C3Tooth
C3Tooth
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- C3Tooth
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I gave one idea, Im not sure. You cant buff Solo to equal Swf.
But how about...you can add 1 more perks for +1man in SWF? Killer gets 5 perks for 2men SWF, 7 for full team SWF
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Key point: Killer players dont see their costume in game, only Survivors see your costumes
Survivors can see their own outfit all the time.
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Sorry but am I the only one think who DC should not get de-pip de-rank?
They should have raise up 5 rank to face deadlier Killers and get even more DC because they're not skilled enough, which will quickly to get them banned.
DC players get de-rank will ruin new comer experience.
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- No collision, everyone agree with that
- When start phasing, she brighten that can blind survivor if they look at her direction for 1-2 seconds (like very rare Flash light on Killer). However her power bar drop to 50% so she can not spam the effect/fake phasing. The other 50% bar still keep her current 5sec phasing.
Just random ideas.
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60 Tiers, half of it is 30. Average of players will reach to 30, half will reach higher than 30, half can not.
The number of people who reach to Tier60 will be as rare as Tier0 (who doesnt play)
So dont be sad if you cant reach to Tier 60. I play 2h a day and currently only Tier9
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4 survivor escape through hatch = 5 gen done to make hatch spawn + key use
3 survivor escape through hatch = 4 gen done to make hatch spawn + key use
2 survivor left, at this case there are only 2 case: escape through hatch with 3 gen done to make hatch spawn + key use; or 1 die so the hatch open.
I can say, its not like survivor did nothing to not deserve the hatch. Except the last survivor with 0 gen done.
I think the EGC starts right away when the 3rd Survivor dies without hatch spawn, so the only way out is 2 gates (this should be work with 0 or 1 gen done) to prevent 1 survivor escape with key while 0 gen done.
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5gens work for 1 instant heal state & 5sec sprint, its a good reward for me.
But I agree Andre active on hatch close with no gen done should not happens. Perhaps it should change the requirements as 5 gens done, not the EGC starts.
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Because its nice to look at them. Like Nea with school skirt.
However I think girls should be louder, while guys should be more quiet to make up their size (especially Jeff should have Iron will 1 by default). It will balance between the size & the noise
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Some toxic people here think safe pip is a reward.
Hiding/play self fish is also a play style. There are many people say Survivor's main goal is ESCAPE. So he ESCAPES, he completes the main Survivor's goal.
Objective: doing gen
Altruism: helping others
Bold: get in chase, de-power Killer
Survival: escape
I dont get how one finish Objective & Survival deserve a de-pip because they're not helping other & get in chase. Its 50% of Survivors' game play. If they dont get in chase, they will not get better at it and eventually die more in higher rank and de-pip anyway. So whats the problem?
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My cheap tips as a Survivor main when I started to play this game half a year ago
For beginner, start with Dejavu, Plunderer, Bond, Small game to learn how the game works, having info let you know what you should do,where you should go.
Later Urban Evasion, Spine chill, Iron will to learn how to play immersed.
Once you start to get better at hiding/evading & game mechanic, use Decisive Strike, Dead hard, Light weight, Iron will to learn how to get in chase/escape against Killer.
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Just 2men SWF and 2 Solo already make a huge different. Image 1man SWF dies, then he can gather info from 2 Solo for his alive SWF mate to make right move.
Example 1Solo hooked, the dead SWF can tell alive SWF if the 2nd Solo is on gen or on secure, so that alive SWF should go secure or be on gen. Or eventually tell where the other 2 Solo so he can join on gen rush/finding totem/wait at the gate...
Killer deserve 7 perks for 4men SWF.
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I remember someone suggest a Survivor perk that able to ram Killer to make them stunned, with many downside (have to be on the run, have to be healthy, lead to dying if ram success, cause exhaustion if miss, able to do once per game if success). Which can be used to help the last hook team mate being carried to the hook. I think its a good perk for David that scarify himself for other to live. It would make more sense than No mither & WGLF
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To me, Solo should not be buffed to be equal to SWF, then buff Killers.
The key of this game is the lack of information between Sur & Kil. Currently Solo vs Killers is what the game should have, and should not be changed by giving more info for Solo. Because after all they still lack of com/cordination/true thinking about team mate
What I think is if there is SWF, Killer should have notification who are in SWF to let them have time setup meta build to go against the SWF, even giving 1 additional perk for each 1 Sur in SWF (5 perk if 2men SWF and 2Solo, 6 perk if 2menx2 SWF (or 3men SWF and 1Solo, 7 perk for full 4men SWF)
Killer should be buffed if there is SWF.
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Objective: hold M1 at Gen & Door
Altruism: hold M1 at team mate
Only Boldness requires mind game & true skill for Survivor
Survival is result from Boldness skill - escape or not (or at least another Survivor is great at Boldness so you can have Survival
At long at there is 1 Sur who great at Boldness category, there is a high chance that at least 2 Surs will escape.
For me, Rank 1 - 20 - 20 - 20 Survivors team is better than Rank 15 - 15 - 15 - 15
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I see the OP is trying to make a Small game in this forum, but I think This is not happening
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@CatHound22 said:
And here we have the crybaby survivor in its natural habitat. Don't want to die to mori? Stay off the hook.
Wao...smart, how could people here doesnt think of that?
@AbsolutelyAmel think of each trial is a movie, sometime a useless/selfish people can stand last and survivor. (Didnt we all hate the fact in Mortal Kombat 11, Dvora still alive while Scorpion is dead by Dvora in storyline?)
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What if...Survivors get affected by tonic will have a count down bar, they will have to stay in a place and do skill check "breath in" like Doctor "get out of madness" or Legion "mending".
If the count down bar drop, Survivors get into injured state (and dying while in injured state). Of course if they success, they're still being healthy. The count down bar takes long to deplete but doesnt pause while in chase.
Trying to think of force Survivor to do something, make them abit busy.
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Ive think of another way to make Spirit power weaker in chase: add more vfx sfx when she start phasing, if she cancel phasing (more than 50% power bar), the power bar starts reloading at 50%. This is to make Spirit can not constantly pretend like shes phasing.
Of course giving her more power in surprise attack.
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I just buy Spirit with shards weeks ago and I have to say her power is so much fun to play, especially with the right perks setup.
I do think Spirit nerf should be around easier to surprise strike on Survivor, rather able to use Power in both surprise attack and mid chase.
Slow down activating power, increase phasing speed & duration. I also think remove colliding should also work.
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Praying bead should be replaced with "Survivors on any where in the map can hear her phasing sound (like Legion terror radius to the whole map when he chase someone) except inside terror radius"
I just hope the rework on her will be her power activating speed slower, to make Survivor able to runaway further. But give her running speed while phasing faster.
That will make her more deadly to slash Survivor on Gen, but harder on chase. Force her to success on surprise attack.
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A survivor with Spine will never get touched.
The fun about the Shape is actually his Tier1 that trump all Spine chill & Premonition. Not about that helps him to go to Tier2 quick. Its about the true jump scare when you first face the Shape in a trial.
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GF has a single play style: stalk 1 Survivor, take down 1 Survivor
Shape has various: his base ; forever in Tier3 ; forever in Tier2 ; forever in Tier1.
I do concern about "Forever in Tier1 add-on" face a Spine chill Survivor.
Shaper Tier1 need to have Undetectable status. Just alone fog effect on screen cause lower the view angle is already a soft kind of nerf.
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The point of Spine chill doesnt detect Shape Tier1. Is not because Tier1 trump Spine chill
Its because when Survivors use Spine chill, they look at the perk to tell if dangerous is coming (perk light up). There for they dont expect sudden Gen grab from Shape.
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I was always thinking of buying Shape to play Tier1 in Lery. It would be so fun.
Thanks for this update, Im not going to buy.
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Even without the challenge, when I tend to play a certain style, like Self unhooking build (BT, Deliverance, Breakdown) or Healing build (BT, WGLF, Empathy, Botany) or Gen rush build (No mither, Not gonna happen, Resilience + toolbox)...everything goes different than I planned.
Survivors need to do things based on situation, not by order.
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Not, its more like Premonition that no cool down and no range limit.
but you get to perish.
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Now the perk live to its name: Object of Obsession. Asking Killer to tunnel you to death.
As a Survivor Im not dare to use the perk, because Im not a chaser, and dont have friends who play this game to play SWF
As a Killer I hate when I see someone uses this perk, especially in SWF.
So I like the change.
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Thats the problem to all games, Developer tend to balance something that majority of players able to play Something this Good. But there will be always some God able to play Something that Marvelous. Force Developer to tone down. Leave the majority doesnt want to use it.
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I do think Spirit should have slow down her power activating to make Survivor make a run, but in change giving Spirit either higher speed OR longer duration to make it up the time she lost on activating.
There are so many time that survivor drop a pallet, I standing still acting like Phasing (but actually still on cool down), and that survivor just slow vault the pallet, those are free hooks.
I do think my idea on changing will make only Healthy Survivor able to mind game her. And Injured has to run away from her Phasing, rather than trying to mind game her while being injured because that never work with the moaning.
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Give surprise element to some Killer like Plag, Pig, Freddy, Trapper. I dont like how Survivors know the Killer at the start because of fountain, handcuff box, sleeping effect, unsetting traps lay on the ground.
I would love to have Fountain, handcuff box only spawn after a Survivor get infected, reserved trap. Sleeping effect only start after they hear the humming song (and the Sleeping effect going for the rest of the match after that like the current game). Trapper's not setup trap is invisible to Survivor until the Trapper setup the trap for the 1st time.
(this is madness idea though: I also love to have Killers have 12m terror radius until they get into the 1st chase, which is the radius will increased to their own radius since then)
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I play respectfully as Killer, no camp, no tunneling, never chase unhooked if I see the unhooker, no ruin, no noed. So even if I get destroyed by Survivors, as long as they dont taugh,tbag. Its a good game to me.
I do think many when 1-2 Survivors able to escape for whatever reason (which is the game balance as 2 alive - 2 dead). Those escaped Survivors tend to be "ezzzz". And that could lead to 4K is a must nowaday.
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Jake for voice acting
Nea for student outfit
Spirit for the combination with Nurse calling.
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To be honest I dont feel Legion appearance is as scary as Trapper/Hillbilly which are giant. Hearing the original terror music that powerful doesnt fit Legion, while it works well on the old male Killers.
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About the problem "If Survivors hear the terror music coming, they will know whats the Killer is"
It can be solved with another terror music that apply to all Killer. The unique terror music will only applied after your 1st chase against that Killer. And of course chase music is always the Killer unique.
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Right, I forgot the color
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It means Killer is setting up their load out to counter Survivors load out. Killer creates Lobby, means Killer is always in Lobby waiting for 4 Survivors.
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I find its funny that if you have a bad match as other Killer, most you get will be "ezzz, noob, useless..."
But if you have a bad match as Nurse, most you get will be "gg"
I guess Survivors respect bad Nurse, but salty over good Nurse
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I like the idea of giving skill check to escape the trap. I think it would start with as small as Great skill check, then the skill check getting larger and larger. A skill check pop up every 5sec. Great players can escape within 5sec, if you cant hit skill check, still able to get out after 10 or 15sec. RNG is unfair for both side.
His traps can be spawn anywhere, but at least make them stay away 30m from the edge of the map. I hate traps spawn in the corner.
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Joke on everyone. I stand at the gate waiting for Survivors to repair the last gen then I open the gate for them to leave.
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I just able to unlock Nurse calling for Spirit. Im at rank 15 (because I dont hook kill so I dont pip) but able to dominate 4 survivors with rank 11-13.
Had so much fun with Spirit + Nurse calling.
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I do think struggle should have a skill check for every 1/3 bar (at 40sec left and 20sec left). If you miss skill check, you're dead
I also do think this will force a player to stay in a match longer. Because if you plan to suicide on 2nd hook, at least you will have to wait for 20sec to miss the skill check. And there will be a chance that a mate will unhook you before that.
Of course the skill check is easy as Gen.
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Sick of tunneling, face camp, ruin, noed?
Until you meet me ; )
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Do each Killer has different lung range? Because I swear my hit rate with Wraith is better than Spirit. And also I feel Spirit recover from missing attack is faster than Wraith.
I need some confirm info.
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Difficulty without any reward.
If not buff the perk in game play, then at least reward with more blood point, like increase the maximum bloodpoint earned to 64.000 instead of 32.000
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I have one suggest above. That Unbreakable & No mither overall will have the same looking. Except Unbreakable active only once per trial, but able to get Healthy stage ; No mither will active when you get up by yourself, and you have Broken since then, but you're able to get up unlimited time.
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Unbreakable unlimited would be too op, because if you injured from dying, Killer can not know if you have Unbreakable or being healed. Unbreakable is something suprised to Killer, and you're still able to get Healthy state, unlike No Mither.
No Mither, I think it should start with Healthy state, but once you're dying, you Have choice:
- If you decide to get to Injured from Dying, you will be Broken the whole game after. Of course you're able to do that Unlimited.
- If you decide to get healed from Dying to Injured, you still able to get Heathy state.
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Wanna counter face camp? Ever heard of Kindred?
Wanna counter tunneling? Ever heard of DS?
Wanna counter slugging? Ever heard of Unbreakable?
Wanna counter Spirit? Ever heard of IronWill?
Wanna counter Doctor? Ever heard of Camp Spirit?
Wanna counter Nurse? Ever heard of Dead hard?
I agree topics about wanting Noed nerf is nonsense, because Survivor can actually prevent it in game without requiring a Perk. Using LightBorn if you see more than 1 Flashlight. Or BBQ because Survivor can notice Killer behavior after a hook or two.
A perk counter a Killer power is pure luck. You can not tell Survivor use a perk to counter a play style. Killer main speak like Survivor has 50 perk slots, or Survivor has cheat mode that able to see what Killer they're going to face, and able to read mind what play style going.
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Beside Costume, Shrine Secret..perhaps we should have another shop "DC".
You have 3 DC token, each time you DC, you lost 1 token. If you're out of token, you're unable to Search for games. Everytime Shrine Secret reset (once per week), the DC gained up by 1 token. You can buy a DC token with 300k blood point.
I think...this will solve the problem. The Dev dont need to check report for DC proof. With this system will help us, and Dev themselves.
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Wraith:
- Completely invisible
- Spine chill doesnt work on his cloak form
- The bell sound should be discern about range without addon.
Just ONE of these become his base + increase cloaking speed. He will be much better.
Trapper:
- Able to carry 2 traps with base. Still start with 1 trap.
- Self untrap should not be high RNG, sometime 1 try, sometime never success. It should be randomly 3-5 try. Addon cause harder to self untrap should increase the number to 7-9 try
I dont know about Clown, hes very annoying to me because he has 115 speed with slow down ability. Being chased by him always in short time.
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Toxic perks
- S: Everytime you crouch and stand up, you gain another hook stage.
- S: Everytime you flashlight click, you gain 1000bp.
- K: Everytime you slash on hooked survivor, they process to the next hook stage.
- K: Everytime you Tbag on dying survivor with Pig & GF, they bleed out 10%.
- K: Once you pickup dying survivor and drop to the ground, they gain Knockout effect. Everytime you keep doing that, the aura reading from other survivors on dying survivor drop 8meter
Counter Toxic perks
- S: If Killer is tunneling you, you gain 30% more speed for the rest of trial
- S: If Killer facecamp you, your hook stage progress 300% slower (opposite to @UlvenDagoth )
- K: If a survivor Tbag you at Exit Gate area, Entity block only that survivor to exit for 60sec.
- K: If a survivor flashlight click you, they get Exposed status
Counter Toxic Offering
- K: An add-on let you face those toxic survivors that you marked them in the black list, they get Exposed status in the rest of that trial.


