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Kees_T

Kees_T

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Kees_T
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  • Lol git gud.

    Every Killer has their niches where they're strong and weak. Bubba/Billy/Oni/Any instadown Killer is strong against Survivor in deadzones with no defense, that's just how it is.

  • Well I'm not sure they want to do that. Grinding is what makes players stay in the game, less grinding means people will stop playing since there's no motivation to play(the game has nothing besides griding to make people stick to the game). It doesn't means that 100% of players who reach 100% stops playing, but most of them do. Streamers will still play of course since they earn money for playing.

    I'm really not sure if people will stick to the game after reaching 100%. To be honest, I would, I like playing DBD, but most of this "likeness" comes from the grind where I don't have all my chars P3 + All perks.

  • Breakable Walls could be a interesting mechanic for Survivor, they need to gather materials and construct them.

    It turns less annoying because it's just not a free escape without efforts, they actually lost their time on generators in building them. I find them annoyong because they're there by default.

    This mechanic could slow down the generators too, since it's another object which helps Survivors.

  • That´s exactly what they are. They create infinite loops and throw a breakable wall near it so they can say "just break the door and you break the infinite", instead of just.... not creating this bullshit layouts. It's a free chase escape for the first Survivor being chased there.

    There only fair breakable wall is at the Killer shack in the Saloon map.

  • 3/4 of the points you get are interactions you need to have with the Killer. If you barely have any points in these categories, you won't pip, even losing a pip.

    The pip system isnt taking into account that the match will be that unbalanced. Either you go against a decent Killer to get a lot of unhooks, heals and good chases, or a potato Killer who barely know what they're doing, resulting in you not gaining the points you need.

    The pip start from 0/100 and even if you done your objectives, you will be punished. So the correct way to balance it is to made the points start from the 50/100, while 50 being the black pip zone. By the actions of the Killer, like hooking, downing survivor, injuring survivor, you will lose points accordingly, reaching 45, 43, 40... And to counter that, you need to be productive, unooking, healing, doing gens, getting chased, all that will raise your points again.

    But the current pyp system actually is great that it separated bad players from the good ones(well kinda). Playing against a bad Killer will make you depip or blackpip since you wont get much points, which is great since its not fair for you to gain pips because of an umbalanced match, and good Survivors will get a lot of points because they will be chased, do gens, etc... they play more agressive.

    Also my final thoughts on your post: not being spotted is not playing well, it means you're not helping aliviating the pressure the Killer has on other Survivors, so this allows the Killer to eliminate them way more faster. Take one for you team, if you see a random guy which is already in 2 state is going to be chased and you're not dead on hook, take the attention for you, the more survivors are alive, the more the chances of your team escaping.

  • This is the same as me playing with my 3k hours with Trapper against rank 20's and saying: "Yeah guys, look, Trapper is viable, because I'm a 1% Trapper who crush rank 20 survivors"

  • The easy way to complete the challenge is to tunnel every person you last hooked to maybe get a DS and change the obsession. (If you don't have the necessary perks to change obsession)

    This challenge forces peoples to turn into temporary tunnelers xD

  • Thanks.

    I wanted that they would keep the Crown from 4th for those who have and just the new one will be available. It should be limited for those who were there playing and enjoying the game in that period of time.

  • This is a common error that everyone has. That's a issue in their backend code that for some reason, is placing people in the wrong server region. You can't do anything to prevent that since its coded in the server.

    What I do to prevent that, which seems to work sometimes, is queueing as Survivor, wait 10 seconds (each 10 seconds your game sends and receives the queue information from the server), for both Killer & Survivor, then open a custom game, then try again to get the lobby you want.

    Probably some of these things will correct your placement in the right server, or it'st just luck, idk.

  • It's like this since from the beginning of the game in 2016. It's a obvious and good tactic to remove someone from the trial as fast as possible, otherwise you'll get pressured in the late game, and you can't blame Killer for doing what they need to do.

    "And where's the fun in that?" Well what choice does he have my friend? Letting you go to heal and do generators? Get out of your box a little bit and play Killer to see for yourself why they do it.

  • What? What info exactly? Purchases are handled by the platform you're playing in. DBD can only know your profile from your platform, they can't see your credit card or anything like that.

  • those legs tho, THICC, insta-buying them.

    in we've won Comment by Kees_T
  • I would like the idea, but I'm sure some people will consider it a nerf for Survivors 👀.

  • You never needed a high dpi to do the flick, I'm also a Blight main and I'm always playing with 1300, it's easier to control where you're going to launch yourself. I've made a very detailed post about j-flick and how it can be done by anyone with a M&K, but the mods deleted.

  • @FrostySeal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2177882#Comment_2177882

    It couldn't be me since I frequently check my ping whenever I go up against on of the killers I stated before. Every single time I check mine it's always in between 60 and 100, and I highly doubt that every single GF, Nurse, and Michael I go up against have high ping.

    It doesn't matter your ping, the only thing who matter is the KIller ping, if he's laggy, he will have advantage. Also 60 to 100 is kinda high for me, I'm always between 30-50

  • A good Oni can turn 180 easily with his power. I'm a Oni main myself, and after you spend a lot of hours in practice, there's no safe corner against him if you're in his attack range.

    Good for you it's rare to see a God oni, so you can use the sharp corners tactic.

  • I don't think it's a bug. I've seen multiple variations of this swamp with the same reeds in the center.

  • I think it's read on purpose to allow counterplay to it, like hiding behind gens.

  • No! It shouldn't be a perk that hold you hand to allow you escape, the Killer must be predominant in a match.

    The perk gives you a second chance, a perk shouldn't 100% deny a kill just because you have it. If you used and still died, it's your fault for being bad I guess 😜

  • That hit looks perfect clean for me, on his end he prob hit you before the pallet.

  • @Foodnt said:

    yeah this is my first post.

    i thought to myself on friday stop doin gens and go for side objectives.so i take plunderers,appraisal,ace in the hole and kindred with me ( kindred because im a soloq player).i used it until now and i will use it more. every game i got like one yellow item and the rest is rare. every game. is this a shadowbuff ,did the devs a pretty good job again or is it just my imagination?

    It's always been like this, the own perk description says it increases the chance of better items.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2144405#Comment_2144405

    It is quite obvious what needs nerfing.

    You can't use the key until all gens are done.

    Time to open is pointless

    Time left open is pointless

    anything time related is useless

    hard cap that all 5 gens must be done before you can key.

    Its obivous from our point of view, their pov is different from the community, they want to be sure what they're touching is the correct part.

  • It looks like they increased the chance of keys in chests to collect some data on keys and decide what they will nerf about them.

  • @7AJFUN said:

    https://forum.deadbydaylight.com/en/discussion/comment/2141016#Comment_2141016

    what is wrong about DH? kekw ...and why we even talk about DH?

    DH is almost the same! This perk was designed a long time ago (2017) and it doesn't fit with the current gameplay flow now. It's the same as Bloodlust, rewards Survivor for bad plays and can undo any error they did with a press of a button.

  • I prefer the new one, it's 100% regress value when you interrupt a gen that someone is working on, while the case of old ruin was just random chances.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2137286#Comment_2137286

    Dead Hard for distance also nets you 3 seconds max.

    Unless they use it perfectly lined up with a loop, in which case it's quite a bit more than just 'they pressed a button'.

    Using Dead Hard for distance to reach that pallet/window has no counterplay. That is my point here.

    "Unless they use it perfectly lined up with a loop, in which case it's quite a bit more than just 'they pressed a button'." Yeah sure it's very hard to just move your character to where you want to go and press a button right? Very skillfull right? It's not "quite a bit more", it's NOTHING.

    "Ohhhh ######### he will get me before I reach this pallet..... Oooh I have DH :)" They can do any mistake but in the end get away because a perk allows them to do so.

    This is a fact, Dead Hard has no counterplay and most people escape chases(including me because I can't resist to it too) just because of this perk.

  • @Firellius said:

    And after Dead Hard, it'll be Iron Will. Then Spine Chill. Then BT. Then Sprint Burst. Then Lithe. Then Dance With Me.

    All the way down the list until killers HAVE to complain about flipping Red Herring being OP.

    @twocansofbean said:

    It's really not that broken imo. It's fun to use but not broken. All you have to do as killer is wait out DH after you know they have DH. Just stick on on their ass and do a light hit.

    And even when you miss the hit, if there isn't a window or a loop near by, congrats cause in about 5 secs you get the down.

    Literally just waiting a few seconds is all you need.

    DH is not fine. When used to get distance, there's no counterplay to it, the "wait for the dead hard" argument is ridiculous, this only works with potato Survivors, against the good ones, of course I'm going to wait for them to Dead Hard to that pallet or window, what else can I do? Nothing. If I'm not using a Killer which can avoid this(Huntress, Deathslinger for example), I just need to accept being outplayed because some dude pressed a button on their keyboard.

    People who use DH for avoiding hits instead of distance(sometimes you can't choose but 90% of the time you can) are just using it wrong.

    @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2131844#Comment_2131844

    so you're saying DH should be nerfed just because at least one survivor uses it every match???

    I have 3k hours in this game and I play Killer a lot, and the average of people using Dead Hard in my matches is like 2.5 up to 3. Just like Ruin was nerfed because it was overused in most of the matches but that was because it was the only reliable perks for regressing gens (I do prefer the new Ruin), the case for DH is not the same, there's a lot of second chance perks for them to recover from their mistakes.

    DH is a old perk that just don't belong anymore to the current gameplay, in that time maybe, but not anymore.

  • Yeah that's true! Jokes on you.

  • It's PERFECT, really. They're so great that I remember sometimes I'm so impressed that some hits don't land when I think they should've, with my weapon touching the Survivor pratically.

  • @odra said:

    https://forum.deadbydaylight.com/en/discussion/comment/2133369#Comment_2133369

    since when 200% means mind game better, it just means spirit can more accurately pinpoint the survivor more.

    Spirit players would be really happy for this, that basically every counter to her is getting buffed

    200% of injured noises is like 20 meter of a Survivor my friend. 20 METERS. It's almost a entire terror radius of some Killers. If a Survivor stop running and try to play smart, he can definetely mindgame her.

  • Yes I agree, while also addin another option: Customizable controls for each Killers.

  • @odra said:

    we need to change spirit with stridor first, this change will makes spirit more annoying than ever.

    Actually this is kinda worse for Spirits with Stridor, it's gonna be 100% + 50%(Lucky Break) + 50%(Stridor) = 200%

    With 200% of extra grunt of pains, Spirit will hear the groans in a absurd distance, which can allow you to mindgame her better.

  • @Frontdoor6 said:

    Killer perk: Smash Hit

    At the start of the match, the perk has 5 tokens. These will allow the killer to break a pallet or breakable wall with one basic hit. Doing this consumes a token. Once they're used up, the perk is deactivated for the remainder of the match.

    I think instead it should give you one stack for each time you hook a Survivor, so it doesn't render the perk useless and rewards the Killer for their efforts.

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2130693#Comment_2130693

    You could use the same argument against survivors second chance perks. You get away with actions you normally wouldn't/shouldn't.

    Exactly!

    Dead Hard rewards you for failing in your chases, which you shouldn't. Then with a button, you can ignore that. NOED is even worse than DH because it can only be used in end game, while DH can be used at any time.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/2132230#Comment_2132230

    Discordance - After leaving a generator that had more than one survivor working on it, the aura of that survivor will be revealed to the killer for 4 seconds.

    Iridescent head.

    If you hit someone with a Hatchet far from 24+ meters, you will receive it back.

    Spirit

  • I really want to comment to the Trapper one :(

    Buff: Survivors that are caught in a trap lose their trapped leg. They can't vault windows and they speed is reduced by 50%.

    Nerf: Survivors can carry his traps around and throw at him to make fun of him.

    @RiskyKara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2132216#Comment_2132216

    Hey whatever way works. Both, either, neither.

    All of trappers traps will automatically reset themselves but he now loses the power to lunge.

    Discordance.


    Discordance has no range, but has a cooldown of 120 seconds :)

    Spirit

  • Yes the perk is useless, and it's pilled with the other 100 useless perks that no one uses. It was designed a long time ago and doesn't fit with the new way the game works now.

    I think your suggestions has too much effects for a perk with too much numbers and %. It's also kinda useless because you would be better using Off the Record which gives you 80s of immunity to aura read and an Iron Will effect for free.

    My suggestion is: If there's no Survivor within 32m of you, the perk activates. While the perk is active, all your actions are increased by 10%. It really fits well it's name.

    *EDIT: Corrected Off the Record duration

  • I agree. I hate when I'm doing my gens and the annoying Killer comes in and screws everything. It's already time for them to go, devs needs to do something otherwise this game will die!! !1111 :rage:

  • I did played, but I feel that playing on mobile is horrible, I feel like I'm not in total control of my movements.

  • @BananaBlooD95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2131823#Comment_2131823

    She's stressful to play?

    https://us.v-cdn.net/6030815/uploads/BT1P5J517Q7G/nurse.png

    That's my nurse. I 4k-3khatch every single games and that's far from being her best perk/add-ons. 1-2 gen get done my my first-second hook but the snowball is real with her.

    She is stressful in the learning phase. As I can see, you're rank 9, so most of the Survivors you get are probably not that good and just run in a predictable way.

    Playing in rank 1 gives you a higher chances of going against really good Survivor, and that's where the pain and suffering comes when learning her there.

  • And that's how you transform a Survivor into a Killer main. A famous dose of soloqueue experience.

  • It must be like -1 in their "priority list".

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2131753#Comment_2131753

    Look at it from the view that it's a new killer and stop comparing it to what we currently have. This is what the thread is about: 'if Nurse was released NOW', not 'if Nurse was heavily nerfed 4 years later'

    @Topic, I think what I would do is make her move at 110 and she has one blink that's on a 4-5 second cooldown that can only go to where she can see. That would be it, not need for any kind of looking down cooldown or extra recovery.

    Yes let's just make Killer with a 4.4 m/s which barely can use her power, and need to follow the hit and eat pallets gameplay, what a fun Killer to play AGAINST and not AS.

    Look at the most recent Killers, Trickster, Twins, Blight, Pyramid, Deathslinger, Oni, we have Killers with unique mechanics that requires Survivor to adapt and learn how to play against them, not just running in circles around a ######### piece of wood and dropping it like you are winning.

    We need more diversity in the chase mechanic, one that is fun for both sides.

  • @Phasmamain said:

    Make her 110% and she can’t blink through walls.

    we can do further balancing from there

    At this point you can give her a wheelchair too.

  • you just killed the locker, impressive.

  • Here's how I think it's going to go:

    • We will need to lose our time watching TTVs Fog Whispere's to get codes for cosmetics
    • Probably some "exclusive" head cosmetic of the famous "noed eyes" for the Trickster or Killers who still don't have it
    • Re-used assets of the 4th anniversary for Gens, Hooks and the Lobby.
    • Some free BP's and shards.
    • The same items in the bloodweb from the past 4th anniversary too.

    It's hard to imagine a good event coming from then. I will never forget one of the best events they did, which was the Hallowed Blight.

    They said they are only going to focus on important events, and this one is a BIG ONE, it's the anniversary of DBD, how much important that can be? If this event is going to be dull and simple, then we can already expect that the others "important" event will just be worse.

  • First time here huh?

    Use DH for distance instead, it never fails and you will never be exhausted on the ground. Using DH for avoiding hits is the worst way possible to use DH.

  • It depends a lot of the Killer and the Survivors. Most red ranks survivors are potatos and that adds to the slow progress of the game. But in a balanced match, the match can end in less than 10 minutes.

    My average match time as Killer (I have 3khours) lasts about 10-12 minutes If I'm playing normally with my best Killers (Nurse, Oni or Blight).

    There's always that one that lasts very long because Survivors are playing stealth, or you want to slug for the 4k, there's a lot of reasons.

  • @BananaBlooD95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2078746#Comment_2078746

    Bruh a match easily last between 10 and 15min, even if you get 50k BP/match you'd have a hard time making 250k in less than 1 hour. Also a huge part of the player base still have ton of character/killer to level up and perk to unlock.

    What do you want? 1M auric cell for being rank 1?

    A match lasts for 10 to 15 minutes? That's not true. Red ranks games lasts at maximum 10 minutes, either all gens are done or you kill all of them by that time.

    A reward I want is something that is comparable to the much effort you've put, one that could be scalable to be considered good for both new and players.

    We have Devotion for this, it shows how much you are devoted to this game, our rewards could be multiplied by our devotion level.

  • @ItzPixelYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/2078686#Comment_2078686

    I never said it was really a problem. I'm just curious why they keep nerfing loops and not saying anything about it in patch notes like for the past 3 or 4 updates. I know they reworked the maps i was saying that never used to spawn on the Gideon Rework, never seen it since it's release till this update so they're definitely changing loops and totems. As for the coldwind one i've ended up getting stuck on that loop more when i could run it and mind game a lot easier, now i just get stuck on the bail on the floor and get downed

    Maybe you should report it then? It can be a bug and not intended. I've seen this happening in one of the PTB's where the Badham Fences near the Window(near the School entrance) were removed, but wasn't mentioned in the patch notes, and so they fixed.

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