C3Tooth
C3Tooth
About
- Username
- C3Tooth
- Joined
- Visits
- 19,511
- Last Active
Comments
-
They can make penalty based on how many times you click on "Leave match". But they can not make penalty based on how many times you pull out the cable.
So yes. If you have an answer for the script that counting the times of pulling out the cable, go enlight the Devs
-
- How do you know its a SWF? Killer should not have to pay alot of time checking profiles.
- How do you know they will be toxic?
-
- let his movement speed the same when preparing chainsaw, but take longer time to prepare
- chainsaw doesnt instant down, but cause Sloppy and deep wound
-
Ignore me, I just like pictures over words
-
I had a game with David/Feng/Clau vs Wraith in Clown map, where Wraith (W) pretend to miss swing alot, drop survivors twice in early game. Then all other 3 just run around with him, while I alone did 2 Gen, just to make sure.
After a long fun, David got hooked, then get unhooked and being healed by Feng infront of W, then W hit David again and 2nd hook him. At this moment, Im sure W just acting bad. David got tunneled right after 2nd hook, despite Feng & Clau tried to protect hits. David died at 3 Gen left.
5 Gen done, I got hooked because Clau was in chase and found me hiding nearby. Feng unhook me with BT, I protection hit her and both run to the gate but she downed mid way. Feng got camped (no complain, because all Gen done). 2K, I & Clau escape
-
For me, I will try to eat DS early game.
DS is super annoying in late game, and sometime a ticket to get out when you down an unhooked survivor near the gate.
But honestly I think Enduring, unnerving presence should not affect the perk. I mean, it activated only Once.
Just make the timer removed if survivors do anything (Gen, totem, chest, sabo, self healing (they will require other to heal them to keep the DS timer)
-
Dark bond: its quite weak, if item drop, survivors will pick up it right away if not being chased. The % is weak too.
May be survivor drops and have Entity lock the items prevent to pick up for 10sec.
ID: no effect should be permanent, Dying light stop when obsession dies, Thanaphobia stop when all healed, Cursed stop when Hex destroyed, Corrupt intervention stays for 2min ect. The number eventhough weak, but it should not be permanent
. I have this wild idea, but here it is.
- 4 Survivors alive: 75% Gen speed on each survivor (total speed 400% to 300%)
- 3 Survivors alive: 133% Gen speed on each survivor (total speed 300% to 400%)
- 2 Survivors alive: 200% Gen speed on each survivor (total speed 200% to 400%)
- 1 Survivor alive: 300% Gen speed on each survivor (total speed 100% to 300%) - this is pointless though.
-
I mean, a certain killer gives a different status effect is why make that killer stand out the others
Doc with madness, Plag with broken, Legion with deep wound, stealth killers make survivor similar to oblivious, Chainsaw with expose,Pig with her trap
Hag started with cursed but only with perks, so does Shape started with obsession which dont really make them unique
Able to Mori on last hook is indirect nerf to Sabotage, because u dont lost a hook for sacrifice
-
Brutal strength + Fire up
Enduring + Spirit fury
-
I think each Killer should give survivors difference status, not Mori. It can be
- Trapper: hindred after escape from traps until healed (his RNG still need fixed)
- Clown: stop exhaustion recovering after contact with smoke for 20sec
- Spirit: get haunted status after get a phasing hit, occasion hearing short phasing sound for 30sec if not in chase
ect
Cant think good ideas, but still idea
Currently killer addon gives Hindred,haemorrhage, mangled are so mainstream
-
I think all the toolbox, teamwork Gen, great skill check nerfs are quite pointless, it doesnt slow down the Gen.
I rather to revert all the nerf back to what they were. Instead just let Killers able to kick finish Gen, make it regressed to 95% (not regress further if already complete)
Example 5 Gen done will power exit Gates, but if Killers kick one of them, the Gen done dropped to 4 and depower the Gates. To make the game not keep running in circle between powered-up & depower the Gates, Killer can only kick each finish Gen once.
This idea gives:
- Keep the old Gen speed
- Give Killer something else to do
- Intense fight between power-up & de-power Gates
- This can be a pain if there are only 2 Survivor left but I cant think further
-
Im sure that they're random, but some has better chance than other. Something like there are 80 Survivor perk, if split equally and minus 4 perks that locked for being already on the shrine. Each perk will have 1.32% to spawn on shrine. But Im sure some perk have 2% while other dropped to 0.5%.
-
@ALostPuppy Im killer main and I dont spread toxic
Its stupid to be toxic as a killer because u will get quadruple more. then why dont spread positivity to get quadruple of it?
-
Giving an add-on is quite a buff if that Brown add-on isnt useless
- flashlight: power bulb, battery
- key: rope (add 10sec), its the only brown add on for key, really useless
- medkit: bandages, add 8 charges which is quite good
- toolbox: scapes, add 8 charges, same as medkit
-
I dont buy/play Clown, but surely I like his laugh when watching game play. Its entertaining
-
Keep playing with Red rank
Try to depip to play with Yellow rank
At that time Yellow rank survivors already involved to Green/Purple rank
After a while, you will face Red rank while at Yellow rank
- And then you realize, this game has no players that fit your low skill.
If you want to win, you have to get better. vs Red rank is a way. You may get toxic, but you will get used to it.
I had times get defeated by swf with 3 flash light, 3 head on at Rank13 vs 2 Purple/1Green/1Yellow. You will never able to win swf like that being at low rank & low skill
-
How do you define "tunneling"?
I once hit each survivor 10 times and able to 2-3 hook a whole match and still got called "tunneler"
-
I
@Sonzaishinai said:
It should have a shorter duration but able to activate multiple times in a match
Something like when your hit you won't leave blood trails for 30/45/60 sec and the perk reactivates when you're healed to full
And if i have to be honest Iron Will should get the same treatment, it kinda flies under the radar with some of the other bonker survivor perks but permanently disabelling sound is a tad too strong
It would be nice that being injured would actually be a treat to experienced survivors
Just my 2cents though
I agree with this. Every perk should get cool down/token/requirement/downside to make it work. Constantly activated with no requirement/downside is why some perks are much better than other when they have similar effect
This happens the same with Spine chill & Premonition, or Dark Devotion & Trail of torment
-
@fridayslasher thanks, thats my profession
-
-
Mori at death hook is pointless. Since most of the time you can bring survivor to hook much faster than performing mori. Its massive down side. Mori should make a short work on survivors, but still keep them able to play and not being tunneled.
- Yellow mori: able to kill 1 dying survivor in EGC.
- Green mori: able to kill 1 dying survivor when 5 Gen done.
- Red mori down to Purple mori: able to kill 1 dying survivor when 4 Gen done
Mori will work like Shape purple add-on where he can instantly kill a survivor without a single hook. With this, every Survivor can have their game without getting removed fast.
Same as key, need rework
- Hatch requires 5sec to open, the first survivor jump to the hatch cause the hatch closed, trigger EGC.
A key give 3 escape at 1 Gen is a robbing too.
-
Now I actually see why Fred is top tier. He literary able to do everything without get into animations, from snare to teleport, he always keep him mobile. He can eventually chase a survivor to a gen direction then teleport to that gen for surprise element, without any audio cue (like Hag)
But not just that, his sleep mechanic is super cheap in many situation, auto speed debuff, spotting survivor hiding in grass because of glowing effect, immune to BT
-
Infact, I checked Lastyear vs DBD game play before buying one of them, and Im here in this forum.
What pulled me away from Last year is 5v1 where survivors able to build so many weapons that killer barely able to do anything (I dont watch many games, but all of them are the same), beside that spawning mechanic in horror isnt fun, I prefer that once you die, its over. Lastyear is just 5v1 shooter that of course that 1 guy seems dont have a chance.
Currently Im killer main, but I started the game as survivor main.
-
Please, dont pour salt on yourself and call other salty.
-
@LALYTHIA there is a difference between A killer make A survivor unable to play, and Four survivors do the same thing on A killer.
-
Gen rush: 4 escape
Dominated: 0-1 escape
Killer secure a hook in end game: 3 escape
2 escape is rare to be exact.
-
@KingFrost said:
Ash - He's Ash Williams. Enough said.
Steve - I mean c'mon. Dude faces Stranger things every day.
Meg - She's a track runner, so she should be able to run the killer pretty well.
And then leave u behind with Killer.
-
Image yourself and other 3 put in a trial with a Monster. You hear a voice "2 of you will die", you have a choice to have a knife as your defense. Will you take the knife or not? Im sure 4 of you want the knifes.
Each survivor has the same escape chance, unless they have 2nd chance perk. Each individual survivor want themselves to escape. There is no reason a survivor sacrifices for another survivor (except swf). If there are only 2 alive, all of them want to make sure its them.
Image yourself as the Monster, will you kill the survivor with weapon or no-weapon? Then you may know why each of them has a weapon.
Sweaty, its about perspective. Loadout of escape free card, loadout of killing free card. Its not survivors fault to use multiple 2nd chance perks, its Devs allow them to do it.
I dont have enough English to explain what I mean..
-
Image yourself and other 3 put in a trial with a Monster. You hear a voice "2 of you will die", you have a choice to have a knife as your defense. Will you take the knife or not? Im sure 4 of you want the knifes.
Each survivor has the same escape chance, unless they have 2nd chance perk. Each individual survivor want themselves to escape. There is no reason a survivor sacrifices for another survivor (except swf). If there are only 2 alive, all of them want to make sure its them.
Image yourself as the Monster, will you kill the survivor with weapon or no-weapon? Then you may know why each of them has a weapon.
Sweaty, its about perspective. Loadout of escape free card, loadout of killing free card. Its not survivors fault to use multiple 2nd chance perks, its Devs allow them to do it.
I dont have enough English to explain what I mean..
-
All sorted: Able to see Survivors at all time in the whole map is madly Op if it should be "standard" for all Hex
Wrong choice: same as Franklin demise & Lightborne. You see a key, bring in Wrong choice, simple. There is no situational
Come to me: image you have a hooked survivor, other 3 come to save, they bodyblock ect. Just to realize they stayed for over 60sec and bam, Exposed.
If you consider all these perk ideas are weak, Im afraid every Killers' perks are weak to you.
-
I dont know about All sorted, sounds good, but remember the map is around 100x100m (and some 80x80m), that 60m RADIUS means it spread the whole map. For me: May be show other 3 Survivors aura if a Survivor is cleansing them.
Wrong choice is a delicious perk to counter key. Slap with a blood warden and every swf cries
Come to me sounds good on paper, not sure if its in game. This can easily from defending your 1K into easy 4K. For me: I may remove Exposed status, that will bring more surprise to survivor because they will not expecting the mori, beside its not to overlap Noed
-
I only need Gate open progressing get regressed if you dont continue to open the gate.
It will force Survivors either to risk EGC starts that 3 of them and rescue the 4th one. Or risking Gate regressed if they dont open the gate. Or having 1 Survivor to stand at the Gate ready and risk 2 other survivors to rescue.
-
This is why I always go for unhooker
- no BT
- no tunneling
- avoid DS
- kill that farmer
-
I think we have to wait until all map gets smaller to have map pressure.
Also, able to switch between 2 types of bottle for difference effect, which also an action which is great.
We need more action for old OG killers
-
@tixerp I dont like an action that cause manything happens (such as throwing a bottle cause survivor screaming & gen regress, beside that will make his power a build in kicking gen). I prefer an action does a single job, but Killers will have many of them, survivors have to look at killer to know what his next move.
@Johnny_XMan since your suggestion is to buff his tonic bottle, which is
- Throw bottle: survivors scream + get speed buff when moving inside the smoke.
I rather to split it into difference actions
- Sniff bottle: buff him
- Throw bottle: make survivors scream
It will make a Killer harder to play, but he has various action to plan up his own strategy
I'm not really sure what you mean by "more action he gets".
All my ideas are just giving him 4 more action that he can do with his power, while not buffing tonic effect
I do like your balloon idea, but what about if they are located behind a wall?
If survivor is behind a super high wall, then killer will not able to see his balloon. May be make pop sound noti if survivor untight his balloon
-
I proposed my ideas on Clown days ago. Its not about buffing him, its about more action he gets:
- Roll bottle: instead of throwing, he roll them on floor, easily stopped by obstacle, but it has longer range
- Clap bottle: if he has 2 or more bottles, he can clap to make a big tonic smoke around him, consuming 2 bottles
- Sniff bottle: he can sniff a bottle to get temporary buff (on something) for a duration (this buff is harder to use than your movement buff in tonic smoke, since you lost a bottle for it)
- Balloon: i may change your Last Laugh into an interact action that he able to tight a balloon to a survivor on dying state, make them easier to spot from distance, hit them will lose balloon, or having another survivor to untight it for a duration. He has 4 balloons.
-
I also have some question about Plag
- How many fountain in a match?
- If Survivors use all fountain, and Plag doesnt consume fountain. Do Survivors totally lose ability to cleanse themselves since there is no more clean fountain? I feel like when Survivors use all fountain, all corrupted fountain will be cleansed.
-
Eventhough skins are too expensive (may cost as much as an indie game). But I can understand why.
Image they have a team of 50 people split into many group (design/concept, model, animator, script, skin, announcer, manager ect). And the company has to pay them like...150-200$ a day? Thats pretty much around 10k $ per day. They need a team that to gather money to keep the team alive, SO the game can stay alive.
-
A random solo survivor once saved me from a nightmare. True story.
Both Killer & Solo are bullied by some SWF
-
@Yamaoka said:
Don't forget the "random" skillcheck that pops up exactly when the killer hooks someone.
Something even more horror,miss a skill check, Gen noise sound overlap another incoming skill check.
20% Gen progressing throw away.
-
unnerving presence: its small skillcheck & increase skill check happen are enough for me. missing skill check cause 10% regress, no need another 4%
Predator: nope (as people say, movement speed buff is not good)
Hex: the third seal: if you realise Hex: Huntress lullaby requires 5 hooks to make it happens
Overwhelm presence: its good.
Beast of prey: if it makes you unable to gain blood lust, then its good
Fire up: nope
Coulrophobia: its good
Furtive chase; its good
Cures limits: thats literary Pop goes weasel at Tier 10
Forced penance: I would change it to 30sec starts to count down WHEN out of chase
-
May I ask something stupid?
Any of you ever mis-count your own hook as a Survivor?
Got on hook, sip your tea, realised you were on 2nd hook, died.
Killers are busy on applying pressure you know?
I tend to give a survivor their 3rd chance if they got 2 hooks too fast (or get to 2nd stage because others rush gen)
-
You didnt mention that Dead hard can only be used when injured.
Beside, some Killers able to act like they're about to attack, but not. Make survivors do a fail dead hard, and Killer able to down them. With your idea, its pretty much immune to an incoming attack at all time. It will become the best exhaustion perk.
I may say that there should be some requirement, perhaps 3sec to preparing, and 10sec timer. When the timer is gone, you will able to get hit, and have exhausted.
The problem is the same as Head on, 3sec waiting and you have unlimited time of immune from Killer to open locker. There should be a timer to make it deactivated.
-
-
I pretty much never get post-game salt
Really? Back then when I was yellow rank, multiple times I dominate Survivors, but I just double hook each then leave them escape. What I got? "ggez"
I dominate and already had 3K at 2Gen done, I carried the last one to the hatch, but not yet reach the hatch (10m away from hatch), they already wiggle out, flash light, tbag, escape. What I got from the last survivor? "ggez"
I had a hard game vs 2x 2men SWF. 1 guy stepped on a trap I put at an escape gate right in front of his face when he was on hook. He died. What I got? "why ** u put trap there, hope ur mom dies in a car crash"
I had a game vs 4 red rank as rank8 Spirit, barely down anyone, but only hit and hit. What I got? "lol the tunnel is real"
I started this game as a Survivor main, half a year later I changed to Killer, and I cant understand what mind set survivors have. No matter what I do, good play, bad play, play fair, not fair, even leave them escape, many (not all) of them will just salty over it.
Never get post game salt is a lie.
-
So thats mean gunshot a survivor then M1 will drops 2 token? Sounds much but actually fair, he may had 125% speed before shooting after all
-
There are difference, just situational
For the player, you may get flashlight save if killer has to hook, or you may get a wiggle escape if a hook is far away ( I had many time survivors escape because hook spawn was too stupid)
For team mate, that 10sec bring u to death hook may give them a chance to finish their last gen.
-
@MiniPisa thats the point, Survivors main will always play Survivor, and Killers main always play killer.
The point of those who plays both side and only want to play the game, willing to change side if the ratio is too far from ideal.
Think about it, from 15K / 85S changed to 16K / 84S already give another game.







