C3Tooth
C3Tooth
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- C3Tooth
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@Robotfangirl67 said:
https://forum.deadbydaylight.com/en/discussion/comment/2449894#Comment_2449894
Those look really cool, I also made a summer outfit for Ghostface too a while back, lol. Expect mine is a little messy looking lol. I also made this Spirit outfit too.
https://us.v-cdn.net/6030815/uploads/0H0A1IRNB3HM/74409539-85df-4f70-a8cc-d98c77f3d72f.jpeg
https://us.v-cdn.net/6030815/uploads/HWCMYHP322C2/87cbb58d-3e2d-426f-ae3b-bd5810a4538a.jpeg
: D nice, I wished they give Spirit something else, most of outfits are Japan traditional which I dont like. Which is why I only have her school outfit.
More summer outfit like these should be added.
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@LordRegal said:
https://forum.deadbydaylight.com/en/discussion/comment/2450136#Comment_2450136
I personally hate the add on system, just like I hate the item and add on system for survivors. I think having limited use items to make the grind of the game infinite is ultimately frustrating design, and the last thing I want is to run an objectively strong add on and become reliant on it. Prior to Wraith’s last buffs I ran Windstorm maybe once in every 30-40 Wraith games purely as a special treat because any more than that I’d be reliant on them. Back when Doctor got reworked I groaned and actively argued in feedback about their “add ons allow you to build your power” because I hate killers being reliant on add ons. Fortunately they decided to make backwards skill checks baseline so he got SOMETHING at least without add ons.
Trapper remains the one exception because he’s so reliant on a bag add on it’s painful to not play him with at least a brown one. But that just makes me play him a lot less than I otherwise would because I don’t want to grind BP on trapper for all time.
Same deal on the survivor end - my friends I play with like to joke that my survivor inventories are a “vault.” What goes in never comes out unless I need it for an archive. I don’t like losing items and the add on rework back when to cause add ons to go away for survivors gave them the same issue I have with killers.
So ultimately it’s not me trying to take the moral high road with not using add ons as much as me recognizing getting too used to add ons could ruin that killer for me when I run out of them, and I very much don’t want that.
I feel like Killers should be relied on addon, being weak but an addon buff them in an aspect greatly.
Iri stone, honing stone, bloody coil make the lack of bag feel more than okay to play. Though the flood of "slightly faster setup, slightly increase disarming time" addon makes us all wish all of those were brown bag addon.
Image bloodweb only spawn Brown bag, Iri stone, honing stone, bloody coil. I bet youre willing to play Trapper than you think. Wheb you dont pay Millions on useless addon
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@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/2449663#Comment_2449663
Do bones. the RE chapter literally gives you wallhacks for every totem AND speeds up cleansing. There are SO MANY anti-totem perks at this point that there is zero excuse not to pop totems.
You cant find all bone when Killer fast tunnel/camp a survivor out. Thats his point, and Im agree too.
I ruin Small game as Survivor as much as Noed as Killer. Though I never use Noed as a tool to ensure 4k. I pair Noed with Rancor, Noway out, Remember, STBFL.. to make the game tense at the last moment. Because Gen slowdown is boring.
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Im Trapper main so I cant understand the complain...
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@FancyMrB said:
https://forum.deadbydaylight.com/en/discussion/comment/2449967#Comment_2449967
Ummmm... do you have an insta or Deviant art I can peep? You are talented ^^
Here we go https://twitter.com/SiblingsHong
Warning: process with caution
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Im totally up for Devs to add more objectives. But if only they add mechanic that remove Camping & Tunneling.
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@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/2448190#Comment_2448190
kill rate is 60% because majority of players in the game are pretty bad, at that lvl killer has a complete advantag because people can't even properly focus on gens, waste too much time doing nothing and can't properly loop to gain as much time possible either
Since the majority of players are pretty bad, no need to punish them further by adding 10% penalty.
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@FancyMrB said:
https://forum.deadbydaylight.com/en/discussion/comment/2449894#Comment_2449894
All are those are amazing! You did the pig one? O3O
Yes, every single pic I put in this topic : D
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More to come for Killer
Farmer Spirit
Summer GF
Straightsuit GF
Curved attack Pig
Arts by me
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@FeelsBadMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2446516#Comment_2446516
Spotted the horny 13yo - I am sorry but big yikes to both of these.
: )
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Here is a fresh topic I just created : D
@C3Tooth said:
Killer type: Trap
Speed: 110%
Size: Medium
Basic action:
Press M2 to perform planting action. Takes 2sec.
https://us.v-cdn.net/6030815/uploads/TBSMEIMH3CZF/image.png
Press 2nd ability button to select a type of seed before planting.
https://us.v-cdn.net/6030815/uploads/JT17SBUNS6WA/image.png
There are 3 types of seed for you to choose.
Thorn seed:
https://us.v-cdn.net/6030815/uploads/CQ7OYSAI688Z/image.png
After planted, the seed takes 15sec to grow into a plant. Its hard to be seen as Trapper's beartrap. Take 3sec to disarm
If Killer in 10m close to the Thorn plant. He can activate the Thorn plant, it takes 1sec before spike up, any Survivor in the zone will be damaged.
Noxious seed:
https://us.v-cdn.net/6030815/uploads/R5ROORW7B34K/image.png
After planted, the seed takes 10sec to grow into Noxious plant. Take 8sec to disarm
Any Survivor in 4m radius from Noxious plant will get affected similar to Clown's tonic. Though they dont scream.
Trunk seed:
https://us.v-cdn.net/6030815/uploads/SPEXPD5FNQU3/image.png
After planted, the seed takes 30sec to grow into Trunk plant FULLY. Take 24sec to disarm a fully grown Trunk plant.
After 10sec, Trunk seed grows into level1 Trunk plant, which is Survivor can disarm in 8sec. If you're disarming a level1 Trunk plant and it grows to level2, it adds 8sec more disarming time.
- The Black thumb has 10 seeds + plants at any given time.
- If there are 10 plants, Survivors have to disarm a plant so The Black thumb is able to plant again.
- Only seeds that grown into plant can be disarmed.
- Killer doesnt get noti when a plant is disarmed.
- Killer can see aura of grown plants.
Add-on:
- Increase number of seeds.
- Decrease planting time.
- Increase Noxious plant's gas radius.
- Decrease Noxious seeds growing time.
- Increase time to disarm Trunk plant.
- Decrease Trunk seeds growing time.
- Iri seed: Now Trunk plant also release gas, Noxious plant disable.
- Iri seed 2: Seeds instantly growns into Plants. Lose 4 seeds.
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For Trapper, his trap is strong, damage & stop survivors, but waste alot of time to setup.
Hag, trap alone only cause body block, not able to do double damage like Trapper (his trap & himself if 2 or more survivors go together), faster setup.
Freddy, trap only cause slow movement, has fasted setup.
I feel like a damage potent trap that not able to disarm is bit too strong. Im not sure if his activate slow speed can makeup for it.
I also have a similar Trap killer idea called The Black thumb : D
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As a Noed user, I still hate Killers who camp/tunnel into Noed.
I feel like the most fair change to Noed are:
- Exposed only applied to Survivors who already hooked once.
- Each hook on a unique Survivor gain a token. M1 spend a token which is instant down.
So at least camp/tunneler have less use on Noed.
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Say 4 Survivors have 400% power.
Why a Killer should 1 hook 3 survivors and they get debuffed 45%, when 3 hooks a survivor and they get debuffed 100%?
The idea just make solo worse to play, nothing to fix tunneling at all.
To remove Gen rush / tunneling / camping. New mechanics have to be added so players unable to do it, not putting reward for not doing so, or punished for doing so.
The proof is Survivor will Gen rush ignoring the reward of 5000BP dull totem, and ignoring the risk of Noed that possibly happens. Same to tunnelers breakthrough BT,DS to get 1 early kill.
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Note the spot on right side of their nose.
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@GoodBoyKaru said:
I hate facing Trapper, Legion, and Clown. Please tell me with a straight face they are strong.
I enjoy facing a Nurse, provided she doesn't Infectious slug at 5 gens vs solos. Please tell me she is weak.
I hate NOED, facing and using, but a lot of people will say it's not a strong perk.
I hate Hawkins and RPD for both sides, which are they therefore strong for?
I despise playing killer on Saloon and yet people regard it as killer sided.
Your logic has... a few holes in. No offence.
I main Trapper with Noed.
I know im good
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@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/2447212#Comment_2447212
survivors never cleanse dull totems
Mean theyre risking eat Noed.
Even though gens go fast, but kill rate is already high enough (60%?). Manytimes survivor forced to rush Gen, or the first guy be tunneled out and no one has chance to escape. Extend Gen time by any mean without using perk just further reward tunneler/camper
Im as Survivor usually equip Small game because I hate Ruin. If there is no Ruin, depends on situation,if team mates are dying I rush gen, if team in good shape I remove all totems
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2447438#Comment_2447438
I understand but I do think the killer should make more because most of the time they have to at least cover there add on. Survivor BP gain is a joke and does need some kind of increase
I dont complain about Killer gain so much BP, Survivor gain is so depended on Killer.
- Camp? 3k BP
- Tunnel? May be 8k Boldness and thats it
- Killer afk? Do a Gen a totem then leave with 8k BP.
- Killer too bad? May be 12k BP
- Killer too good? Not a chance to have 10k BP.
The only way to gain many BP for survivor that Killer is great and decides to toy survivors (constantly chase, hit, down, pressure but not death hook)
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Its sad that despite I never tunnel, most survivors die at 1 Gen left or gate powered. Result that I have more than 25k BP, while each of them have 12-15k BP (if dead)
The main BP source they get is by escaping. This is why I never willing to die for killer. I lose 5k BP for killer to gain 2000(?)BP that already more than mine.
If Survivors BP increased, there would be more people willing to give sacrifices.
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I hope when they fix Lery Gen, they will fix 4 Gen on Suffo pit, Sactum or wrath, Azaro.
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@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/2447196#Comment_2447196
that isn't a solo play issue, just bad players
So why should passive slow down dull a thing...? There are many perk that add 2nd objectives to Survivor already, Franklin, Sloppy to extend healing time, Hex in overall, especially Noed exist that somehow force Survivors to cleanse all dull.
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I dont want to vs swf squad, I want to play casual mode
So my camp, tunnel tactic could work.
The idea of Casual mode will never work.
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Because why not
Spirit skin Yui
Cate Denson
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Remember me exist. Combine with your BW would make it impossible for the last survivor to escape.
If to make it less meme. I would make it work like No way out, 20sec block the exist once EGC starts, put some requirement that increase tokens, each token add more sec maximum 60sec.
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Able to see 2 Gates as survivor at all time make it easy to escape, no matter how dangerous situation you're in. Because everyone can always make a straight line to Gates once unhooked.
5sec noti once Gates are powered is enough.
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There are 2 choices:
- Spawn together: 1 Gen instantly done.
- Spawn spread out: Hard to pressure Gen.
What's your favor?
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Startruck/No way out, Noed, Bloodwarden, Remember me. For me, Gen slowdown is boring to play as Survivor, so I rarely use them.
Beside...you're Trapper, why afraid of loops?
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For your sin, Spirit decided to Mori you on the spot
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@Ruma said:
https://forum.deadbydaylight.com/en/discussion/comment/2442331#Comment_2442331
Didnt you said you stop trying to explain it?
Also, if EVERYONE waits it out, no one will die.
If the killer camps, do gens, if it gets blocked, do another gen until its not blocked anymore.
I understand on bothside, on Killers say Survivors can wait out. On Survivors it delays 30s on the last Gen.
- As for Survivors, 30s can be another hook, which might be the last hook for one of them. In a situation when 1st guy death, 2nd guy on chase may be death hook, 3rd guy 100% a Gen and 4th guy 95% last Gen. Then the perk lock that 95% Gen for 30sec. Now that 2nd guy on chase could be death.
- As for Killers, image 4th Gen done and other 3 Gens have 5-10% progressing. Which barely give benefit.
The perk can either weak or strong depended on how far the last Gen progressing. But one thing I can assure that survivors can wait Corrupt out, but cant vs Deadlock. You're supposed to chase someone at those moment.
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I remember no Blood lust weekend. As a Trapper main, that weekend had no affect on me. His play style is to control their path into trap and its over.
@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/2442742#Comment_2442742
Nah i’ve seen it in game with Play with your food. Survivor would still have the advantage lol.
If play with your food increased to 130% speed and they still have advantage...well.
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Hex Lullaby should work similar to this. Whoever gets hook once will instantly get no noti skillcheck (5 token on that survivor)
Currently I find Plaything is strong because the effect is as strong as Retribution with no limited time (mind you that Retribution effect is short & it does nothing when it stands). Plus Plaything has ability to waste alot of time on Survivors which is another powerful effect. It may waste more time than Ruin.
Though the downside is Plaything not able to pair with any other Hex
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I dont want to play Trickster but his perks are good though...
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For me "Zanshin tactic" should allow Killer to destroy a non-dropped pallet. But only once every 7min(?). Able to break shack pallet make it worth a perk. Most match Killer would able to destroy god 2-3 pallets
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@dezzmont said:
I actually think they did a good job of removing all the second chance nonsense, but survivors still play like total trash. It is just they also are very effective at bullying killers into allowing them to play like trash through discourse about things like tunneling or camping:
If a SURVIVOR takes every advantage they are offered via misplay, the response is 'what are you expecting, them just letting you hit them?' Which is very accurate and true. But if a KILLER takes every advantage offered by misplay, they are a badguy 'preventing people from playing the game.'
Despite, you know... DBD being a game with player elimination and which deliberately includes a lot of mechanics that are intended to reward the killer by preventing survivors from playing the game for a bit if they make a mistake. Like it is most of killer gameplay to keep as few people playing the game at any one time as possible. So once you realize you are, in fact, intended to be mean as a killer and do as much as you can to keep survivors off balance, the game becomes like... actually fun, and you start to learn a lot more about how the killer-survivor dynamic actually works and what the survivors can REALLY do to mess with you, rather than bashing your head over and over again against binary mechanical power that is just saying 'no' to you.
Well, survivors were good, which is why the complains were made.
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New Spirit's mori
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I dont know why some said escape RNG is buffed for Trapper, since first attempt has lower chance.
I mean, do they really think 17-33-50-67-83-100 is better for him than 25-25-25-25-25-25...?
The second attempt is already on Survivor's favor than before
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@Midori_21 said:
But why though?
@Holylock said:
Why? it's such strange idea.
Just brain storm 2nd objective ideas.
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...
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@Killing_Time said:
https://forum.deadbydaylight.com/en/discussion/comment/2433729#Comment_2433729
I have nothing against Demo, but let's be real, he's WEAK. Is that a lie? Most licensed killers ARE WEAK and/or nowhere NEAR the true power they should be. The only exception, at this point, is Leatherface and he's been WEAK his entire existence until the buff many years later.
Freddy repeatedly NERFED, Nemesis is whack, PH was GOOD but also nerfed with completely useless add-ons, etc.
So...Demo is weak related to losing license?
Like Devs could keep him in game store if they buff him to S Tier or something?
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I wonder if Hook perks stack. I mean if there are 12 hooks and you have 4 hook perks that work on 16 hooks.
- Will they spread out and a hook only affected by a perk.
- Or there is a chance that a single hook can affected by more hook perk?
I hope hook perks in the future will not nerf down Survivors in away they're easily tunneled. They should work as if Killer leave hooked survivor alone for awhile, the survivor will not pose much as a threat so its better to go for someone else
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. Start with 1 trap, can carry 2.
. Traps spawn 30m away from edges of map.
. Disarming spawn a skill check. Fail will get trapped. Coil addon changed from slower disarm to smaller skill check.
. Escape trap os is no more RNG. Add skill check, starts with 10 degrees, failed will increase another 5 degrees until success. Stone addon decrease 5 degrees.
. Green jaw cause Hindered. Purple jaw cause Broken...ect.
I repeat that his time required to setup trap isnt the a problem. Its disarming his trap without any risk. Its escaping his trap in 2sec because of RNG. Being able to carry 1 trap at anytime makes him unable to shift his traps to another area . Are the problems.
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@NerfedFreddy said:
"Starts the trial with all traps"
won't happen bro. That's unbalanced and promotes unfun playstyle. Just lock down 3 gens area with 10 traps minefield and survivors can't win - GG EZ
Agree.
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Gen rush, Tunnel, Camping are the main problems of this game. When Survivors still have to use BT, DS incase Killer tunnel,camping. Killer will have to use Gen slow down to fight Gen rush.
Tunnel/Camping gets punished by ranking is as weak argument as Longer Gen is boring.
I can say Gen rush is also get punished by ranking since all Survivors get is 2k Objective and 5k Escape, so.....
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@CLB198 said:
Scourge: Monsterous Shrine
Thats actually a good idea since its unique on Basement hooks that faster sacrifices rate.
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@GoshJosh said:
I’m sorry but that is just ugly to me. Don’t change my Sprint Burst!
Also, the difference is that you can utilize multiple hexes at once, but exhaustion perks conflict with each other. Might lead to confusion.
Everyone know you should only have 1 Exhaustion perk...how;s that lead to confusion?
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@Huge_Bush said:
Wraith, just from the sheer amount I see him these days.
I never thought I’d say this but I’m really starting to hate Pig, only because every Pig I had always sent is to RPD!
: ( I was one of them
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I was busy servicing people.
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Plant Killer
Another Red forest map.










