C3Tooth
C3Tooth
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I leave this simple math here. Explain why Survivors Gen rush & Killer tunneling.
I honestly if tunneler Killer able to 1st hook the 3rd Survivor, they will likely to suicide on hook since 4th Survivor rescue is a suicide.
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@CrazeCrame because both way (both side) are to seek easier game with good reward. It will happens all the time. Fair Survivors will have fair chance vs fair Killer and vice versa. Gen rush Survivors will always crush fair Killer. Tunneler will always crush fair Survivors. Playing fair doesnt reward players.
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@joker7997 my game wasnt toxic, but its understandable that people want and easy game and still able to win with more BP. Its a normal thing for me as Trapper main that once all traps are done, its mostly 3-4 Gen done. Combined with what I said "Gen rush then fool around".
Balance the game isnt enough, people will always find a way to exploit it and make the game easier. Gen rush & Tunneling are examples. There must be a way to totally remove Gen rush & tunneling, camping. I do have ideas for those, and I believe its fair, but unlikely to happens.
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@joker7997 said:
Tunneling is the hallmark of insecurity and lack of skill
- I heard some Killers tunneling 1 to dead as soon as possible, then play with other 3 for good BP
- That is EQUAL to Survivors rush 5 Gen and have Gates ready then they fool around Killer for some more BP before open the Gate and escape.
Both wants to have easier game while still keep high BP and pip.
I had a match where I got like 3-4 hooks then all Gen are done (as Trapper in MacMillan realm with a big tree in the middle). The funny thing is Survivors ran around taking hits here and there, then I got another hook. 1 took a hit and run away to lure me to go away from hook, just in result other 2 trapped at the same time near the hooked one, I went back and down both.
1 on hook, 2 down, 1 injured. I chased the injured, luckily other 2 down didnt have Unbreakable. I had 4k. The fact all of them could just open the Gate and escape.
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About the game hostage like the Op's vid. I really think the trial starts with 5min count down, then add another 5min for each Gen done (there for 30min max per trial), if the count down reach to 0, EGC starts right away.
Survivors required to work through thing to survive. The crow noti is just expose afk players, not these exploit players
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I had a game yesterday, as Trapper in the garage in the middle of the map (consider it got smaller). Gen gone extremely fast, I had 2 hook, the trial done in 5min. Not all game are like that, thats why I was amazed at Gen speed.
They had 1 Leader and 2 Prove thyself.
They was like "try to put pressure next time". Like I supposed to play Trapper without setting traps?
I didnt record the game to re-check what gone wrong.
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I had many time dominate the Survivors, having 3K and the last one escape through hatch.
That last Survivor still had "gg ez", which mean he escaped = he won over me.
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Out of question but I like New year eve music.
The 1st time I played the game was Feb 2019, which was New year eve. That lobby music pulled me into the game alot. (in 2019 the music still played into lobby, not changed to Survivor & Killer versions like 2020)
I wish I could able to make that music as my default lobby music.
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@MadLordJack said:
Yep, it is entity-blocker time the moment you get the central window. Or, you know, just don't even try.
Fun Bus and Crane Pallet (specifically the pallet) are extremely annoying. But mid-window Fun Bus is just awful, there is no way to mindgame it unless you are Huntress/Deathslinger/Demogorgon. And it is an extremely powerful tool for Hag and Trapper, but they kind of shine at strong tiles because of their powers so it doesn't really count.
Seriously, they could just remove the mid-window variant and it would still be a strong tile. Easy fix. The only ones complaining would be all the same people that complain about infinite removal.
Edit: ohh, remember Crane Tech? That was so fun! It actually made crane pallet unsafe! I miss it so much.
Hag can work on those because her traps are hard to see, Trapper traps dont work on Crane & bus because there are no grass to pre-trap those.
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Killer's 2nd chance perk is strong. Such as Noed & Bloodwar. But Noed can be destroyed before it even works, Bloodwar can avoid if no injured survivor get caught in middle of the map when the Gate opened.
If you speak on Survivor. Dead hard can be activated at least 3-5 times each match. DS. Unbreakable. Andrenaline. Borrow time. Tell each of these perk extend 10sec in chase. Now think about x4 Survivors. Its roughly enough time for 2 Gen.
The most 2nd chance perks team I faced as a Killer was 9/16 perks.
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Actually if you think about Spirit fury & Endure. You're likely take away 33% number of pallets. Which is pretty strong.
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Have her actually bright up when phase is activating
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Any name for this?
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I play this game for a year but Im sure that the Devs mean this game to have Survivors can have a choice that abandon others to able to survive.
They had choice to have 3 escape.
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As a Killer main, I never dodge lobby. I faced 4 Clau or 4 Laurie, or even 4 Flashlight. Some team are toxic, some are not, some even just hide all the game to see who stays the longest.
I wish to see if there is swf in lobby so I can at least pick better Add-on. But this thread explain why the thing never happens.
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It goes like this:
- As the game design, its mostly all 4 Survivors able to escape through Gates, OR 1 Survivors escape through hatch. As soon as 1 dies, 3 other Survivors know 2 of them have to die (I dont speak about key here)
- The longer time that 5Gen done, the lower chance that Survivors able to escape => Gen rush happens
- If simply do Gen and escape, Survivors will not pip or many bp. So they prefer to have the escape ready and get some hit,chase,unhook. Then add another 5000bp escaping as the final bonus. This explain alot why Survivors dont escape right away when Gates are open, but rather fooling around near the Gates.
- Of course no Killers want to have a game that only able to hit & hook without any kill. So Noed happens.
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There was no toxic in the game, so I dont hide the name. Played as Trapper.
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Distortion needs more token with requirement. May be 1 token every dead Survivor, may be 1 token every Gen done, may be 1 token every safe unhook..?
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And Killers already get more information than anyone else pre-match.
I think u never see 3 different Survivor characters changed to 3 Clau with 3 Flashlight at 6sec countdown before. All info we get is "this is gonna be a pain"
At this point, Lock Survivors to change character/loadout when 15sec countdown left. would also work
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@MrsGhostface and strangely, Im the 1/10 Killer who never dodge lobby. To have some game like this.
You miss the whole point that I wish to know if there is SWF so I can get better add-on. And use weaker add-on if all are Solo. There are many useless add-on that happen using them vs hardcord SWF, and the next match I use Op add-on to face Solo. Results in both match were either dominated or dominating, both werent fun.
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@Kaiju said:
So a squadette with bright outfit's means they are toxic? Lmao
They did toxic son, I didnt put that squad image for nothing.
They checked my profile as seeing Im Asian
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Itchy is not the only thing.
The other thing is when you miss a skill check, BAM. You decide to leave the gen in case Killer comes, but there is another skill check right after the 1st BAM, then you get a 2nd BAM. Thats a 16sec on Gen wasted.
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1 game in the Game, I saw 2 silhouettes sit on a gen down floor, I windup a hatchet, 2 silhouettes (Jake and Quen) started to run away, I threw to the Gen, had a hit.
Clau was also sit at that Gen. completely unable to see her
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Who dares to complains my Trapper.
Trapper currently must remove his RNG escaping chance. Giving skill check when attempt escaping, success 2 times in a row give an escape. 3 times with Green stone. This will work perfectly together with his own perk Unnerving presence.
That random 4-60sec is so painful for both side.
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I had 2 down around 10m near a Gate, when I picked 1 of them, DS. I picked the other 1, DS. Both of them tbag and leave.
This is why I have to tunnel each survivor after they have 1st hook. If they have DS, I willing to eat it so I dont deal with it in late game. If they dont have DS, they get 2nd hook, but then I will tend to leave them have their game until late game.
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There is another reason:
unhooked survivor with BT tend to block you from other Survivor. Once I understand if that survivor is trying to do that, I wait for 15sec following them but not hitting, then tunnel them until they get another hook. they asked for a hit. so i make sure they will get a hit but not cause deep wound.
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I just had this Lobby
Survivor #1 - Survivor #2 with flashlight - Survivor #3 - Survivor #4
Right at 6sec countdown moment, #3 & #4 change the characters with 2 flashlight
#1 immediately quick the Lobby at 2 sec count down. those #2 #3 #4 standing there, each of them slowly quick the Lobby
I didnt note & remember the name of Survivor #1, that was the night saver.
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I started a match next to a Gen, seeing David from far distance.
I pressed num2, he walked to me
I pressed num2, he continue walked to me
Then I realize it was the Shape
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Ive faced alot toxic swf. Honestly the 1st time I got bullied, I stopped playing for a week. Never been stressful just by playing a game.
Later I learn and learn. And get better, still lose sometime, win sometime.
As a Trapper main, my tactic is to get late game build. which is what Trapper for. The key is to let them think you're stupid, they will fool around which Gen get slower. There was so many time I ignore Survivors, just go around setup traps. And eventually 1 of them follow can click click. I progressing my plan (laying traps) while they get 25% slower on Gen.
If you go so hard at the start, they will Gen rush hard on you to escape.
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- No hook around the 3rd Survivors (happens at least once a week), sometimes I have to slug 2nd & 3rd Survivors because the 1st one already die at the same corner, totally no hook.
- 4th Survivor on sight when the 3rd downed
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@Coriander said:
It absolutely is holding the game hostage and against the spirit of the game. You aren't completing or attempting to complete objectives. I also believe there should be some feature where the Killer can open a gate if no gen has been completed in a certain time, or some change to the Crow system where you need to touch something within 3-5 minutes or you get birdie friends.
So..a feature reward Survivors hiding so hard?
I would say, a game start with 5min that count down, finish a Gen will add up another 5min. If the count down time dropped to 0. EGC start. Of course Gates have to be powered to open.
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As Trapper in the Game
Already had 2K, later I hook Meg since she was annoying with flash light. Got 3K.
Feng was dying on the ground, I pick her up go find the hatch because I already dominate them (1 Gen done). She kept wiggling, and stunned me when I got near the hatch, process to flash light blind then escape.
Feng: ggez
This is why I dont give hatch anymore
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/1248927#Comment_1248927
So you want to buff Moris, nerf keys whilst also making survivors feel pitted against eachother if one DARES to bring a key?
because there’s no clear bias in that - not at all
- Buff Yellow Mori, allows you to kill 1 Survivor in EGC (no hook required)
- Green Mori allows you to kill 1 Survivor after the Gate is powered (no hook required)
- Pink Mori change to Purple, allows you to kill 1 Survivor if 4 Gen are done. (no hook required)
All you see in Mori section the BUFF word isnt it? Yellow Mori is pointless, only being used for daily rituals.
Green Mori from killing a survivor that hooked once -> kill 1 after the Gate is powered. Mean all 4 Survivors can able to play the whole game. Is it a buff?
Same with Pink. allows you to kill 1 Survivor if 4 Gen are done. Did you read it?
One key helps One Survivor to escape. One mori kill One Survivor.
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Mori & Key should not be removed. Its fun to have surprise sometimes. But those are not fun at current stat. I wish to nerf Mori & Key so it will not put a big impact in a game.
As for me:
- Keys take 7sec to open the hatch (so you dont just sit on hatch, wait until Killer come close then just instantly escape)
- Hatch close right after a Survivor escape, trigger EGC (you can image other Survivors will piss off so hard when see another Survivor bring in a key)
- Buff Yellow Mori, allows you to kill 1 Survivor in EGC (no hook required)
- Green Mori allows you to kill 1 Survivor after the Gate is powered (no hook required)
- Pink Mori change to Purple, allows you to kill 1 Survivor if 4 Gen are done. (no hook required)
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I dont think all teachable Perks reach tier4 to the own character is a good idea, image Meg with Tier4 Sprintburst , tier4 Andre...that will make meta characters.
For me, the maximum a character should have is the first perk slot, if you put their own teachable perk, it will auto become Tier4. leave the other 3 perks as it is.
This may make under level15 characters not too weak with their own teachable but low tier perks. So Dwight level1 can have Tier4 Bone ect
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Trapper:
- Yellow darken as base
- Traps spawns 20m away from the edge of the map
- Able to carry 2 traps
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Had 2 games tonight in re-worked maps. Got 7K/8, 1 escape through hatch
Small map alone buff alot on my Trapper. less time to travel picking up traps, less space to lay traps make traps formation more dense. trapped Survivors harder to escape because of small map -> easier to catch up. Played without tunneling (always chase unhooker).
Guess I dont play enough games to make a summary.
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Being a Survivor main when I started to play the game then now become a Trapper main, I can confirm @Zaitsev 's loadout is good for starter killer.
Later you can replace Deer stalker to Nurse calling: the most easiest Survivor tracking perk. You just injuring more, dont have to down Survivors, they will lead you to other Survivors later.
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Random idea passes by
Survivor on hook get skill check every 10sec (5 skill check in 1st hook before the struggle, another 5 skill check before death).
1st Hook, the zone of skill check is 2cm. Fail a skill check cause the sacrifice progressing for 5sec, success skill check extend for 2sec.
2nd Hook, the zone of skill check is 1.5cm. Fail a skill check cause the sacrifice progressing for 5sec, success skill check extend for 3sec.
When Killer is 10m away, skill check zone decreased by 10%. For each 5m the zone decreased by 5%. Maximum 40%
Why this should work?
- Because other Survivors cant tell if Killer is far or close based on how fast/slow the sacrifice bar progressing.
- 1st Hook skill check zone is large to not pressure Survivors on 1st hook. 2nd Hook skill check zone is smaller to reward Killer if they stay away from hook (and also not to let 2nd hooked Survivor get camped)
- Survivors can not instantly die on hook
(the zone of skill check here is just example)
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Imaging looping 10sec per pallet, 16 pallets can extend chase for 5sec between each pallets
Roughly the chase extend for over 200sec.
5 Gen done in 400sec.
And people complain about Devs dont know their game.
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I used to 2 hook each and let all escape
Until I faced 3 Headon SWF, then people said I have to treat every game as I vs SWF
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Some tips: Thegate progessing bar has 5 stages
No light: 0-24%
1 light: 25-49%
2 lights: 50-74%
3 lights: 75-99%
Open: 100%
Open "E"scape: open the gate until the bar reaches to that "E" then go hide (23%). Wait for Killer comes and go away. Then continue to open.
You know that 23% saves you 4sec, which is 26.6m walking length
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Is this equal to complaining Killer camp hoom when 5 Gen are done?
Its the game fault that not giving enough things to do in each stage of the game. Such as Gen for Survivor in early game, or hook cam for Killer in late game.
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Do u want to know whats more toxic than tbag?
You let Survivors escape and what u get is "ggez"
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Base gen speed isnt nerfed, but anything boost the gen are nerfed (toolbox or many Survivors on the same gen)
With smaller map and infinity windows removed
Those are great buff for Killers. Im sure the game is in good spot once its updated.
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As a Trapper main, I agree that you have to lost 3 Gens just to finish setting up his traps (unlike others you lost 3 Gen to get 1st hook)
But those snapping sfx are so satisfied to hear. Especially you change your direction to control Survivor's path into your traps
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Let me Google it
The game is wonderful, its mechanics were great until the harpooner arrived, honestly as a main killer I wonder, where has the melee chases been? That is completely out of the game mechanics, on top of the false hits I have given to many, another is that with how easy it is to repair generators, a lot of "gen rush" happens, making a count of time in the chases when the survivors are Too good they usually last up to 1.5 minutes, while they have already made 3 generators and adding that it would be necessary to give them another hit to enter the dying state, at that moment they have already made another generator and using perks as a fan (known as "sketchy") it is impossible that you can chase another survivor, not even the best main killers in the game can kill them all (considering that to kill a survivor it is 3 hangs).
It would be interesting a PTS where there are no perks (only for ranked games), the hitbox of the survivors is fixed to avoid false hits, the generators take longer to repair or more generators with skill tests that are truly complicated, with a list social and another in ranked, giving excitement and nerves to the game.
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Survivors main somewhere.
I once suggested that allow Killer to kick finished Gens to make it regressed to 95% after the kick,but not regress further. Alone this will force Survivor to open the Gates and not 99% them, also letting Killers to have something else to do (kick finished Gens) rather than camp hook. It will make the end game more dynamic.
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I dont like slugging for 4K. Its boring for the slugged one. Though I dont care if its a toxic SWF, they dont care for others, so why should I not slug for 4K.
I dont mind if the last Sur escape through hatch when I already have 3K if they have at least 2Gen done. Though if they didnt finish a sinlge Gen, the last Sur should not able to escape by any mean. There should be a reward for 3K at 0Gen done, and that reward is the last Sur.






