C3Tooth
C3Tooth
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Seriously, all perk involve around Gen/hook/chest/healing/gate. Thanks to Shape & Hag gave various in game play & perk with their new mechanic Obsession & Totem.
This game definitely need a new mechanic. May be 2nd objective shift between it & Gen (such as Gas), or early game stage such as Killer only able to M1 until they find a place and do a short ritual to gain their power while survivor finding tools to able to do Gen.
Now just that to bring in many possible thing in bloodweb
- Perk, item/addon related to 2nd objective
- Offering allow Killer to stand right on ritual place to gain power faster
- Offering allow a Survivor to have their tool already on hand
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@undeadcookie said:
I think it's mainly the disparity between repair times.
It's really strange that one survivor takes a little over 80 seconds to do a gen start to finish with no perks or items, but two survivors with no perks or items almost split that time in half at 47 seconds.
It should, 2 survivors on 2 Gen will take 80sec to finish 2 Gen (consume 160sec total on survivor side).
2 survivor on 1 Gen takes 47sec each, total of 94sec to finish 2 Gen (consume 188sec total on survivor side).
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I dont know why I thought Charms were supposed to give character more actions (such as gesture). But its just a decor
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Trapper is late game killer, Gate change will ruin him.
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@hanibel said:
https://forum.deadbydaylight.com/en/discussion/comment/1365811#Comment_1365811
Nah that just means your game was just full of potatoes
So you never accept yourself is potatoes?
Either survivors win because of game favour survivors, or another killer win because survivors were noob. I get that.
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Him: DS is out of jail ticket, tunneling is a myth, genrushing is what Devs should combat.
People: may be u should stop...tunneling?
Him: So you're telling me to not to do my job as a killer to avoid ds?
Me: So you're telling me to not survive as a survivor?
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Extend Gen time doesnt fix anything, since a Gen is complete, its permanent.
If Killer able to kick finished Gens, then even lower Gen time from 80sec to 40sec, it might still work.
5 Gen done = Gate powered? Just kick a finished Gen to de-power the Gate.
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Its strange, multiple BNP in a single game which made a Gen done in 17sec and some Killes think all Gen done in 17sec in every single match.
Its like to get Moried in a game and think the game only allow Survivors live for 1 hook stage
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Exit gates have complex terrain, hard to see trap, check.
There is a super safe windows between 2 classroom(?), Good to put trap, check.
Reception desk next to destroyable door, check.
Door collaps lay on ground make trap harder to see, check
Except collaps wall doesnt make trap dig down like Lab map.
And unable to find a way upstair when a survivor trapped there
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As Trapper, vs Kate, Nea, Meg, Lisa
I had some mercy on Lisa because I see people tunneling her for some reason. Nea & Lisa left with 2 Gen, I saw both of them and chased Nea on purpose (knowing both are last hook).
Nea dead, I could not reach the hatch on time (planned to close hatch but would give her Gate escape), what I saw was Lisa tbag on hatch.
Anyone welcome another killer to Lisa tunnel group?
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I totally believe this is the reason why. I may be wrong though
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Guys, I remember last year, after the buff and someone said "Gen teleport in end game is useless, he should have Gate teleport".
Im killer main and still laugh at that.
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I played as Trapper. Survivor stepped on a trap upstair. I could not find a way up to get them.
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The timer still have 40/60sec.
Another match, blood warder worked.
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@SpookyStabby no, all of them went through it.
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Hooked Nea, blood warden activated. I get to the gate. Ace flash clicking. I down Ace, nice
Just to watch him crawl pass the blood warden.
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This post is why I usually defend the Devs.
Its pretty much "I paid, I rule"
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We need a gameplay save button, so we can watch it later.
Like geez, I play a world war 2 game where there are as much as 500 soldier in a match and still able to save replay, and able to rewatch everything movement of 1h game play, perspective from 8 different players.
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It will never be balanced to some players, especially Survivors. I will make an example, a Killer vs same 4 Survivors in 4 matches.
- Killer gets 2 kill in each match
- Survivor1: 3 escape / 1 dead
- Survivor2: 2 escape / 2 dead
- Survivor3: 2 escape / 2 dead
- Survivor4: 1 escape / 3 dead
Survivor4 will complain about how Op Killer is.
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I had fun drawing this
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Poor Peanits constantly get pinged just to be said "u're always on survivor/killer side".
Not all survivors access to PTB, you will some, you lose some. Just play and improve.
Infact you have to face those better than you in order to improved.
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Another way to balance between builds is as you said, each perk has to be place on the right slot
- Survivors: Info perk / trace remover / exhaustion / stat buff
- Killers: Info perk / tracker / Hex / stat buff
But that will totally remove the possibility of perks build play. Its pretty boring if you only able to add an exhaustion or Hex perk if you want meme builds
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I have another idea (get from charms in Hollow knight). Where characters have 24 Slots, each perk takes around 4-7 slots
- weak perks like weak info perks Deja vu/Predator takes 4 slots
- decent info perks like Small game/ blocking perk Bamboo,Cruel limit takes 5 slots
- good one as exhaustion / Hex take 6
- while strong perk like Andre / Noed take 7
I also think its a good way to balance perks power between characters
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As Trapper main, when u finish setup your traps and 2 Gen gone, just realize those Gens pop at the same corner.
Delicious 3 Gen incoming.
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Prestige 1 on Dwight unlock his Bond to tier4, P2 unlock Provethyself to tier4, P3 unlock Leader to tier4.
That will make characters have something exclusive from others. Also good rewards for Prestige
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Just image perk like Empathy has 15sec cool down everytime a team mate aura appears..u know how stupidly weak perks are since the Stranger things
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I have 2 simple ideas, either one of them should work:
1. EGC starts right after 5 Gen done, counter increased to 3min (slowdowned to 6min if a survivor on dying/hooked)
2. Gate gets regressed if not complete opening. Force 1 survivor to stand at the gate ready for 99%. Or all survivor go save with the risk of the gate not already open.
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@Maperson keeping his 115% speed while preparing chainsaw can be replace M1 entirely in chase (preparing time increase is to make up for that). After a hit with chainsaw, survivors get multiple effect (may be also add broken for 15sec, haemorrhage..) to increase the effectiveness of chainsaw hit.
Just what I think, I dont even buy Bubba because power is too boring.
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@Nos37 We dont have to over buff Killers. Giving minal buff already make a big difference. Example if all traps spawn 30m away from the edge, each of them may save you 10sec, 3 traps not spawns on edge would give you 30sec extra (120sec total on Survivors).
Beside, the choice between spread out the traps for mid game play, or try to make 3 Gen traps for late game play is crucial. Should not give him advantage at all game stage.
I like to add minor things in rather than pure number. A clear example between my Deep traps vs @Erk Logwood dye. Both mean to have harder to detect traps. But my idea force player to work more to get the better results, rather than have it by default
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Because original doesnt actually give them money? I mean you can get original characters for free.
Having characters from movies/games catch more players (I saw comments on Silent hill trailer, some people never know DBD but as soon as they see Silent hill DLC, they plan to get the game)
Devs need money to maintain their team. Once out of fund -> Devs team dismiss -> No more game support.
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@Nos37 I actually dig the idea of Power gauge give the ability to walk through his traps. Full gauge gives 1sec to walk through traps is more than enough.
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My idea pass by, no need to take it hard.
- Chainsaw still able to hit multi survivor
- Chainsaw doesnt cause instant down
- Increase preparing chainsaw time
- Preparing chainsaw doesnt slow down his speed
- Hitting by chainsaw cause Exhausted, Hindered, Mangled, Deep wound effect until healed
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Traps auto spawn to his hand sounds out of physical.
My ideas
- He should be able to carry 2 traps (still start with 1 trap)
- Remove large RNG, add skill check on trap escape attempt (Overcharge difficult, but not affected by skill check perk like Unnerving present), 3 success skill check will be free (5 success with Green stone)
- Give Hindered status if step on trap, lose the status if fully healed.
- Traps spawn 30m away from the edge of the map.
- New ability: Deep traps: take x5 time to lay trap, the trap is no more visible to Survivor. Only able do Deep traps on grass terrain. (sounds stupid but he needs more ability around his trap)
- New ability: Gen traps: take x3 time to lay trap on Gen, the first Survivor touch on the Gen will get an Overcharge difficult skill check (but not affected by Unnerving present),fail will cause trapped, success will do nothing.
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Im a generous killer.
If a Survivor are too weak (get 2 hooks so fast), I give them another chance if they down again.
If I have a killer daily that not my main, I will meme around Hex build so survivors can earn more BP
If I play Spirit and Survivor are good, I spam vaulting windows as a reward
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@ephellon know how entity eating work.
The 1st thing it will eat is a Perk
After buying 4 stuff, it will start to eat. So u have to buy a Perk before your 5th purchase.
Buy a perk result entity eats another perk. So maximum Perk u can buy in a bloodweb is 2. You have to pick 2 in 4 perks.
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@TragicSolitude I swear I didnt do this because of the fun. Its because of the truth.
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I once had the opposite, I had offers to play as Shape, after the match my screen has the Shape, I could level up him and play for the whole evening with him without purchase. Later I turn off the game and play again, my screen has the Trapper.
All I thought that evening was "Im living rich"
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Jan 2019, I watched many gameplays of DBD and Last year nightmare.
Feb 2019 I decided to pick one of them.
You know the results
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This is why self unhook as the last Survivor is pointless and waste of time.
https://www.youtube.com/watch?v=R4zPDPKP26M&feature=youtu.be
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Im going to make a vid telling why you should not self unhook attempt when you're the last survivor
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@Divine_Confetti
There are too few types of reward, so they have to mixup around between the strength of reward and requirement.And even after that, too few action in game to make perks various.Now, break totem give you will heal you(Inner strength), heal other give you will heal you (Solidarity). In the future? Safe hook give you a health stage? Do gen will heal you? Open gates will heal you? Eventually the idea will depleted.
The game totally need more overal mechanic, like the Shape with Obsession and Hag with Totem. Sadly, perks should requires you do something to earn it and be powerful, rather than giving for free.
@NuclearBurrito Lucky break, I dont have the character but I read the perk to know how it work, you lose 18sec on the perk while being healed. And it likely force you to do things (find survivor, find Gen to seek another survivor ect) to save the perk time.
Another point that Killer walks pass an Iron will, he doesnt know survivor is there. But he knows if walks pass a Lucky break because of moaning. Iron will is too stealthy, Lucky break keep you doing stuff.
After all, for me, all perks should requires you to do something to make it work (if the usage is unlimited and no downside). It can be as small as I mentioned about Bond.
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@poweas no, its in good spot. Dont have to find another survivor, and move carefully because being injured is already a reward
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This is why SC should be 36sec. Because it should cost the same time for 2 Survivors on heal action for 18sec. And not counting finding another Survivor to heal you.
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Enduring, Spirit fury, Brutal strength, Unrelenting. Master of time saving.
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When u post Killer story, u get something like "yeah yeah, pretend to be bad, cool fake story bro" from survivor main, since urself have Nurse pic profile.
Im waiting for those to come and see what they're going to comment.
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As a Trapper main, I waited too long for Mad Grit in shrine to make my shack build complete. But it doesnt spawn.
Please, I already have 2 Legion perks, I just dont want to get Legion.
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@Star99er said:
I'll start
Slippery Meat:
*For each Safe unhook you gain a token up to a max of 3. For each token you have the speed at which you unhook yourself or another surivor is increased by 15%. Each time you are hooked you lose 1 token.
*When you successfully unhook another Survivor you gain the Endurance Status effect for 3 seconds.
😀
The requirement should be a different task from performing. As every safe unhook, you gain a token for the next unhook. And that will keep running in circle. Make stack pointless.







