C3Tooth
C3Tooth
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- Username
- C3Tooth
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Killers tell Survivors to rush Gen when have a camper.
Then Killers complain about Gen speed because Survivors rush Gen in case of camper
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These are all I can offer
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I wish I was on pc to put all the my step mom and dad drawings here
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@WesCravenFan said:
Killers were not overbuffed. The changes were tiny. 10% to kicks, 10% knock to speed, and 10 seconds of gens. Those are not world shaking.
What really happened was the mega crutching on things like Dead Hard and Iron Will and EGC uses of Decisive Strike happened, and now the Survivor community is buying Copium in bulk.
10% is not a little.
But the current (and always) game problem is that if killer able to down a survivor early then camp/tunnel, the result will be at least 2-3k no effort.
Which cause survivors feel they always have to gen rush.
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Yes
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@GoshJosh said:
I don’t think it’s too much to ask it to effect chest searches as well.
They will have to rework the chest system. I think it given certain fix % to spawn Brown, Yellow...for total of 100%. Which are perks change the numbers
Plunderer with item
Ace in the hold with addon
If they make Luck affect Item/addon. There must be math implied.
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@Pukenplag said:
https://us.v-cdn.net/6030815/uploads/XNL31A1R4NCE/screenshot-20220905-204356-chrome.jpg
These are the killer perks from a chapter concept I made 1.5 years ago. The first one is too strong, but the last one I really like. It's linked to the story of the killer too.
The last one may need some range, or its a better Make your choice (it has 40m to trigger to gives Exposed a chance to hide).
Perhaps it only apply on a random survivor who is 40m away, and the aura should changed with they're screaming showing bubble instead. Just like how Make your choice work when unhooking.
You may not need to down them to get the value of the perk, the fact that they just hiding because of Expose already give benefit.
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yes
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@TheLastHook said:
https://forum.deadbydaylight.com/en/discussion/comment/3170668#Comment_3170668
That doesn't happen 90% of time regardless. Not without red addons.
Injured survivors can keep removing traps with no penalties and it's super easy to spot and deactivate them, and also easy to escape from them.
Plus Survivors can heal very fast and maps are huge.
Easy to spot because the lack of grass. But I feel there can be some kind of hack that to remove grass or make traps brighter or something. Sometimes there is a survivor can spot the most possible to see traps and the rest of other traps.
Easy to escape because of RNG. Catch a survivor who randomly trapped from half a map isnt fair. Which is why escape trap should come with hard skill check
Huge map doesnt matter to him if traps not spawn from corners, can be solved by spawn a certain distance away from corner.
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@[Deleted User] said:
He needs to start with all hes traps, imagine if all killers had to collect their power on the map before they could use it
No killer has the ability that a survivor randomly injured across the map. Or someone near by that you dont even know they're there and randomly trapped and you get a free hook.
- He needs time reduce to collect traps for sure, have traps spawn 30m away from the boundary would fix it.
- Trap escape should not be RNG
- Maps need more grass, especially Auto heaven, Crow, Garden of joy
- Disarming should come with a small risk
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May be not op, but its boring to 3 Gen every game against him. The ability of put all traps around 3 Gens in the first 2min and lock down everything around there is why there is a down side, where you have to pick either Iri addon to help you with the disarm.
He needs alot of QoL, but starts with 8 traps is not a way to fix him.
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@RatbasterdJr said:
You may just be in a higher mmr than you need to be. Keep pushing through and it should get better man. Don’t worry about “winning” every game, but focus on just learning new tricks and having fun. It’s nice to just relax and play.
I wished most killers understand that tunnel, slug for 4K only increase their MMR that they're not supposed to be there.
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The Boon breaker should be basekit. The perk reveal blesser's aura for 4sec if they're 40m away, inflict the blesser 1min Expose.
- If killer snuff, may be a hint they have Noed.
- If killer break, may be a hint that they dont have Noed.
- If killer break & use Pentimento, survivors can choose not to bless again. So Pentimento still have a slight chance to make use without require Plaything.
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There should be a time charge. Like you get a perk buff icon after healed.
Then anytime you do those thing. The charge is slowly decreased. Instead of having the time cool down right after healed
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@ThatOneDemoPlayer said:
Artist is fine
Thank you for your kind word
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@MigrantTheGreat said:
https://forum.deadbydaylight.com/en/discussion/344858/bring-the-5-second-stun-back-to-ds
DS stun time never should have been 5s, it was like that because of Enduring (killer perk) and than Enduring got nerfed to only effect pallets, and Nurse is also the reason why it got buffed to 5s.
2 reasons why I think the 5s stun shouldn't come back.
1. You bring back the 5s and you might as well undo 6.0 update and the game might as well be boring with a stale meta.
2. I don't like talking about this because the community is too far gone, but the game is 4v1 and not 1v1. Killers shouldn't fear a perk. They should fear survivors working together.
Basekit BT should not active end game, OR remove collision if survivors have Endurance effect.
DS should be disable if healed, and go back to 5sec.
Done
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I remember I posted this in another topic.
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It should get deleted, a perk gives 3 health states and possible more isnt fine.
- Chasing for too long and suddenly DH extend the chase instead of a down
- Killers cant abandon the chase at that point because they cant chase someone else and go back seeing you full health with DH ready again, reset all progress
- Killers think its fair to tunnel because DH give 2nd health when you're injured
I believe killers get habit of tunneling because of old DH, it punishes fair play Killers more than tunnelers
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@TheLastHook said:
https://forum.deadbydaylight.com/en/discussion/comment/3166302#Comment_3166302
The 12 hook win is a myth past ash ranks. As long as Survivors are not doing stupid rituals like "go to the Killers face and wave your hand 2 times.
Correct, 12 hooks win is a myth. You're not supposed to 12 hooks every match. The balanced kill rate is around 60%. 24 out of 40 survivors through 10 match.
The average hook of each match is 7.2
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/3167741#Comment_3167741
I know why and its why I don't really play much survivor anymore. Just not fun.
Its always been either survivors complete at least 2 Gens before first hook happen, or killer gets first hook before the 1st Gen completed. Which side complete that task first and decide to play dirty, wins.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/3167674#Comment_3167674
You mean give the killer a 2k. Not enough time to finish all the gens now.
Nowaday each survivors slap in 2 Gen perks and we dont understand why.
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I agree, since Midwich, new maps have no grass.
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De-shirt him
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I have a single one Rebecca drawing
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3166289#Comment_3166289
You know before you could complete gen with brand new part and toolbox lasted whole gen. Itema are fine and don't need changes. If we remove them all killers add ons should be removed as well and only leave brown ones. And this would make the game just more boring.
I would like to make addons stronger. But survivors can bring either Brown Medkit or Ranger (no addon), its something like Trapper can spend more BP to make his default traps stronger without using 2 addon slots.
If you look again at my suggestion, the best Medkit a survivor can bring is either
- Double charge addon to self-heal twice
- 1 heal with Styptic / Syringe
while the minimum they can bring is half-healing to save your teammate 8sec to do Gen instead.
Currently the best Medkit a survivor can bring is 3 heals with Styptic / Syringe. And its possible to multiplied by 4. You dont see these kind of Medkit when playing Solo, mostly Swf.
I only suggest to make the gaps of item/addon variations between the weakest (no item) and strongest (4 ranger, +16 charge, syringe)
You can win against no item team, but lose to the other team, despite they have the same skill. You dont lose to them because you're out played, you lose because they out invest you.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3165619#Comment_3165619
That does not matter for good teams and you would just make casuals quit and only sweat squads would continue playing so bad idea.
I dont think so, usually Solo dont invest on item/addon because they afraid rate quit/dc teammate would make their item/addon wasted. Usually only swf would bring them (4 BNP, 4 Ranger, key...)
The change would nerf down swf more than Solo if you limit op item/addon.
If you think my idea of item only affect casuals but not good players (solo), I also dont think a bad survivor can ever make use of Ranger + double charge/speed anyway.
For me, instead of bring in a current Medkit (3000 BP), I would bring my version Medkit + a Brown charge addon (3000 BP), pretty much the same thing.
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Yes
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The gaps between a team of 0 items and a team with 4 Ranger, Syringe should not exist. Given both team have equal skill & perks
Items should have only 1 version (Brown) and act like survivors' power. They are free, but nerfed and requires addon to work. You only need to buy addon.
The best Medkit you can get here is double charge addon to self-heal twice. Or A heal with Styptic / Syringe. While free 8 charge default Medkit can come in handy at saving time healing teammate.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3165530#Comment_3165530
Trapper bag wouldn't be needed if bear traps weren't quarantining themselves to the corners of the map. Trapper will always be D tier because he has to walk around and pick up his power constantly
Also we need to keep petitioning BHVR for either an addon or a basekit thing that tints beartraps to fit the colour scheme of the realm you load in on.
Yes, traps should spawn at least 20m away from map's boundary. It will save him alot of time while keeping his traps spread out around the maps. Start with 8 traps would make him 3 Gens every game, which is boring, which is why the addon come with down side.
- Grass is needed in many maps
- There should be a risk of disarming traps
Giving a skill check or 45 degree, missing skill check will trap them. Having an addon that -20 degree, not affected by Unnerving presence
- Escape trap should not be RNG
Giving a skill check of 10 degree, missing a skill check will spawn another one with +5 degree until escape. Having an addon that -5 degree, not affected by Unnerving presence
I know that not everything should be skill check, but it feel more deserved when someone get caught because cant hit skill check, than RNG. Beside, it would make survivors more focus on disarming traps than just M1.
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@TheLastHook said:
https://forum.deadbydaylight.com/en/discussion/comment/3164135#Comment_3164135
In today's episode of "I am a Killer main but" ... 'The TrappeD'.
I play survivor more, but Trapper is my most played killer at all time.
Trapper needs more QoL, but starts with 8 traps is not a way to fix him
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Im trapper main and I disagree with trapper bag basekit
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Jill & Ada read the op and
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Killer should able to see survivors' aura at the start for like 3sec to get info where they should go instantly to start the chase.
Though 9sec can be overkill if you spawn too close to killer. You cant make gym juke when killer able to see you. But this is only op if its Nurse, Blight...and again, its S tier killers are the problem of perks balance
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@CluelessWanderer said:
https://forum.deadbydaylight.com/en/discussion/comment/3156670#Comment_3156670
You asked for the aura of the last survivor to be constantly revealed to you and the hatch removed and an instant Mori. How is that not handing them to the Killer on a silver platter? Bro, come on. To add: no one said the Killer didn’t work to get 3 kills. But that last survivor tried hard as well. If it’s Solo Q, they probably were matched with only one other competent team mate and 2 new players. Then you have to deal with disconnects, people killing themselves on first hook, face camping, hard tunneling- sometimes you have 3 gens left and as a decent player you had no shot to even earn any blood points. …….. but you want that survivors aura revealed to you constantly at end game and give them no chance. Let me tell you, the possibility of escape is the only reason any Solo Q logs in. Remove it and why would anyone play unless they’re SWF?
This....sounds like if survivors finish 4th Gen, the 5th completes itself
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You now can watch killers suffer with friends
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He looks at you, you dont like at him.
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@Spirit_IsTheBest said:
Rancor. Because it has a unique effect and I find it to be very fun to use when you manage to get value, plus it's a Spirit perk!
Yes
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Feng walks out of the trial knowing OP died
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I had a huge artblock in Sep 2021 because I likes how other draws different things (eyes from artist A; coloring from artist B...) and I kept comparing my own arts to them that I couldnt draw eyes like artist A, or coloring from artist B; while ignore the fact that my color is better than artist A and so on. I learned to accept my own style and learned that each has their unique style. I should not compare myself to others.
Even if I like how artist A draw eyes, I should never try to mimic their eyes' style, because even if I success mimic-ing, everytime people seeing my arts, they will reminds the audience about artist A, this should never happens. What I should do is to take note the method they draw eyes, not their result. This goes the same to everything else.
For starter, one should only care for themselves, you draw for yourself first, not for others, you can only improve if you like what to draw and keep drawing. People doesnt look down on you if you're not good enough, they just dont care (if you're not good enough), they only recognize you if you do.
Depends on how fast you improve, it may takes a while for people to recognize you. For me, it was almost a year for that to happens. Feb 2021 to Jan 2022 (one year) I had 300 followers, from Jan 2022 to currently (eight months) I have 3300 followers, got tons of commissions. Good news, commissions improves your skill since you have to draw alot -> more followers -> more comms -> skill improved...
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3155707#Comment_3155707
wait what hello?
IMPOSTER !
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Because legs
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If you hook a Jeff once, Entity is fed better than a Feng thrice
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@trapped_by_daylight said:
Honestly Buckle Up could be anything it isn’t now and I’d still be happy.
As you think they would not make the perk worse
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Yes
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"You are not at high MMR like me to know the game is survivor sided"
The famous line from killers who slug for 4K. 3k or 4k doesnt matter. The only different part is your MMR gains for another 25% if you really want that 4k.
Last survivor escape through hatch means you already win the game.
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@Iron_Cutlass said:
I dont really use the forms insanely often, so I dont really have that many people that I constantly recognize, but Id say:
~ C3 Tooth - I love their art, they also seem like a nice person. I also just love how youll go into replies and see art posted by them to sort of meme or make light of certain things, I just like it a lot.
~ Sluzzy - This is entirely because I know that if Im having a bad day, I can look at a Sluzzy post and instantly feel more comfortable with my game skill... Im sure everyone has seen a Sluzzy post so yall can kind of catch the drift with this. Also it's really hard to tell if their posts are bait or real, but there is something about it that I just really enjoy.
There are a few honorable mentions but I wont dive too much into it since my main gripes with them is the few "Us VS Them" posts/comments youll see, I mean I guess it can be contradictory considering I put Sluzzy, but at least it's fun to read their posts.
Honestly after the killer buff basekit update. There were some rants, ideas that so entitled that triggered me and I lose my cool with agruments, I had to stop looking to discussions. Gotta just roll around with drawings, it suits me better
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3155054#Comment_3155054
That is true. But right now huge amount of killers camp/tunnel. Because it is easy to do and because it is very strong.
So in order for most killers to stop doing it you need to make it harder to do (by e.g. removing hook grabs) and/or making it less rewarding (e.g. reassurence perk).
You will not cover 100%, but you don't need to. If you lower camp/tunnel from 50% of all games in some MMR brackets to 3%, then you solve the problem in eyes of most survivors.
We thought tunnel/camp happens because its effective tactic, which it does. Devs try to soften by making tunnel/camp less effective.
But most of us dont know that there are people play the game only to be toxic on other players as possible.
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Perks only soften, if killer dedicated to do so, they will do. Reassurance only make camping useless, doesnt mean camping will not exist anymore. If killer wants to camp, they will.
The big part of complaining on tunneling & camping is, it makes the game not fun for the targeted survivors. Even if Reassurance as basekit, its still doesnt fun for the camped survivors, it only helps to punish the campers
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I think 1 title equal to 8x8 meters. You can estimate with shack, basic gym, TL
As long as both of you around outside the same title, it will be 10m.




















