Kees_T
Kees_T
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Well, Killers almost have no time to defend gens now imagine also needing to lose extra time that you can't afford to search and break totems.
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Well to be honest, it adds another level of gameplay ceiling for the Blight, it's not accurate and sometimes you can miss the directions you go, you can make it more accurate by practicing, so in other teams, it's a skill ceiling higher for the Blight, which is a great thing.
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@KrosseKrabbePizza said:
I want to bring this up again. I leveled my Huntress up 20 levels just to look, how many iri hatches i get. I got 17 (!!!!) iri hatches addons. I now have 47 seven of them and could play with them literally every round (i have around the same amount of the 7-hatches-addon).
This addon is clutch, but the amount of them in the bloodweb is just ridiculous. I don´t want to play it because it is a 90% chance of a 4 kill/5gen because everyone knows, that it is stupid. But i see in my survivor rounds, that there are enough huntress players who use it and i don´t want to wait 15 minutes for a lobby just to get stomped by a iri hatches huntress or any other pink addon using killer.
But in the killer´s world, where devs do everything for their little babies, it seems like it will never change...
Huntress has only 1 pink addon, it's easy to get a lot of it since the bloodweb will either have a mori or the addon.
Also gameplay for Survivor and Killers are different so it doesn't make sense to compare addon rarity of both sides.
You are complaining a lot about Killer addons, I'm almost sure you don't play Killer enough to understand how important they are, at the point that some Killers are unplayable without them.
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@sharkster13 said:
I'm so sorry, I just realised I wasn't running Spine Chill for the last 2 days cause I was aming to get all survivor adepts. That always gave me the extra boost that let me heal twice with this build. This is not a bug! I'm so sorry once again.
Do you mean botany? Because Spine Chill only makes the healing action faster and don't give extra charges.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1960268#Comment_1960268
This game isn't just pipping. People like to win. Which gets quite harder when having useless team mates in solo Q
Thats why the higher you rank the more chances you'll get a good solo queue team, which is rare of course, that's why it's good that bad survivors depips to lower ranks. I hope that the new MMR will make a bigger gap between good and bad survivor by their ranks.
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Well I see no problem with that, it's the Survivor fault for not having the game knowledge to be efficient, and he needs to be punished by that, like SC users. If the rest of the team plays well they will guarantee at least their black pip, while the non-efficient survivor a depip to the low ranks (that's how I think it should work at least, but I know it won't and isn't). Anyways, a punishment is needed, and unfortunately the rest of the team will suffer from the consequences too.
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Just mute your damn game, problem solved.
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That's the developer fault for developing the game in this way, there's no way to have balance. You shouldn't complain how a Killer plays their match because most of the times, it depends of the Survivor he gets in his match.
If the Survivor are playing dirty, the Killer will also play in this way because otherwise he will lose. If the whole team is chill and not cocky, the Killer will be more "passive" and allow such things like free unhooks and heals and rarely slugs.
New players that never played the game probably don't know what they're even doing and will play in their way to have fun, so we can't judge them, until the time when they become conscious of their action in the match.
Now what you think when a new Killer starts playing the game, and all of his games are just people jocking with him and making them feel bad? Every. Damn. Game. They get tired of this, so they resort to some unlikeable tactics to earn something from that match. It's like getting beaten every day, one time you will not stand it anymore and will act, and so Killers gets these "bad habits" which are necessary because the devs made the game in this way, and so the Survivor also get the bad habits of insulting Killer who do this, so it's a endless loop of hate and toxicty.
As this Killer plays more the game, his hours and experience will increase and he will start to be more chill in his matches, since he won't be "beaten" by the Survivor anymore, and adapting his playstyle depending on the team he gets. That's everyone who has more than thousands hours.
Also you shouldn't considerer youself a "high ranked Survivor&Killer" until you have at least some 1.500 hours, because ranks in this game means nothing.
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How can you say Nurse addons are good? Her two iridescent add-ons makes her power worse instead of making it more stronger like it should with other Killers, and half of her add-ons have some dumb penalty for some reason(less lunge during blink, blinking through survs makes them scream?????, another one makes you a M1 Killer for 60 secs). Let's take Spirit as an example, all her add-ons except for just 2 ones just buffs her power without no penalty.
I don't know why they keep adding add-ons which can make your power worse, why would someone use it besides meme builds?
I wanted to give my opinions on others but the Nurse one was what attracted my attention.
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I guess thats the famous desync. After you turned in the stairs, for some reason on his screen you stopped running and was standing still.
This happens sometimes, it's the same bug when Killers are running straight to a wall and suddenly they teleport.
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@GrisouOats said:
https://forum.deadbydaylight.com/en/discussion/comment/1949926#Comment_1949926
Have you played survivor recently? Right after the new animations dropped getting hit from surv view is a whole lot different now. I think it's called desync or something? Idk. That's what I'm talking about. Not the normal type of hits that you everyone experiences before this animation update
I played a few matches as survivor and I really got some strange hits.
But the devs acknowledge that there's a issue with the hitbox so I guess that's why.
@ohheyitsbobcat said:
https://forum.deadbydaylight.com/en/discussion/comment/1949952#Comment_1949952
It's not a player based ping problem though, it's a server side issue that's causing the latency, desync, lag whatever word you want to call it.
Both parties could have 30 ping and it'll still have the killer just teleport or hit you from a mile away. Something server side is causing more then normal levels of latency on the survivor end. The game is basically treating survivors to 200+ ping no matter what their normal connection is.
The hitboxes themselves haven't changed at all if we're to believe them. We still have the same pill shaped hitbox and the killers all have the same hitbox on their weapon. Only the animations are different, nothing hitbox related has been touched as far as I'm aware.
I guess you're right, something that's making the reply to the clients out of order.
They said something that the new animations are client side, so you will have more free control of your character and it'll look more smoothly. But I guess that comes with a price that is causing the issues in the backend.
And yes, the devs acknowledge that there's a problem with the hitbox.
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Ignoring the people who uses DH to avoid a hit instead of gaining distance and then complain about being exhausted on the ground, yes DH is what you said, an button that allows you to outplay the Killer.
It's especially strong against Nurse, If this perk didn't existed, everyone would be down to a good Nurse in mere seconds.
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@DeliciousFood said:
https://forum.deadbydaylight.com/en/discussion/comment/1949926#Comment_1949926
I think they mean it's even worse now. After a successful fast vault and being wayyy beyond the window, you still get hit. In a good ping lobby this doesn't happen unless something happens to your connection. It makes pallet timing extremely awkward too.
It not worse now, it looks worse because of these new hitboxes, but it's always been like this even when the game launched in 2016.
You can have 30 ping in your side, but if the Killer has, for example 100 of ping, this situation will happen: You drop a pallet, the game will send your action to the server, the server then sends this action and notifies all clientes(both other 3 survivor and the Killer), the Survivors will receive the notify action and the pallet will drop on their screen, but the Killer has a high ping! It's 100 of ping, so on his screen, the pallet will take some extra milliseconds to appear dropped and it's still up, and thats why he can hit you after you drop pallets. It's latency.
Of course the devs could do something with the hit reg. validation to negate hits if the Survivor is beyond a dropped pallet on the Survivor screen, but that on the Killer screen would look like the Killer clearly hit the Survivor but the hit won't register, so the Killer will kinda be "robbed". That's why it's hard to "fix".
But yeah, technically speaking, it's worse now but because of these new animations updates.
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@GrisouOats said:
Me. Survivor is almost unplayable atm. It's so annoying. Idk if it's gonna stay like due to the new animations? But I really want them to fix it. It's terrible and it dkdsn feel right at all when playing. Getting hit right after dropping a pallet, getting hit over making a successful vault, etc.
Gettings hits through pallets/windows/fast vaults is pretty common, and it's because of latency. Do a little google search and you'll know how it works.
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I don't like being that guy buuuuuuuut... "pRetTY gOoD jOb sO FAr"
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Behing the scenes: So guys, we're adding a new bottle to the Clown kit, it's called Antitode and it will have a special use, it reduces your total of bottles by -1 , good rework yes? Let's ship it and throw in the live servers!
Well just joking, but I'm pretty sure the Antitode have some situations where it really helps you, like situations where if you had 1 second ahead of a Survivor to get that hit, which can be better when you mix your bottles in chases.
I hope devs implemented something in the backend to count how much the Yellow bottles were used to see it's efficiency and how much it impacted Clown's gameplay.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/1948647#Comment_1948647
It's very clear you didn't read my post
https://forum.deadbydaylight.com/en/discussion/comment/1948651#Comment_1948651
We need like killers like Nurse and Spirit. Killers need to be able to have control of the chase. Survivors are already in control against 90% of the killer roster which isn't fair because it's a 4v1.
"Killers like Spirit and Nurse" Well I hope you're mentioning hard Killers to master which in returns gives you a good reward? Because yes, you're right, we need and we already have some, but Spirit is not one of them.
Don't need to say anything more, everyone knows she is really easy to play but the "easy" depends of how much knowledge you have in the game. She is easy to play because you can just phase and get a hit, it's simple. There's no looping involved like other Killers, this is what makes her strong but also very easy to play with.
I was a main Spirit and after I stopped playing with her and went to "normal" Killers because I was bored playing with her, the next 2 days I had struggles on my matches (as expected), because I wasn't used to "normal" chases anymore.
After playing Spirit for 1 week maybe you can get very good with her, while other Killer requires more effort, 2-3 weeks or even a whole month dedicated or even more. (Considering you play everyday and a good amount of hours)
For me, Spirit is near the Deathslinger level, they have built-in a forcefield passive of mindgame all the time.
As for your post, they really should do some changes, on my opinion she has too much going on for her. You said that people want Spirit nerfed in some way without giving her something to compensate, but how can a Killer receive something to compensate when she even doesn't have a penalty besides being a 4.4 and a power cooldown(which evey Killer has to be honest)?
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I guess tomorrow maybe? They always release new stuff in Tuesday.
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At least we could have extra bloodpoints, theres nothing special anymore about these "special" themed events.
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It's not just "streamers", anyone with thousands of hours can 4-3k consistently.
Let's be honest here, everyone who plays Killer(me included) knows that most of our matches in red ranks are against bad survivors(because of matchmaking), its very rare to get 4 Survivors who are good in one match, and when it happens it won't be so easy to win against them.
With the new MMR system that is coming, if they manage to make it work in the right way(good Survivors vs good Killer), all Killers won't be getting easy 4k in every match.
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They want the players to be more immersed in their actions, so yeah, it will never come back.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1931543#Comment_1931543
When was this tried and failed?
They tried implementing this in the PTB, the change was: If the Killer was nearby too much around the hook, it would pause or something like that, so Survivors abused that and keep staying around the hook.
I see some people don't see these problems, either because they don't play Killer or are just ignorant. Survivors tend to rush to hooks for unsafe rescues, of course the Killer won't allow a free rescue in their face, mainly if there's more than 2 survivor close to the hook, it's a perfect strategy to defend the hook, and in this situations, where the Killer is forced to protected the hook a.k.a "camp", he would be punished with your "anti camping" idea.
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@beaupresto said:
I am done with this game until y’all revert this
Bye o/
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@e_j2007 said:
https://forum.deadbydaylight.com/en/discussion/comment/1929090#Comment_1929090
yeah when i played the first match with those animations i thought somthing was wrong and thought it was being buggy but no those are the new animations and they look as bad as the beta running animations
I agree, these new animations remembers me from the beta where Survivor would run like theyre about to ######### their pants.
The walking animations isnt great but not that bad, but the Injured one is awful, the way the Survivor run is strange and their movements looks frozen, with their legs walking too fast, its CLUNKY.
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I still prefer the ez slug for 5 minutes
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If the Survivor B gets downed by the Killer because he wanted the rescue, that's his fault. Like everyone here is saying, basement is a dangerous place and having 2 people there should be very punishing for others Survivors come to the rescue.
If we really want to follow the purpose of the DS as a "ant tunneling perk", you unhooking someone in the Killer's face can't considered tunneling, I mean you forced HIM to down you, he had no other choice, and you deserve to lose your DS and be punished.
It's a perk that is not going to be the "60 seconds of invulnerability" anymore, everyone just has the bad habit of thinking about the perk in this way, ignoring the main purpose of it(which is to avoid being chased by the Killer after getting out of the hook and giving a extra chance for the owner to escape, and not to make greedy and dumb saves in front of the Killer...).
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@Slickstyles said:
https://forum.deadbydaylight.com/en/discussion/comment/1917693#Comment_1917693
I'm dead serious... LOL. It's not just a "dumb tech to troll and make new killers miss hits". It actually takes a fair bit of skill to do properly. Not to mention, it's fun as hell to attempt even thought it doesn't work all the time. It creates memorable moments like in this video.
I agree, that's funny, but my point stands the same.
If you're healthy, you're better to take the hit and use the burst of speed to get more far away from the Killer, if you try to 360, 90% of the times you will fail and waste most of the speed you get, then will probably rely on Dead Hard to reach a pallet/window.
But if you're Injured and with no other choise, why not right? Also let's be honest it doesn't require any skill, anyone who plays Killer will know how lunge for Killer works, so you just need to press WASD/WDSA or just simply turn your joystick.
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"you are sometimes forced to go for unhooks right off the hook yourself" well, if you're going to unhook someone with DS active, that means the Killer is not chasing you at that moment and is chasing someone else, so he's not tunneling.
It's really dumb that one survivor with DS active can unhook another survivor, then you down the unhooker and he still has DS, and not to count of how many people abuse DS just to go for risky saves in front of the Killer's face.
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Uuuh, are you serious? Don't talk like 360 is a game mechanic that was "nerfed". It's just a dumb tech to troll and make new Killers miss hits, it's useless against good Killers. This shouldn't even be a thing.
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One day, I was playing with Trapper with Iridescent Brick(Traps resets automatically), I got one Meg on my match that was constantly T-Bagging after dropping pallets on my face, she then ran to a tile where it had a Trap inside the pallet and started Self-Caring herself WITH mangled effect.
I started setting my traps around the Shack like totally ignoring her and chasing other Survivor nearby, and after she finished healing fully(she stood there healing for 40 seconds) the Trap beneath her armed automatically, I was very close so I droped the chase and immediately picked her up and she was on death hook :)
I wish I could read her thoughts that day.
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That was totally on Steve fault for risking a save from the basement(a dangerous place) with the Killer nearby, and also other Survivors fault for not having the game sense to know when to save you.
Was he camping?
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On my opinion, the only buff she needs is to make the sick state dangerous for survivor to make them cleanse. For example, your m/s is reduced by 5% or something that encourages players to not be in this state.
Also stop adding cooldowns to perks, you said this perk(Infectious) allows the Killer to snowball pretty fast, but this is the Survivor's fault for staying too close once they know the KIller has it, just split, 2 people do gens and the other go for the rescue.
Also stop with the "XXX extra bloodpoints" addons which only weakens the KIller power, it's not useful and it's just a junk in the bloodweb.
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I guess it's because you can choose if you want or not to have terror radius. So you can choose being stealth with a certain build or being non stealth with your terror radius to work with other build.
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Now imagine in Ormond...
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Yeah, probably the code in this perk just tells the server to set that Survivor health state to *advance one health state*. Would be cool if it worked.
It also won't work with Second Win since obivous you didn't "charged" it with a healing bar. It should work on my opinion, could be a cool build to use.
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It's latency. In your screen it can look like you're not close enough to be hit, but on his side you are, it's very easy to flick and hit with him.
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It's 1 month and half one with no patch notes release, it's ridiculous. We only had the awful bloodrush with 1.5x and the Calendar from December with a ######### reward just to show that they planned something.
Like most here are saying, they work when they want or when they don't like something.
There's a clip of Almo going against a Doctor with impossible skill check build, he manages to constantly miss the skill checks and complain "why it stills works like this" and then in the next patch, Huntress Lullaby was nerfed.
It's just a silly joke, but it's almost true. There's a lot of times they changed something which NO ONE asked for, for example this new HUD, aura changes that were horrible, bloodlust white screen effect. Like who asked for that?
And we all know that they don't care about how unhappy the community is, what's important is that DBD is making a lot of money.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/223111/killer-hexes-the-fix
well that's just a great way to get the survivors whining that they dont' get the same treatment as killers... it's a bad idea honestly... it's better the way we have it now.
Why shoud they have the same treatment? It's a 4vs1 game, 16 perks versus 4.
Anyways, that's not a good ideia.
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You know a game has serious problem behind their team when specific perks are mandatory and you can't play without them.
I find it ridiculous that every Killer needs to assume there's a DS everytime there's a Obsession, or everytime they're going to a M1 on a survivor, the first think we all think is "do you have dead hard my friend?".
This is the same for Killers, which are forced to use the same perks 100% of the matches. Everytime you see a Freddy, the first thing which comes to everyone mind is "ohh freddy, sure he has BBQ, Pop and Corrupt at least or Undying and Ruin"
They need to release changes to all perks to encourage players to use different perks.
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@Mat_Sella said:
The same reason why the Brand New Part add-on for toolboxes was able to complete a gen instantaneously.
This.
It was something introduced in the beginning of the game, which now with other problems such as kicking mechanic, are OUTDATED, and for some reasons, the team refuses to release a rework for it.
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Yes'nt
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What about making it a perk? For example, upon downing a survivor, press certain button on a downed survivor to instantly hook them in the place they are or in a random position in the map, like a "virtual" hook, which will vanish after the Survivor is rescued. Every 2 hooks, you gain 1 token up to 5. Using the ability takes one token.
You have to work for it and you can avoid certain perks, while activing hook perks and survivor related perks too, without losing time.
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I run on specific builds and I like it on them, but not using out of it.
There's way better perks to be used in that perk slot. It's like one of those perks who new KIllers can try to use to get value from it, but it's useless in the higher ranks (at least againt decent survivor, since higher ranks is full of potatos).
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Luck.
That's why she isn't top tier.
You would be better playing with a Killer who is reliable and have a constant 100% use of his power.
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@Ivaldi said:
https://us.v-cdn.net/6030815/uploads/XRW8FQQRHF37/image.png
Where are the servers located and why am I getting paired with people from South America (Yui & second bottom Dwight)?
That always happens. My ping is always 30-40(Brazil). It's not frequent, but sometimes the matchmaking will FORGET your region and place you in the wrong servers. They need to see this issue in the backend.
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Yeah, all reworked maps have wrong collisions with most objectes. For example, in all these reworked map, as Deathslinger, you can't shoot through the gaps in the Killer shack and gaps in buildings, along with the wrong collisions of the tiles you mentioned.
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Yes of course, let's also remove the option to hook surviviors since it promotes camping.
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The Twins are very strong, a good one will almost never miss a pounce. I played a lot with them, and I rarely play my chases with Charlotte, they are much easier with Victor, and once you manage to injure all survivors, the slug tech comes in practice.
I don't think playing with her is boring, but neither fun, it's just... dull, you don't feel so rewarded like with other KIller when using your power.
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@DanielPaint said:
I like Freddy because of the gen teleport. I don't even use the snares or fake pallets. They can remove this and the weird dream effect. The teleport is awesome
The snares is what makes him strong ma dude. I don't think you can get 2 kill with Freddy against a decent team of survivors without using his snares.
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Freddy can't see Survivor's timer to fall asleep, it's only visible for the Survivor, the only thing the Killer will see on his screen is the awake or sleeping icons.
I agree with your changes. My idea is the same as yours:
- Survivors will only sleep when Freddy hits them. There's no logic for survivor to automatically fall asleep, he should work for his power to work on Survivors.
- Snares placed will automatically vanish after 30segs. The fact the he can pre-trap most loops is strong