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C3Tooth

C3Tooth

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C3Tooth
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  • @just_teme I didnt mean hiding the whole game. Only before the switch is turned on "stage" before Gen can be fixing. Its the same as end game stage where Survivors have to rush and escape, as the opposite.

    @VSchmitt Survivors can not repair Gen until the Switch is turned on, so Killer can only M1 sounds fair to me. They still able to find and chase/hit them before the Switch is on.

  • @Tru3Lemon said:

    the only buff that trapper needs its start will all traps or make the traps darker thats it simple solution

    As a Trapper main, ur idea is over buffed.

    Start with all traps => easy 3 Gen setup. And its easy to win the game.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1517377#Comment_1517377

    @C3Tooth

    Lol I like your little cartoon visual of your little story. 😂

    U will see me around through those images.

  • I was the Shape in Haddon, a Gen done in the basement of a house with small garage. I stood there the whole time and that survivor didnt look up while walk upstair.

    Im sure that scared him.

    image.png


  • @Squirrel_Thicc said:

    Unexpected pallet drops make me jump outta my skin. I've been jumpscared more as killer than survivor lol.

    Unexpected is the key to make scare.

    While survivors can hear Killer coming at 32m. Killer doesnt know where survivors are.

    This rule makes the Shape scratched mirror the most fun game for Survivors

  • Bloody coil & Purple coil are already great combo to defend the gates (takes alot of time to disarm + injure them).

  • Many perks are limited by 2 factor: token & cooldown.

    My idea is: Autodidact starts with 0 token & 120/105/90sec cooldown. Each successful great skill check gain 1 token

    1 token: you complete 30% health bar if cooldown is done

    2 tokens: you complete 60% health bar if cooldown is done

    3 tokens: you complete 90% health bar if cooldown is done


    Example: you're healing other for 4sec (25%), then the cooldown complete (with 2 tokens) makes the progressing go up to 85%

    Im not sure if this is buff or nerf though.

  • Because other maps (especially Trapper, Wraith, Billy) have different key construction to each realm. Which is why their map also come with a little name telling the construct

    image.png

    Some maps have less variations (2) like the Hag: Backwater swamp

    And then some maps have only 1 variation for a single killer (Red forest: Mother dwelling - Huntress; The temple - Plag; or Nurse/Clown map)

    Badham preschool doesnt have different key construction, but only have their placement changed, so they have their name as I II III IV V to make a distinguish between variations.

    Except Badham has a unique construction, Haddonfield has NO unique one so Haddon doesnt even have the number like Badham


    This is how I understand the maps' name

  • Bubba: ekkk ekk errk eerke erkrke erkkrerk erkkk errrk the entire chain saw swing. Its ok

    Billy: ..................urrrrrghhh........................................................................................ Its annoying

  • Now please make a new thread about How to success at game developing (steps include)

    Please also tell how much you're willing to pay an employee per hour.

  • Its strange, last week I got pack of survivors tbag clickclick me at the gate before leaving.

    Just to see post game they're all 4 Red vs me Green as a new Plag. with barely any good perk with Tier1

    Then one of them said: sorry

    I know one of them feel bad about being toxic, but they could not being toxic before the Post game.

    As my side toward survivors, if I noted a (or more) survivor is low skill, I will drop them infront their last hook, telling that I gave them another chance.

  • I even think about giving new players 18000 shards so they able to buy 2 original characters as their choice. In return lock out Huntress & David.

  • Thing is, best 2nd chance perks new players have is Andrenaline & Deadhard, and it requires a ton of time to able to combine both of them in a build.

    Consider that a survivor take 6 hits to die (on 3 hooks), with 4 2nd chance perks can extend it to 10-12 hits. And newbie can only make 10sec chase per hit, while expert can extend it to 1min minimum. We have the different between 60sec chase in a whole game for newbie, and maybe 10min for expert. The gaps is too much.

    For easy fix, characters should have Tier3 of their own perks. Starts with 1.000.000BP so they can grind before play. Double BP for a week. Im sure they will have a decent build to play, and various perks to experience.

    I speak this for new players, Devs.

  • Last night I had a few games as Demo, I noted how bad Survivors were (like down in 15sec). So I double hook each and then just down and leave to find another target. Like geez, the game kept going for half an hour and they couldnt finish 2 last Gen. Finally 5 Gen done, I let them all escape.

    Post game: they were 4 Brown (Im Green killer). I gave them alot of chance to learn how to make a chase.

  • Talk in simple: you can open Exit gate if EGC doesnt start yet

  • Killer could be a player who was Red rank but didnt play for a long time (requires 5months at best from Red drop to Brown)

    I was Purple Survivor and didnt play for a year, Rank17 and still have better BP than Green ranks, or even Purple.

  • U guys Red killer and face 4 Brown survivors? I was Green Killer and face 4 Red/Purple survivors now Im Yellow.

    What kind of luck I have here?

  • @PrincessPoop except steal other's item from Franklin and not willing to give back. I find other isnt a bad thing.

    Chest, hook, totems, who find first, they have the right to get it.

    If u already have 2 hook and in chase, its totally ok to get Killer to another survivor, u're a survivor, do anything so u can live. But if u're no hook and lead Killer to last hook survivor, then its selfish

    EGC, job is done, either leave or stay for another survivor, its their choice. But for me, I will stay help if someone on hook (and I know there is a chance to help them), if no one on hook, I just leave.


    I had a game where survivor1 is dead, survivor2 on hook in basement and Killer camp (5Gen done), survivor3 told me to help the survivor2. I know there was no chance, but I just go. In the end, survivor3 on hook, survivor2 got down again and no DS, I just leave.

    I was rank17, survivor3 rank3 and super salty about camping (which Killer should do at that time). I had 4k more BP than rank3 and a pip.

  • A: u sounds like rank12

    B: me rank 3 though

    A: meh, rank doesnt matter

    Ha.

  • I confirm MM that fixed to certain Killer works

    As rank10 Trapper, I mostly face 4 red rank

    But I just bought Stranger things, when play as Demo, I only face 4 Purple rank. And now I dropped to rank13

  • Wrong, the only point he will not get is hook section. Other 3 point section, Killer can keep toying with other 3 to gain full points, which is assure a pip.

  • You have problems seeing Gen's aura?

    Laugh as Trapper

  • Then u should go to Nightmare the last year

    I dont like the game because it has gun.

  • I can add another thing when I play as Spirit. Use Flashlight to her face when she standing still

    if she looks away, she's faking

    if she doesnt look away, its ur move to be unpredictable

    if she fakes phasing to the point u can blind her, u know what to do next

  • Yes Everyone Escapes Trial: also known as... YEET. When the last generator is popped, all remaining totems on the map will break, IF the user of this perk hasnt been hit by the killer a single time this trial.

    Do you know whats the problems with this?

    Survivors needs 6.25% perks for this, Killer need 25% perks for Noed

    Killers' perks will always remain more powerful.

  • Just imaging these given idea...

    • Closeable/destroyable door
    • Ladder that requires 2 survivors to carry and setup to reach 2nd floor for a chest
    • Killer & survivors have the same walking speed, survivors able to run faster, but will get hard skill check which is slipped if fail
    • Survivors can grab stuff and throw at killer, bigger the stuff - longer the stun, bigger stuff requires 2 survivors to carry, stuff breaks after used

    blabla


  • @Veen said:

    Horror movie cliché : every minute within a chase you trigger a skillcheck missing it cause you to trip and fell temporarily putting you in the dying state for 5 seconds.

    I also have this skill check mid chase in mind but its impossible to happen in game, so I never say it.

  • I main Trapper, new aura kills me. Its hard to see survivor's aura, image small traps

  • As Trapper in Haddon. A survivor keep clicking tbag me because I couldnt hit him. I still able to down others but not him.

    Until I able to down him. He DC'd.

    Is Trapper op or Haddon a killer side map?

  • @xenotimebong eventhough the hitbox is small, but if u look through it. It will be like this, unsafe area is really large.

    image.png

    @Erk I made too many Trapper suggestion posts already. Some of your idea is really strong (4th & 5th). Remember a small change can make a big different to Killers (able to re-setup trap on ground is already a great thing)

    My ideas would be (mean to easy to change)

    Start with 1 trap, able to carry 2

    All traps spawn 30m away from the edge of the map

    Just these 2 and I believe Trapper will be in good spot.


    My further (crazy) ideas:

    Trapped survivor takes 3 success skill check to escape trap, (5 skill check with Green stone). Skill check zone affected by Unnerving presence

    Disarm trap spawn a skill check, fail skill check will trap the survivor. Skill check zone affected by Unnerving presence

    Ability to setup deep traps: take x3 times, but traps go deep under the ground, only on grass terrain


  • @sekkima take my praise.

    Im a Trapper main, I dont know whats going to feel to face 4 OoO squad when Killer is now unable to change character.

  • Somehow I think today, Killers are unable to change character once they get in Lobby, i think the game should remove Lobby, brings 5 players straight into game.

    While Swf has ability to full setup before searching a game. Giving a rule that a perk should not being used more than 2. Which mean if 3 survivors in swf has DS (or any perk), 1 of them risking losing a perk once the game start.

    This could bring Swf & Solo closer just a bit. That 4 Solo can have 4 DS, while Swf can have 2 DS

  • Nerf swf equal to punish. And better way is to reward people rather than punish.

    So giving more BP to Killers would be more acceptable.

    x1.5 for 2men

    x2 for 3men

    x2.5 for 2x2men

    x3 for 4men

    I dont mind losing, I mind that I bring high cost add-on and Swf rush Gen so hard I earn less BP than the add-on, offers that I brought.

  • image.png

    Im Trapper main, do u know whats the difference between 1 attempt escape & 2 attempt escape in this case?

    1 attempt escape to Pallet = at least extend the chase for 15sec. Means 3 others have 45sec Gen progressing

    2 attempt escape = I got a hook. Means 1 on secure, and may be 1 on chase. Only 1 survivor on Gen

    I lost so many times because of 1-2 attempt escape from Traps, but a few times I had free win because one of them stuck on trap for too long.

  • Wait, thats fast, what did he do actually?

  • @Zeus he meants Devs should fire cosmetic employees and hire more coding people.

    So in the end Devs feed their families with OP's satisfaction.

  • I noted it last night, but only see in Post game screen. I dont know how Im gonna feel like if see him walks when playing survivor.

    But I feel his walk is abit rushing (Agitation feeling)

  • Trapper main here, your entitled Killer suggestion is disgrace to us. Give Survivors more challenge doesnt mean make Killer more easy.

    If Im able to make Survivors' game harder, it would be:

    • 3 Toolbox in a trial, only Survivors with Toolbox can repair Gen, get hit will drop the Toolbox.
    • Survivors run at 110% speed, drops 5% for each 15sec, minimum 95%. Once reach to minimum speed, Survivors can not use Exhaustion perks. Injured Survivors get 5% debuff on movement speed (105%-90%). Remove Blood lust.
    • A window gets 5 times of fast vault cause it to collapse
    • Allow Killer to kick finished Gen, once per Gen

    I dont mean all ideas should be apply at once, but these are ideas I have, 2 of them would be already too much

  • As Trapper main, I dont need to describe how bad new aura is.

  • @zeroskill said:

    https://forum.deadbydaylight.com/en/discussion/175773/new-auras-are-fine

    They are fine indeed. Now maybe bad killers can stop relying on a easy mode perk to find every one cause their to lazy to actually do it themselves.

    So now Killers have to find Gen themselves to patrol because those are hard to see? Fair enough.

    Color blind Killer players need to gid gud at finding Gen and stop being lazy

  • @Zeus I mean thats how I would fix OoO.

  • I think, OoO only work if both side look at each other's direction. So at least Trapper & Hag can place their traps peacefully

  • I hate OoO because Im Trapper main.

  • There were big choice between Lightborn & Franklin when seeing 2-3 Flashlight, either I use Lightborn to ignore them, or using Franklin as a hard choice as chance I get flashlight save but I have chance to remove those flashlight and save other Killers who face them later.

    The new Lightborn just straight up killing flashlight. Franklin is more likely to remove key or medkit.

  • If death keep the debuff, its really encourage Killers to go tunneling.

    Beside, the number is meant to be x4 than they should be. 16% total if 1 injured, up to 64% if 4 injured. Thats alot

    Thanatophobia is commonly referred to as the fear of death. More specifically, it can be a fear of death or a fear of the dying process

    My idea is (welcome to give ur opinion):

    An injured Survivors get 16% debuff. It will be likely to force that Survivor to find another healthy one to heal them, rather than self heal

    The different will be, if there are 2 injured Survivors, all survivors get 8% debuff, any of them can heal each other with the same 8% debuff speed. My idea make 2 injured Survivors healing each other at 16% debuff speed.

  • If you want to give Survivors BP, just drop them and let them escape. Not those little charity BP from wiggle. They did what they should.

    One time I carried the last survivor to the hatch, it happened that they wiggled out when hatch is 5m away, they tbag, escape and "Ez". Now thats what I call toxic. Not your case.

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