C3Tooth
C3Tooth
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- C3Tooth
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If not in chase + Your camera faces toward killer in 32m = Perk activated and remove your scratch mark for 3sec.
Cool down 30sec.
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@Pulsar said:
There is counter-play to Nurse.
However, I'd say it's sort of similar to Trickster's counterplay, not his strength. With Trickster, there is counter-play to his knives but it doesn't feel like meaningful counterplay.
There are just situations where you go down to Trickster and there's not really much you can do, if you aren't near a high-wall structure or a main building, sucks for you.
I find this to be similar to Nurse. If you aren't near some good LoS blockers, you die. If you aren't near a multi-story building, you die. If you try to play a pallet loop, you die.
That's sort of how I see it. Nurse has too many favorable positions to chase in and not enough unfavorable one's or neutral one's.
There are rare places that have 2 gyms next to each other (both Crotus maps have them, middle of Suffo pit & Azarov resting place) the only places that possible to mind game Nurse.
You cant mind game Nurse in a single gym title. You can successfully pull 1-2 juke, but thats it. As long as you cant mind game by changing to another gym title, you down. Which you cant because you dont have enough speed to reach to another title.
Except double gym are broken to M1 killers.
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You totally can.
Pray Nurse is bad.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3241765#Comment_3241765
Maybe they decided slugging shouldnt be a legit strategy anymore, they do that from time to time, using a BNP to finish a gen instantly, using infinite loops and pallet vacuums were all legit strategies until they decided they shouldnt be legit anymore and they got axed (with good reason).
https://forum.deadbydaylight.com/en/discussion/comment/3241740#Comment_3241740
I also tought the new mori thing is going to make tbagging at the Exit Gates a bit less common (not much but at least injured people will be more proclive to leave).
I think if survivors know their dying teammate in the trial die the moment they leave. They will stand at gate to the last moment.
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It sounds stupid, but if Last standing mechanic goes live, kill rate may go alot higher than you think.
2 survivors, Dwight is dying crawling close to Exit, Clau tries to heal tech, tank hit.
- Old: Clau can take 1 last hit and both crawling out.
- New: any moment Clau exit before Dwight result Dwight moried, or unlucky enough if Clau down backward, both die
Huntress aim a survivor running close to Exit at range, and hit them.
- Old: there is a chance that survivor will able to crawl out if Huntress if far enough.
- New: Moried
Trapper with Honing stone, 2 survivors left, Dwight running to gate, Clau in chase. Dwight steps on a trap at gate, Clau down not long later
- Old: Dwight could escape from trap, dying, crawl out and escape
- New: Moried
2 survivors left, Killer forcing the Clau out for the game, while the Dwight dying in trial.
- Old: there is a slight chance of God RNG will spawn hatch right next to Dwight, and escape
- New: Moried
2 survivors left, Dwight dying on the ground, Clau down near Dwight, killer pick up Clau.
- Old: there is possible play of Unbreakable to flash light save and both of them escape.
- New: Dwight has to pick himself up and escape, or die if Clau down.
2-3 survivors down and crawling to exit
- Old: killers have to pick up, drop, manage hook play to get 2-3 kills
- New: 3K
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Pig starts match with finding and chase survivors, Trappers starts match with going for trap, pick them up, find a good place to set it up at least 6 times before he can start finding survivors.
Trapper has harsher RNG than Pig
Trapper has no build-in slowdown
Set graphic to Low to see traps easier
Map can spot traps
Traps can spawn at a good place that remove grass around it, where it supposed to have grass
Eyrie of Crow
Racoon
Midwich
The Game
Auto Heaven
Lery
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I want to see people claiming Nurse has counter play to play against Supa !
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@Seraphor said:
'Shaking up the meta' wasn't a success. The new meta is just so much worse than the old meta it replaced, and yes we still have a meta.
Pop is a good example of that. It was a perk that required the killer to make and leave a hook in order to use. It discouraged camping, and to an extent tunnelling too, because you're likely to find it easier to find a new survivor after Popping a gen then to walk back to the hook.
The Eruption/Overcharge/Call of Brine meta that replaced it, has no requirements or knock-on effects in terms of hooking, camping and tunnelling. In fact Eruption is disproportionately powerful against solo's, so it has that toxicity angle going for it too.
Its always slowdown vs 2nd chance. Except 2nd chance are heavily nerfed, survivors have to use Gen perks.
Killers still just use difference slowdown.
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This?
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Everyone is interested to see OP playing against this
https://twitter.com/nsbbnn/status/1583690181110288385 -
@Chocolate_Cosmos said:
I will say that I was wrong. I thought it would be OP and super meta.
Reality is that I don't see this perk that offten and If I do... usualy just one person use it. I think the base BT for 10 seconds is good allready and people want to use OTR less because of it.
I think the perk is mostly fine I quess.
OTR in PTB was meta for sure because of
- Worked twice, unlike DS
- Worked in End game, unlike DS
- Able to stack Endurance with base BT, DH, MoM.
- Base BT was really bad. 5sec was nothing. Since BT base, teammate brought less BT, which you needed OTR.
Now all of those changed, OTR is redundant.
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//
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The story plot is just right
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@OniWantsUrLocation said:
https://forum.deadbydaylight.com/en/discussion/comment/3236793#Comment_3236793
Have you uploaded them somewhere? They look great.
You can search C3-Tooth on Twit, I drew more than 400 of these I believe.
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@OniWantsUrLocation said:
https://forum.deadbydaylight.com/en/discussion/comment/3236542#Comment_3236542
Are you drawing those?
Yes, I drew alot of these.
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Who else will create realms if she dies denying Feng's demand?
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@GannTM said:
No the ending made me uninstall DBD out of reaction of how in pain my heart was. Don’t get it.
It goes like this.
Trapper & Huntress friendzone ending put you down into hell. 0/10 feeling
Spirit friendzone is something like...what? thats it? literally . 4/10 feeling.
Trapper & Huntress love ending put you to heaven. 10/10 feeling.
Spirit love ending is you turn into killer and start a massacre. 6/10 feeling.
And I,too, really disappointed in Spirit endings.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/3236212#Comment_3236212
You want to? They were animated, improve them and I'd be down to commission for them.
But I think they look great as is.
I got improved alot in this sketchy style (thanks to alot lot of commissions of this style) to the point I cant look back to my early drawings
I believe I can redo the Nurse one both better and faster.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3236248#Comment_3236248
I feel like i am writing to a wall. Every killer can do boring gameplay without needing to be trapper. The way they balanced trapper makes him have no alternative besides 3 generator's.
Oh no, the insult, its hurt
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3236228#Comment_3236228
um... a 3 gen is when you lose all 4 gens. Killer can 3 gen at the start. In the time you spent doing first 4 generators, he spends time setting up 3 generator. I do not see how add-on changes anything but ok.
Add on making Trapper can not pick up traps. If survivor able to complete a Gen within his 3 Gens setup, at least 2 traps are wasted since the whole area around that Gen is useless now.
Giving him 8 traps at the starts without drawing back, he can simply move those 2 traps after the huge risk of survivor doing Gen in a land mine.
Trapper needs buff that increase the interaction between bothside, not cheap change and boring gameplay.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3236220#Comment_3236220
trapper can 3 gen without trapper bag though.
He would lose 3-4 Gens to make it happens. Start with all trap is 3 Gens at the beginning.
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@SMitchell8 said:
A few ideas for him;
* Add more grass to maps or add some grass effect addon to traps
* Start with all traps but perhaps have a slower movement due to the carrying load. Less traps in bag = faster movement speed
* Make injured survivors who step in traps go into the dying state if they escape the trap
Start with all traps should never be a thing. Every match against Trapper will always 3 Gens match. Thats why Purple bag come with biggest draw back.
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Trapper doesnt need buff
He needs QoL, huge QoL...
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/3235823#Comment_3235823
When you get the better of a troll and press the flag button yourself:
https://us.v-cdn.net/6030815/uploads/CKYUUB72GY9X/image.png
Image Credit goes to @C3Tooth
Good lord, the urge to improve the drawings..
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Yes
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3233524#Comment_3233524
I'm not against it at all I'm all for buffing solo but I'm also realistic and realize that buffing solo isn't going to win that match that 2 teammates go down in 10 seconds. Sure those matches where your matched with good teammates it's going to make a huge difference but now your going to have to compensate killers for that buff and now 10 second Meg is 5 second Meg.
I guess my point is it's definitely going to help but it's not going to be a fix all.
I would argue better loading screen hints or a better tutorial would help more. Alot if people aren't going to want to go outside the game to learn in game tools would probably help players on both side.
Down in 10sec, that 10sec could be between 0-30 sec Gen, depends on the info teammates have. As I mentioned that there were match that I could finish my Gen because I got the info I needed while other 2 being afraid of TR.
50sec Gen doesnt affect SWF because of the info they have, it just increase the gaps between Swf & Solo. Certainly if Solo is buffed with the info, the kill rate would drop. Which mean Killer can be buffed further.
But no way they should add more time on Gen. I really think Survivors should have alternate objective, which survivors can skip but will be punished later. Instead of forcing them to progress to win (Gen)
Solo buff with info is really simple:
- Showing who's in chase (obviously to let teammates know they're safe to do Gen)
- Showing who's on Gen (with estimate % Gen progression, 20-40-60-80%). If both Jake & Clau on different Gen, the % shows can tell who go for unhook and who should commit Gen.
- Doing Hex
- Opening Gate
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3232031#Comment_3232031
The problem is if you stick 4 bad survivors in a group and give them info its not going to do them any good if the can't use that info.
Now take 4 good survivors and give them the exact same info and the outcome is completely different.
The problem isn't swf breaks the game its a good team in a swf breaks the game.
Swf isnt break the game then why info for Solo break the game?
Bad players cant use the info doesnt mean better players should not have it.
Quick down like Death slinger still get Gen rushed; or 2min chase and no Gen done. Chase time doesnt matter for survivors, its Gen efficiency on teammates.
There are times that 1 survivors in chase, everyone on last hook injured. Just because I was able to see killer chasing someone else (which is a simple info), I sit on my Gen until finish, while teammate keep hiding whenever TR coming.
Survivors must have their info to have their most Gen efficiency, so devs can balance further. And there isnt much info needed for that to happens.
Beside, I have Twitter with a thousand of DBD drawings : D
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3233488#Comment_3233488
Then that's not just info.
Okay
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3233469#Comment_3233469
Because how does that info help you get a down?
Because the extend of the match for another min favor killer?
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Pinhead: 30sec wasted is only the time you get there, you have to spend another 30sec to get back to your Gen.
And your team lost 2/3 of a Gen progressing just with a single box.
And killers said info doesnt matter..
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3231970#Comment_3231970
You're saying that there's no difference between a good Pinhead playing against 4 good Solo's vs a good 4-man SWF?
That's...definitely a take.
Sum up
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@neb said:
https://forum.deadbydaylight.com/en/discussion/comment/3222583#Comment_3222583
This has to be sarcasm, the only thing I sometimes see them asking is basekit corrupt intervention. If someone is asking for people to die on their first hook, they're being sarcastic. Either way, the people who're asking these things don't represent the general killer community. One guy saying he wants basekit dead hard isn't representative of the general survivor community.
And the "basekit perks" you mentioned that killers have are so laughably weak (I'm not sure what you mean by 50sec gen). Tier 1 Brutal Strength isn't gonna do anything, and the only time the basekit 2 stacks of STBFL help is when you actually have STBFL equipped.
Im not going to put effort to find those killer buff suggestions to make a proof : D
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Elodie emote after kicking Victor
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Hand down.
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@SOULWARRIOR71K said:
https://forum.deadbydaylight.com/en/discussion/comment/3230467#Comment_3230467
It has nothing to do with being "smart". I shouldn't be required to bring a perk just to do my basic objective. Why should I be punished if I just so happen to kill a survivor in a specific area of the map? - especially maps with bad hook RNG. If you are suggesting giving killers basekit Agitation, Iron Grasp and Mad Grit, then maybe I can agree lol.
Hook break is fine, the RNG hook spawn is the problem, there should be fixed hook spawn location on each map, where there is always 1 hook right next to the Gates, and 1 for every corner. Then given 1 hook per 1000m square of the map.
This is to keep killers managing hooks but not suffer from bad RNG.
This was the worst hook spawn I ever had, though hook break should stay.
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@[Deleted User] said:
Medkits could probably stand to get the toolbox treatment where charges are capped at 1 or 2 heals. I don't really find them overly problematic on killer because I don't play a split pressure style and my chases typically don't extend for long unless I'm playing like a bot.
Medkits can be ridiculous when you get into the green scissors/32 charge range. I also run Resurgence on survivor a lot of times with a green medkit which lets me heal myself insanely fast after a hook.
The thing to consider here is that medkits are a necessary survivor tool for different reasons at low ELO and high ELO. Low ELO survivors will have trouble coordinating heals and may not know what to do. And high ELO killers that belong at that level don't give survivors time to group up and heal. The issue as usual comes up when there's a mismatch in the matchmaking and we can't tell because everything is hidden. Is a killer not able to pressure because of the medkits or because the survivors are at the far end of the matchmaking range?
4 Brown Medkits are fine, but 4 Ranger with double charge/speed exist along with 0 Medkits. They need to reduces the gap between these 2 possibilities.
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@dspaceman20 said:
I absolutely cannot believe people are still complaining about Dead Hard.
Just adapt
Adam teaching English be like
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Im commissioned to make this emote, sorry for the watermark on. But
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3228933#Comment_3228933
I've suggested before, that survivors should need to find some kind of tool in order to unlock the ability to repair gens, and these tools could be readily available, like 10 or even 20 spawn points on the map. Bringing a toolbox would suffice as well, cutting out that step, but this would be no different to the fact that bringing a medkit eliminates the requirement to find another survivor to heal you. It would also open up the avenue to a host of perks that could play with this mechanic, extending the amount of repair time you get with each 'tool' pick up, showing auras of these tools, etc.
I suggested Gas-Gen before, the idea is killer can benefit far more spreading damage than tunneling.
50sec Gen is just so lazy change.
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Something like this should happened as core mechanic instead of +50sec.
Survivors need to run around more
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I always expect Noed, I just ignore Dull completely because I have to do Gen.
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@MeanieDeeny said:
https://forum.deadbydaylight.com/en/discussion/comment/3222583#Comment_3222583
Literally never seen killers ask for any of those things, just constant complaints from survivors about what they should be entitled to.
But I did see.
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Yes
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Delete this
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3226117#Comment_3226117
don't fight these urges!
This skin for Yui when?
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The urge to post Yui arts...
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@danielmaster87 said:
Try linking it into other tiles or using it for Lithe.
Free down to people who doesnt use Lithe?
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@Crazed_rebelchic said:
This is exceptionally Bad ass!!
I'm quite new to this forum, so I'm unsure if this kind of artwork is fairly common but this impressed the hell out of me!
You can search my user name on twitter, I drew hundreds of these : D
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Anniversary event
Dredge chapter
40 perks fix
Attack on Titan
Wesker chapter
And a test on Last standing that not apply to this patch.
Come on.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3223554#Comment_3223554
Me not wanting to play an unfair game = i'm a child
Touch a dictionary and search for what "grown up" means.
Them after they could not find the word in their dictionary


















