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C3Tooth

C3Tooth

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C3Tooth
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  • Actually there are too much Gen slower perks, we dont need it any more

    • Thanaphobia (4% slower for each injured Survivor)
    • Dying light (3% for each hook that not Obsession_
    • Pop goes weasel (25% total progressing on kick after a hook)
    • Over charge (extreme hard skill check, 5% regressing if fail)
    • Hex ruin

    We need another Objective.

  • No matter what Killers will be, they will always have to interact with Pallets, Windows. Even Nurse's power can deny those but still get into interact to it sometime. A very huge Spider like Last year Nightmare is hardly happen.

    Unlike DBD, Last year game mechanic is mostly build stuff into a shooting game, which is no matter what kind of character will be, it will always work.

  • Perks should never give Survivor & Killer abilities. They should only enhance something they already have.

    Some perks are too op when combined with some Killer's power.

  • @Mashtyx1 said:

    No, how about Ruin as base kit instead.

    Ruin extend the M1 time on Gens

    Noed may create messy situation in the end game which make more interesting, but its quite a bit OP but has a downside (Hex)


    I created a topic of a new gameplay https://forum.deadbydaylight.com/en/discussion/111353/if-im-able-to-create-a-dbd-game#latest that Noed should be a basekit, not a Hex BUT only able to instant down the 1st healthy survivor. I like how Killer is more scary and threat at the end. But not totally op.

  • DBD should stop adding DLC and rework the game play as a whole. Look at what they did as band aid to Gen.

    • Start with Nurse Thanaphobia
    • Hag came with Hex system: Ruin to force Survivor do totems and slow down
    • Clown Pop goes weasel with 25% Gen regression
    • Freddy dream mechanic

    I even think that DBD should make DBD2 with improvement on game play mechanic without mistake they did on this game (at least with face camp, tunneling, gen rush)

  • Trapper doesnt even need to start with 2 traps, but he DO NEED able to carry 2 traps.

    About the escaping RNG, its not ok that sometime survivor takes age to escape the trap, and sometime it takes 10sec for they to escape traps with Green stone.Tone down the RNG

    Just these 2, Trapper will be great.

  • I just bought Freddy this Black Friday because his perks seem good for late game. But after a few match, honestly his game play doesnt suit me. I end up go back to Trapper and gain Freddy teachable perks.

    I literary buy Freddy just for perks

    Leather face, the bored killer to play for me. Now I have all of his 3 perks through shrine, my Killer life is (mostly) complete.

  • Had a game with Leather face offer and I totally got destroyed.

    a Survivor: ggez


    Had a game that instead of 3rd hook Survivors, I drop them to the ground right in front of the hook

    a Survivor: ggez


    Had a game that 2 Survivor hook suicide, Meg got 2nd hook struggling, I walk away to let Feng unhook Meg. Then I got Feng on 1st hook and I walk away to let Meg unhook Feng (because I like to dominate Survivors but dont kill). Meg leaved Feng on hook for pure 1min and a half and Feng decided to die on struggle stage, right after that, Meg jumped into hatch

    Meg: ggez


    Had a game as new Freddy with 3 perks tier 1,2. Able to double hook 3 Survivors and 1 hook on the other Survivors. I totally dominated them.

    3 other Survivors: tks; why u didnt hook us?

    the 1 hook Survivor: noob Freddy


  • @gnehehe said:

    Trapper is very fun and some simple QoL would render him more enjoyable and efficient:

    • Ability to carry 2 traps and start the trial with 2 traps by default
    • New animation to rearm traps which were disarmed (no need to pick it up then to replace it)
    • Traps will no more spawn on edges of the map
    • Injured survivors, who step into a trap, suffer from honing stone effect (down unless a partner help them)
    • Slight fine tuning of trap color: default traps and traps with yellow addon should be slightly darker (I do think that tar bottle is a bit excessive: 2 slight buffs and 1 slight nerf for balance)
    • No more excessive RNG-based escape: if someone steps into a trap, he should be immobilized for 8-12 seconds (current fast escape with a partner is ok) ... both 1-try escape and 10+ tries failure sound really wrong

    @bhvr: we need this ^ 😁

    /edit: I do think that starting with all traps would be really excessive and this is not needed to improve the trapper

    Ive tried double same add on to see which addon is the best for him. And

    • Stone decrease escape change means nothing, the RNG is too high, Survivors can still escape with 2-3 try sometime
    • Fast setup traps means nothing, because that 1sec setup faster can not make up the time you walk to get another trap
    • Darken traps is so map terrain depending, it doesnt help you able to place traps anywhere you want. you still have to place traps on tall grass to make it work.
    • Those bleeding effect only help you to find them after they escape

    Like @Blueberry , start with 1 more trap slot and less RNG is already make him good (you dont have to use Brown bag in every match and able to use another addon)

  • I heard that they can not Optimize graphic, so they drop the quality.

    Idk, I just play this game since Feb 2018.

  • Found this image in an old topic

    After the patch 2.0, Meg gets 10 years older

    image.png


  • Am I the only one think dead survivors should not appears running on the score board?

  • Devs had spoiled the player.

    • Remember the day only Kindred tier 3 works for all other survivor when you're on hook? (Requires 4/12 perks at tier 3)
    • Months ago Kindred buffed to works for all other survivor when you're on hook at all tier (Requires 4/12 perks at any tier)
    • Now Kindred gets another buffed to works for all other survivor when all survivor on hook. (Requires 1/12 perks at any tier)
    • And people still want Kindred should be a basekit (No requiring)


    If you ever realize current Kindred kills Trapper a little bit more with constantly 16m aura reading.

  • 1v1v1v1 vs 1

    Thats actually how this game is supposed to be, you can play altruism or selfish. No one in real life being altruism.

    Remember the core horror movie:

    • Good people die first
    • Selfish die the last
    • Only main characters stay alive


  • Few try as a Survivor use new Kindred, its absolutely OP now. But honestly its the only way to close gaps between Solo & SWF.

    Though, I prefer to have Killer get buffed when facing SWF, rather than buff Solo to SWF level.

    Tell, the game is supposed to last more than 9min. With 4 Survivor x2 hook stage which giving free info for 8min. For a single perk slot of 12.

  • @Alice_pbg said:

    I would like if it played any cinematic at random. You open the game and you never know which killer is appearing 😈

    I demand every Killer has an opening cine.

  • I actually like the old opening cine. Featuring 4 original Survivors and Trapper.

    Meg screaming in distance, Clau on hook, Jake dead and Trapper looks back to Dwight.

  • I had 2 games with the new Kindred, and I have to say its really op for non-steath Killers. Since you can constantly get info within 9 hooks. While it make Kindred useless to steath Killers (not a problem), and Campers (big problem)

    As Killer, I dont tunnel/camp. I feel the new Kindred hurts alot for Killers who dont camp. And Objectives will be done much faster

  • Honestly MacMillan realm only work well for Trapper, most maps have 1 way windows that noway to catch up with other Killers

    Beside, I agree with other, I thought you mean game notification makes you annoyed, not the window. You need to speak specified next time.

  •  The reason I’m not asking for Unnerving to always change the skill check direction

    I like that idea, beside Lullaby should not simply shorter skill check noti for each token. I mean if it stack 3 token, the skill check noti must go randomly from 0% shorter time to 75% shorter time, it will mess up more than the noti keep getting shorter over time. Beside the Perk should not be a Hex, its effect is too weak to actually being a Hex

    • Huntress: start with 5 hatches, can be used right away.
    • Clown: start with 5 bottles, can be used right away.
    • Spirit: can phase right away ect..

    Trapper: start with 1 trap that require to go somewhere and setup, then go somewhere else to pick up another trap and then go somewhere to setup again.

    Counter option as Survivor:

    • Small game to find traps
    • Slippery meat to increase escape chance
    • Tool box to destroy traps
    • Saboteur to extend the destroyed traps time
    • Disarm
    • Calm spirit to not screaming when trapped
  • I just had a game as Trapper in weekend, because I dont use Ruin. By the time I done set up traps (in Blackwater swamp; at least 2 traps spawn at the very edge of the map), there are already 3 Gen done.

    Though I play at low rank, those 2 last Gen took almost forever to be done. Cant tell about high rank or SWF.


    Trap escape should be requires certain attempt that not too RNG, like 4-5 attempt without add-on; and 6-7 attempt with green add-on. There are many time with Green add-on, they still able to escape in 2-3 attempt. Make the 4000Bp add-on really useless.

    Another problem is Traps rely alot on terrain, there are times I just darken trap add-on just to put in Hawking/Hospital map.

    For me I hope the buff will be:

    • Traps are slight color blended with the map terrain (20% similar of terrain color), Yellow darken 35%, Green darken 50%
    • Start and able to carry 2 traps
    • No more too much RNG trap escape, the RNG has 4-5sec different is ok, rather than 4sec or never escape.
  • @vossler25 Im sure barely Survivor hate that they die alot, but they hate that they can not do anything in the whole game. There are difference between

    • I did quite a progress for my team, I didnt die for nothing
    • Chase-hooked-chase-hooked-chase-dead and Zero Objective that I can touch

    The 2nd one, the first chase can be long, but after the 1st unhook, there is nothing you can do that Killer walk straight to you from 10m away, completly ignore the other 3. I dont call it a game.

    Im rank 8 Survivor, I do anything to make myself escape but not a try hard. As Killer, I dont want to rank up, its easier to dominate low rank Survivor, but also a chance to let them know how to play.

  • So many Perks involve around the Gen: Overcharge, Surveillance , PopWeasel. Like band aid to large deep cut. Killers should not use Perks just to slow the game down, Survivor should not use Perks just to prevent tunnel & face camp.

  • It takes a perk that useless in trial duration. And its still requires for them to be alive with 2-3 dead to make it happens. Not totally free for me (if there are more than 3 Gen done). 5Gen left yes its a free escape, but special reward except 5000Bp.

  • Im ok with 3 Survivors left using key with 1 Gen left. They already did a good job, further more its not like all 3 escape at once except SWF. Most of the time 2 left and there is still 1 stuck in the trial alone with EGC

    Im ok with 2 Survivors left using key with 2 Gen left. They already did a good job. Its already at the game balance goal: 2 dead, 2 alive.

    Im ok with 1 Survivor left using key with 3 Gen left. They already did something to have the last one alive.

    Im NOT ok with 1 Survivor left with 5 Gen left by any mean.


    The escape chance should be harder for the last Survivor the less Gen they're done. And the Easier the more Gen they're done.

  • He means the Hooked survivor use Deliverance self unhook, then they Clease while they still have Broken status. Which mean they just give Plague Corrupt power but they didnt even get into Healthy state

  • Perks should enhance something you already have, not giving abilities.

    Image Survivor has all those abilities by default (Dead hard, DS, even able to re-build pallets..ect) of course Killer will have good abilities to match up with those. And Perks are just give you to do something better (like this Perk gives you Dead hard 2m further; this Perk gives your DS stuns Killer 2sec longer..ect).

    This is also what we can see in Killer side: BBQ, LightBorn, Nurse call...give Killer new abilities. Perks like Brutal strenght / ShadowBorn are just enhance what Killer already have, which rarely used

    Currently, I really do want to try something new, but as soon as I remove DS, I get hard tunneled and "how could I so stupid to put DS out of my loadout?"

  • Im ok with no more chapters, Im willing to take an improved game mechanic that they can avoid mistakes from this game.

    • Better, longer, various Objectives
    • A way to make tunneling is more happens
    • The game is no more involved with perks. Perks should improve on something that have a down side, not giving a new ability (example 'Focus repairing' gain repair speed but the terror hearing range decreased...)

    Every new chapter, new power, new perks will lead to another broken things.

  • I remember I read a topic about someone gave ideas about a Killer who spreads disease, and there for we have Plague, so I think Developers do read at your ideas, but its their decision to use it or not.

  • Someone said, 4k should be rare as 0-1k. 2-3k should be common. And I agree with that line, 4k is greedy.

    But one thing I also agree that no matter 0Gen or 5Gen done, the last Survivor still able to access Hatch with the SAME CHANCE, the hatch should only available for the last Survivor if there are at least 2 Gen done. But in the opposite, the more Gen is done, the easier for the last Survivor to access Hatch.

    • 0-1 Gen done: EGC starts right away after the 3rd Survivor is dead, no Hatch/Gate for the last Survivor. (the last Survivor's aura reveal for 15sec)
    • 2 Gen done: as the current game mechanic
    • 3 Gen done: once EGC starts (after Killer closes hatch), a Dull totem is lit and become Hex, after cleanse it, the last Survivor has 100% chance to get a Key in the next chest they open.
    • 4 Gen done: once EGC starts (after Killer closes hatch), the last Survivor has 100% chance to get a Key in the next chest they open.
  • Am I the only Noed should be a permanent mechanic? Because I like how Killer gets mad and go full power in late game, of course it should goes with:

    • Noed should not have speed boost
    • DS is also a permanent mechanic AFTER EACH HOOK.
    • More reward for Survivors if they escape the game than just 5000BP, makes them more selfish in end game.


  • For me, I would like to have Corrupt power has charge count, not timer. So she will not so Op when she gain Corrupt near the gate in end game, or too weak being too far and have her power cooled down by the time she walks to the area she wants

  • image.png image.png

    I came here to make war. Now fight

  • Thats the problem I see, thats why the game for new players will always be ruined. DC because of early down, because the game doesnt go in a way you want. Suicide because other Survivors are noob (which the game doesnt give you a thing you want: good team mates) are the same thing to me.

    At this point I really think Survive a game should give players something valuable, to keep players being in game.

    The only bad game as Survivor for me is a hard tunneler/face camp Killer. Noob team mates isnt a problem for me, no newbie can last a chase longer than 20sec if not being Healthy. (cant deny I hate farmer Survivor)

  • If the speed boost only activated when you fall from height WHILE RUNNING. It will be perfect. It will not let Survivor spam the no stagger during chase, but able to use it why not in chase.

  • I have an idea of giving 2 effects of Bottle by default, can add-on will change the effect / add another effect. Something like:

    Default: (1) Blurry vision / (2) Speed decrease

    • Brown add-on: increase reloading speed ; more Bottle .ect
    • Yellow add-on: increase effect duration .ect
    • Rare add-on: (1) replaced with Blind vision ; (2) replaced with fall to the ground (like escape from a trap) ; +Survivor get Broken (if in Bottle aoe while Injured)
    • Very Rare add-on: +Survivor get Exhausted ; +Survivor get Oblivious (Survivor no more scream)
    • Ultra Rare add-on: +Survivor get Exposed (Bottle dropped by 2)
  • As Solo Sur, I always chat "one tbag for each totems you destroyed"

    At least you will get an estimate number.

  • I think Distortion should help you on moving freely when there is Aura reading coming, but not unlimited. Not being a perk that let you know if a Killer having a certain Aura reading perk.

    Bitter murmur: after you done a gen, and after all gen done (happen maximum 4-5 times)

    BBQ: after a team mate got hooked (happen maximum 9 times)

    Nurse call: healing then hear Terror coming


    3 Tokens do no help. Unlimited would be op though. Able to refill will do.

  • Distortion should be start with 3 tokens, reveal aura will take a token to maximum 10sec of aura reveal.

    Except you can refill Distortion 1 token for every 60sec in Killer terror. Maximum stored with 3 tokens

  • I wish Lullaby and perk like Unnerving presence. The closer Killer is, the noti sound before skill check gets shorter.

    Just image Unnerving is a Hex, the skill check zone dropped 50% until the Hex destroyed, it would be so lame.

  • Startup animations: Must be completed to success, or nothing

    Cleanse totem has 16sec of 'startup animation', if you stop during that time, you have to do it all over again.

    Unhook has 3sec animation, if you stop during that time, the hooked Survivor isnt unhooked.

    Kicking gen has 3sec animation, if you stop the animation, the kicking doesnt happen and you have to do it again.

    So, I think after the gen kicking, Survivor must have 3sec animation to have that spark stop (means no more regression), then they can continue to fix gen again.

  • I feel like there are at least 15-20 pallets (Idk) in a map. Image if one Survivor uses all pallets in a single chase, but they 'can optimize' the pallets like extend the chase just 10sec per pallets, it will be likely 150-200sec. 3 other survivors can repair 2 Gen each.

  • The last game without DS was like 2 months ago. When I removed DS to try some another build. Then I met a Ghostface tunnel me to dead despite the other 3 noticed it and body block him so I could run away. But GF only attack them when hes unable to run toward me because of the body block. I was still the 1st one to die.

    DS should be a permanent mechanic for Survivors, but of course must be rework to heavily strike on tunneling Killer. Since I understand OP's situation.

  • Problem on Survivors: tunneled, camped

    Problem on Killer: gen time

    ++++++++++++

    Survivors: Get Gas to put on Gen before working (requires 2 full Gas carry to fix 1 Gen, so it will be Get Gas -> Fill up -> Repair Gen -> Get Gas -> Fill up -> Repair Gas)

    Killers:All Survivors have DS by default everytime they got unhooked, ??sec cool down but only if 30m away from Killer, this will force Killer to go for another target (if they see one).

    Just basic idea, not going detail because Im not Dev to decide.

  • @Quol I like that idea, it has something about 'dirty' magic trick. If the marked lockers can trap Survivors like bear trap it would be so nice.

  • ^ ^ ^

    Is Survivor supposed to loop 4 min for the other 3 Survivors to fix 5 gen and then escape through the gate?

    Should I tell you skillless when you able to loop me for 3min and then I camp you to die on 1st hook? Nope

  • Free Calm spirit & IronW ! ! !

  • Teachable perks will always appears in the next bloodweb until you take it, so dont afraid losing it.

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