @SenzuDuck Read it again, Survivors start with 105 speed (10 speed less than killer instead of 15), after 20sec running, Survivor speed dropped too 100 (15 speed less than killer instead of 20 for bloodlust 1)

    I math-ed before writing this

  • @Parallax said:

    That's just reverse bloodlust

    Its far from reverse bloodlust. Once hit, killers lose bloodlust. Or they can transfer bloodlust and chase another survivor.

    This Stamina system, the more u run, if u got into chase, it would be like Killer already have Bloodlust because ur Stamina already drop from running around.


    @starkiller1286 said:

    Kinda unfair for 110 killers 5% is kind of a big deal.

    For me, its not. Remember to keep 105 speed, they have to walk all the time to save their Stamina, incase they run into chase. And for that, it saves killers alot of time.

    Example: if survivor1 in chase and got down, survivor2 runs close and try to flashlight save. That survivor2 already lose some of their Stamina


    @SloppyKnockout said:

    Exhaustion already exists. This is useless and overboard.

    I didnt explain through how Exhaustion perks can be used in Stamina system. Exhaustion status is removed (replace with Fatigue)

    Exhaustion perks just need 30 Stamina to use it

  • Just image...

    Brutal strength has 30sec cool down after each kick

    Agitation has 120sec cool down after each hook

    Endurance has 60sec cool down after each stun

    Bond has 60sec cool down after 5sec team mate reveal

    Selfcare has 180sec cool down after finishing healing

    Urban evasion has 90sec cool down after 30sec of use

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