C3Tooth
C3Tooth
About
- Username
- C3Tooth
- Joined
- Visits
- 19,511
- Last Active
Comments
-
You gave me an idea of instead lose healing progression. Healing now cause "Merciless storm skill check" when above 50% progress.
-
At this point, I think I have drawing for every situation.
-
I just made this too.
-
@Mandy said:
https://forum.deadbydaylight.com/en/discussion/322776/design-contest-petition
It will be great if we can show some of the other entries apart from the winners, i do agree.
We will not run them in the same way as we have done in the past where entries were uploaded onto the forums - we're limited by Countries and that's far easier to manage with the third party app instead of on the forums. And even when they were here, they were not chosen by the community, there's so many variables that are considered about whether or something will work in-game, fits the lore etc.
I realized that I dont have eligibility to join... : (
-
DeathSlinger & Spirit are examples that Killers too strong in chase make it doesnt fun for survivors, nerf them down and nobody use because they have no build in slow for the only thing they relied on is fast down before the hooked survivor goes back to game.
Thats why I think Pig & Pinhead design are the best, make them weak in chase all you want, you can always buff their slowdown mechanic
-
@Chaos999 said:
https://forum.deadbydaylight.com/en/discussion/comment/2943258#Comment_2943258
I see what you are saying. But then again, resurgence is almost always used to heal under hook, if you are doing this, then new hemorrhage has no effect on resurgence.
Healing under hook has always carried the risk of the killer coming back and catching you and likely downing you again. Assuming the killer does interrupt your healing but you manage to escape anyway by some miracle, only then will hemorrhage will have any effect on this scenario, I don't see why it's unfair that hemorrhage gives value by at least removing the healing progress if this conditions are met, I mean it IS supposed to have an effect, but no, it's not automatically removing your perk.
You took a gamble and lost, and if the killer brought hemorrhage, then yes, you are supposed to pay for that, if you even manage to get away.
I do agree that solidarity could use some work around hemorrhage though. I think a small window of time (10 seconds?) where the healing regression is negated should prove adequate.
As other said, the 2 perks are already low tier perk, that completely get destroy by a status that come from both Perk & Addon.
The same to Ironwill & Stridor, Ironwill is high tier, Stridor is low one, and they decided to make Ironwill overlap Stridor.
Like Botany save 5.5sec healing other, while Solidary save 8sec healing on yourself after healing other.
Botany can consistent save 5.5sec everytime healing other survivor. Solidary is useless if a teammate who come to heal you is healthy.
Plus Botany can quick heal your teammate before Killer come, which likely they can take hit and both run away. Solidary can not do that (even if no Hemorrhage come in play)
-
I want a school outfit for Yui.
Without thinking or looking at Dwight, I made an exact female version of Dwight...
Anyone has ideas to improve this?
-
Survivor should not be punished by cleansing Hex. But Hex should be reworked as force multiply time buying for killer, because Hex's spawn placement & survivors randomly spawn near a Hex is not fair.
Hex should work like Plaything, taking hit or hook will turn a Dull into Hex that applies only to that survivor. Which mean, you can pick a single Hex perk and you can create a whole 2nd objective on survivor side (because a Hex perk applies on 4 Dulls instead of 1), but requires some work.
-
@AMOGUS said:
Bonky Daddy's muscles are nice, but I've seen what's under the mask.
Pointy Daddy has muscles and had big cakes, he's the real king here.
Why do you care about whats under Bonky dad's mask but not Pointy dad?
@Coordi said:
Snappy Daddy VERY unloved right now.
Because Devs nerf maps' trap placements every patch.
I just learned muds inside Asylum now no more hiding traps, even the stairs
-
@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2940988#Comment_2940988
Ngl I dont like the idea of forcing a brown medkit to have an addon to heal is a little unfair and I do feel that should be base but maybe a reduced speed? Other medkits definitely need tweaks along side the addons to stop combos for sure
https://forum.deadbydaylight.com/en/discussion/comment/2941019#Comment_2941019
Well my suggestion wasnt just to make them quiet but to counter notifications so missed skill checks, perks like tinkerer, call of brine etc. But that ruin thing is okay also, I just feel faster gens is abit meh
Its still the same, that the Medkit is now free, but requires a charge addon to heal yourself (still cost exactly 3000 for a self heal). Or you can only quick heal other with speed addon
+healing speed addon can even increase up to 30-60-90% depends on addon rarity. Sounds strong, but because the possible that you can only heal 2 times (lets say a Medkit 8charge with a Green addon + 24 charge). Which mean there is no place for Styptic & Syringe
-
Yes, a team with 2 Brown Medkit and a team with 4 Ranger and Syringe should not exist along side with each other. For me, items cause a bigger problems than perks.
I think item should be reworked like Killer's power. Which is free but only have 1 version: Brown, but weaken. Without addon Items are only good at helping other, not themselves.
My idea, not going details
Medkit: Free; has 8 charge. Requires a brown addon 3000 BP; + 8 charge, to make it work the same as default Brown medkit. Of course there are Yellow / Green addon that have more charge.
You get my idea.
-
@oxygen said:
While I totally believe map offerings should either be retired or reversed (so using one makes you not go to that map), calling them toxic just grinds away some of the last meaning the term is desperately holding onto.
Not going to that realm, thats a brilliant idea.
-
Killer should have at least 180 degree cone to snuff. I feel the you have to be stand super close, face direct to Boon to snuff. Which cause a snuffing takes more time than other.
-
@JimbusCrimbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2940196#Comment_2940196
What a load of crap. People have been running that nonsense since before tunneling was so wide-spread, and they'd be running it regardless because it's all the strongest #########, so why wouldn't they?
On the other hand, tunneling? Camping? Killers often HAVE TO in order to get some decent pressure. Why? BECAUSE of perks like the ones you mentioned.
DS BT only affect killer if they tunnel. The only problem is DH.
-
With the release of Plaything and Pentimento. I dont think they will ever add another objective
-
@AnchorTea said:
What if Fire Up was hook token based instead 🤔
Freddy's theme is the later the game, the stronger he is. Which is Gen done count. The number is that weak because its equal to Brutal strength & Bamboozle.
I think they could make it 4 tokens +5% instead of 5 token +4%. So at least there is 1 Gen left to make the perk work at it's peak.
-
@Seraphor said:
For all of his automatically placed traps, have them always spawn within 10m of a gen.
More likely to be useful, and easier to pick up if not.
It doesnt fix the fact that some map like Swamp and new Haddon have Gens spawn at the edge. Ensure traps spawn 30m away from edge is the solution
@TheMruczek said:
https://forum.deadbydaylight.com/en/discussion/322171/an-opinion-about-trapper
I honestly would give Trapper 10 traps and make them spawn more in center of map. Increase time it takes to disarm trap and make his terror radius smaller to 24m so he isn't as easily detected by sound. And to top it all give him his iridescent stone as base kit. Is isn't super op but it would make so survivors do not deny his power, only delay it a bit. I think tho without a complete rework it would be hard for him to even come close to b tier. As for stick i dunno if it would a good solution since most survivors use dead hard on traps and they would see stick just like sadako's condemned.
The buff should be more QoL, not number.
Disarming traps should come with risk, trapped when injured should come with some more punishment (not a dying state), escape trap should not come with RNG
-
I vs a tunner Oni in Plague map with full auta build. I was the 1st found.
First chase I did well, because of Bond, I decided to run into dead zone to avoid friendly Gen. First chase ,3 Gens.
After that Yui unhooked and bodyblock me for 2nd and last hook.
Right after I died, 5 Gen done. Felix downed with Noed, but Yui and David managed to cleanse Noed and unhook with BT. 3 escape.
Post chat:
Me: congrats on 3 escape.
David: ure a noob. Doesnt know how to run and provoke killer.
David had his signature perk DH and Ironwill.
I had Bond, Kindred, Aftercare.
I had 9k BP because I barely did Gen before getting chased into death. Teammates had 20-22k for Gen, unhooking in end game with Noed, then escape.
-
As a hardcore YuiRin ship, I confirm
-
hm
-
I agree survivors should be locked at 20sec.
-
@Coordi said:
Yui being the obsession is a cute touch!
Everything started from here
https://twitter.com/C3_Tooth/status/1486859795499868160 -
The most brutal is when the dead hit is not the first hit.
Huntress seems brutal, but survivor dies instantly on first hit. The later hits are pointless.
Oni or Slinger are the most for me.
-
@deKlaw_04 said:
Being able to see my solo que teammates perks
People will constantly dodge lobby when seeing my perk builds
-
@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2936387#Comment_2936387
yeah wanna know why? Because there is something wrong with healing
To this day I still wonder why people think balancing is about Perks.
When Team1 with 2 Brown Medkit & Team2 with 4 Ranger, +charge addon and Syringe exist along with each other. Giving the same perks.
-
Just random drawing
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2936151#Comment_2936151
Never said something about "mains". Not reading the perks/addons in the aftermatch can happen to everyone.
I think its about when one think other side is cheating
Dies
Wait for the match to end to tell the other players that Killer was cheating
Since they can not read Killer's perk before the match end.
They would chat first "cheater" before the other players drops from the post match chat.
Quick judgement, yes. But understandable.
-
@Tsulan said:
I like to watch a certain streamer who regularly gets accused of being a cheater, simply because he combines undetectable addons (like wodden fox) with Starstruck. Often he addes IG, Agitation and Mad Grit. Which results in very confused survivors. Since they don´t read the perk/addon description, they assume he´s a cheater.
After the first 6 months of playing Killers after playing only Survivor for 6 months. I noticed in a Tru3's vid that he constantly M1 while carrying survivor, I was like "is he cheating?"
Turned out its a perk on Legion, which I dont have (I only have Spirit, Freddy, Plague) , so I dont even know it existed despite playing Killer for half a year.
Its not about "main", its just the grind is insane that affect players who has less than a year of playing.
-
@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2935015#Comment_2935015
Personally I hate going against doctor, sitting holding m1 to get rid of all the madness is boring. Yet I still play the game and you will never see me ask for Doc to be changed, removed, nerfed.... the entire game is holding m1.
Well, against Doctor, you get out of his Tier3 five times per match at best. Legion on the other hand...
The Deep wound mechanic should change. Make it more punishing to not mending, but not forcing to mend.
-
@Little_Kitten said:
The reason is simply that many survivors do not want to make the effort to learn anything other than :
"I dropped the pallet, I'm so strong, ooh there! Then I go to the Jungle Gym, I go through the window, I'm so strong, oh my! Oh well, I'm going to the shack now, I'm such a boss, oh my!" 🤣
So of course, when they meet a killer who asks to be a little more subtle ... my god ... it's the end of the world ... everything falls apart for them ... and then they come up with a topic like "Need to nerf the nurse add-ons!" 😁
Anti loop or not Anti loop, Survivors will always drop pallets.
The different between them is "Predrop pallet and W" vs "Mind game, make a few loops before dropping pallet". The later definitely requires more skill.
-
@SmokeTheScrapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2916357#Comment_2916357
Mine too. If she'd be added to the poll I'd even vote her. But she isn't so she'll be my secret killer friend in my head because of her ways.
Shes the Flappy Mommy.
-
@th3 said:
Perk was nerfed twice with one of the most boring killers being buffed. I just went straight back to running DS, adrenaline, dead hard, bt
4 survivors run DS, DH, BT, AD are 16 perks. But if 1 survivor replace a BT with Coh, they have 23 perks (x4 Self care & x4 Botany)
I like playing fair and prefer hit-run play style, which BT, DS never affect me (unless a BT body block next to a window in end game). I prefer survivors not using Coh.
-
A very old drawing.
Jump everytime.
-
Pharmacy should be a Yellow Medkit with guarantee a Charge addon.
Find chest -> Open chest to heal 4sec faster once... The perk is only good if you're able to stay alive and bring it to the next trial
-
@Tiufal said:
Whats more intuitive than alphabetical order? Having 5 or 6 categories to always swap between? I dont think so.
Given benefit: Aura, Heal, Movement, Gen, Chest...
- Check Healing category: Botany, Desperate measure, Solidarity,
- Check Aura category: Distortion, Empathy, Saboture (hook aura), Wakeup (gate aura)
- Check Exhaustion: DH, Lithe, Sprint burst...
- Check Boon: say no more.
I suggested this for a long time. Having more options always better than having not.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2929199#Comment_2929199
The issue is, that the devs are against stacking slowdown perks. They also said once, that a killer shouldn't feel forced to equip a gen slowdown perk.
Yet, when killers actually play without them against decent survivors, than the match won't last 5 minutes.
The last 4 killers all had 1 or more slowdown perks. So the devs see the issue. But try to fix it with perks.
To be fair, the core gameplay isnt rich, Killers' perk is mostly about Gen, Aura
One biggest issues that in order to make 2K 2E balance. 5 Gens must be done every match, because thats the only possible way for 2E.
I wish they could make the core gameplay to make 4E is almost impossible, in return there is more accessible way for 2E without requiring all Gens to be complete.
It could be simple as the completed Gen required = number of alive survivor + 2. Where Killer can either try for more hooks at 5/6 Gen done, or kill a survivor to trigger Gates powered.
-
@Blueberry said:
Let me rephrase this, "Please make an anti-exhaustion killer perk that doesn't suck"
We have anti-exhaustion perks, they're just all terrible.
Its weird, Exhaustion perks are "optional" to use. Killers who use Anti-exhaustion perks already risking a waste of perk slot if no survivor use Exhaustion. I dont know why those perk are so weak.
Fearmonger should increase to at least 10sec.
Bloodecho should work to all other survivors, not injured.
-
@Bartlaus said:
https://forum.deadbydaylight.com/en/discussion/321189/someone-is-living-the-dream
Ty very much :3 I love your drawing <3 Was it your idea? To be honest, I'm speechless and didn't think it would become reality! *-*
Outfit wasnt my idea, its just my drawing after seeing the new outfit.
-
There should be a startup animation to make progress. Do Gen, Totem, Chest, Heal, Gate.
- Cant touch Gen mid chase
- Add another 2sec to Totem, Chest
- Double heal would consume more time on survivors (1 man heal: 2sec startup + 16sec heal = 18sec / 2 men heal: 4sec startup + 8sec heal = 12 sec)
- 99 Gate become much more riskier (since it takes 2sec to continue the progress)
Just 2sec, it will makes alot of impact.
-
@Pulsar said:
Okay but only if DS is disabled or shortened during the EGC
Disable when last gen done.
Current DS punish fair play killers more than tunnelers.
No DS? Good, tunneling to death.
Have DS? Good, now you dont have DS anymore, tunneling to death.
While I eat multiple DS in end game because I didnt tunnel earlier which they save DS
-
@FilthyLegionMain said:
For FU-
-hrer ?
-
@MyNamePete said:
I personally always wished there was a mini pop goes the weasel base kit.
Like any time you damage a gen it should reduce it by 5% or 10% then start to regress.
All perks should be basekit with 20% strength of Tier3.
Perks should be enhance what players can already do, not unlock a new abilities (unless its stun, exhaustion & expose, speed boost... perks).
I would love Killer after a hook can Kick a Gen drop instantly 5%, first survivor touching the Gen gets an Over charge skill check (with DS difficult) without using any perk.
-
I recognized that you also cant trap next to Gen. But I understand that would be broken on 1 man Gen with Iri stone.
@Lyonic said:
https://forum.deadbydaylight.com/en/discussion/320424/subtle-trapper-nerf
dude the real trapper nerf is how ez it is to get away from a trap. I remember you used to be able to actually get to someone in a trap. There is realy nothing you can do but use mankey addons to play trapper.
It used to be 25% escape chance with unlimited attempt. Now its 16% with 6 attempts cap. Its a buff, but still bad because of RNG.
-
Sprint burst let survivors increase ~5.5m distance. Lithe increase much more because it through a vault, especially if its a safe vault.
Remove the distance from DH would make the perk useless:
- Requires injured, that may not come vs instant down killers
- Swing and miss, then what? Survivor is like 3m away ready for another swing. The perk would pretty much equal to someone able to make a success spin.
But I also dont think remove iFrame and increase distance is a way to fix the perk. It would be a Sprint burst that can activated mid chase.
-
A perk need to be better than DH , DS to be a new meta.
Despite I want DS , BT as basekit for survivor (with Killer has some basekit slowdown Gen perks of course). Any perk thats better than the meta would be broken.
-
The difference between a team with 2 Brown Medkit and a team with 3 Ranger Medkit and Syringe...should not be a thing. Item overall should only have 1 version of them to make it the same as Killer's power.
Make items free, but nerfed. Buff add-on alot more. Bring item without addon would only able to help a teammate rather than themselves.
Broken key (free): Can be used for 10sec.
- Addons that increase the time to use
- Addon that unlock see teammates' aura at certain range
- Addon that unlock see killer's aura at certain range
- Addon that unlock seeing Obsession's aura at all time
- Addon that increase seeing range
- Addon Dull blade: allow to instantly open a chest
- Addon Skeleton blade: allow to open hatch
To OP, Key allows survivors to reading someone's thought. Which mean other players' aura. Reading windows should be a Map thing.
-
Thing does like this.
Perk A 1st place, Perk B 2nd place. People use Perk A because its the best, plus the long time of using Perk A make players know how to use it better to the point the other side cant counter play. Perk A gets complained.
Perk A nerfed down, Perk B become the 1st place. People use Perk B because its the best, plus the long time of using Perk B make players know how to use it better to the point the other side cant counter play. Perk B gets complained.
...so on.
-
@AngyKiller said:
Rofl. Back when Huntress was new, I randomly found someone in a locker when I went to rearm.
Dude SCREAMED that I was hacking. That I had no way of knowing he was there. Why did not pick the other locker to rearm? CLEARLY I knew he was there.
It was like, Dude; I had a 50/50 chance of finding you because there were 2 lockers that HAPPENED to be near me when I needed to reload. Chill. 😂
I found a Meg twice while reloading in Mother dwelling in a match...Now that a hacking.
-
@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2917085#Comment_2917085
I mean for people like me who suffer from motion sickness its kinda dumb to waste a perk slot for accesibility. (Although if it was buffed to a point to be good to run anyway maybe id be fine with that to) i don't really know.
My idea of buff is increasing from 15 to 20, plus survivors will have glow effect like Freddy's power. Make survivors unable to hide in the dark or grass.
-
hmm.









