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C3Tooth

C3Tooth

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C3Tooth
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  • 4 survivor left +when 5 gen done = hatch spawns

    3 survivor left + when 4 gen done = hatch spawns

    2 survivor left + when 3 gen done = hatch spawns

    1 survivor left = hatch spawns


    Hatch spawns, but only open when there is 1 survivor left in the trial, though hatch can be opened with a dull/skeleton key as soon as hatch spawns.

    Example: 3 gen done (2 gen left), 2 survivors left. Which mean hatch is already spawn, if one of them has a key, they can walk around finding hatch to open and escape.

    In rare game, I have a key, 3 survivors left, 4 gen done (1 gen left), so the hatch spawns. I decided to escape through the hatch while being injured & chased by Billy with my key. It was a slap to the face on other 2 survivors because they didnt prepare for sudden EGC. Both of them died.

  • I dont think 3K is a lose for Killer. To me the game is balance if the kill rate for a Killer is 50-70% (2-3 surivors killed per game)

  • One thing, survivor need at least 3 people to make the gate powered. 3 other survivors fail to survive in any mean: DC, farming other to death, tunneled, can make a chase last at least 1min...should not cause the last survivor an impossible escape.

    Im not saying the current EGC is impossible escape for survivors. But I want it more 'fair'.

    I do think if there is one survivor left, the last opened chest will ensure a dull key. Give the last survivor a 'safe' way to escape but time consuming, hatch only spawn if there are 3 gens left, the dull key in the last opened chest only happens if there are 2 gens left. -> If survivor team fail to fix at least 2 gens, then I agree it should be a 4k for killer. Currently either 5gen left or 1 gen left, there is no different for the last survivor.

  • I play DBD just for 6 months and I already think the game should have 2nd Objective and lower gen time.

    I kneel drop to anyone who play this same objective since 2016.

  • If they could at least fix the voice volume depended on their size, like big guy as Jeff will makes less noise, small survivor like Clau & Fend will make more noise. It could make a bit different between easy to be seen & easy to be tracked.

    List of sounds can be: breathing; moaning; footstep; fast vaulting; landing ect. The volume can be dropped up to 30% compared to other survivors, so no noise perk like Iron will & Quick Quiet not be over lapped.

    Just that alone sound volume based on their size can make the different between survivors.

  • Put 5th teachable perk to replace item slot (survivors only, unable to pickup item for that trial)

    I do think this is quite fair, image a dead survivor drop a key, you're the last survivor that can not pick it up. And the perk you put in the 5th slot is strict

  • First time I saw this portrait sketch, it reminded me of Nurse. I dont know why. Perhaps the clothes with big shoulders dress.

    iPad sketch of Ellanora really want to draw her with the prince again soon, I like their relationship character belongs to me ~


  • Killer able to see dull totems if they have Ruin. They have to set Hex on a dull totems (5sec). Then the Hex is active.

    There we go, Killer can pick a hard to find dull totem they want to set Ruin on it.

  • image.png

    I have this strategy, because Killer check Gen at the start, and tend to patrol around a gen area real hard if the gen has progresing.

    Example I start at Gen3, I will touch it for 3sec then run to Gen4 and touch it for 3sec. Then I run/walk to Gen5, if I hear the heart beat, I will looking for Killer to check which direct its moving. Example it moves counter clockwise, I will move clockwise to the next Gen5, I can assure the Killer has to move around the whole map until meet my Gen5 again, it should be at least 75% progress if there is no Ruin.

  • You can be highly careful like me, wait for 15sec to see if there is a heart beat, then actually decided to clean a dull totem for another 16sec. Then loot the chest for another 10sec. Since there is no heart beat for more than 45sec. I start to touch the gen for a sec then heart beat comes.

  • Humor is Ultra rare is mean for "game changing". Except if at least 2 survivors bring in 2 Ultra rare item/add on it may work.

    But on killer side, a single Ultra rare add on/offering will destroy all 4 Ultra rare from survivors. Something like one shot Huntress add on, Shape with kill healthy survivors, Pink mori.

  • I as Jack, with Feng, Dwight, Ace. Vs Wraith in Preschool.

    Wraith down Feng, hook in basement. Dwight come to do unhook, get downed, then Wraith chase to down Feng again. Wraith put Dwight & Feng on basement hook (basement in the school basement). 1 gen done, 3 hooks (2 on Feng, 1 on Dwight)

    See 2 other are in basement, I & Ace run up there, but I see Wraith is camping in the corner with survivor camera view (not disappear mode, but appear mode with Indicious). Ace doesnt see that.

    Ace attempts to unhook Feng, takes a hit. Then I tank a hit for both of them to run. I unhook Dwight, Wraith does 2nd hit on me, Im down. Wraith tries to chase & hit injured Dwight to get me & Dwight both down.

    Surprise: I have BorrowTime, Dwight run away. Wraith decides to go back and basement hook me. Terror radius gone but I know this Wraith is a camper.

    Suprise: I have Deliverance, self-unhook & I run up. He appears and hit me in school basement, Im down. He picks me up.

    Suprise: I have DS. I spam all pallets in school basement to escape.


    5 gen done, Dwight down again, get his 2nd hook. Wraith face camp him. Dwight dies at the end, Feng Ace & me escape.


    You can image the post chat.

  • Whats about 1st hook then suicide on the hook?

  • Thats exactly the point ^

    Gen is fast to done without Ruin + Great survivor can keep the chase last like 3mins + 1 survivors dead make gen progress 50% slower = tunneling is the key to win for many Killer players.


    How to make Objective done slower? How to make tunneling is no more possible? How to make chase time less?


    We all know the game should have 2nd objective to extend the gameplay time, 30-45sec chase to make Survivors constantly unhook/healing to make them super busy. With that I honestly believe giving double DS for 2 hook stages for every survivors as a stock to get rid tunneling is a must, or even adding the 5th survivor (depend on Objective length). 1 on hook, 1 in chase, 1 secure, 1 healing the one just being unhooked, 1 on gen.

  • 4 Survivor: 1 hooked; 1 secure; 2 on gen. With good killer can requires 2 secure; 1 on gen.

    3 Survivor: 1 hooked; good killers can make no survivor on gen.

    There are alot of time when things going good with 2 gen left, then 1 survival dies. Then things keep falling because constantly secure/healing/hooked/secure/healing. In the end, all dies and still 1 gen left.

    I main survivor, but sometime I player Killer for daily rituals, I see how fast gen done without Ruin or good perks (because all Killers are level 1, I dont give them blood points). But still I dont tunneling because I know how that feel, I only tunneling or even facecamp when a survivor appears to be toxic.

  • I didnt think its possible in the case of 2 survivor left, a survivor picks & quick drop another survivor to make them bleed to death so the hatch open.

    Maybe the pick up make you exhausted, the exhaustion doesnt cool down until you drop the survivor. There, you have 40sec exhaustion cool down at perk tier3, make you can not spam pick/quick drop, also cause you can not use other exhaustion perk.

    Another idea is if you quick drop survivor, it cause exhaustion? Which mean you have to wait 40sec to do quick drop again. But also you still can pick up survivor again when exhausted (but can not do quick drop).

  • I like the idea, but 75% running speed is too much, as walking speed is only 56.5%. I think if you carry another dying survivor, you can not run, should be no scratch mark.

    About 50% slower bleeding, I think it should be fair that you can slow drop dying survivor with M1. Or quick drop dying survivor with M2 in case Killer is coming, but the dying survivor instantly lost 10% bleeding bar.

  • More players doesnt mean more fun, it will be messing.


    There are something I would like to have a mode in a game to see how it works:

    (1) All survivors have 2 DS, each DS for each hook stage, no other perk. Killers has 5 Hex, each Hex lock a gen.

    (2) Decrease 66% number of pallet, so 'high quality' chase for survivors is much less. Increase number of survivors to 6 and gen done to 8.

    (3) Everyone has no perk (April fool)

    (4) Everyone has all perk (Xmas)

  • What if..this perk give you the 3rd hit at the start? Not cause to injured but still healthy. Once it happens, the perk disable.

    If having Expose status while the perk isnt disable, it cause survivor to have deep wound status.

    Just an idea.

  • @NMCKE

    There should be a hook streak system where you'll get more BP if you hook a survivor that's different than the one you previously hooked.

    It doesnt work, get assure of 4K by tunnel individual survivor each time still get more bp. We need tunneling get rid, not 'reward if you're not tunneling' because tunneling is still possible.


    Also, I wouldn't mind 2 Gas Stations, I said 7 before because there are 7 generators in every map. I'll update the thread to reflect your feedback, and I'll add the visual to the thread as well. :)

    Gas station is to get gas unlimited, if you spill it off, you get again. Its not an item that you drop and others can pick (So 7 gas stations for 7 gens is no need). So 2 Gas station from the opposite corner of the map will do, make time travel great for Survivors & Killer can not camp a Gas station.

  • The gas stations can be limited to 2 or so around far corners of the map, Killer can not see its aura. This 2nd objective should be safe to do, and to lure Survivor to do corner Gens early because those are close to Gas stations.

    image.png

    Yes, gen repair time can be up to 60sec. But I do hope there is another system that can completely get rid of tunneling. Im tired of Hag basement tunneling that zero chance to escape, it ruins the experience playing this game.

    There should be "no survivor hooked twice in a row". I mean if I get 1st hooked and if there is no other survivor get hooked but me getting down for the 2nd hook, I should have DS to escape, and it should be re-active again after my 2nd hook to prevent 2nd & 3rd hook in a row. If this hook system happen, I can take trials with even more/longer objectives, I feel I did alot of thing every single trial, even if I die, I should feel worth it.

  • @Raptorrotas Not, eventhough Killer kicks the gen cause the gas leak, not the gen regression. But the gas will keep leaking until there is no gas left in the gen.

    => Killer can not do anything of gen progressing, but in the opposite Survivors can not do anything about gas leaking.

    Further more, at currently gameplay, 4 survivors spawn together near a gen, that gen will be done in matter of 30sec if there is no Ruin. With gas mechanic, when 4 survivors spawn together near a gen, there must be at least Survivors (1) & (2) to get gas and fill up the gen before all 4 survivors can rush fixing it. It's smarter to have survivors (3) & (4) get gas and work on 2nd gen rather than waiting (1) & (2) to get gas and fill the 1st gen to rush it. Gen rush will be no more with gas mechanic.

  • @NoShinyPony gas can should not be dropped, it should be spilled off and that survivor has to get gas again. Gas can dropped and another survivor can pick it makes SWF & Solo gaps too great.

  • My main build is: Borrowtime; Kindred ; DS ; Deadhard to extend the chase time abit since Im not good at it, Borrowtime & Kindred is to help the whole team to finish their job.


    I usually go different builds, mainly focus builds:

    . Ironwill ; LightWeight ; DS ; Deadhard: This build amazingly let me escape alot of time, but mostly only myself who escape.

    . Bond ; Aftercare ; Kindred: This build gives myself and my team mate info about others.

    . BT ; Deliverance ; WeWMakeit ; Kindred: When go this build, I always tell mates before the match start that if I have Deliverance active, I will do sign (arms raise) so all other 3 mates will focus on gen for that 1min have me on the hook with Kindred.

    . FlipFlop ; Tenacity ; Unbreakable: I like this build when it comes to Nurse who tend to down all 4 survivors at once instead of hooking. beside that its useless since the time you drop on the ground is the same as Killer clean their blade, not a single second to make this build into work.


    But whatever build, when I meet the Hag, this one is super hard to escape its tunneling tactic, especially lay 4-5 traps in the basement stairs. At this point DS & Dead hard is a must in my build because of tunneling, not because my low chasing skill. And I hate it.

  • 1) It will be harder for the killer to defend gens. A lot would have to get changed around that.

    Yes, but a single gen kicking cause fast gas leaking, or a single slash cause gas drop makes survivor have to get gas again. Is the point.

    2 survivors rush a gen? Currently 2 survivors can done a gen around 45sec. If the gen fixing time is downed to 40sec, it would be ~22sec if there are 2 survivors. But the point is both of them have to use 10sec to get gas (image a gas-station only let 1 survivor gets gas at a time), combine 10sec filling gas each (lets say only 1 survivor can fill gas at a time). Then you know the total time is greater than 45sec. This is not mention if there is a gen kick, it will requires the 3rd time gas filling.


    2) How your suggestion currently works, it will be a big difference whether the survivors are SWF or communicating with each other. It will make the difference in power levels of solos and SWF even bigger.

    I agree with this.

    • But seriously I prefer the core game play to be different, than 'new killer, new perks'. I can accept no new perks for a year in exchange of 2nd Objective. It doesnt have to be Get/Fill Gas. But any kind will be appreciated.
  • M1 for 80s at 1 place isnt fun. M1 for 80s but running around is, perhap not really fun, but at least better.

    This may be isnt a great idea, but its the easiest way to change the game play.


    What we need is something that could force ourselves to be caught, currently gens are m1 machines that can lure a killer to our location. We need something to lure us to there location, or to something they can physically protect

    Technically...gen & hex are something they physically protect.

  • Since generators require 40 charges to be repaired, and gas cans allow 30 charges in every full pour, you'll need 1 and ⅓ of a gas can to fully repair a generator. That's basically around 32 seconds of animations, plus travel time between stations. If you get caught by the killer, and get put into the dying state, which drops your gas can, we are looking at more than 120 seconds to complete a generator - at a worse case scenario. Best case scenario, maybe 100 seconds per generator, if the killer doesn't interfere.

    I think a survivors carry 50 charge of gas, a gen requires 100 charge, which is 2 full gas carrying. So pretty much any single disrupt will requires 3 times travel of gas getting/filling.


    About the Balance of this idea

    In general:

    If split 80s of fixing gen into: 40s of fixing gen and other action like 10s getting gas (x2 times), 10s filling gas (x2 times). There still requires 80s of M1, but they need more time to run around get/fill gas, which is more fun than M1 for 80s at a single gen. Gen degressing is only happened by survivors fail skill check, not Killers.

    And I think gas leak caused by Killers kicking the gen should not be stopped by gen touching, but it will slowly drops and the gas leaking is only stopped if gas in the gen down to 0%. As said you should fix the gen until the gas depleted then fill more gas; rather than fill more gas while the gas is leaking. (1*)


    For Survivors:

    Its much less dangerous because you're now only sit at a gen for 40sec. The degressing is only gas removed rather than the whole gen progressing if you leave a gen too long. Killers now tend to hit multiple targets to let them drops the gas instead of focus on an injured survivor.


    For Killers:

    Since survivors are now carrying gas (which is visible for Killer to see), they can hit a survivors that carrying gas makes them lose all the gas they're carrying, which pretty much instantly delete their 10sec progressing of getting gas.


    Perks that relate to degressing gen:

    Ruin: Now cause gen consume 100% more gas (requires 4 full gas filling)

    Overcharge: No change.

    Pop goes weasel: instantly 50% gas leaked on kick.

    Surveillance: Get sound noti when a survivors fill gas on a 0% gas of a gen. This will make it easier for Killer to find which gen is started to working on. And counter the gas leaking mechanic (1*) , force survivors to fill gas while it's still leaking.

  • 1 and 3. You speak my brain. Most killer bring Ruin, and most Survivor bring DS. Objective need to be extended but not the gen fixing time to replace Ruin. Survivors must always have something similar to DS after every time unhooked. When tunneling is no more possible, it will be balanced with more objectives.

    2. I agree, add suicide option when slugged down to 50% bleeding bar would be great.

    4. I heard that Ultra rare items change the game. Except for survivors its Ultra rare add on instant heal 2 health stage that can break the tight situation. A single offer ebony mori will destroy everything from survivors in that match. Kill a survivor after a hook is already too much for other 3 survivors

    5. As your idea, i think item slot should be on top of each survivor head, when player click on item slot, it will appear a list of item. Whoever click on Medkit 1st, the rest will lose Medkit option, and so on. This will bring every survivor has a different role with 4 different items. Than to bring 4 toolbox to gen rush.

  • Sometime when survivors repaired the 4th gen, there is 1 gen left. I tend to stop repairing gen and go around checking if there are any remaining dull totem to prevent Noed happens.

    If I know there is 0 dull totem at that time, I can help other survivors to rush the final gen.

    So in my opinion, totem counter should not be added.

  • Deliverance: to achieve self unhook, a survivor must unhook someone else before he get hooked. Then its done, he can do whatever he wants until he get his 1st hook.

    As your idea for Veteran: it completly force survivors to keep healing survivors to get the effect (may be add Sympathy to make it works because it requires 7 times and still can be lose effect if in dying stage), Im sure survivor will ignore doing anything except healing. Healing 7 health stage for 7sec fade faster is truly deserved. But it completely change the game play for the survivor.

    There are perks build that force you to play a direct category (Borrowtime, We will make it force you to focus on unhooking / Ace in hole, Plunder instinct force you to find chests ect). I prefer to have a perk that giving you a mission like Deliverance, not changing a play style.

  • I started playing this since March 2019, before that I check alot of vids of DBD & Last year Nightmare. I saw LYN gives survivor ability to fight back really hard to the point Killers can not do anything, and I dont like spawn after death make a mistake feel like nothing.

    DBD, just a little mistake cost your life, and its the end, no going back. The feel of true hiding,evade,escape from the dangerous (that you can barely do anything), I like it.

  • Complete a heal, it can be 3 survivors heal a survivor to complete and all of them gain a token.

    I think it should be after a safe unhooking make 2/3/4 sec fade faster. It reset if you get hooked. This combine with Lightweight is already great. Complete remove scratch is too much.

  • The hatch is impossible to escape because Killer can close the hatch. But it given because its so much easier for Survivors to get the hatch now. As soon as 1 survivor left, hatch will spawn.

    A better way is to make hatch spawn requires 2 gen fixed. So giving a key for the last survivor is more reasonable. The chest give 33% spawn a key if there are 3 unopened chest left, 66% if 2, 100% if there is only 1 chest left. I would say survivor paying time to find, open the chest to get a key and find the hatch to re-open the hatch will be time consuming with 2min EGC but much more safe. Faster way is open the gate, but more risky.

    . This will get rid of hatch stand off like the old one, because Killer can close hatch and start EGC time count down.

    . This will get rid easy hatch escape for the last survivor because 2 gen required.

    . This will give more choice/chance for the last survivor, they deserve it since they have to fix 2 gen.

    . This will bring "Left behind" back from being useless.


    But I truly need DC on 1st down need to be punished.

  • 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.


    I found out that slugging build (Tenacity, Unbreakable, Flipflop) is quite useless because most of the time Killer pick you up right away, leave no time for any act. This perk should make the slugging build works everytime you're downed.

  • Buff a category but nerf the other doesnt work.

    Especially like buffing Boldness category (+% run speed while in chase) just make good looper even more madness.


    I would say if give the survivors ability to snap 1 of their 3 own perks into Item slot as the 5th perk slot (without ability to pickup item or something). That already make survivors different.

    You see Clau without any item in lobby? Its either she has no item or she has self-care on her 5th slot.

  • @Entità add another one basement spawn location for those maps. Or more simple, if there are 2 gen fixed and there are 1 survivor left, the next chest you open is 100% of key.

    Not enough 2 gen fix confirm 4k. Because no hatch spawn.

    Has 2 gen fix with the last survivor spawn open hatch. Killer can close it to trigger EGC. Survivor can search chest for key and find-reopen the hatch, or risk open the gate.

  • All the map has 2 basement spawn locations. What if 1 spawn hook basement, the other location spawn a chest basement, that open only if 2 gen is fixed. It the chest will always spawn a key?

    Of course survivor will have to fix 2 gen for the hatch to spawn when 1 survivor left.

  • As a Jake main, Im not good but Im assure I never toxic, t-bag around doing nothing.

    Accept for some unlucky reason that I get 2 hooks in early game thats when I start to stealth all the time after. Such as once I started near a dull totem & a gen, I do totem then I think "should I wait for killer to pass this gen then start working?" after 15sec I decided not to wait and start work on gen, I just touch the gen then heart beat starts. Thats when the 1st hook happens.

  • Income strategy, makes something op to make people buys, then 'balance' it.

  • I wish to see something demonic, unhuman looking (for now only Nurse & Spirit are something you dont see in real life)

  • Give ability to open the Hatch in 16/14/12sec. Perfection.

  • image.png

    Open the gate right away after EGC, 50% chance dead, 50% chance sure escape.

    Wait for Killer to pass, alway 80% chance to escape if the gates arent too close.

  • Tier3 3% x 4 survivors = 12%

    Your own 4% + 12% = 16%

    This 16% chance x 3 times self-unhook attempt is 48%. I think its guarantee success for everyone. Well if 4 survivors run it, and its only happen for SWF

  • My ultimate strategy is patiently waiting at a gate for Killer to patrol then it moves to another gate.

    I start to open the gate, note the word OPEN ESCAPE. When the bar reach to the "S" of OPEN ESCAPE, its 25% progress & a red light will bright up. So I open the gate to the "E", its ~24% gate opening then start to hide waiting for the Killer to come again, since the 1st red light isnt bright, Killer doesnt know you are there & patrol the other gate again. This will save you 4sec of danger.

  • This discussion had been moved to Fan creation.

    Ping @Neot @Elk @Theluckyboi @Ember_Hunter @Gato_Loco to know the whats up.

  • @Mr_Qwayzar Do you have this same idea?

  • In case you dont understand, here is an animation.

    statue.gif


  • By seeing the name 'Statue' it makes me have the idea of this killer. Another kind of stalking - expose one so I dont think its interesting.

    This killer can not attack at the start. Because this is a Statue. Have zero terror.

    Press M2,the killer get to Disappear mode, Statue player will have Phrase walk like Spirit, the Phrase walk is super fast. Press M2 to get to Appear mode, but its only work if there is no survivors looking at Statue.

    When Statue is in Appear mode, Statue can not rotate their camera or attack, basically do nothing & stand still like a real statue). In this mode, any Survivor is staying in it's camera view, a gauge on that survivor gains, each survivor has their own gauge (like Ghostface), when 4 survivors have full gauge, all survivors get Exposed for the rest of trial. Statue has a 5second animation with many cracking sfx, terror radius starting to rise up from 0m to 64m showing its slowly starting to move/attack like other M1 killers.


    Survivors point of view: image when you just look at a direction, you rotate the camera for 0.1 second and see the Statue staying there looking at you.

    I just have this power idea, I dont have any idea for Perk or add on or power name.

  • @ChesterTheMolester said:

    Corpse paint Jeff, thank me later.

    I have spine chill everytime I suddenly see him at the corner.

  • Tough guy seems an under powered version of Dead hard (since you can use this many times in a trial). But should be one good counter of Noed for healthy survivors.