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C3Tooth

C3Tooth

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C3Tooth
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  • Playing games too much is no life.

    Open a game to join in, and not playing the game but trying to screw people around is beyond of no life.

  • The problems of perk system is no matter how bad/good a perk is, they will always take a slot.

    Image the perk system work like Charms in HollowKnight where powerful one takes more slot, weak one takes less. It would bring in the choice between like "6 useless perks or 3 second chance perks"

  • I cant tell the different between 5 Badham because all the title are the same but only re-placed around, unlike MacMillan, Corn field, Wrecker ect each has a building which make the different.

    Bad ham is bad because there are houses that appears in Haddon field, which is worst for Killers.

    I enjoy playing Badham as Survivor because of size and double floors of the map, which make the map even larger, and make it single path approaching for Killer

  • There were many topic talked about this, but can not happens

    For Survivors, anything relate to faster speed or exhausion recover faster. Will lead to meta for Red rank since juking, mind game is the key to win over Killer.

    For Killers, we already see that some perks are totally useless on some Killer (Insidious Wraith, Distressing low terror Killers..) but some perks are madly op on them (Nurse call on Spirit, Distressing on Doctor..) which is why some Killers are meta over others

  • Yeah but its harder on switch because i keep queueing with the same killer like once a day because their arent that many on switch also I could do the bones but it wastes to much time and your not progressing farther in the game to do anything good and i can do it late game but the gens need to be finished

    Well this is why many Survivors on a Gen and tool box got nerfed, all you want to do is Gen and escape. Totems are designed to extend the game time, funny that totems are optional, its Survivors' choice either rush Gen and risk Noed, or play safe by doing totems. Just the same as Killer's choice to risk playing 3 perks with Noed.

    If you want to finish the game as fast as you can. Mori can do the same thing.

  • I think if we bring them both have cool down effect (like 30sec)

    • Premonition: if players camera at Killer direction for 1sec, it activated
    • Spine chill: if Killer camera at players direction for 1sec, it activated

    Both perk will be equal

    But that will nerf Spine chill that Survivors will not like it. Think about buff Premonition abit and nerf Spine chill abit, with their side effect perhaps

    • Premonition: warns you that you look at Killer 32m away
    • Spine chill: warns you that Killer looks at you 32m away

    Both are equal


    • Premonition: cool down 30sec after activated
    • Spine chill: constantly working without cool down

    Spine chill wins


    • Premonition: no side effect
    • Spine chill: 6% faster at doing objective

    Spine chill wins


    "Balance"

  • Wiggle means not letting Killer put you in basement hook. Not to escape.

    As a Killer main, there are many times hooks have poor placement that I miss many kill that I should have.

  • Survivors: toxic to Killers as possible

    also Survivors: getting moried for being toxic is uncounter-able

  • I think if flashlight hit Phrasing Spirit (not her husk), that will stun her. However she will see where the flash light resource come from. Hows about that?

  • Honestly as Killer main, if I know ranking overall on Survivors (I mean no need to specific, but able to know the average Rank of 4 Survivors, I will pick Killer - addon - perk that to fit in with the game.

    I feel so bad when I go so hard to just see 4x below Rank 13, or try to meme around and get 4x Red rank

  • As a Killer main now. Watching this vid https://www.youtube.com/watch?v=xsxRQ3GgeXY&t=1290s , I feel like dead zone is actually abit overkill. Its like 1/4 the map has zero pallets, no gyms.

    image.png

    This image is at 21:11 in the vid.

    I dont play the test build, so cant tell much.

  • I actually like if all Survivors perks more powerful but limited use, like you have to calculate your resources.

    But I think if make self healing faster with 3 tokens, Im afraid it will be more powerful than Ranger medkit with charges addon. Since Survivors' items are mean to be powreful but limited.

  • Make it to 2nd hook doesnt stop Killers from tunneling. For me

    • Yellow mori: allow to kill a dying Survivor when gate is opened
    • Green mori: allow to kill a dying Survivor when gate is powered
    • Red mori: make it Purple mori. allow to kill a dying Survivor when 1 Gen left

    (dont count the hook, you can kill whoever you want when the requirement meet)

  • I did

    There was a game in Haddon field that I had 1 self kill on 1st hook,I constantly find / chase / hook 2 others, but totally can not find the last one. Later I let those 2 escape and the game end. The result show the last one is still in the game. I dont understand, may be DCed for a long time but I never know

  • I agree that there should be reward for vs SWF, not nerfing. May be bonus Iridescent Shards

  • and deactivate if another survivor gets hooked

    Its possible for a Killer that down DS user, and luckily down another one healing behind a tree nearby and hook them to deactivate DS user.

  • I dont say that. Sometimes its about 3 healthy try to unhook the 4th one. Then all try to run to the gate. Just say if u're lucky to hit down another one,ok. But if down the unhooked one? Other 3 can simply just run escape. Because u will have no way to pick up that survivor because DS last forever.

    Tunneling one to dead in early game is stupid I agree. But at end game, u may have to make sure a kill.

    There was a streamer game, I dont remember who. Other 3 are dead / escape. Only 1 just off the hook in middle of the map crawling to the gate. The streamer had to wait for that one crawling near the escape to pick up and hook, just to make sure that 60sec DS deactivated. Now image DS stay forever.


    As for my idea:

    • Keep 60sec count down
    • Any action will drop to 0sec immediately
  • There is 1 thing about "time has no limit" and "if do any M1 work, it will disable"

    Image 5 gen done and gate opened. There is nothing left to do. You know that DS will stay forever if one just off the hook

  • Head on on Solo is weak, on SWF is madly annoying with Quick & Quiet. I had 3 games counter 3 Head on.

    The only Killer can counter such thing is...Spirit. I was able to kill some Head on spammer sound noti just to die on hook when I phrase walk. The main reason why I like Spirit.

  • I made a similar topic last week. Yes Killer dodge lobby will increase, which will not happens

    But if Killer get an noti icon of SWF in a trial when the match starts, it will be fair to me since Killer can not dodge. Just a pre-warning that the game is going to be hard and Killer have to put more work on it.

    Beside, to avoid sudden 3 Flashlight from swf. I think Survivors should not able to change loadout after lobby time count down to 20sec, so Killer can have their last 15sec to react with Survivors' item.

  • image.png

    Do u know One survivor on a Gen takes 80sec? And after many changes, One survivor on a Gen is still 80sec?

    Only the buffs (toolbox, provethyself, many Survivors work together) are nerfed. U speak like u have to sit on a Gen for 160sec.

  • Since u're new to the game, there are ways to deal with Noed

    • Small game perk
    • Detective hunch perk
    • Map item with addon to find Killers' belonging
  • There was a game that I had 3k, one of the dead Survivors said he had alot of fun because I dont tunnel. As for me, as long as I did alot of thing in the game, I can happily die (estimate 18k BP worth of working without escaping)

    As Killer, 6-10 Hook with at least 2 dead. Im good.

  • 180 cool down because there can be 4x perk. If Survivors' perks powerful, its must be gain in power the more Survivor does. Its the only way that make Survivor perks strong but weaken the more Survivors bring the same perk.

    My random idea.

    • Start with 0 token, rebuild a Pallet spend 1 token. Each Survivor dies gain 1 token (Min 3 if 1 Survivor bring, Max 6 if 4 Survivors bring)
    • Start with 1 token, rebuild a Pallet spend 1 token. 2 safe unhook gain 1 token (Min 5 if 1 Sur, Max 8 if 4 Surs. And requires alot of calculating to gain tokens effective)

    (Edit) I forget about god pallets, abandon the ideas

  • For my idea.

    1. Remove the Hex. The first hit on Healthy Survivor is an instant down. Then the perk deactivated. Hit on Injured Sur doesnt count.
    2. Remove the Hex. After 5 Gen done, the perk activated with 3 tokens, each M1 spend 1 token, hit on Healthy Survivor is an instant down (hit on Injured Sur also spend 1 token)

    As long as this perk is a Hex, it has to be powerful as it is now.

  • Screenshot_14.png

    Unless its a 4men SWF which is powerful. As long as its 4 Solo, 2-3K is my average. 2men SWF is an equal game.

    Beside, 29k BP with 4 escape, look like u played fair or let them all escape. I see nothing wrong.

  • And this is why Devs must find a way to get rid of Face camp & Tunnel after god loops, map size and Gen time is updated.

    Face camp and tunnel are legit strat, I get it. But it makes unfun for 20% of players. Consider 20k people as some said DBD has 100k players wise.

  • @imjustapolesir

    That was a dev decision. Get over it. Stop complaining. You don't enjoy being a sweaty killer? Play as survivor. Simple. A SWF group is not going to determine if you're good as Trapper. You either are or you're not.

    Its Devs decision, its also Devs decision that let players suggest our need, either they accept or not. I know u're not able to read. But I will put this again


    I never dodge lobby. I just play through.

    I just dont want facing toxic swf with double Trapper Coil add on

    I dont like having Two Disarm traps slower Add-on vs 4x Red rank SWF. As much as I dont like having Very Rare Add-on vs 4 Solo. I dont care of defeat or pip. I used to let every escape until I faced too much toxic SWF.


    Some Killers are try hard, for me. A normal game is what I want, either win or lose. These kind of games are what I dont want

    image.png image.png

    I already see toxic in the lobby, but I still play through it. And u tell me Im crying?

  • Its hard to notice another Survivor has a key. Best way to let them know u have a key is dropping the key.

    The second best is...press button 2 real hard

  • I really do think they should replace skillcheck every 15sec (total 3 skill check at 15, 30, 45sec) Not affected by madness, unnerving present, lullaby

  • @ClickyClicky said:

    Just bring Bamboozle

    Ah, why didnt Killers think of that. Just always add in Bamboozle so Devs dont have to try to fix these loop.

    I dont know why Devs put hard work on re-work balance here. I think adding a feature that window wall collapsed after fast vault 3 times will fix all of these (also tracktors windows). These door/window rework and breakable wall arent necessary.

  • Whats about you only get to know there is some form of SWF right before the trial start, at that time you can not quit match because penalty.

    Giving Killer 30 more sec to setup loadout while Survivor can not change their loadout is also fair to me.

    I dont mind losing a Perk for Lightborne if there are 2 Flashlight, or FranklinDemise if there are 3 toolbox. I mind of I always have to lose a Perk on Lightborne just in case 3 Flashlight suddenly happen at 6sec count down. As some said "treat every match like SWF"

  • @Blister987 said:

    That's fair, in exchange, survivors should see the killer and his add-ons.

    I dont get how Killer should know if there is a SWF equal to Survivors should see Killer character & add-on

  • @ZerLukas I had 2 matches continuously SWF red rank. Both I had 2K with weak Trapper add on (of course I tried hard on those 2 matches when I knew they were SWF). The next match I brought better add-on, just to have 1 afk, and 1 of them not even try after knowing 3v1. All 3 matches werent what I wanted.


    So I have an idea. When all players are in lobby. 60sec starts to count down. Will spit up to 3 parts:

    • Early 30sec: Survivors can setup load out. Killer can also setup load out.
    • Late 25sec: Survivors no more can setup load out. While Killer can. This will prevent sudden 3 Flash light at 6sec count down.
    • Last 5sec: As currently, no one can do anything.
    • Game start: Killer will get an icon that there is/are SWFs. At that time. Killer can not dodge anymore. But they will know they will have to put more effort in match. Beside that, Killer have 30 more sec to setup their loadout. Which is fair for me.
  • @LetsPlayTogether Just for lobby dodging? Hell no!

    image.png


    @ZerLukas You kinda can do that already by opening their profiles and looking if they are in each other friends list.

    I mainly play for fun, I dont care getting defeated and not care for pip, I only care for BP. I dont want to pay times every match to check profiles to see who's in SWF


    As a Green rank Killer, if all are Solo, its quite normal to get 2K, even all of them are Red rank. With SWF however, pack of Green and Purple can be a pain. Not mention Red.

  • My way to give pressure is injured more (if u spot more than 1 Survivor), than down a single one. That Survivor will self care with 40sec not on Gen, or another Survivor heal the 1st injured one which 2 Survivors with 20sec not on Gen. I think its enough time to down the 2nd one that u injured.

    Totally ignore Survivor attention for chase. U have 1 Survivor not on Gen by default, make 2 or 3 by injuries or chase others

    Note 3 Gens that closed together, patrol around those frequently to make non of them being touched. Until 4 Gen done, its when the game truly begin.

    Slug isnt viable to me, which mean u give up a hook that u should have.


    Remember the game design is to let u have 2K average. U're not meant to have 4K every match.

  • I never dodge lobby. I just play through.

    I just dont want facing toxic swf with double Trapper Coil add on

  • Discouragement:

    • Suddenly disconnect and got 5min penalty
    • And something like these images below
    image.png

    I dont mind defeat. I mind of this game is a bully system

  • Less work, less reward: gain 1 token every 1 Gen done (gain 5 max, total 8 per trial)

    More work, more reward: gain 1 token every save unhook (gain 8 max, total 11 per trial)

    There is another idea I have is having 15sec that will drain if Killer able to see your aura. But that would be too weak against BBQ (4sec each time hook a Survivor), and too strong vs Nurse calling

  • When the game balance forces u to gitgud so hard.

    ...So I git a little gudder

    image.png Screenshot_14.png

    Seriously I got beaten and swf bullied alot 2-3 months ago. But now I keep my head cool. Totally ignore chaser (who tries to get ur attention) and go for other 3.

    Tonight had 2/4 matches vs swf and able to 2K each match. Which is the game design so I dont complain.

    Not telling these games were easy, I had to try hard at the start because I cant tell how many Survivor are great or try hard. Which may result in all escape if u go easy and 3-4 are great or try hard (example with the Tough game, I didnt know they were swf until 2 Headon slamed on me at once)

  • Some says NOED rewards Killer for doing nothing

    I say NOED rewards Killer for playing with 3 perks

  • I dont have Plag yet, but I think her corrupt power has timer.

    What if it goes down when u use the power, not timer. She will not be too weak if Survivors try to hide until her power is gone. But also not too Op if she get her power too close to Survivors

  • Currently Im a killer main and Im agree.

    • Spot Survivors in grass (glowing effect)
    • Slow Gen / Heal
    • Requires contact and 7sec to put a Survivor to sleep

    And Now

    • Spot Survivors in grass (glowing effect)
    • Slow Gen / Heal
    • Teleport from gen to to gen
    • Slow down / Survivor spotting snare
    • Ignore BT
    • With 7sec of put to sleep, now Survivor gets to sleep on their ownin 60sec. The time you run to the other side of map to wake up and run back to the gen you're working on. Just to get back to sleep in 60sec is totally not worth it

    I dont like Freddy as Killer and as Survivor. I bought him just for the perk

  • I agree that after Gen time is balanced, they need to find a way to remove face camp and tunneling.

    Killers should get 2k without have to camp & tunnel. But even if Gen time goes up to 200sec, camp & tunnel will always happens, if the game allows them to do so.

  • Honestly I dont know why Devs want to have these guys' identity keep being secret. These guys should be shamed infront of the whole world

  • Your perks did everything for you

    Thats the whole point of this game.

    For Survivor, there are even perks that help you hold M1 for a short time...so

  • image.png
    • Because Ruin Was the most annoying perk that nerf to death, so Killers use Noed.
    • Now Noed become the most annoying perk, Noed should be nerfed to death like Ruin
    • Then BBQ will be come the most annoying perk. So BBQ later should be nerf to death.
    • After that, the most annoying perk will be Nurse calling

    See what I did there?


    you could get 4k by literally not doing anything during the main match and slug survs during endgame. 

    For me, sit at Gen for 2min then escape is also not doing anything during the main match.

  • I think we can change it to: If Killer looks at you for 1sec at 32m range, then this perk will activated, the perk icon will bright up for 5sec

    • you will get a skill check for whatever u're doing (heal, gen..).
    • for those 5sec, you work 8% faster
    • this perk has 60/45/30sec cool down

    This will paired with Premonition.

    For now, it constantly triggered with work speed bonus make it much better than Premonition.

  • 1 thing I wonder, if Devs get an in-game report like this. Will they actually check the game play of that match? Like if not, how can Devs know the report is legit or not?

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