Kees_T
Kees_T
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- Kees_T
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Yeah, it could be yellow, some people will probably find odd that the speed isn't actually doubled but a little search and they will know how it works.
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Í didn't wanted to bump the thread but there's still no answer about this. This add-on is on the game for years and no one noticed it or talked about it, so If it's a bug or not, I think we should be aware.
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@BillyMain77 said:
I didnt know this but ty for this info. Was an interesting read.
Am curious to see a reply.
Me too.
Ty. Could we get some answers, @Peanits ?
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Killing survivors early game is not toxic, it's a strategy.
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Well you will have to wait for hit validation in the backend of the servers being implemented. The PTB we had to test it was laggy and they replanned to another date. In this PTB it wasn't implemented yet too, so maybe in the next one.
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It's not OP but the information you get from it is very valuable.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1552903#Comment_1552903
So it is a different game I load manually? If so, I'm glad to hear it.
Yes. It's just a test server.
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PTB uses old saves(like 1/2 weeks before) from the live servers. Progress on PTB doesn't transfer to the live servers, they're separated.
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What are you talking about? Freddy is the most hard Killer to master, even hard than Nurse, thats why every Freddys is toxic, they want to show their dominance to show how much time they've spent on him just to be so good with him.
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I'm not, but I wish I had. Could farm alot with it, BP caps are dumb.
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My idea would be to add another function to it, like:
You gain 7%(or any other number) movement speeds bonus while following(walking on) scratch marks (this effect won't trigger in chases).
It's still a good tracking perk and will help a lot to catch up survivors who have built so much distance.
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My boy David:
And:
Sadly this one above have clipping issues(big hole in his back while he's running), so I rarely use it.
And, my lovely Huntress:
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I just hope that some of them will not show up on the Store. It's cool to have a skin that no one can get anymore, you can kinda flex it and show that you played before the X time.
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@ChiTenshi said:
https://forum.deadbydaylight.com/en/discussion/comment/1529481#Comment_1529481
The Devs may be slow at times but providing suggestions will help speed up the fixing process (if they consider the suggestion worthwhile).
I don't think so. Recently they buffed Knockout and Franklins demise, but just because they reworked the Bubba, and lightborn because they changed the Billy. The last perks I remember that they "buffed" was Kindred. Apart from there, no other perks have been changed.
This situation is way before the covid-19 situation, I get now they're in home office, but even before, they never have show efforts to change old perks to be in pair with the recent ones.
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They buffed Stake Out to increase the progression bonus of Great Skill checks to the old %(I don't remember how much it was, guess it was 3% or 5%).
I liked the idea of higher skill checks chances, we can combine then with other perks too, like Stake Out, Auto Didact, Medkits with add-ons that increase progression bonus for great skill checks.
But to be honest, the devs of DBD are so slow, they change 1 or 2 old perks in a year. And it's just number tweaks. I hate the same meta perks(Adrena, DS, UNB, DS..), but I'm forced to use them because I have no other good option.
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As a Tunneler/Camper main, I find so boring that survivors can run, like dude, just go down and die okay? Thats why this game is so unbalanced.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/1528784#Comment_1528784
Good. That's how it should be. Being able to down 4 survivors in quick succession is OP (with the except of Bubba's power if all 4 survivors are in the same area, they deserve it). Besides that exception, no killer should have the power to get 4 instadowns one after the other
That's not how it should be. If you manage to let a Billy snowball by downing 4 survivors, it means they missplayed or are unskilled at chases. It's all in the Survivor's fault if they let a Killer snowball. If a Killer manages to down 4 survivors, he played well and took advantage of whatever survivors have done wrong.
It's like you saying the Killer can't take advantage of Survivors mistakes and we need to nerf them for this to don't happen.
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@Masochistic_Killer said:
But... F2P weekly shrine!?!?!!
Cool, maybe in 2 years I can get all perks in this way.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/1528812#Comment_1528812
"By allowing them to leave you will increase their MMR and they will end up again with another experienced Killer just to be stomped again."
They got paired against a guy with 1000 hours and red rank because the game only took my 0 games as Nurse for the matchmaking, which is extremely wrong and needs to change, they will be paired against people with very little time on the Killers they select not little time in the game, only if the system gets fixed theyll get paired against new players too.
Also, how much lower MMR can a guy with 26 minutes in the game get? Id rather play the game holding back and throw them a bone by letting them escape after I get my hooks and chases than bullying newcomers sot hey can close the game, uninstall and never touch it again.
"If you manage to escape against a Killer with a high MMR you MMR as survivor will go up very fast. That's why as a experienced Killer, you never should let "baby survivors" escape, they will get stomped the next game, make them stay in the lower base to avoid this)"
Right now they wont because the game took only my MMR as Nurse (which was 0 since I didnt play her during all 2020 and half of 2019), the game tought they escaped against someone as new as they, thats why there has to be a baseline MMR for Killers, to avoid pairing newcomers against people who know the basics and the advanced stuff.
I used my Huntress games as a real example, I play Huntress everyday and end up facing new survivors all the times, thats why I won't let them escape, otherwise their MMR would rise a lot. Yeah, it's sad they will get stomped and probably stop playing, but at least I'm doing them a favor.
The MMR system with the "10 matches played" clearly is not working, as I would expect because in a game like DBD you can't measure players skill with such little data. Like I said on my post, all your Killer's MMR should reflect on the Killer you're queuing.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/1528747#Comment_1528747
That would be a start, Im rank1 as Killer, usually play Myers or Jigsaw, the other day I played one game with Nurse (I have 6 games in total with her) to test the MMR, I got 3 rank 20 that had only one perk.
I stomped them (I let them escape at the end) even with Bamboozle no-blink Nurse I would have beaten them easily, one had like 20 minutes of total gameplay.
Don't let survivors escape, just kill them. By allowing them to leave you will increase their MMR and they will end up again with another experienced Killer just to be stomped again.
(EDIT* If you manage to escape against a Killer with a high MMR you MMR as survivor will go up very fast. That's why as a experienced Killer, you never should let "baby survivors" escape, they will get stomped the next game, make them stay in the lower base to avoid this)
He wanted to say that your experience in other Killer's should reflect in your global MMR killer, since the experience of playing Killer is all the same(basic concept of looping, mindgames, m1, m2).
They should make a global MMR for all Killer's you have. For example, I played 100 matches with Huntress and I've done a good job on my matches(a lot of 4ks), the next time I play with another Killer, my MMR with other Killer's should reflect with the Killer I will be queuing, that means I won't have my MMR at 0 for that Killer, but it will start from a X margin, avoiding unbalanced matches.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/181303/why-did-you-guys-change-the-heat-mechanic
Dashing around the map forever was never the problem. The problem was always that he could use it both to travel insane distances in a matter of seconds and THEN spam it in chase, even if he missed 3 or 4 times, he could just rev it up and try, try again.
As far as the survivor things you complained about... what? lol flashlights literally last 8 seconds or less (depending on add ons), gen tapping because useless when Hex Ruin got changed, pallets can be broken by the killer, none of these things you mentioned count as abuse of any game mechanic
Gen tapping stops the regression instantly in mere milliseconds, but the Killer needs to waste precious seconds to kick it, see the diff?
The Billy nerf was to punish the Killer that missused the power too much, revving it all times. Now you should only revv when necessary, but now it still punishes you in this situation.
This will affect good players, in situations where you could snowball by quickly downing survivors in sucession, now you can't. I doubt you can down 4 survivors without overheating your chainsaw. (revv overheat + sprints overheat to down the survivors).
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DEVS PATCH NOTES: We decided to remove Killers from the trials because they've been overused by 100% according to our data, and also because new survivors struck too much against it. Hopefully with this nerf survivors now can actually play their gen simulator game.
- The balance team.
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Yes, also I'm sure people with bad mics will have the ZZZZZZZ sounds so that will actually make the Killer have some advantage xD
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There's no need to nerf it all, just buff it. On my opinion, they should create a special animation to mori survivors while they're inside the locker, like Myers plunging his knife through the locker, then the survivor will scream in pain and the locker will open and his body will fall on the ground.
Just loop him normally and focus on using loops with windows. Normally he will take a good time to reach EW3 and since his speed is slow with the tombstone, he probably will avoid chases and will only SUCK people's souls. By the time he reaches the EW3, you should have lot of pallets on the map and almost all gens done.
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Yes, also change the emblems system based on each Killer too.
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Honestly with the new MMR system I guess I'll try it. Solo queue is full of babys that die too fast, maybe it can come in handy.
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@Maelstrom10 said:
its not really aim assist though. it just detects a hit and then connects the animations which makes it feel a lot like it was an aim assist. if you weren't going to hit anyways then you wouldn't of hit. That being said an option to turn it off would be nice as it does seem to screw with peoples accuracy having their frame of view shifted without there own input and has screwed with mine. i personally don't feel its a bad feature, and like it has impacted me much, and im not sure i'd even notice it if it were gone, but even still. Its expecially distracting when it trys to connect an animation through an object showing what its really doing, but in the devs own terms you still have to land the actual hit for the game to count it, it just connects the animations after the fact which can throw off aim and accuracy. Important distinction. Not that it really matters at all tbh but yeah.
theres an option on mobile for actual aim assist that shows what aim assist actually is, as the mobiles aim assist is incredibly intense maneuvering your camera to focus in on any survivor close by. i turned it on temporarily and had to immediately turn it off as it actually prevents you from moon walking or doing any actual tricks to hide your red light as your somewhat forced on the closest player.
TLDR it would be nice to be disable'able but it would lead to lots more hits looking like they shouldn't connect, and its not technically aim assist even if it gives the appearance of it. You still need to land the hit and therefore have the skill to do so.
"if you weren't going to hit anyways then you wouldn't of hit"
That's not right. The animatiom plays first (aim assist) and then the hit connects. You can test this by trying to lunge at a survivor on a hook while they're in the air being pulled by the Entity, your camera will automatically spin like crazy and end up looking up.
The problem is: You're going to hit the survivor, it will connect, but the aim assist will move your camera, and will make you miss, especially on corners*
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1523319#Comment_1523319
They probably couldn't do that, and I rather them not do it. If they did that, they would lose a huge chunk of the playerbase, and the game would get dull fast. If they fix bugs, more bugs will appear.
No. The playerbase only drops because they take months to fix most problems. If they released patchs during an entire month the playerbase will still remain high.
What causes playerdrop from most games is the devs ignoring the game without any update or new. If they managed to take just one month to launch new patches every week most problems will be solved. But instead they keep acumulating more and more problems.
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Guess what, optimizations don't bring money to their wallets, so I guess this will never happen.
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@Elcopollo said:
Yeah, Crotus Prenn's totems can spawn literally out in the open. Coldwind's ones too, although they are kinda hid by the corn. So the totem spot which you mentioned is really not that bad lol
I know very well that the crotus maps have horrible totem spots, but this one really picked my attention because of how its close to a generator. It isn't even 5 meters of distance.
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@nursewannabe said:
Since infectious fright doesn't need one (when it's arguably one of the best killer perks around) I'd really like to know what obscure reasons brought the devs to give surge a cooldown considering that the requirements are the same and 32 meters usually includes 2 or at most 3 gens in most maps
Maybe @not_Queen would like to enlighten us here as well as they did in the other thread?
Fyi: this thread does not intend that IF needs a cooldown, but that most cool downs should actually be removed (with some exceptions like I'm all ears probably)
Also a note that regressed generators doesn't get affected by Surge, so its not that broken. They refuse to refresh the meta, its always the same perks. For gen regression, the most used perks are Ruin and Pop. If they buffed other perks we could make fun yet viable builds.
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They should've put every player MMR to a default level based on their time played.
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It looks the same as before.
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@Xayrlen said:
No need.
DS is in good position atm and no nerfs/buffs required. If it irritates you so much that you can't chase another survivor or check generators, just immediately pick survivor up, rub your shoulder for 5 seconds and then again down the survivor. Easy.
Yeah of course, and let the survivor use their small PP build with DS + UNB. I don't care about DS, just slug them. But I HATE that survivors get cocky with their 60 seconds of invulnerability, thying to unhook in your face, risk doing gen in front of you.
I always try to eat DS's in early game so then I can tunnel them when I need to quickly remove someone from the game.
DS clearly is not meant to be a anti-tunnel perk. At the moment a Killer decides to chase someone that isn't the unhooked, its not tunneling. DS should deactivate at the moment a survivor is out of danger to be tunneled(healed, repairing gens, unhooking other survivor).
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Are you afraid of playing Killer or something? Killer challenges are way more easy than survivor ones.
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Not yet.
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It's not a bug, she's just showing her dominance by T-posing.
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I guess this situation is normal. Since all Killers are with a low MMR, we all will get survivors with low MMR too. I guess it will take some time until all KIllers will be in their respective MMRs ranges.
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Monitor & Abuse is good on her. When they hear the heartbeat you will approach them in 3 seconds or so.
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Yeah dude, I've games where 3 survivors just left me to die on the hook, they keep run-past me all the time faking they would save but they wouldn't. I won't even risk my gameplay for the sake of others, unless the survivor was nice or cool during the match.
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Yeah, I sended them a ticket about this. Also some other body cosmetics aren't very alligned with the new pants.
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@stargazer9 said:
https://forum.deadbydaylight.com/en/discussion/comment/1501262#Comment_1501262
You think the MMR calculations was implemented only in the last update? No. It was in the game a while ago but it wasn't used for matchmaking purposes yet. We didn't know this until one of the devs confirmed that they had it in the background for some time. You think you know more about this new system than one of the devs who is from the balance team? Also, @Hex_Oblivion is not a new player which means the new MMR system should be working for them right away since he has played enough games for their MMR to be where it should be but that doesn't seem to be the case which probably means this new MMR system is not working as it should be.
The only way to discover if the MMR is working or not, is to get the info of when devs implemented the MMR calculations and how its done.
Then we can discover if the "10 matches played" is really working. I doubt that in a game like DBD they can manage to make a mmr system which only requires 10 or so matches.
@greekfire774 said:
The entire "after a month or 2 you'll be placed properly" is not true. Halo 5: guardians, using an mmr system for it's entire ranked playlist. It takes 10 games to get placed properly into a tier grouping. There is no mmr I dead by daylight. I've played over a hundred games since the "update" on xbox and NOTHING is different. There wasn't even an update to activate the system into the game. You know why? Cause it more than likely doesn't actually exist.
I don't think comparing two totally different games will show anything wrong/right. Both games takes consideration the gameplay aspects to make the MMR calcs.
If devs could be more open to the community we could easily be aware of how it works, and really know if this is working. They're hiding it because maybe they're afraid to show something that isn't working? Idk, some clarifications could be great.
I play only on PC so I can't give any proof if it's really working. I played multiple games with a mmr system, using them as a base, I posted how it should work from a basic concept. Maybe the devs implemented a non working mmr, maybe they implemented it in a different way. We will need to wait for some answers.
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@stargazer9 said:
https://forum.deadbydaylight.com/en/discussion/comment/1500991#Comment_1500991
WRONG. I’ve seen this repeated over and over again. This misinformation really needs to stop. See the devs response on the new MMR.
https://us.v-cdn.net/6030815/uploads/MRIUBIA188TP/745b3bf4-03be-4f5c-8657-aa2bb71b90bb.jpeg
This proves nothing. They edited the code of the game and added the MMR calculations and implemented in it in the backend, and then the locksystem for Killer, which also wasn't even a month. So I'm still correct, you need to play a lot of matches to get the average for your MMR.
MMR rely on datas, and if you have some knowledge in statistics, you know that the more large the population the more accurate the result will be. Like I said, in 1 or 2 months your MMR will be where it should. (Depends of how much you play)
Creating a post to say it's having balance issues while the system wasn't even live for a month won't prove anything but the fact the the MMR of these players is not where it should be yet.
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@Zucker_Schock said:
https://forum.deadbydaylight.com/en/discussion/comment/1495635#Comment_1495635
https://forum.deadbydaylight.com/en/discussion/comment/1494033#Comment_1494033
Well if you dont want to use the skin, its basically wasted time and afford, stats show that there isn't an increase in bloodweb rarity. : https://www.reddit.com/r/deadbydaylight/comments/at25tj/does_prestige_matter_bloodweb_comparison_over_500/
And most Killers have better store cosmetics anyway, i wouldnt wear a P3 Oni if i could run around as a Minotaur.
Maybe they will give special rewards for those with P3? idk, but for some reasons, I will P3 them all.
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Play Killer then, compensate.
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MMR takes a while to get the exact result, everyone in the start had 0 so thats why you end up with such differences. After a month or two the MMR of everyone wil be on their skill level.
You can't just complain about a MMR system that isn't even one month implemented, MMR depends on statistics from the player, thus needs a lot of matchs to be in pair with the survivor skills.
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Yeah I just bought the cosmetic and had seen this.
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They said in a Q&A that they wanted some interaction from the player.
My suggestion is to make 2phrase just like Pyramid Head cage's, you will need to hit the skill check, if you miss, it will shorten your timer. This way players can't also suicide on hooks.
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Don't need to spam, they will answer you.
Talking about your bug, you can't buy anything right?
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@BaldursGate2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1495480#Comment_1495480
With "we" you mean only yourself. I see Freddy like never in red ranks and even if i did, i like him more than doc, spirit or nurse.
He's not alone. Freddy has such a low skill learning that people don't like to play with him, it gets boring fast, with no feeling of being rewarded. He's just too perfect and have everything handed down for himself.
As for myself, I love my Huntress, nothing more satysfing then hitting hatchets like a sniper.




