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C3Tooth

C3Tooth

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C3Tooth
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  • Its not 5Gen & 12Hook

    The game is design to have 5Gen + 1Gate and 8-10Hook (consider 2 dead and other 2 Suvivors have 1 or 2 Hook) that should not count tunneling to able to pull it.

  • 50k players. Tell there are 10k Killer & 40k Survivor

    Split into 5 difference rank. 2k Killer & 8k Survivor

    Split into 4 region (6h play time a day). 500 Killer & 2000 Survivor

    Even if you & me are in the same time region, doesnt mean you & me play the game at the same time. Should drop the players play at a time to 50%. 250 Killer & 1000 Survivor

    Not so much anymore if MM works exactly as they're intended to be.

  • I know this is gonna get a lot of Love but I don't care. Let's make it happen, devs

    • Remove this guy from playing the game..
  • As Trapper main

    • Able to carry 2 traps by default, but still 1 trap in hand.
    • Traps spawn around the middle of the map
    • Trapped Survivor need 3 tries to escape, 5 tries with Green stone. Injured Survivor escape cause deep wound.
    • Disarm traps trigger a skill check after 2sec of trying, success will disarm trap, fail will cause injured if Healthy, abandone skill check also cause injured. Coil add-on increase the time of trying (Brown 2.5sec, Yellow 3sec, Green 3.5sec, Purple 4sec), Red coil makes survivors trapped with fail skill check (not cause injured if success)


    I will tell why able to carry all traps at once and having all traps at the start is OP

    • You save at least 90sec from collecting traps, find place to setup before picking another traps.
    • With all traps in hand, its easy for him to pick 3 Gen to traps and make 3 Gen strat right at the start of the game.
  • Survivors rather focus on a Gen to make it done, is to make their Objective 20% complete, permanently.

    Killer hook 4 times, once each Survivor, is like Survivors doing 25% of 5 Gens, its 0% Objective complete.

    The key word Gen rush, not just about Survivor ignore totem, healing, or even unhook their mate to make their Objective complete permanently, is exactly the same as Killer tunneling a single Survivor, to make their 25% Objective complete permanently.

    I truly believe a simple way to make Gen rush stop, is to let Killer able to kick completed Gens (though they will only regressed 5% max after Gen is completed once)

  • Seriously, Gen rush (Survivors' main Objective rush - to open gate & escape) is equal to Tunneling (Killer's main Objective - to kill).

    I dont say Killer stop tunneling will make Survivor stop Gen rush, and vice versa.

    There must be a mechanic to permanently remove those to happens. Ruin & DS are the proof of band-aid fix.

  • Survivors Gen rush incase of tunnel, Killers have to tunnel or else they cant keep up with gen rush. The cycle goes on.

    Some Killers said if Gen time isnt this fast, they will not tunnel. The point is, if Gen time increased to 200%, some Killers still tunnel because its a free win.

    As we see now, after Ruin nerf doesnt mean Survivors stop Gen rush and ignore the whole totems thing.


    This game must have something to remove Gen rush & tunneling. 2nd Objective and build-in DS (activated after each unhooked).

  • U asked for salt, so he gave u some. What a nice person.

  • I think giving DS skill check while Mori animation start is a good thing. Survivors actually fight as last resource to escape from being killed.

    Yes, any M1 action should deactivate DS immediatly.

  • Build in perk may make some Survivor meta, especially I see only Laurie has DS. Though yes, at least you never face DS + Borrowtime + Balance Land in the same build

    Though I have another idea that suggested along time ago. Giving Survivor 24 point slots for Perk, weakest perk like Dejavu Tier1 takes 4 slots, strong perk like Andrenaline takes 7 slot. There will be the choice between able to setup in 6 weak perks, or 3 powerful perks. Of course you can adjust Perk's level to suit your play.

  • This map is similar to Haddon and Badham (and may be Swamp) I agree. Literally any map that has at least 2 Gens that on 2nd floor, which mean those Gens have only 1 path to approach the Gen, make it really safe for Survivor.

    At least Asylum has 1 Gen on 2nd floor that in the middle of the map and has multiple ways to approach

  • @Nibla02 All killers have narrow point of view (120 degree I think?) Except Oni surely has much higher camera view than Hag. And thats the point which we cant have crawling beasts

  • Game's music team: are we a joke to u?

    Seriously, the game uses the music by fan made, image how the music team feel.

    But honestly, those fan made musics are really good. And fit to each of Killers.

  • Any beast that crawl through window, yes, but they will never get bigger than the windows (talk about Killer's size)

    Have something that low, Hag is the lowest by now. I dont think lower than Hag will be easy in Cold wind farm, especially if lower than the windows, you cant even tell a Survivor run to left or right from the window when you're at the opposite side.

    image.png


  • The problems from the core design that no matter how Killers look like, they still have to have those requirement.

    • We will never have a Killer that has base speed more than 115% (Stranger thing, I believe it should have a mode to run at higher speed because they can run like a dog, but they dont in game).
    • Stunned by pallet (I think Oni gets stunned by pallet is stupid, but its the game core design)
    • Sight limited, which mean we will not have Killers that have eyes on the their back.
    • Same M1 lenght (Oni has really big katana that the weapon models have break in half to make the M1 range the same as Legion's knife)
    • Slow vault (Nurse should have to fly above windows, why she has to slow vault it?)
    • Able to cross terrain where Survivor can cross (you will never get any Killer that bigger than those doors)


  • @Exerlin you miss iron grap and monstrous shrine/make your choice. Make sure every hook is their last hook.

  • Isnt it 1min for the 1st crow, then 90sec for 2nd and 2min for 3rd crow?

    Beside, crouch walking once every 30sec is not a big deal. Crows only appear when standing still.

  • Trapper should have Basekit Brown bag: at least able to carry 2 traps.

    Trapper should have Yellow darken, so hes able to setup traps at least in short grass. His current traps only able to setup in high grass.

    All traps should spawn at least 20m away from edge map.

    Remove high RNG, Healthy Survivor trapped get random 3-4 attempt to escape, Injured Survivor trapped get random 5-6. Green stone add 2more attempt.


    All of Trapper addon, Bags give him the most benefit in both saving time (able to carry more traps mean save at least 15sec to pick up each trap in the beginning; while setup traps faster save you only 0.5-1sec trap set up each time), and add more power to Trapper (get additional 1 trap with Brown bag, 2 traps with Purple bag).

  • @NuclearBurrito those are quite close as how they work and the effect they do (not the requirement though).

  • For me, as someone who play Killers most of the time. That 1v4 is only about SWF, the truth is its 1vs(1&1&1&1). Killers do well, deserve the kills, yes. But if a Survivor did really good the whole game, they do deserve escape. The other 3 bad Survivors doesnt mean the 4th good one should die.

    The game balance at 2K, and most of the time giving 1 escape. 4K should be as rare as 1K.

  • I think I has a rare idea, but weaker Killers like Trapper Clown should have various tools in hand. Rather than 1 direction like Nurse/Spirit/Hillbilly.

    Freddy is one perfect example for that: able to shift between Gens, snare to slow down abit that can be replaced with fake pallets, sleep mechanic requires time to wake up..


    Trappers need more traps, not bear trap but different traps. Some add-on will add in a different traps:

    • Window trap: remove 2 Bear traps, replaced with 2 Window traps. Stand next to the window and disable with M1, perform a vault will get trapped.
    • Gen trap: remove 2 Bear traps, replaced with 1 Gen trap. First Survivor start fixing the trapped Gen will get Overcharge hard skillscheck, fail will get trapped.
  • With current way that how they work, it will take a year to fix 4 old Killers. For me, Im up to for old Killers rework and QoL

  • I made a Survivors' idea perk discussion long time ago, here I put all the idea that people gave in the discussion. Re-read these I noticed there are real perks now.

    . I refuse: extend the struggle time on 2nd stage hook for 5/10/15% (by @Wolf_of_the_Rift) - now its Steve Camaraderie

    . Loot luster: can carry 2 items in trials, but you can not bring in 2 items into the trials. When you pick up an item when you're already have one, the item icon will replace the Loot luster perk icon. When you drop on-hand-item, the item on Loot luster will automatically being on your hand (how to change the item by your-self). Loot luster can carry a common/uncommon/rare item (by @C3Tooth)

    . Enthusiasm: haste 5/6/7% for 2min when the trial starts (by @C3Tooth)

    . Leave it to me: foot stomp on the ground, make notification noise, leave big scratch mark of 16m diameter. Great use to erase your injured friend's scratch mark and help them escape, or catch Killer's attention. Cause exhaustion for 60/50/40sec (by @C3Tooth)

    . Dispel the darkness: clean Totems 20/25/30% faster. (by @C3Tooth)

    . Signal behind the fog: survivor whistle, makes other survivors see his aura for 3/4/5sec. Cooldown time 2min. (by @C3Tooth)

    . Share your pain to me: If you never get hooked in a trial, you able to do "healing" action to a Healthy survivor that hooked twice. They gain their 3rd hook but isnt a dead hook, in exchange you go to 2nd stage hook when you get your 1st hook. This "healing action" is performed in 20/15/10sec (by someone I dont remember, please claim this idea)

    . Beginner Luck: if there is no generator done while you get hook, you have a 100 % chance to unhook yourself during the escape attempt and receive mangled status effect. You see the aura of nearest generator for 3 seconds. (by @Neot)

    . Repay a favor: If you get saved on the hook, have the safe unhook the perk will become active for 40/50/60 seconds. When this perk activates you can give 1 health state of your own to give to another survivor. So example would be if you have 2 health states and a teammate is in 1 health state or dying. You can give them 1 and now you have 1 health and the have two or in the case of the dying state you both have 1 health. Or in a case of you have 1 health, you can use your health on a dying survivor and technically switch places. (by @elk) - now its Zarina's For the people

    . On the watch: You are affected by the Expose Status Effect for the duration of the Trial. You perform altruistic actions 50% faster, you gain a small speed burst after unhooking someone, if you are the obsession, you can Instantly and completely heal others on secondary action once per trial and your aura will be revealed to the killer for 6 seconds after the next generator is repaired. (by @Theluckyboi)

    . Blood, sweat & tear: You have been in worse situations, you teach your buddies how to remain calm and work more efficiently, the less the better. When there are only 3 survivors left everyone recovers from exhaustion 10%/15%/20% faster and repair generators 10% faster. When there are only 2 survivors left everyone gets a 5% bonus to movement speed and the stun from pallets is 1/2/3 seconds longer. When you are the only survivor left on the trial you will get 10% bonus to movement speed and the hatch will be highlighted to you and the killer. The effects of this perk WONT STACK and will remain as long as you are alive. (by @Theluckyboi)

    . Stubborn: Your experience fighting against superior enemies allows you to fight them back. Press the Active Ability button while running to charge towards the killer and stun them, causing you to get injured. You cannot use Stubborn while you are injured. You can use stubborn to stun the killer while he is carrying a survivor, but this will injure you to dying state. Causes exhaustion for 120/90/60 seconds. (by @Theluckyboi)

    . Hard work yields success: You are stressed when you are alone, but also to keep up and be useful to others. Whenever you are working on a generator with at least one other survivor, press the ACTIVE key when not within the killer's terror radius to begin a rapid skillcheck wave for the next 30 seconds, but with good skillchecks being 5/10/15% larger (or smaller?) and great skillchecks 10/15/25% larger. If the killer's terror radius begins to play during this sequence, the skillcheck wave will immediate stop. (This perk is weak and strong against Hex Ruin and very weak to Hex Lullaby). Has a limit of five usages (by @Ember_Hunter)

    . True altruism: You truly wish to save your fellow survivors, but the Entity's hate for you is much stronger. After being unhooked one time, your will becomes strengthened. Whenever you rescue hooked survivors on the 2nd phase, and they are healed in any way (mending, selfheal, etc) and you gain the safe unhook notification, the next time the survivor is hooked, they will instead be in the beginning phase of the second phase instead of instant death. However, when you are hooked, your sacrificial progress is 20/15/10% faster. Has a limit of effecting one survivor, if another survivor has the same perk, the perk will work for whoever activates it first. The other survivors with this perk will gain a 5% altruistic action speed benefit, and all survivors gains a 50% bloodpoint bonus in that category. (by @Ember_Hunter)

    . Intervening soul: Your close observance of Killers and the Entity allows you to interfere with the trials. As long as you are injured, you can: See killer scratch marks; Interact with the entity whenever it is present in physical form (excluding hook sacrifice) by succeeding three difficult Skillchecks to disable all Entity related perks for 2/3/4 minutes. However, failing any Skillcheck will result in a 10% action speed penalty until you have succeeded 5 skillchecks in any way, also reveals your aura, gain a bonus bloopoint amount to boldness. If the end game collapse timer is finished, you will be immune to the Entity for 10/20/30 more seconds. (by @Ember_Hunter)

    . Geographist: Your screen play has a compass showing the direction (N/E/S/W) that your camera is facing. You can do 0/1/2 Marker ability (like map add on Glass Bead) at anytime, other survivors can see only your previous Marker (example for 2 Marker: you Mark A, every survivors see the Mark A. Then you Mark B, you can see Mark A & B, but everyone can only see Mark A. Then you Mark C, Mark A is removed, you can see Mark B & C, but everyone can only see Mark B). This is a great combination with Plunderer & small game. (by @C3Tooth)

    . Tough guy: You feel the need of helping your mates, You earn 1 token when unhook a survivor to a maximum of 3. When you got the 3 tokens you earn the ability to perform a dash when being healthy, press the action button to perform the dash, doing this will give you a little burst for a split of a second, avoid any hit from the killer, cause you the exhaustion status effect for 90/75/60 seconds. In case you perform the dash towards the killer, this one will get stunned, and it will give you the fractured status effect for 120/110/100 seconds (by @Gato_Loco )

    . It didnt hurt me: if you get hit when injured, you're down. Except if you're running, you will dragging forward 2/2.5/3 meters. And the time you paused on the ground before you can crawl is decreased by 100%, which mean you're able to crawl as soon as you're hit the ground.(by @C3Tooth )

    . Veteran: Everytime you heal a Survivor gain a token up to 7. Your scratch marks last 1 second less per token. If you are ever put into the dying state lose 3/2/1 token(s). (by @NuclearBurrito)

    . Watch your step: The sounds caused by walk/running reduced by 60/80/100% (by @C3Tooth)

    . Sniff the dirt: When you start running, you make a smoke behind you about 6/8/10m in length, 4m in width, smoke starts to fade away after 2sec. 60sec cool down. (by @C3Tooth)

    . Sorry for that: You have a single trap in your hand, it take 10sec to lay trap on the ground, you can pick up after setup. Other survivors can see trap aura when in 20m radius, if they hit, they get trapped, but can escape in the 1st try but leave injured (or down if already injured). If Killer get hit, they get stopped like Trapper hit his trap. This trap is destroyed after hit a survivor or Killer. (by @C3Tooth)

    . Sneak Around The Hook: You leave no scratch marks when the hooked survivors are within 20/24/28 meters from you. (by @Pennosuke )

    . Determination: When hit by the killer during the endgame collapse, your sprint is extended by 3/4/5 seconds. As the last survivor, hit an impossibly difficult skillcheck to immediately pick yourself up, avoiding damage for 2/2.5/3 seconds and gain a 10% speed bonus for that time. You will slowly bleed out as if in the dying state until healed to healthy. Note: By impossibly difficult I’m talking maybe 2/3’s worth of a great skillcheck size, which is affected by distressing. Failing the skillcheck deactivates the perk permanently. (by @AetherBytes)

    . Martyr: Your sacrifice increases the resolve of others. When you are sacrificed or killed, the other survivors get a 15/20/25% bonus to altruistic actions, and a 3/5/5% increase to generator repairing and opening the exit gates. (T3: They are also able to pick themselves up from the dying state once.) (by @AetherBytes)

    . Anywhere but here: Your absolute panic distorts the killer’s aura reading abilities. After being unhooked, when the killer attempts to read your aura, it will be shifted 16/24/32m in a random direction for 20/25/30 seconds. Skill check chances are tremendously higher while active. (by @AetherBytes)

    . Denial: You refuse to let the killer win. When on the killer’s shoulder, your wriggle speed is increased by 3/4/5%. If you wriggle out of the grasp of the killer, start sprinting at 150% of your normal running speed for a maximum of 3 seconds if not exhausted. Causes the Exhausted status effect for 60/50/40 seconds.

    . Paranoia: When on the edge of danger, you become paranoid, heightening your senses. When suffering from the exposed or mangled status effect, see the killers aura in an 8/12/16 meter radius. You cannot see survivor auras except if they are in the dying state or hooked. (by @AetherBytes)

    . Final wishes: Your friends deserve all the protection you can give, even if it means risking your own life. When you take a hit for a survivor while exposed, Earn 1 token. When you have 3/2/1 tokens, the next time you are hit while exposed, instead of going to the dying state, go to the injured state, unless already injured, and gain the Deep Wound status effect. The perk deactivates after being used. (by @AetherBytes)

  • Any costume with skirt

  • Ok, so quit a game per day isnt toxic, because it cause you lose 5min. 5min is alot of time I understand.

    Now image you have 1-2 players DC the 1st game which they will not get any penalty, try to calculate how much time you lost to get another lobby with other 20.000 players. Dont expect the same 4 people you play 20 matches later.

    I will give you an example as you play with 10 other players in 5 matches, who allowed to DC ONCE per day.

    image.png

    I know the 5min penalty is abit harsh, but its needed.

  • I cant think of one but Trapper Wraith Billy are so old now, step on Survivors and slash/hit/saw. Those 3 must have a new Mori at least

  • Oh no, Killers dont brag about they able to 4K with OP add-on.

    Survivors did it first. Thinking in a swf on comm with mass 2nd chance tool able to escape and think they're good.

    image.png image.png

    The end of the chat "corona virus" because Im an Asian.

    I dont brag about 3K Purple Red swf team, I put screenshots of the game here to let you understand WHAT IF I didnt use OP offer, add-on.

  • @ALostPuppy Yes, the list under are the Killers I dont have, those Killer are which I dont want to play as. So yes, Doc Plag Ghost Slinger are what I want play as.

    @Divine_Confetti I find Oni is so straight foward like HillBilly or Myer Tier3 (like M1 or 1 hit down without actual special ability) I think I will get Deathslinger though.

  • I find its fun with Obsession status.

    Its either you will be tunneled to death with OoO, Remember me, Rancor..

    or the last one alive because Killer plays Myer perks.

  • Nightmare, that one Killer that I hate vs as Survivor, and hate playing as Killer. But geez his perks are so good I had to buy to get 3 perks. Especially blood warden.

    Bubba, the most bored Killer, luck that I got all 3 perks in shrine.

    Pig, Im not really into since she quite weak, though I got Surviliance & Make choice, so I will never buy her

    The perk Im looking for: 3rd Seal, Mad grid, Furtive chase, Infectious Fright

  • My slug build is

    Agitation

    Iron grap

    Mad grid

    And put them right into basement as Trapper, because I want my hooks

  • No no

    Noed rewards Killers for playing 3 Perks the whole game.

  • We need startup animations.

    • Survivors need to actually sit down to make the Gen progressing.
    • Their arms must be in the chest to make the Search progressing.
    • The switch need to be pulled down to make Gate progressing.
    • Hatch needs at least finishing 5sec animation or so to make the Hatch opens.

    Just as they have to finish 3sec animation to complete Unhooking.

  • @Zaitsev no, if a Survivor has a slightly buff / debuff perspective, most will always pick meta one. Example if one has 5% faster speed but 10% slower gen repair. Everyone will pick them because that 5% can loop you much longer than their slower repair time.

    I think they should adjust volume between large/small Survivor. Such as Feng is small, make more noise while Jeff is like 30% Iron will because hes easier to see.

  • Image one success unhooking him, there would be 3 hatch escape in an instant.

    Why people are so lucky. I once as Survivor in Lery vs Huntress where Im the last one. You know what? Hatch spawn exact the same place as DC Clau. Which cause the hatch didnt appear (but still able to hear the sound). I had no choice but ask Huntress to hook me.

  • I have a big thanks to Shrine secret last week with Make your choice & Iron maiden. Both perks were what Im looking for (since Pig & Legion are weak, I dont want to buy).

    Also lucky that I got all Bubba perks in Shrine too.

    Im looking for Mad grid to deal with SWF as Trapper. Then my basement will be complete.

    Looking for Furtive Chase too, +Rancor will be a delicious combo late game.

  • I main Trapper, though recently I face a few time vs SWF with many Flash light and Headon. Then I realize only Spirit can actually counter Headon "with just her power", and that they just remove a Trapper and replaced with Spirit.

    Not my fault.

  • @SleepyWillo said:

    I usually feel bad until I see the kill has max everything and UR addons but has smurfed to go against easier survivors...

    Happens to me alot. Had a match vs SWF with Flash light, 3 Head on 2 Red/2 Purple ect and got myself crushed. Then I bring all expose perks with good add-on, to face 3 Green 1 Purple.

  • @Krilkal This is the truth, Entity helps Survivors to rush Gen.

  • I will put this here.

    image.png

    (Ignore the result, I could have 2K but I let them escape)

  • Sadly the game designed to be 1v4. No matter how weak a Killer lore is, the number of Killer will always be 1.

    UNLESS they able to create an AI to control another Legion that able to chase Survivor (tend to be stupid though), which players able to switch control between 2 Legion. That would be perfect.

    Though I think their basic attack (or frenzy attack) should cause deep wound, and with each attack cause 1/3 deep wound bar drop (which 4 hits total to down a healthy Survivor; or 3 hits to down an Injured Survivor)

  • Hey, I just had a game with 2 Red 2 Purple as Rank12 too.

    And they are SWF with 2 flash light & 3 head on.

    Also got 2K

  • I tested many game with double same add-on on Trapper. (x2 Bag, x2 Coil, x2 faster setup, x2 darken traps)

    • Double darken traps doesnt save time, but make Survivors frequently trapped. Save your "setup time"
    • Double faster setup, 2sec setup trap faster isnt a big deal. Not worth it
    • Double coil, make Survivors disarm trap 2 more sec doesnt make up to the time you walk back there and pickup-setup trap again. (the least worth it)
    • Double Bag, with ability to carry many Traps, one thing for sure is you dont lose 15-20sec to walk and pick EACH trap. (These double add-on help you real good at late game as collect all traps to the gates)

    Consider give him ability to carry 2 traps by default is already a good buff on Trapper.

    Though I want his RNG gets a rework, with trap spawn position.

  • Thats a good idea, 7 Gens for 5 Traps spawn. His 1st Gens circle patrol is to pick up/setup Trap. 1 job does double works. Perfect.

    Though it will not help Hag world with Gens on the edge of the map.

  • Struggle on Killer should be kept. It requires abit of skill to hit left-right well timing to make it faster.

    Spamming Space on 2nd state hook should be removed though. Can be replaced with 3 skill check (15sec apart each time), if hit 3 Great skill check, perhaps award Survivors with another 10sec on hook.

  • I have an idea of Killer able to either Walk or Run like Survivors.

    Their walking speed is slower, and so does TR get smaller. But only apply to some Killers (I dont think walking animation suit some killers like Spirit or Huntress, Billy..)

  • David lore: tough guy, likes to fight, can take a punch and willing to do so.

    David game: alittle girl Feng can take 2 hits until dying, he take a single hit and dying.

    He should not have No mither, and replace with a perk that he able to Ram directly to Killer and stun them, but can only do if he's healthy, and cause dying if the Ram success (also cause exhauted) Basically he has 2 versions of Dead hard.

  • On High/Ultra graphic. Hospital is super dark and its good to high traps.

    You barely see at close distance, Though it will be revealed at range because of Fog (stupid)

    image.png


  • @KingOfBadRNG Why? Im rank 13 and still play the game. Of course with meta perk/addon/mori. I understand 4toolbox though

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