Kees_T
Kees_T
About
- Username
- Kees_T
- Joined
- Visits
- 3,297
- Last Active
Comments
-
The initial curve is bounded to the controller sensitivity. I'm playing on PC, there's the mouse sensitivity and the controller sensitivity, and for reasons, turning up the controller sensitivity will make me be able to curve more degress. Be sure that you're changing the controller sensitivity option and you're changing it in the Killer Controls, because I was dumb enough to change it in the Survivor sensitivity and took me half an hour to noticed that.
-
Obviously the old Nurse was the best, even now she's fine, I'm playing with her recently because I want to know how to use her again and to get the achievements. There's only one things that bothers me, some of her add-ons are totally MEME or useless.
-
Most of the times I could get the challenge, I didn't. For example, most matches I could've escaped but decided to help my team and ended up dying for them, even tho I knew that was wrong, I couldn't leave others behind.
-
Not me, but yersterday at night I was playing solo and some matchs most people DC without any reason. They could just had leaved the match of course, but what intrigues me is that in some games, two people instantly disconnected at the same time, then in my next matchs, people randomly would disconnect too for no reason, in one match I was doing an generator with another survivor and he suddenly disconnect too, for no reason, I would say that 60% of my 30 played matchs yesterday I had someone DC randomly.
-
It looks great, the traps are good without add-ons and with some X add-ons it makes the traps very deadly. But these add-ons that decrease the disarm time have all the same effect with the difference being numbers, so its kinda boring. This brutal strenght with 50% tho, its mounstrous, you will break the pallet in like one second.
Being realistic now, Trapper will be forever like he's because he is the first killer every new killer that join the dbd will play, and your Trapper rework against new survivors would make them be frustated with the game. But good Trappers can overcome his weak points and turn him into an strong Killer if you know what you're doing.
I love playing Trapper, it forces you to play strategically and be aware during the entire match, cuz if you don't, you will lose very badly againt good survivors. Most people who plays Trapper (including myself) just asks that he can at least carry more traps by default, like 3 or 4, because having to use add-ons just to be able to manage traps from their places is ridiculous.
-
Hatch game: There will be 4 survivors on the map spawned in random position and their objective is to escape with the hatch the max times they can. Each survivor has individual points, for each time you jump into the hatch, you gain one point and the hatch is moved randomly again to another place, and the player who escaped will also respawn in another random location immediatly.. At the end of the 3 minutes timer, the survivor who have more points will win.
There could be some add-ons to modify the match too, some examples: make all survivors having infinite sprint burst, hatching having no sounds to make it harder to find, multiple hatch spawns, all survivors have flashlights and they can blind each other.
-
Here my friend: https://www.youtube.com/watch?v=gP2pRPyYnoc
It have all the new cutscenes from Tome II. The Jane's cutscene start at 2:48.
-
Perks on bloodwebs are random and pure RNG. You will have to level up until it shows up.
-
@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1064247#Comment_1064247
The numbers aren't missing, but most of them require you to hover your mouse over the word slightly/moderately/considerably/tremendously to see the percentage.
I didn't know about this lol.
-
In League of Legends, when you're going to change your runes, the game have an option for "advanced explication" of the rune, saying in numbers what it does, if this option is disabled, there's just simple texts saying what it does. So they could implement in the config an option to allow us to enable "advanced explications" to show the actually numbers of the add-ons, by default this would be disable and only people interested to know will enable it.
@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1062861#Comment_1062861
They don't have to, you can get all this information easily by looking up the DBD Wiki on any perk, add-ons, Killer, Survivor, item, and everything in between.
It's a public source of information that anyone can look up by typing in the item, Killer, Survivor, etc name and clicking on the link to the gamepedia site (Aka the DBD Wiki). The site is constantly updated and almost has every piece of information you'd need on percentages, powers, etc, etc, etc.
I know the wiki has a lot of information, but most of them are missing or outdated. I didn't even mentioned the Wiki because I wanted the devs to publish it since it's gonna be more accurate than the wiki.
Devs certainly have more important things to do like fixing the game that in the actual state has so many bugs, so I guess they'll never implement this. But you know, little details is what makes some games so good.
-
I agree. They should publish the data of add-ons somewhere so we can know exactly what we're going to gain
using X add-on. -
"because I'm tired of playing a game great only to die immediately to NOED"
*Holds M1 the entire match*
Like everyone is saying, just do bones dude, its not an waste of time, it's one of the two survivor objectives. Its not hard, just M1 for 16 seconds on the poor thing.
-
@Hunkulese said:
https://forum.deadbydaylight.com/en/discussion/comment/1041028#Comment_1041028
None of that's necessary either. All they really need to do is decide on a win condition. With enough games, you'll end up at a decently accurate number.
Well, I'm pretty sure they will do this because devs are going to make this system in the "easy way", so obvious its gonna be an mess in the start..
-
The system can be done but they're going to need to cover all the possible outcomes in the match, like all aspects of a chase (total time chased, time between each dropped pallet because everyone can run to pallet for buying time), unhooks, the efficiency of this survivor in doing his objectives, items used (like keys, flashlights, medkits), how much he helped others survivors(protection hits, distraction, healing), there's so much variables to cover that looks Impossible to do, but they can with a lot of work and time.
-
I don't know if it works, but there's an option named auto-aim in the config of the game in the %appdata%.
C:\Users\youruser\AppData\Local\DeadByDaylight\Saved\Config\WindowsNoEditor and open the GameUserSettings.ini, in the [/Script/DeadByDaylight.DBDGameUserSettings], in the bottom there's the option called AimAssist, mine is already false but I don't remember if it works because I don't play killer an long time, maybe give it a try.
-
Just follow the unhooked survivor for the 15 seconds and then hit him. They will probably run to you and not to a pallet, and when they notice you're waiting, they will run to a pallet with the borrow effect almost ending.
-
YES! Also an option for Survivor to vote-kick the Killer from the match and let the survivor do all the gens and escape!!11
-
@scorpio said:
That is probably the most unfair perk in this game. And I know, people like to go on about how it's a hex and it only works in the end game and blah blah blah. I used to say the same thing when I only played killer, but I've started playing survivor again lately and from that perspective I see exactly why survivors hate it -- it gives killers undeserved free kills.
I was tunneled for 3 gens, then camped for the last 2. NOED came on, and the killer managed to kill all 3 of my other teammates when he only should have gotten me. These were rank 13-19 players. If it had been high ranks I'm sure at least 2 of them would have escaped if not all 3, but the fact is newer players are going to be the ones most affected by that perk. They played a good game, they got the gens done really quickly, and then they all died because this guy had on the cheapest perk in the game. How is that going to make new survivors feel? How do we expect new survivors to continue playing this game when stuff like that happens to them at rank 19? Someone who tunnels and camps that hard shouldn't then be rewarded with 3 extra kills from such a cheap perk.
Devs, you've done a great job getting rid of some really OP unfair stuff lately, but there is still work to be done. Moris, keys, and definitely NOED all need to GO!
New players playing as Killer also have difficulty to play, some of them choose the easy way, but thats something that both the new Killer and the Survivors will notice with the time: The Killer is only winning because of the Hex: NOED and he needs to get better to not rely on this perk, and the Survivors needs to do their objectives, simply cleanse totens. If they don't and the Killer have noed, thats their punishment for not doing their objective correctly. Of course that's something more problematic in newer ranks, but they will get used to it and know that cleansing totem is important.
-
@Metamatmem said:
Lol the noobs are strong in these forums is all i have to say. Im a rank 1 btw. And the plague does need a nerf... She "Literally " renders any healing items or perks useless, but what do I know right.
Yeah, because ranks means something right? Especially survivor rank, that any not potato can easily achieve.
Plague power relys on the survivors decisions to cleanse or not, if they don't, then she can't use her power. And spirit, like everyone is saying, she's already nerfed.
-
It would just be an useless offering if you needed to hook an survivor 2 times before being able to mori them, the survivor is already dead on hook anyways, so instead of giving the Killer advantage, its gonna make them lose 10 or more seconds during an cool animation plus the default time you lose for the chases to down them, and thats it, the other survivors don't suffer any disadvantage because he's already dead on hook and the killer loses precious time for nothing, only for in the end, being able to do an cool animation that doesn't change anything in the match. And the whole purpose of moris is removed, that is ending game pretty fast.
But this idea below is good, giving you bloodpoints is acceptable with the not so usefull extra mori thing. It would still make everything I said happens, but hey, at least you can get some bloodpoints for it.
@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/947095#Comment_947095
Examples:
Devout Tanager Wreath
Uncommon Offering
-Grants 75 % bonus Bloodpoints in the Brutality Category.
-Grants the ability to kill one Survivor who has been hooked by your hand twice during the next trial.
Ardent Tanager Wreath
Rare Offering
-Grants 100 % bonus Bloodpoints in the Brutality Category.
-Grants the ability to kill all Survivors who has been hooked by your hand twice during the next trial.
-
@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/844761#Comment_844761
Interesting...
I guess self sacrifice counts as... a sacrifice? But a EGC sacrifice does not.
o...k...
Not only your own sacrifice counts, but for all 3 survivors too. You can play Survivor and if you and your 3 little buddies get sacrificed too, it will counts towards this mission. So its bugged, since you were the one that should be sacrificing survivors playing as Killer.
-
@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/820235#Comment_820235
How is this offensive? It actively encourages healing to full, and out of four minutes, you'd need to be downed at least 8 times before you'd be killed.
You have to be downed 3 and hooked for all three of those to be sacrificed.
The 30 second timer is added pressure, and assuming you're not left on the ground, it doesn't do much until late game.
That.. was an survivor joke. But it's an good idea in general, but for me, I rarely do slugging builds since you don't get much BP for that match, but its just for fun, its great, to the killer of course hehehe >:D
-
As an survivor main, I find this offensive, now please, DelETe tHIs
-
@Superstar_Saga95 said:
https://forum.deadbydaylight.com/en/discussion/comment/819104#Comment_819104
Are they really meat skins? A lot of characters have intentional or non-intentional advantages and disadvantages, Bill is very loud, Claudette is hard to see, A lot of the male characters are large, while most female characters are shorter.
That's true. But looking for the overall aspect of survivors, its all the same, every survivor is an meat skin and such little details don't make much differences (unless you're playing as Blandette of course) unlike Killers who have their own playstyle and not just meat skins.
-
@vossler25 said:
https://forum.deadbydaylight.com/en/discussion/comment/819104#Comment_819104
That's why I'm thinking that numbers are balanced, so they all are as good as each other, hence I feel a heal passive is stronger than gen repair passives, and it also only activate and stack when using that character's natural perk on the character, I'd still play better healing, the idea of picking the numbers I feel upon thinking
Gen repair passive: 0.5%-1% per natural perk (gens are quick enough and Dwight gets 0.5% cause of prove thyself and some get 1% cause they have more sneaky gen instead, maybe change numbers around to some perks aren't left too strong in one and too weak in others, making the choice of stealth or repair more thought out to personal play style)
Gen regression passive: 1% damage gen regression speed per natural perk
Tinkerer (I know perk name, can't think of anything else): gen repair speeds decreased by 2% per natural perk (some will definitely get that 2% but won't be getting much extra from gens with the gen perks available I'm thinking on survivor numbers)
Athlete (this could go on both) movement speed increased by 0.75% per natural perk
Too many ideas to put here but you get the idea, they aren't massive, just enough to make the original owner of perks actually feel like they own them, I'm really not saying ungodly numbers just enough for immersion with your character
So, I guess facing 4 dwights with 3 "natural perks", with toolboxes would be an nightmare.
-
It's great in paper but gameplay isn't. Survivors will no longer be meat skins, but now everyone will probably play with the best passive.
-
@joker7997 said:
No, it's 32000 base, 32000 for BBQ, and 32000 for gruesome gateau. It's working right. It doesn't multiply the way you are thinking, it adds another 100%, so it's not pointsx2x2, it's pointsx3
I know right! I just noticed it now after posting this.
Can any mod delete this thread?
-
Isn't only the music chase so loud that you can't hear anything but now we need to play with the game blurry to make it more difficulty. While now, you can still change this, go to your: C:\Users\youruser\AppData\Local\DeadByDaylight\Saved\Config\WindowsNoEditor and open the Engine.ini, and put this onto it.
[/Script/Engine.RendererOverrideSettings]
r.DefaultFeature.Bloom=False
r.DefaultFeature.AmbientOcclusion=False
r.DefaultFeature.AmbientOcclusionStaticFraction=False
r.DefaultFeature.MotionBlur=False
r.DefaultFeature.LensFlare=False
r.DefaultFeature.AntiAliasing=0
-
I liked this change, maybe now he's more stronger, I can play him in red ranks without being forced to use top tiers killers like Nurse or Spirit. Its very boring to play with the same killer as always and not being able to use others killers because they lack map-pressure and you doesn't matter how good you play, you can't win againt good survivors.
-
@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/689370#Comment_689370
So lazy that they go out of their way to frequent the forums and respond to ideas and feedback, host streams for the sole purpose of keeping the players in the loop on what they're working on, and constantly go back and iterate on previous designs based on player feedback to improve game balance and user experience. It's really very obvious to anyone who isn't taking a deliberately cynical approach that the developers are passionate about this game and making it the best that it can be, and they're clearly going out of their way to heavily involve the players in that process.
But yeah... if you believe that the devs are just lazy and that's the only reason why they wouldn't implement difficult-to-execute mechanics like this, then I don't know what to say. I rest my case.
I think the word lazy was not used properly, my point is, they're too slow to do what they need. With the new stuff they added in the PTB, that is something I liked and they have put effort onto it.
-
@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/689223#Comment_689223
I have played the tutorial. A more experienced programmer may correct me if I'm wrong, but I believe that survivor is programmed to respond to very specific input. You do the thing the tutorial tells you to, and that triggers the survivor to perform a specific action. Something like a training ground, in which the player could experiment with different strategies, would require something much more complicated to be effective. It's not just a matter of copying code across.
Again, not saying it couldn't be done or that it wouldn't be helpful, just that it would require more resources than (I expect) they have available to devote to it right now.
The AI responds to the moviments of the Killer. You can just follow the bot and he will always run away from you, if you try to cut him off on an edge, he will turn around and run in the opposite way. I'm talking about the Meg bot btw, the one that drops an pallet in the start.
Well I don't think they're gonna put effort on something that most people will probably not use, plus the fact the devs are very lazy.
-
@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/689079#Comment_689079
You don't sound like someone with a lot of experience coding AI. Good AI, even decent AI (decent enough to actually be worth anything as a training mechanic) is very difficult and time-consuming to code well, regardless of how seemingly simple the movement is. No one is saying that it couldn't be done or that it's a bad idea, just that the devs have enough on their plate at the moment as it is to devote so much time and resources to a project like AI development.
Did you played the tutorial? There's an survivor AI, its not great, but thats enough. CTRL C + CTRL V. I don't code AI's but I have programming experiences.
-
@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/689101#Comment_689101
True. But the bots won't help you train against bad loops, though. I'd still want it regardless. : P
Yep practically the player will always get them in any loop, the important thing is to just practice. But I doubt they're gonna implement it.
-
@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/689079#Comment_689079
But that's the problem, they wouldn't be very good or very intelligent. They wouldn't be a challenge... and that's just with killers like Wraith and Clown which are the worst killers right now.
I know, but my point is to be able to practice with the killer you want, It doesn't matter the AI level. It helps new players to see where loops are, using the killer's power and a lot of things.
-
@Raven014 said:
I wish offline was an option, at least for killers... but the main issues are:
- not many want this
- it'd be very hard to program
- it'd take people off of the main servers.
- How would cosmetics fit into this?
What? Its not hard, its very easy, since its an localhost server you don't need to send packets to anyone, its even more easy to make. I think its perfect for new players to get the mechanics of the Killers, using their powers and so on.
The bots don't need an incridible AI, just make that the bots run away from you when they're inside the killer's terror radius, trying to go to near pallets. You can also get the same thing with low ranks, they are very well trained bots and almost don't touch gens if you do a little pressure on them.
-
To be fair, playing as Killer is stressfull, you are playing alone against 4 other peoples and having to make the right decisions, otherwise your mistakes will lead you to lose the game, and playing with an low tier killer (aka killers that don't have any way to travel easily through the map) this get even worse, 3 mistakes and you lose. Also its not like every match the killer uses an mori, at red ranks Its very rare, like 1/12 of matches they use an Mori.
Mori offerings really are op, its something that guarantee an fun match for the Killer, taking a break from all the toxic survivors.
I personally just use an Mori when I see multiples Toolbox or an greedy swf
-
@Mrrgle_the_Mediocre said:
It should just be base, really.
Yes, also it needs to be an tremendouly skill check, like decisive. If you miss, the progression bar will be paused for X seconds and also notifies the killers.
-
@Ksoni said:
What do you mean?
@SunderMun said:
They mean all teachables, etc
Yes, like, every perks unlocked and maybe skins unlocked too.
-
As the comment above says, you need the correct time to achieve this, also your ping contributes to this because Killers can not get stunned while in an animation. I think its fair because no one should be able to easily escape the Killer's grasp, otherwise It would be like: Woeeee, I'm safe because I'm inside of an pallet and the Killer can't get me cuz my friend will drop It. Everything that gives you advantage needs to have an counter so It stays "balanced", thats how most things works in games.
-
If you hear the Terror Beat don't run, try to hide somewhere crouched, If you spawn in the trial next to a hex totem, wait some seconds before cleansing because its very common for killers to check their totems.
-
NOED thread#120030230402
-
They could at least make visible for the Killer screen the people who are SWF.
"Ah but then the killer would dodge every lobby with SWF and I wouldn't be able to play with my little friends"
Yes, because they know they will not have fun on the match since 98%SWF is toxic, SWF can have something that most killers that they face will not have, the fun.
My tip for dealing with SWF: See the survivors profiles, check if their friends are on the lobby, If so, them go tryhard, mori, noed, good killer, enduring, spirit fury, ruin and have fun. You will need to put pressure on them otherwise they will genrush you and will t-bag at the exit gates, also don't spend too much time on one survivor, because the best looper will always try to attract your attention to allow his little friends do the gens.
-
On my opinion, after the Survivor gets to the healthy state, the DS will be deactivated or the timer of the DS would be reduced by X seconds.
-
@Blueberry said:
The only auto aim that exists is the one after the nurses blink, that's it. All those other scenarios you are mentioning isn't auto aim.
Actually there is, it kinda works better with lunge attacks, if you try to hit someone that is dead on hook and is starting to fly towards the Entity, your camera will automatically aim up trying to hit the dead survivor. This will always happen while the dead survivor is still flying towards the Entity, do a lunge aiming on the hook where the Survivor was and it will aim. Problably the auto aim only works on someone that is like very near to you, like 1 meter or 0.5, thats how people do 360 on noob killers, because once the lunge starts, the survivor attempting the 360 will go into the range of the auto-aim and then get out of it doing the 360 spin circle, so the automatic lunge wil hit the air since the survivor is not on the range anymore. It does not works againt experiences killers since they use their mouse to turn around and not just do a lunge without barely moving the mouse. Also it works on people flying on the hook because the range is only the X(horizontal range only) and not the Y, so it doesn't metter how high the survivor is based where you are, the auto aim will still try to hit.
-
I'm 19 too.
-
I also want to an infinite chainsaw animation, nice buffs.
-
I don't understand German, I'm not even an English native speaker, that's why I asked for an example.
-
Can you give an example?
-
Do you guys know you can see survivors Auras through the Aura from the objects highlighteds? The black thing on the yellow aura is an Survivor. You can see them because of the effect of the fog in the yellow aura. It can also help to track where your team mates are and what they're doing.
-
The Spirit with prayers bead, that's the definition of fun and salt.

