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Kees_T

Kees_T

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Kees_T
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  • @Komodo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1420001#Comment_1420001

    I just need help on angles and stuff and hatchet flickbecause god she is easy to juke and I tried 100 sensitivity but suffered

    You can watch some guides. Also flick is more to experienced Huntress, so you could play more safe and aim carefully to practice more your aim.

    Scott made this guide a while ago and its very informative: https://youtu.be/IQRDijaX5Io

    in Huntress Comment by Kees_T
  • @Komodo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1419946#Comment_1419946

    First its not that I can't do it its that ill lose because its true to me losing is black pipping and having to camp for my kills and my mindset is only because I don't want to focus on winning because ill feel bad and give up and she is hard you cant hit every hatchet and I am on console and hatchet flicks are rare for me ducking is a big weakness you cant beat and I try to only do hatchet so yeah she is hard maybe not for you but for a lot of people she is which is why I don't expect to win or ill feel like crap I go in the gamed and I try my damned hardest to get my hatchet and learn my stuff and as my statement was I wanna get good with huntress meaning the hatchet I dont want to win right now ill want to win when I have the abilities to lead to it

    Well playing on console is horrible, with Huntress then it must be a real pain. Its a normal situation that you're into, people don't like lose, we only care about winning.

    Well for me, I play for fun, Huntress is fun and satisfying to play, theres no better feeling than landing a hatchet on a guy in the other side of the map(done this yesterday), If I lose, its okay, DBD is pure RNG so most things are out of your control, caring about it will just make it feel angry for no reason.

    So just play for fun, if you can't, stop playing or take a break. I have 2k hours in dbd, when I was learning Huntress (I had like 1300 hours), I almost couldn't land shots, but that didnt made me feel bad, it made me feel like "NEXT GAME LETS GO BOY", it was fun, especially when you land good hatchets, made my brain crazy with how much dopamine I got from playing with her.

    Fun in DBD is totally subjective, its normal to feel bad sometimes, but if its always like that, you must play other game(play survivor maybe) or like I said take a good break from the game.

    in Huntress Comment by Kees_T
  • Its like magic, if you tell yourself "I can't do it", then you brain will automatically make so that you really can't, but if you think otherwise with "I can do it", it will do its best to achieve its task.

    So drop your current mindset and just say "I'll do my best". Don't make a match easier for survivors, the more they fear you, the better.

    Be more confident with yourself. Learning Huntress is not hard, just will take some time and effort.

    in Huntress Comment by Kees_T
  • First, 60 seconds is a big cooldown, most matches wont last for more than 10 minutes(even less if against good survivors and depending on your skill level as Killer). As the guy above said, static blast affects all survivors on his TR(base 32). So if youre hearing the heartbeat, go away from it or find a locker, or use Calm Spirit.

    Second, the counter to his shock therapy is to drop pallets early and mindgames tiles that break LoS with him, then he will need to guess where you are and you can also try to dodge it(kinda hard).

    Playing against good Doctors actually requires some brain functions besides running on circles and dropping pallets. Thats why I love Doc and other Killers with different mechanics.

  • @Sylorknag said:

    I'm more concerned on how Sadiq am I going to get 3 blinks and a grab with Nurse. Seems impossible after they gutted her add-ons.

    I've got this challenge in a cheating way. Killed 2 people and farmed with the other 2. I got my achievement and they got their bps.

  • @AnimeSkyFall said:

    That instruction does not help one bit. I've done what it said to do but keeps asking me for a beta code which I don't have. Also the beta is not closed I see people right now playing the new killer and survivor.

    Dude, you just bumped a thread from 2019. You can only access the PTB if you're playing on PC(Steam). If you're on Steam, go to your library, right click Dead by Daylight, go to Properties and click on Beta. There's a option to put the code AND a option to change the game version to the PTB, click on the arrow of the option and change to the public-test.

  • The new survivor perks are way better than the Killer's new perks. Having a strong killer at least compensate his weak perks.

  • I would really like the offering that gives you 104% BP extra, like the gruesome gateous from the 3 anniversary. I still have a lot of them but I want more.

  • @dadamek8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1291827#Comment_1291827

    Well, the description of Mettle of Man says that you need to get 3 Protection Hits, so technically it should count towards that. And yes, I'm sure that I didn't have a token on WGFL before I took the hit near the hook.

    I'm saying in the game code, yes you got the protection hit of WGLF, but MoM in the code probably treats the hit you got in a different way then the WGLF perk. The protection hit notification is just there to say that you got hit near a injured survivor, but in the code each perks has its own way to determinate if you will gain a token or not. In this case, MoM will only reward tokens if you take hits while the Killer is carrying someone or geting hit near an injured survivor. Unhooking a survivor and then getting a hit will grant you 1 token, byt getting hit during mid-animation won't, this is the case for MoM.

  • It's not a bug I think, since they changeg the MoM, they also changed how did you get the protection hits. Taking hits WHILE you're in the unhooking animation will not reward you with a token, you will get the token if you unhooked and then got hit.

    If you got a token of WGLF and didn't get one for MoM, then they track the protection hits differently then. Also are you sure you got one token of WGLF? Didn't you already have the token when you got hit? I've played multiple matchs with WGLF and I never get tokens when I got hit If I got interrupted.

  • Happened on my match too.

    20200520140400_1.jpg


  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1290007#Comment_1290007

    Oh really?

    Well, @Peanits can we have some insights? What's happening rn?

    Yes. For me, it's already night time here. I oppened my game here and found a lobby under 10 seconds, but:

    ping.png

    Every lobby the game puts me into is with this ping, normally my ping would be at maximum 60ms on my region.

  • It's not buggued. You have to charge the hatchet to its maximum(until you hear the *plim* sound), and then hit them. I completed this challenge without any problems.

  • For some reason, we all are getting into lobbies that are not in our region. And it only happens in a certain time each day.

    For me, I'm on Brazil, and everyday and only at night, I only get lobbies(survivor/killer) with more 160ms, which leaves me to guess that the game is not queueing me in the servers of my region.

  • @MiniPisa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1287656#Comment_1287656

    Yeah but lets me honest if the killer knows where you are all the time no skill can save you

    It doesn't matter too much, in any cases, you will need to loop him like any other Killer and gain much time as possible for you team. His advantage to see where survivors have been is great, it's his power, so hiding is not a good option against him.

    A would change that while you're crouched, you don't leave blood orbs, that way you can still try to avoid him somehow.

  • I don't think that perks should negate Killer's powers. There are already some perks that does these, like Iron Will against Spirits, Calm Spirit against Docs, Small Game against Trapper's traps, and I don't think we need more of them. You should be able to counter Killer's powers by your own skills with a little help of perks.

  • @Dasher_102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1283469#Comment_1283469

    I play on console and use a t.v, not a monitor. The brightness on my TV is max, but that doesn't help at all

    Sorry, I didn't read the whole text.

    Guess you will need to wait them, and a long time.

  • If you have a NVIDIA GPU, you can open the in-game menu with ALT + Z and go to Filter, you can apply most kind of filters there, including making it brighter.

  • Also you can avoid stuns of pallets as Trapper by pressing M2 to put a trap.

  • What they could do in the 2v8 gameme mode is to only allow it in custom games, sure it will be buggy as hell, but who cares? We just wanna have some fun with our little buddies.

  • Getting BBQ & Chilli very early after prestiging my Killers, that drives me nut.

  • Survivors: Genrush doesn't exist because that's our objective.

    Also Survivors: Stop camping your objectives garbage Killer!!1!!.

  • Better send a ticket to them in the support, doubt they will read this. They didn't fixed this bug in this recent patch so I guess they don't know this information yet.

  • I've done this challenge just in one match. The best map to do this is on Lerys, theres a lot of crows on the borders of the map. I was playing with Wraith with PWYF, and some other funny perks. I searched for my obsession, got my 3 tokens, and then I just started to walk in circles around the borders of the Lerys, disturbing a lot of crows during the whole match.

    And in the final after they've completed all the generators, I faked being nice, waited the timer until it was 1/2 and downed one and used Bloodwarden and they all died to egc, so I've done my challenge and guaranteed my 4k xD

  • 381210_screenshots_20190710015734_1.jpg 381210_screenshots_20190708173010_1.jpg 381210_screenshots_20190708213725_1.jpg 381210_screenshots_20191116021738_1.jpg

    Fun times with multiple killers bug, that was the best.

  • @LetsPlayTogether said:

    At best the same "Event" as last year. You know theyre not into doing Events anymore.

    Wish something could be new in this event, but even a bloodhunt + bps offerings is not that bad.

  • 1678, not very proud but I'm happy.

  • A survivor shouldn't be able to loop the Killer forever, like a guy said above, its how much he can survive in a chase and not how much he can loop. If you having problems with bloodlust gamers stop being greedy and drop the pallets.

  • Rank doesn't matters, It can have 50 ranks, anyone will reach rank 1 because the pip requeriments are too easy, there's a lot of potato survivors/killer at red ranks, If you add more ranks it will just make the queue even longer. Tha'ts why they're getting rid of ranks and implementing MMR to the matchmaking.

  • @Luna1980 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1247997#Comment_1247997

    I honestly get it. But do you think this build's good with swf? I feel like replacing either spine chill or reseilience with decisive strike.

    Believe or not, with these new vaults, spine chill + resi lets you get some windows without getting hit, but of course it depends on the latency aswell. It's not bad to run these combos in SWF on my opinion, espeacially if all the 4 ones are using it(dirty genrush), but it's better to bring perks to help your friends too since these perks only benefits you.

    Borrowed Time and Unbreakable are a must-have while playing swf, decisive strike on my opinion is good but if the Killer you're facing know how to properly play Killer, this perk will be useless and you will be playing with 3 perks only, so you would be better be using a perk that will help you the whole match, depends on what perks you have, I would rather use Iron Will than Decisive, it helps a lot when you're hiding and looping where the Killer don't have LoS of you so he don't know what side you're going.

  • To add another thing: Trapper's shadow animation is broken, just put your game quality on Ultra, play with Trapper and look at the ground in an angle where you can see your own shadow, his left arm is "broken", and while you walking the animation of it is totally clumsy.

    https://vimeo.com/413831365

    I've already sent a ticket to the support, but I'm posting here too since you mentioned Trapper bugs.

  • What a coincidence, I use the same build too. It's so satisfying vaulting windows with spine + resi combo, and with the new windows vault that you don't teleport back when vaulting, you just vault and go, idk how to explain.

  • I prefer survivors who tries to loop because that's the fun of the game, cat-rat game! I have almost 2k in DBD and everytime I see someone on my matchs that try to avoid me all the time, I'll just kill them first fast as possible, because in the end-game they will not move their ass from their hiding spots never and will make my and probably other peoples games even longer than needed.

    DbD is all about the Killer/Survivor interaction with each other, so what's the fun in hiding and avoiding the Killer the whole match?

  • Survivor are indeed just re-skins, they don't have anything special. And I think it is in this way because it's a 1vs4 game, 4vs16 perks. If each character had these "passives", people will overuse the best survivors every match and use their best perks too. It could be implemented if the balance of the game wasn't so crazy.

  • I completely agree that Boil Over could use some buffs, it only has specific builds that it fits in and probably never helps that much. But we need to see each side of the coin.

    These straight numbers buff just made me remember the old MoM, it's a strong perk that requires no work. If that's how you want it to be, make it has some condition to get it activated.

    My opinion is to remove the slowdown and the "ignore effects of slowdowns", and add a movement speed bonus like 10% for near suvivors while you're being carried, so they can try blocking the Killer path's to the hook, helping them getting a good position for flashlight saves and pallet saves.

  • They're not nerfing survivor, they're making the game balanced. They will change most maps because they're bad designed and are old, and require an update to match the current game state. They're removing the so famous "god windows", and let's be honest, these windows were unfair, no mind game at all that the Killer could do, except chasing the survivor for 3 vaults and then getting a hit maybe, most maps are getting tiles changed, with less pallets and more mind-game loops that actually requires some skill from the Killer and Survivor.

    At the actual state any survivor can reach red ranks by just running to pallets and throwning them down, one by one to avoid being downed, maybe now with the map reworks survivor will require more "thinking" to play.

  • Well I was playing with Clown recently to get his achievements(I managed to get them finally xD), and while playing with him, the only major problem I've seen with him was the same with other M1 killers, he doesn't have map pressure because he lacks mobility, aside from that, he's extremelly good denying loops and you can catch easy downs with him, you can deny fast vaults, slowdown while in loop that in most cases you will be able to hit the survivors near the pallet(If you throw your bottle correctly and managed to make them take a longer curve to the pallet) and you can throw bottle at their path to make their change their route a.k.a zoning.

    Would be cool to see some changes to improve him to compensante his lack of mobility tho, and rewarding good bottles throw direcly at survivor, maybe making redheads pinky finger by default(expose the survivor hit directly by the bottle) or maybe block survivors interactions for a short time like doctor shock.

  • Increase the max amount of BP you can have to at least 3.000.000 or more.

    It sucks for new players to have to grind so much to reach the P3 on every character(21 Survivor and 15 Killer atm).

  • @Sluzzy said:

    Buff DS to prevent a tunneling mori. During the mori animation, succeeding a skillcheck will cancel the mori and stun the killer for 10 seconds. Solution solved. That'll put an end to tunneling moris.

    I liked this buff, but you know what would be better? Succeeding the skillcheck will cause to killer to go in coma, so other survivors can hold M1 and play their gen simulator.

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1183365#Comment_1183365

    thats not balanced, having broken mechanics on both sides doesn't mean its fair, also mori's are not for ending matches quickly they are for forcing a survivor out of the trial once they have been hooked more than once. That is not throwing the game that is forcing a win/lose and its the same with keys but with keys its last long enough to have hatch spawn than abandon the objectives while getting others to follow you so you can find hatch and instantly win. If we are talking about which one is more unfair its mori's, if its which one is more common its keys.

    if people feel the timer is too long as I said it can be changed but I think the least it could be is 3 minutes since forcing a lose is the biggest move the killer can make. As for keys i put a link to an idea I have on that so if you want to discus them go their since this is about mori's not keys.

    I know Moris are steps ahead from Keys. I can't help but talk about keys when the subject is cheap ways to "win" a game. The faster you down>hook>mori survivor, the fast the match ends, it will cut time from needing to down him and any other survivor again 2 more times.

    I would be okay changing the Mori to the need of hooking each survivor once, you will need to waste time to find the one remaining that maybe is hiding, its almost equally to the survivors needing to first do the gens and then finding the hatch. I also don't like the mechanics of adding more timers things to the game. Also Killers need to have the upper advantage since they're against 4 different people with 16 perks.

  • 5 minutes before beaing able to mori someone is just too much for an ultra rare offering, the point of mori is to end matches quickly. If you're adding an 5 minutes to this ultra rare offering you must offer something good to balance around it. I can aggre it can be changed but in other ways.

    Killer needs to down and hook the survivor, so he kinda works for it. It's an cheap way for the KIller to play, but if he depends on it every match he will never improve.

    It's just like this: Killer can throw the game away for Survivor by using an Mori, and Survivor can throw the game away for the Killer by using Keys. Each side has its strenghts.

  • @Jopium said:

    https://forum.deadbydaylight.com/en/discussion/comment/1177033#Comment_1177033

    So you want the survivor to only run and hide and not do anything Ohh ok bet that does make your life easy.

    Decisive Strike makes survivors play very cocky. They are on the hook, they get unhooked, and even if the Killer is coming back, you know what they do? They just disrespect the Killer because they have 60 of invinciblity and hops on an gen next to the Killer's face, and the survivor is like: "Hahaha, I have decisive strike baby killer, you can't pick me up, I have 60 of invulnerability for no work and you will be punished for it even if you didn't tunnel me :)".

    A good player will just run to a safe position and heal, and avoid the killer if possible.

  • To be honest, sometimes when you leave an action and you can hear the skillchecks but then you stop doing the action (healing, repairing, etc..), it doesn't give the skillcheck, but sometimes it does, guess they need to tone up the tolerance time.

  • @LetsPlayTogether said:

    https://forum.deadbydaylight.com/en/discussion/comment/1177033#Comment_1177033

    I like those who willingly dont want understand whats goin on to conspire even more.

    Tunneling is when the Killer chases the unhooked survivor right away, ignoring his objectives and other survivors, throwing the game away.

    If you just got unhooked and decided to repair a generator, and the Killer came by to check the generator and caught you, its your fault, like the guy above said, he's doing his objectives. If the Killer know the generator is almost completed and you still hop on it(Im gonna assume the gen is near where you were unhooked) its obviously the Killer is going back to protect his objective, if you got caught again in the process, its an poor decision that you made and the Killer shouldn't be punished because of this.

  • They can't do that, otherwise Killers will often opt for solo only, and will make the matchmaking time for SWF very long, causing players to leave the game and killing the playerbase. Most Survivors just play the game because they can/wanna play with their buddies.

    Most Aura perks on the game gives you valid information from whats going on in the match, but when playing SWF, theses perks are useless because they can share free information with each other, its like they're using all aura perks, some examples:

    Kindred: Its not useful for SWF because they just need to say "Im gonna unhook the dude there you guys keep doing gens" or "the Killer is with me, unhook him"

    Bond: They can already share their location at any time, but I admit Bond gives instant information so its still great.

    Empathy: Not needed, its the same case as Bond, but not so useful as they just need to say "Im at the shack"

    Buckle up: I bet no one uses it, this perk allows you to see the progress of recover state from dying survivor by the intensity of their auras. Its useless because the downed guy just need tô say "I'm already full, pick me up"

    So you see, SWF overrides most of the game mechanics(everyone has free information without needing any perks, you can't have these free information while playing solo), and that is a huge advantage for them and a big disadvantage for the Killer.

    My ideia is just this: At the end of the match, give the Killer bonus BP for playing with such disadvantage, thats just it. For each survivor that is in an SWF group, the Killer will receive 12.5% extra bloodpoints, up to 50% at the end of the match, or better, 25% for each, up to 100%

    This will not change anything from the game mechanics, and will not affect solo queue neither SWF queue. I could say to make gens takes more time to repair, but thats just boring and devs wouldn't implement something to prolong matchs even more. Just give the Killers some encouragement and nice rewards while against this kind of situation.

  • Well I guess everybody who plays Killer in this map hate these bushes, they don't give any information at all, the grass doesn't move if someone go through It and have no sound too, Blenddetes love them, I call them god bushes now.

  • I see nothing wrong. Her Adrenaline popped and she used a key to open the hatch. Survivor will always be able to interact with the hatch during any mid-animation(downing animation) if the Hatch is open or they have a key to open it.


    I must assume that you're new to the game(1 post), so I'll explain: Survivors can use items and one of them are keys, that allows them to open a closed Hatch.

  • Well I closed my doors to the social life and I started playing a lot and reached to Tier 40 with the challenges from level I, II, III and by playing, then while the last level of the tome wasn't arrived yet, I keept playing everyday until reaching 61, then the last level of the tome finally arrived and I got to Tier 70, think it was 25 days left.

    So I probably played around 6-7 hours per day. I was playing mostly as Killer because on my region (Brasil), the Killer queues are like 10 seconds to find a lobby, so it was very fast.

  • It's not an bad perk, overall it's an good perk, the result of being bad or good depends of the totem location and the map, with some maps having very good hiding spots(Gideon Meat Plant, Hawkins Laboratory, Léry's and Grave of Glenvale), not only the totem will be harder to find(except rare cases that the totem is very visible), but it will be usefull since you can slug downed survivors and make the other survivors waste time searching for them and maybe they will feel the need to cleanse the totem because its annoying, resulting more time wasted for them. I do find this totem not so good against SWFs because they can share their location very easyly, but I think an exception for this is the map Gideon Meat Plant as it has 2 floors and even in an SWF they will still lose time searching their buddies because it's full of corridors and doors.

  • It's not an bug. It has always been like this. Before this new patch I as playing with MoM for several matchs and my quick way to gain tokens was taking one hit before unhooking the person and then unhooking and taking the hit again, plus 2 stacks. You will always get protection scores when the killer hits you and you're very near an injured survivor (I think its like 4 or 5 meters, idk)

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