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C3Tooth

C3Tooth

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C3Tooth
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  • I think we're doing a good job

  • Im not a good chaser survivor. Within ~20sec into the game, Killer found me and started a chase, I waste 3 pallets and with a dead hard, I keep the chase around 60sec, as soon as I was on the hook, 3 gens done.

    This is why Killer either use Ruin or Noed, and thats why tunneling is sometime required to make a kill, cause another reason why Survivors must have DS

    Developer should remove Ruin and make 2nd objectives as a replacement to slow down the game. As the same time giving DS to survivors by default to prevent tunneling.

  • Killer can use that 30sec just to chase that survivor, waiting for time off then slide him.

    The time can be dropped to 15sec. But its paused if you're below 32m away from Killer or downed. I believe 15sec being faraway from Killer give the survivor another chance to play. The perk activate again if you got unhooked from 2nd time, even though you miss/success skill check from your 1st hook.

    At the moment I think this kind ^ of DS should be standard, available for all Survivors (have to give Laurie a different perk). In exchange give survivors 2nd objective. So that Killers have more time because survivors cant gen rush, and survivors have more time play because tunneling is no more possible.

    in DS Comment by C3Tooth
  • The game is actually 'balanced' if all 4 survivors can "survive" for equal time.

    I mean if the survivors hooked like this: survivor1 (1st hook), survivor2 (1st hook), survivor3 (1st hook), survivor4 (1st hook) then survivor1 (2nd hook)...ect. It will leave a great experience for all survivors, even if all of them die in the end, because they did alot through the trial.

    Or even if the survivors hooked like: survivor1 (1st hook), survivor2 (1st hook), survivor1 (2nd hook), survivor3 (1st hook), survivor1 (dead hook)...ect. It still give the survivor 1 a play time, which gives survivor 1 good experience through the trial.

    Because the lower number of survivors, the better chance for Killer to win, that tunneling - hooking the same suvivor until he dies to make it a 3man game. Totally destroy the experience for that survivor.

  • 15% of 60sec is 9sec. Especially its only used for 2nd stage hook. If it give 100% time (mean another 60sec for 2nd stage hook), it will be ok. Combine this with Kindred, 3 other survivors have free info of each other for 2mins.

  • Out-fit brighter, survivors demand Moon offering back!

  • Hell, this mechanic should be default for Survivors, because every Killer should be punished for tunneling without requiring DS.

    We dont want a game as a survivor than you can not earn 5000BP because Killer keep chasing you for a kill to make it 3 men. We want 4 survivors should be equally hooked, not 1 survivors dead in under 3mins for this tunneling thing.

  • Good idea.

    But it can be 10sec, paused when in terror radius? Because some can do a loop for another 2min.

    It will be greatly punish tunneling, even after 2mins chasing, they still receive DS, (because the time is paused for they keep chasing you - in terror radius). But quickly drop if they go for someone else.

    Im sure those who not good at looping doesnt want to stay in terror radius just to make use of DS, because they're not good at chasing after success DS anyway. They would prefer to run far away if they have a chance.

  • What if there is a survivor Perk: Compass

    Showing the direction of the camera player facing. Able to set 0/1/2 mark (like map item) on the map that only that player able to see.

    in Compass Comment by C3Tooth
  • I just checked what Moon offer is, has a 2016 vid, I watched and surprised how scarier the atmosphere was than today.

    in Compass Comment by C3Tooth
  • With a few maps, I use moon to track the direction.

    Some map has recognizable things like buildings, bulldozer ect, easy to note the direction too.

    Lery/Saw, and the only morning time map with a big wood house in the middle is hard to know the direction.

    in Compass Comment by C3Tooth
  • Even tune down to wiggle time for 5% is already alot. I had countless time wiggle to 95% and hooked.

  • Cleansing a dull totem near a gen, a survivor use fast vault window multiple times to attract Killer because I dont do gen.

  • I dont have image, but it was Huntress, Nea was healing me, that i was behind the gen, Nea show her butt out. Huntress threw an axe above the gen, i got downed. Does being healed has a hitbox of standing or what.

  • Honestly, 1 survivor & 1 killer each 3 months. Total of 12 new perks for survivors & 12 perks for killer every year. The ideas for perk cant be handle to be balanced. If they're actually think of different kind of objectives to play, it would be less boring than "hey we have a new meta perk".

  • There are things about current Ruin

    • Spawn location of totems
    • Randomly pick 1 of 5 totem to be a Ruin
    • Skill check happens randomly

    These 3 make the Ruin too much RNG, sometime it took a min, sometime it took a whole game. So it must be changed to close the gaps.


    Beside, I gave the idea "Giving Killer ability to put Hex Ruin on 1 of dull totems to active the perk". Killer will able to see dull totems aura in a different color with other Hex, they will lost ability to see dull totems once they make a dull into Ruin. And Ruin only active after Killer done doing it. For the sake of Ruin not spawning in the middle of the field.

    Or someone gave the idea of Hex only light up when you cleansing it. For that, survivors dont realize its a Ruin until they fixing the Gen (being consume more gas), or realize its other Hex until they cleansing a dull looking totem. That will more likely force survivors to even touch a dull totem when they found one before they get gas. Which is buy more time.


    In the end, Hex Ruin is a perk that to slow the game. I want the game slowed down without requiring Hex Ruin, so any kind of 2nd Objective is a wishlist to me. But I also dont want 2nd Objective to be a combine force with Ruin to slow the game to the point Survivors have no chance to win.

  • Hex Ruin is a perk to slow down the game, we need a 2nd Objective to slow down the game, that kind of giving the 5th perk to Killer if Survivors dont gain anything in exchange. Adding Hex Ruin, combines with 2nd Objective will putting too much favor for Killers.

    As your idea, Hex Ruin make survivors Exposed if carrying gas. Thats pretty much a free hook because every Survivors are likely to get gas first. This is no way 'fair'.

    Hex Ruin being Gen consume 200/250/300% more gas (requires 6/7/8 full carry gas from Survivors to fill up) is more acceptable. Giving Killer ability to put Hex Ruin on 1 of dull totems to active the perk.

  • People keep telling "totems" for the 2nd objective. Just point out totem is not a Must objective to do. Survivors only do if there is a Ruin, or find a Hex while running around. Noed is just a betting game of 'I hope survivors dont do totems'. Another point is Low rank Killers dont have Hex ruin that requires players to buy Hag,or Noed. We need a 2nd objective that is a Must do.

    Beside Ruin is really effective to solo play if it spawn at a hard place to find, times of skillcheck appears, based alot with RNG. Also not as effective to SWF. 2nd Objective to replace Ruin will close the gap.

  • Whats about Killer using Hex ruin or whatever Hex perk, that their Hex doesnt work right away until they decide to make 1 of 5 totems become a Hex perk? And certainly Killer able to see aura of all dull totems until they already set up all Hex perk. This way will lead to:

    • Killer can put their Hex wherever they want, still depended on where dull totems are (except Noed because it spawns on a remaining dull totem)
    • Delay their Hex perk to work, and they get busy in early game.
    • Because they will have to set Hex perk on dull totem, so 4 Hex perk Killer load out will not work. Because survivor can at least destroyed 1-2 dull totems at that time.
    in Ruin Comment by C3Tooth
  • What do you think if Match making use math to pick players with this formula: 1 survivor rank = killer rank /2 (+-2) ; 3 survivors rank = killer rank (+-2). For example:

    Killer: rank 18

    Survivors: one has rank 7-11; other are around rank 20-16


    Killer: rank 10

    Survivors: one has rank 3-7; other are around rank 8-12


    Killer: rank 4

    Survivors: one has rank 1-4; other are around rank 2-6

    In low rank game, Killer is easier because there is no survivor who good at looping. In high rank, Killer would take forever to down a survivor. I think its more fair to put 1 good survivor into 3 low rank survivor, there will be someone at least who can loop/juke for at least a min or 2, that can buy time for other low rank survivors to do totems/gen. Its will be Killer's job to notice who is the highest rank Survivor to ignore and find others.

  • I prefer to play stealth, not evade, kind of in close terror radius but sneak around that Killers dont see me. Its more fun than keep staying away from Killers.

    Though in other hand I want to be better at chasing, the 1st hook in a game usually a down hill point for survivors team (3 survivors do gen instead of 2 survivors go to save & 1 do gen) I dont want myself can not buy at least 1min for team.

  • Its actually ruins how Noed works or other Hex totem.

    There are people on another thread suggest survivors get gas to fill up gen before fixing. It requires 2 handful gas from a survivor to fill up 100% gen to able to fixing gen to 100%.

    So a single survivor has to get gas 10s -> fill gen 10s -> fix gen 50% 20s -> get gas 10s -> fill gen 10s -> fix gen 100% 20s (gen fixing time must be greatly lower, but all those actions still requires 80sec holding M1). Rather than holding M1 80sec at a gen.

    If this 2nd Objective happens, I would like to see rework of Hex ruin: 50% slower gen repair; 50% more gas requires; 50% more consuming tool box. Because there are much less skill check happens in 40s fixing gen.

  • You can ignore healing, sabo, totems.

    Its about holding M1 at a single gen for 80sec is boring. If there are (for examples) 2 objectives that force you to do to escape, requires 40sec on each one, keep them running between 2 objectives, it would be more fun.

  • Im good with 3 chests, but whats about this idea? All remaining un-opened chest after EGC starts, the chance to spawn Purple Key is 100%?

  • Totem isnt a main objective, its a side objective that survivors can ignore, only to pay with Noed. Hex ruin hold gen rush, Noed to get survivors pay for not doing totems. So in the end, if there is no Hex ruin, the game goes really fast, and if there is no Noed without Hex ruin, its hard for killers to get at least 2 sacrified.

    Please visit this thread, someone gives an idea that putting gas into gen before repairing. Which is a good idea for both side. A safe main objective for Survivors. Extend the time for Killers.

    https://forum.deadbydaylight.com/en/discussion/comment/497165#Comment_497165

  • If a gen progressing is already 90%, survivor can fill it up to 100gas, even if Killer kick the gen to make leaked 50gas, you can still repair 10% gen with the other 50gas.

    => Gen progressing can not be stopped. There for Gas should be easier to get regression

    Currently Killers need more time to against SWF or spawn together without Hex ruin. While Solo need more time play before they get their 1st hook. For Killer, so even if 4 survivors starts together, they still need at least 30sec to find & get gas then another 10s to repair a single gen, instead of 4 survivors finish a gen in ~20sec. For Survivor, if they're solo or spawn alone, their 1st job is to find gas & fill gas into gen (20% progressing), which is a safer job than repair a gen for 20% then get chased, because sometime you just tap a gen then Killers is coming to patrol.

    • but why in the hell would the gas go down after the killer hits the generator? I think that is too extreme against survivors.

    Repairing time is only 40sec. It would be really fast if there are 2 survivor repairing a gen if they both fill in gas (10sec). Imaging the killers walk pass a 0% progress gen, because the gen is only filled in 100gas, there is no gen progressing, after more than 20sec, that gen is done.

    The idea is to make survivors have more safe/evade time & less time doing gen, a dangerous objective. So in return it should be more easier for Killer to regress their work. Drop gas is an example. Its just like you're being chased while doing totem, you will have to do that totem again.

    Not yet mention: this idea should have Hex ruin removed.

  • Also running around is arguably easier than sitting on a gen for long stretches of time.

    ^ Yes, sitting 80sec at the gen is dangerous. Get gas could be safer like doing dull totem. Though 20sec put in the gas & 40sec fixing gen is still a 60sec sitting at gen.

    But I see there will be plenty strategies potential with this game play:

    • Put 50gas to all gens before doing gen. Means you get 15% progressing on each gen. And Killers dont even know it. Because there is no sight of a gen being worked on.
    • Put 10gas on a gen, start repair it. Do the same to all gens. Makes Killers can not spot which gen is truly worked on. Second, you repair the gen only with 10gas, Killer can not regressing the gas because you leave no remaining gas in the gen. This take alot of work but also the safest way.
    • Let say if survivor drops gas when take a hit. Killer may has another strategy that is more likely to hit multiple survivors to drop their gas rather than focus to down a single survivors. Killers get 50 blood points if survivors drop 50gas. There for they know if that survivor carry gas or not. (this can be too op for Legion).
    • Let say replace regressing animation fx with gas leaked instead of sparkles, Killers can pay their lot of time to kick every gen to check if there is gas in it. Killers can Not regressing gas if gen processing is 0%.Survivors can put 5 gas in a processing gen to bait Killers.


  • Getting plenty of satisfaction from watching Killers die is a change of gameplay?

  • ^ this is just add in animations that killer dies when losing the game, give nothing change to the game play.

  • Perk Corrupt intervention doesnt affect if there is 2nd Objective, but Hex ruin does. I concern about that, too.

    Abit details idea from me to Gas as 2nd objective:

    . Gas stations should not appears aura to Killer to patrol, I really want 2nd main objective isnt a dangerous work as doing gen.

    . Currently doing gen take 80sec. I think its fair to get max gas for 10sec, the time to put maximum gas you're carrying into gen is 10sec. Repair gen time is 40sec. (get gas 10sec twice + put in gas 10sec twice + repair gen 40sec = 80sec)

    . The maximum gas you carry fill 50% of the gen, you can only repair to 50%.

    . Regression: lets tell you put 50gas into a gen, you fix to 30% then you get chased, the gen get regression not the whole progress, but only the gas (the gen lose 20gas that you're not done fixing). Regression gas can not be stopped. You can continue repair through remaining regressing gas. If you fill gas while regressing gas is happening, it will only lose that 20gas then it stops.

    . When you're in dying state, you drop waste gas on the ground, you will have to get gas again when you're back to injured state.

    gas.gif


  • I do like to have 2nd Objective.

    A single objective, gen, which can boost in various ways of Dwight perk, start the trial together + far away from Killer offers, tool box, ultra rare gen part, No mither boost. Without Hex ruin, survivor can finish 2gens before a chase start. Thats when we know Killer is already lost the game.

    Though playing as random match survivor, when you face Killers such as Doctor that can spot you and start a chase, make a hook or two before Hex ruin even found. We knows survivor team already lost.

    Furthermore, if a Killer spawn near a Survivor, when that Survivor just tap the gen and Killer comes in patrol, the chase will be likely to start, the 1st hook happens in under 1min. This is when survivor DC.

    I like to have a 2nd Objective that will not give Killer any hint about Survivor nearby, let survivors do that 2nd Objective, let survivors feel "We're already done 20% progressing of Objective, its worth to take the 1st hook". There will be more likely less DC.


    2nd Objective should not be stack with perks like Hex ruin to make Survivor impossible to win. I mean they fill the gas in, start to fix, only to know there is a Hex ruin. If there is 2nd Objective, I think Hex ruin should be removed from the game.

    I like how last year the nightmare has many objectives, but the Killer is too vulnerable & and survivors even spawn after dead. I feel there is no challege & doesnt give horror feel. Thats why I picked Dead by daylight in Feb 2019. I hope they decide to make 2nd Objective one day.

  • Its depend, sometime the hatch is close to the gate you're standing at. I usually hide near a gate, make sure the Killer come to check then when they start walking back, I start to open the gate. It gives higher chance. Though if 2 gates spawn too close. Its a certain dead.

    I had one like this

    image.png


  • Im sure people feel the game is impossible to win when they get hooked in under 1 or 2mins (not talking about the hooked survivor wins, I mean impossible for whole survivor team to wins - 2 survivors survive is a win to me, 4k is a lose). Zero Objective progressed but a hook is already happen.

    Gen is the only main objective, survivors have to fix gen to escape. Killers patrol gen to know where survivors are. Sometime Killer & Survivor spawn close enough that a Survivor just tap a gen then he already hear terror radius. Sometime it was a Doctor that he has no chance to hide/evade from Doctor's searching. The chase started and a hook happens in the 1st min.

    You feel you're going to win when a gen is done (20% progressing) and no one get hooked. That happens with 4 survivors spawn together that far from Killer as possible without Hex ruin.


    There should be a 2nd Objective that force Survivors to do before gen. An Objective that Survivor must do without high chance to be chased by Killers. Then reduce gen fixing time a little bit.

    Make survivors feel they're in the match long enough to make DC less happen. Punish for DC is still a should though.

  • I had a game with a Laurie, Ace and Meg. Vs Huntress

    After Laurie and Ace dead, I was injured, Meg got chased. I med kit self heal then finish a gen. It was likely 3min and Meg still not take a single hit.

    Meg ran pass me fixing 95% gen and Huntress decided to chase me, it last only more than 30s and I died by the 3rd hook.

    Hatch open but Huntress found it like immediately. EGC was up, Meg got chased again. And she can make the chase last the whole EGC timer then shes dead by Entity. I just feel bad for that player. Without EGC she could survive. (Shes rank 7)

  • Simple, "Left behind" become an alt version of key

    1 Requirement: Only one survivor in the trial. When requirement meet, player can open the Hatch to escape.

    If there are 2 survivors left with 3 gen repaired and the Hatch spawn. This perk is still not active. At this situation, Left behind player will likely to try make the other one dies, so he can use the perk to escape.

  • Small game is my main perk. (look at my avar image)

    May be its just me, but I actually afraid of getting one hit down by Noed at the end. The feeling of we are so close to the victory, but died at the end, I feel not to pleasure with it. With EGC now, there is no time to save your team mate, or team mate save you by finding Noed.

    Ruin only slow gen fixing down, not stop. But to my opinion, you sit at a gen for 80sec is long enough for Killer to search & chase you at least one. That gen can be re-gression to 50% of your hard work Hex skill check. And Hex ruin extend it to at least 20-30sec. That half a min is really important, its either you finish that gen or get chase & gen re-gression. If no one hooked before Hex ruin removed, I would call its a great start.

    I mean, a brown tool box only makes it 10sec less, purple tool makes 16sec less, that 10-16sec can make a big different. Now talk about 30sec more that you have to sit at a gen.


    To my experience, most of the time, if there is no Ruin. Expecting Noed at the end. So if there is a Ruin, I will find it. If there is no Ruin, I will also find all dull totems.

  • I dont remember which killer was, happened before EGC patch. It were 1st Kate, 2nd Clau, 3rd Clau & me Jack

    All other 3 keep getting chased & downed, when I finally remove Hex ruin, Killer found me & started to chase me. Honestly Im not good at being chased, but I dont know how in that game, I think I being chased for solid ~90sec or so, without taking hit. In those 90sec, a hooked Clau is rescued & heal by 1st Kate and the other Clau.

    After that Killer gave up on me and leave. I continued on the 4th gen, then soon later the 5th gen was finished, I ran to a gate and open it. Kate got 2nd hook. 2 Clau stood behind me. I pointed to Kate mean to tell 2 Clau to help Kate. They didnt go.

    West gate is opened, I started to run to North gate near Kate and open it, 2 Clau followed me and continued to stand behind me. I abandoned the gate and ran to Kate to unhook her, but 5sec late, hook timer is out and Kate is dead, I ran back to the North gate and the gate didnt opened. I wonder why they didnt open the gate.

    Since North gate didnt opened, 3 of us ran to the West gate, enough time for Killer to took down a Clau, it was her last hook.

    Post game chat: dead Clau: noob Jack.

    Killer camped Kate, but honestly 3 of us can tank a hit to each other, that would be more than enough to escort Kate to the North gate.

    image.png


  • I had a game vs Hillbilly. 1st Feng, 2nd David, 3rd Feng & me

    1st Feng after get taken down for the first time, disconnected.

    David get hooked in basement.

    I got hooked outside near the basement, 3rd Feng secured me, but taken down by Billy.

    He grabbed 3rd Feng to the hook, I tried to destroy the hook, he dropped 3rd Feng on the ground and chased me. I made a mistake that run into the dead end corner, he body blocked me & just wait there doing nothing. After about 3min or so 3rd Feng bleed out to dead, then he started to mori me.

    Post game chat: Enjoy it? Enjoy take down that hook?

  • Killers counter: Small game, Urban evasion, Calm spirit, Kindred. This is my main build

    Gen focus: No mither, Resilience, This is not happening, Decisive strike.

    Altruism: Borrow time, Botany knowledge, We live forever, Empathy


    I dont have some of these perk yet but Im looking for to get them to try

    Tanking: Deliverance, Decisive strike, Dead hard, Mettle of men.

  • Just image Shaokhan has 100% speed but always 1 hit down. His power: each time a Gen is completed, his speed gain by 4%. "Shaokhan himself is the Hex: Noed". I just talk this randomly.

    Though I prefer killers with more scary looking, Bakara, Goro are the better looking for this.

  • There is 1 downside of it is, I think its a major downside that the perk makes you have 8sec less of the time being on the hook since you dont scream for 4sec each time and the hooked bar process right after you're on the hook.

  • I think if we should go back to At least 2 gens have to be fixed then the hatch spawn. But since Killer now able to close the Hatch, should the last survivor able to see Hatch aura for 5sec or something? That 1 or 2 gen fix for the Hatch is a hard work, I dont want the Hatch is instantly closed.

    Currently Left behind is pointless, Wake up become more useful, just image the last survivor stand waiting next to the gate, Hatch close, Wake up triggered, 2.4sec less to open the gate mean gaps up from the Killer for 11meters. And thats alot.

  • ^ Calm spirit: what? I didnt know it can remove aura reading from rancor & iron maiden.

  • I hate Hag, her trap bodyblock when unhook other survivor in basement.

    I hate Freddy because I cant see him. I prefer to play stealthy.

  • I have a question, does No mither leave no scratch mark when Downed?

  • I made another discussion yesterday about this, these are my ideas

    • +??% repair speed for each dead survivor.
    • Haste ??% for 120sec when you're the last survivor. No stack with Hope, when the Door is powered, Haste time limit will just reset to 120sec if you have Hope.
    • Ability to see Hatch aura at ??m
    • Exhaustion time keep cooling down even when you run

    I like the idea of ability to open the hatch again. 3min to find the hatch when the killer close it is a good deal.

  • Just the ideas of changing, ignore the numbers. I cant math.

  • I need an explanation of farming? Doing a gen is 1250p, escape is 5000p, hatch escape is 7000p, its not worth doing gen when the hatch is already open.

    I read on console version, Left behind in pc is Last standing. And this makes alot of more sense. Just like an idea of mine.

    image.png