C3Tooth
C3Tooth
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- C3Tooth
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BBQ requires a hook, which need alot of works to make it activated. And only 4sec reveal any survivors further than 40m
Rancor, Bitter murmur require a Gen lose, which doesnt need work for it. Bitter murmur reveal 10sec, while Rancor allow to mori obsession, which is more powerful
Infectious fright requires to down a survivors which can easily slug and put pressure
Nurse calling only requires to injure survivors and u can leave them for another survivor. All of them will reveal themselves by healing later.
BBQ is the weakest
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THIS MATCH WASNT FAIR...
for Survivors.
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InfiniteT3 Shape is one of heavy counter to Survivors spawn together, especially if he has Discodance
I had a match where 3-4 Survivors on a single Gen, 2 of them kept pointing at me as a sign "Killer is over there" while other 2 kept being on Gen. I stalked all of them at once and my bar fill up like 80% to T3 when a single Gen done. You know the result.
Another time, I can only reach to T3 when all Gen were done. 1k.
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Its really funny.
Either he beat u as "my mind is greater than u"
Or u beat him as "u dont have a mind so I cant mind game u"
There is nothing to do with Killer could be so entitled. Its just their own individual fail mindset.
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First time I took off DS, I had a Hag put me in basement and instantly 3 hooks to death.
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I used this same build a match before vs 2 Red 2 Purple (Meg, Lau, Feng, Jane), got 1k in a scene like this:
Meg hooked in basement, both Feng & Lau also downed in basement. I knew they had DS but I just pick Lau up and eat it. I didnt think Feng had Unbreakable and unhook Meg and all of them ran to the gate. Somehow I just able to catch Feng and put her to 3rd hook.
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I just keep playing. And learning slowly
From total defeat
To 4k with paddle jaw vs Red ranks. Survivors' blood point proves I didnt even tunnel.
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As Trapper main, your buffs are too much. Remember Clown got a slight buff that not slow down when throwing is already put him in decent spot.
For me: Start with 1 trap, able to carry 2. Traps spawn 30m away from edge of maps. And there we go.
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When I started playing Killer. Unrelenting, Shadowborne, Bitter murmur are tool that helps me to getting used to the game.
It explains itself, Unrelenting helps me to deal with 360, Shadowborne helps me getting use to small view (after playing survivors), Bitter murmur helps me know where Survivors are by doing nothing (BBQ requires hooks to its harder)
Those are equal to Dejavu or Darksense, Small game from Survivors to know where they should go next.
Pretty much "how to play" perks
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They can, at least lock Survivors at 30sec. So at least Killer can setup Perks/add-on based on their bring-in items.
This is also to prevent sudden 3 flash lights
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I get Spirit just serve survivors by vaulting windows
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@DudeDelicious of course I notice those small speed up is impactful. I do have speed up build (Unrelenting, Brutal strength, SBFL, Enduring)
Though 15% speed buff on those little thing is too late when 5 Gen is done.
My idea is keep the stack number the same, but give Killers another 2% for 1min after each Gen done. It will work like this:
1Gen done: 5% buff for 2min, then goes back to 3%.
If suddenly 2-3Gen done: it will stack up to 3+5+5 = 13% buff , then goes back to 9% after 2min.
So last Gen done: Killer has 17% buff for 2min then goes back to 15%
Those little 2% actives for 10min will help Killer alot in mid game.
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Remove Lobby and take everyone go directly into the trial is a good idea for me. Where survivors cant even see who they have as their team mates.
But this will make the gaps between Solo & SWF become more horrible
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Can anyone tell me whats happening about "Killer lock"?
Killer is no more able to change characters in lobby?
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I would set game screen New year theme. Music is epic.
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The crane makes tall Killers has to take bigger circle than survivor. As Trapper main, there is no grass around the crane to setup traps
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@Pryzm as for 2nd abilities. I have alot of them
Deep traps: Takes x3 time to setup trap, but trap will almost become invisible. Survivors also requires x3 time to disarm trap.
Gen trap: Only 1 trap at a time. Trapper can not setup another Gen trap if 1 already in game until Survivor trigger it. 1st survivor touch Gen with trap with get Overcharge skill check, fail will get trapped, requires another survivor to get out.
Vault trap: same as Gen trap, just on different objects
But those are just dream, my ideas on QoL is more doable for Devs
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Survivor get DS, Dead hard
Killer get Noed
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@CertArn said:
And why do you think Trapper needs a rework?
He is SIMPLE and one of best killers because of that - simple to play, and fun to fight with because of that. Simple to understand. I would be happy if every killer was like that. They really ######### up with Freddy, Doctor etc, because they forgot this rule - Keep things simple and fun.
Thats said -
NO.
Able to carry 1 trap, rely on RNG, traps spawn too far away are Trapper's big problem. He need QoL improved, not a rework
Start with 1 trap, able to carry 2
Trap escape gives skill check. Success 3 skill check will escape. Success 5 skill check with Green stone
Traps spawn 30m away from edge of maps
He just need those
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It should at least showing type of SWF (2men, 3men, 4men, 2x2men) right before the trial start. So Killers dont dodge the lobby, and they will decide to play harder or just chill out.
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Since many kilers have cool down power now.
Its necessary that there SHOULD have sound effect that to tell players the power bar is full. So players dont have to look at the bar all the time.
Spirit has it Haaaah, Oni has it Woosh.
Nurse, Legion, upcoming Bubba & Billy.
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@SweetTerror said:
Last night I played a match against a very toxic huntress. She brought in an Iridescent Axe Heads which down you in one hit. Two survivors disconnected immediately. She hooked and killed the third, and with me just left standing, I tried to make it to the hatch, but she downed me. She then proceeded to pick me up, broght me to the hatch, dropped me by the hatch, and then immediately closed it. She then let me crawl my way to the exit, she opened the door, only to pick me up and hook me. 😡
I swear the toxicity that resides with this game as unlike any other game I've ever played before.
Arent Killers can only trigger EGC once?
Either u can open a Gate once 5 Gen done to trigger EGC, or close the hatch. U can not do both.
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Hex only pick a dull totem after the 1st hook.
Cursed status only appears once survivors get their 1st modified skill check noti.
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10sec distortion each token is quite pointless. Too much vs BBQ & Im all ear. But useless against Nurse call
I would love to have it dropped to 5sec and increase to 5 token.
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Exposed
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Rambo
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Let me re-use the image from this topic: https://forum.deadbydaylight.com/en/discussion/170895/who-thinks-the-hex-no-one-escapes-death-is-fair-because-i-think-it-should-be-removed/p1
This is why he uses Noed.
As for me, I dont use Noed because I dont willing to risk play 3 perks
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@calem said:
Yes. I think it's fair. The only time I use Ebony Mori's is when I see a key in lobby. They wanna play dirty and not finish their objectives? Then I am going to do the same and only need to 1 hook them. In an ideal world, Mori's would only work on death hook and keys wouldn't exist. But hey, it's Dead by Daylight so who cares about "fun" and "balance". Better nerf Billy instead.
Key should still exist, except it should take 10sec to open the hatch then Survivor can jump into it. BUT hatch closed after 1 survivor jumps in, and trigger EGC. Im sure at this point, Survivors hate each other for bringing Key, not Killers.
Mori, it should changed into after 5 Gen done, Killer can instantly kill One survivor even without any hook (Green mori). And Instantly kill One survivor after 3 Gen done (Red mori). So at least survivors can have a game and not just to be tunneled & moried
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I was the Killer (not my main, I played for daily so I have op stuffs). 1st survivor dead, 2nd one downed after EGC started, 3rd & 4th escape right BEFORE I hook the 2nd.
post game chat:
2nd: stupid dog 3rd & 4th, why u leave?
me: they were smart to leave, I had blood warden with noed
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Guys, remember survivors can blind u without u seeing their flashlight.
With Shadowborne, survivors can blind u just by flashing ur ear
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Trapper: 4/5 (been destroy Red rank survivors with Paddle jaw no Bag, but OoO is still a pain even with best add-on)
Myers: 2/5
Huntress: 2/5
Spirit: 2/5 (I dont have head phone)
Plague: 2/5
Ghostface: 1/5
Oni: 1/5
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Giving Killers the choice to place totems isnt fair.
But they should give Killers the choice to pick dull totems into Hex-es. So at least your Hex isnt in the middle of emptiness in Nurse realm
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As a Trapper main, joke on them, I will just walk around kicking pallets, close hatch, if nothing else to do, I lay traps to gain point. They waste their own time.
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I dont see the problems, Killers bring mori to get easy 4k?
The stats rise up their kill rate = nerf Killers
Profit for survivors after PTB
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@Doddle28
clearly these guys were very good at hiding even if not productive.Not true, Killers track survivors from their objectives (Gen, Totem, Gate, healing...), without being productive, its hard to find survivors. Okay u search to every corner of the map, do u check every locker on that corner? U circle check a gym, they may able to dodge ur sight, do u circle check that gym again?
In normal case, you will check a place multiple times because u see a Gen nearby progressing, or mid chase a survivor into the gym. In this case, you have no idea if a survivor is nearby or not (except whisper), so mostly Killer will just pass the place after a single check. A map in average has 150 titles, you dont pay that much time to check a single title.
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Its common to see 2 Survivors hide really hard when there is more than 1 Gen left, especially 3-4 Gens, both just hide and wait for each other to die. I was a Survivor main, had me & Adam with 2 Gen left. I was able to sneak around fixing a Gen (took alot of time), then had a chase for a min in hope the last Gen pop. But nope, when I downed, I saw Adam sit at a corner waiting for me to die the whole time.
There should be a time countdown right at the beginning of the match. Lets say 10min, each Gen done will add it another 3min. If time's up, Entity kills them. I think 25min for a game is long enough.
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When the game has only 1 thing to do as Survivor in early-mid game: Gen, and Killer has only 1 thing to do in end game: Hook camp. Its game design's fault.
Which is why people suggest 2nd objective, and I suggest to have Killer able to kick finish Gen to de-power Gates (limit kicking count) so at least Killer willing to walk away from the hook and de-power Gate.
The choice between being scummy by hook camp in end game, or being dumb by checking a Gate so survivors can escape the other Gate. I rather being scummy, because at least that will reward me with a kill.
Im willing to have no new DLC to have a re-work on core game play.
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I really dont see the point of killers want to tunnel off cage.
Its useful for early game, save you may be 10sec every hook, and up to a min in a match. At end game, just hook them then camp like any other killers if u dont want them to escape with cage. Geez, u even have range attack ready at the hook to pre-damage unhooker.
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1417128#Comment_1417128
You play DBD to get Mori'd off the hook or facecamped out of the game? Do tell me more of what you look up on your phone while "playing" the game.
I start playing as Survivor main, for 8-9 months. Time being a survivor main, I barely get face camp. However, tunneling happened more. But not that much to make a complaint. Still facecamp & tunneling should not exist.
Now Im a Killer main, able to control my fun more (except facing toxic squad). I play to give people the fun as I want the fun as survivor.
Beside, Last year looks like a FPS game for me
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Because thats why I play DBD, not Last year.
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@Athanar90 said:
I already run the perk, and it looks like a level 4 version, basically. I'll take it.
Level 4 would be just immune to light. This is level 10 of it.
Even for me as Trapper main, combo flanklin & lightborn already over kill 3 flash light build. The buff to these 2 perks are too much. I would replace 10sec seeing aura into another Perks, something like if a survivor stuns u, u see their aura for 10sec.
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Event: Halloween
- Slightly increase blood point earned for 3 days
Event: Black Friday
- All license characters get tremendously decreased in price.
- Legendary cosmetics get moderately decreased in price.
Employee at Behavior: I demand something
Boss: What do u want?
Employee: Considerately increase my salary
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Old Lightborn already great that survivors can possible blind you if they have at least 2 good flash light save at once. New Lightborn is for me, over buff.
I rather to have Lightborn just immune to Light, and give Nemesis 10sec aura reveal if they stun you.
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I think instead of Blood lust for Killers (120%, 125%, 130% speed per tier, 25% faster than survivors), they should adding stamina to Survivor to make them slower if they keep running.
It can be simple as 105% speed, and drop 5% every 12sec, down to 90% max. While Killer keep their 115% (25 faster than survivors).
Stamina goes back to full if hooked.
The good thing come with this:
- Gen rush slow down just a bit, since survivors tend to walk and save stamina than running from Gen to Gen.
- New survivors can stand long enough with their 105% speed
- Killers cant transfer blood lust from survivor to survivor (such as blood lust 3 a survivor then chase another one while keeping blood lust 3).
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For me, if Vigil makes other survivors auto recover while running, but not recover for the perk user.
Normal rate if 1 survivor exhausted, splited to 50% if nearby 2 exhausted survivors, and 33% if 3.
Then it will be good.
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1 night I got beaten by 4 red ranks in 2 matches, so I play more serious. Next match I able to down 2 survivors in 15sec, I thought "woo, Im soo good".
Just to realize there were 2 Brown, 1 Yellow, 1 Green that match. I went too hardcore on them
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Image Zanshin tactic allow you to destroy a non-dropped pallet every 300sec...
I mean in each DLC, Killer & Survivor have counter perks of each other. (Yui reuse dropped pallet)
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I find the reason Survivors tend to rush gen, especially last gen when 2-3 survivors on that Gen. Is because once a Gen is done, nothing else Killer can do with that.
This can explain why some survivors willing to take hit and still able to do Gen while Killer on hit cool down, just to complete that Gen and Gates powered.
Killers should gain ability to kick finish Gen down to 95% progress but not regress further. And limit it to 1 kick per Gen, or kick 5 times in total.








