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Kees_T

Kees_T

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Kees_T
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  • He's talking about a ping system where you can use the pre-determined lines. Like in Apex, you can ping "Flatline here", "Body shield here, level one", "Shooting!", "I'm being shoot!". In Dead by Daylight, we could have some lines like "generator here", "something here", "Killer is with me", "I'm being chased", "med-kit here", "key here", "hatch here".

    I approve this idea, we need better ways to communicate.

    Can I be honest here? The way the game is going, I doubt they will implement something like this. The team behind DBD looks like a total mess recently.

  • b ON e S

    The Killer will play with only 3 perks and on the endgame the perk can be stopped from being used if all totems are cleansed.

    "NOED at the moment can be used for rewarding for the killer doing badly." Everyone likes to say that huh? Survivor are also doing badly if they don't cleanse totems(which is their objective too) and just rush gens. Most perks rewards bad gameplay while requiring no effort so don't come up with this satured argument.

  • I hate breakable walls, they're DUMB! The first survivor who enter these buildings will always force you to break it, it's a free escape for them if they're injured or in certain scenarios.

  • I agree. The kicking mechanic is USELESS. They need to prioritize the base balance of gameplay from dbd.

  • I guess it's because they need to test and implement it on all plataforms? They changed some perks this year but that's it.

    When you ask about some perks changes, they reply with a "its in our to do list", which is sad to read because every perk is on their to do list.

    They really don't care about how much time we wait, but they will eventually change.

  • That's your ping that is too high. Pressing your power button requires the servers to allow you to use it so it makes sense.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1730822#Comment_1730822

    Hes one of the only 2 killers in the game that can punish grouped survivors by downing them quickly with their power the only other is oni and I don't see people complaining that he can down more than 1 person in an attack

    True. But with Oni after he downs a survivor, everyone that wasn't hit can still run away, even tho he can catch up to you, you have a chance to mindgame and avoid his attacks.

  • It depends on how the survivors played. There's a lot of potatos in red ranks.

    Some video to show your matches would help me believe that Wraith isn't weaker.

  • @bjorksnas said:

    Because its his power, and if you don't like it play around it because 90% of its counterplay is not being out of position and the other 10% is not putting yourself in that position to begin with.

    if you are upset because you unhooked someone in front of the killer and went down then you are probably doing something wrong "hint its the unhooking in front of the killer part"

    This.

    Yeah he can down 4 survivors even before the rework, but he's still slow when it comes to move through the map. If 3 survivors fall for one chainsaw, they're playing wrong.

  • Dumb question to be honest. The answer is obvious: Play a lot of Killer and see for yourself.

  • I'm also loving to play with Blight, he's fast and aggressive. The only thing I don't like on him right now:

    • Some objects will just make you slide to the side intead of bouncing
    • Bouncing on the same object multiple times

    Just adding a no collision for 0.50 seconds after a Slam will help to avoid these situations.

  • @SquirrelKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1721869#Comment_1721869

    Report is only looked at if they have video or pictures. Just hitting the button doesnt help im afraid

    It probably does. It's not there for nothing. But like I said, 2 or 3 votes aren't enough. Probably with much votes like 15 within a certain time he will be penalized.

    I'm a DEV myself so thats why I'm pretty sure whoever reports any player with this option, in the backend, it will save in their database the report on the player account with the match details, with the history chat of the post-game game and most infos about what happened in the match. Now I don't know if they manually check the reports or they implemented some automatic system to apply a punishment if X player has reached X amount of reports within X time.

    Wish they could give us more light on this system.

  • If you are the last survivor alive, why should the game allow you to escape? If the Killer managed to kill everyone except for you with still gens left and he closed the Hatch(which halso is another last chance for you), why should you be able to escape?

    You failed you main objective which is repairing all generators, while the Killer completed his main goal.

  • You can report them in the post-game screen. Of course it will need more than 1 vote for this person to get penalized, but with multiple reports, the player will certainly receive some punishment. Devs needs to encourage more the use of this function, I guess people even forget that this tool exist, thats why everyone says it doesn't do anything.

    You need to be mature to play this game, there's exotic species of humans playing it, each one surprises me every day. That's why I keep my cool and let them speak with themselves, don't give they any spark, they're just wasting their time.

  • You have my vote. This change definitely should be implemented,

  • Yes, that's the only reliable source of gen regression perks that Killers have. If some other perks could receive some buffs I'm sure the meta in red ranks would change.

  • It worked, just needed to enable low performance mode, now I can finally enjoy scrolling down my page smoothly uwu

  • I wanted this shadownerf.

  • Like a token system when you can choose when to activate? If so, please no, I hate cooldown bars/token systems.

  • For survivor, I like to use Bond, it's a great source of information to help decision makings.

    For Killer of course its BBQ, need those bps. I also like Discordance, on specific Killer, it's great to avoid gens flying.

  • @[Deleted User] said:

    Whew charms now you can actually enjoy the game.

    I really don't care about them too much, but it's cool to have limited cosmetics.

  • I would like a change to the old kicking gens mechanic. Kicking gens now is a waste of time and does nothing, and I feel forced to use certain perks to compensate a outdated mechanic.

    So here's my proposal: Kicking a generator will make it instantly regress by 7% of its total progression, and regressing generators loses -0.5 (from -0.25) charges per second.

    When a survivor interacts with a regressing generator, the survivor will need to complete a normal skill check, if they fail, the gen keeps regressing but wont lose any extra charge.

    Technichian buff: When interacting with a regressing generator, the skillcheck sucess zone is increased by 90%.

    When kicking a generator, the energy cable of the generator will disconnect from the generator and fall on the ground(gen is regressing), when a survivor interacts with the gen, they will make an animation to plug the cable again, its where the skillcheck check appears, if they fail, they will receive a shock and they will drop the cable, needing to do it again. Only one survivor can plug the cable.

  • Yes, they should enable PTB, with infinity currencies. We can test a lot of things.

  • @Angelicus23 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1705791#Comment_1705791

    I have the exact same hours and play the same for both sides, but in my poosition if I have no sinlge clue to help me where the last one is I just hook the 3rd guy, and if 4th gets hatch well gg I didnt get thse last 700 points ok, I pipped and got a lot of points already don't need to make this longer for almost nothing of value

    Yes, I do the same thing as you, I don't like to extend matchs too much. But lets be honest, you probably have made a lot of victims by slugging survivor in the past for the 4k glory. Every player that has the real 50/50 for both sides have done that.

  • While the option to accelerate your bleedout timer is not implemented, you can only accept it.

    Both sides have bad moments like these. I don't know your main role, but as a person who only has 2k200 of hours on DBD, I played a lot of Killer and Survivor, and I understand both sides, I don't get mad at it because I would be hypocritic since I had slugged a lot of survivors in the past and had been slugged by other Killers aswell.

    Don't blame the Killer, blame the game for allowing such thing to be allowed.

  • @FambinoBambino_ said:

    No, we should not even be supporting this dumb idea of a system when there are better ones.

    @Jesya said:

    It's understandable they want the codes to be limited to prevent them being sold years down the line on e-bay or whatever.

    What they COULD do is make codes unlimited redeems but have limit them to 1-2 hour redemption periods and sprinkle them throughout the day for the fog whisperers to provide. It still gives the charm exclusivity to an extent but opens up for way more of the player base to actually get a charm.

    Yes I agree, the best idea here is to remove the limit for the codes and add a time limit for it to be reedemed, like 1 day after the code was published. But they didnt implemented in this way for a reason.

  • This idea was more to help the Fog Whisperer and give them a lot of new subscribes($$) and viewers than to satisfy their playerbase.

  • Yeah, me too. I stopped playing DBD at day 30/09 and I haven't played any single match, just logged in to get cosmetic rewards. I have 2k200 hours on it and I see no reasons or motivation to bring me back, untin then.

  • Thanks.

    I really don't like being forced to watch other people streams to get cosmetics, that's dumb. This isn't a F2P game.

  • This event wasn't made for us, players, it was designed to BHVR's wallet.

    Now serious, the Halloween is only one time per year, and a year is a LONG time, nothing more fair than giving us x2 BPs.

  • That's not a bug. If you are the only survivor remaning in the trial, you will automatically be sacrificied. It's something they added because there was no reason to let survivors live in the hook while they're the only one alive.

  • 1.2/10

    You don't have Adrenaline, Unbreakable, Dead Hard and Decisive

  • @NursesBootie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1678541#Comment_1678541

    No. The post is about not needing to run perks to fix base game mechanics. Old ruin was a good example.

    I agree, Killer shouldn't be forced to run certain perks just to compensate a problem the game has, wanting or not, the damage generators needs afsp a change, it's useless in the actual state, it's easy to progress gens but it's hard to make them regress. I know devs don't want to increase gen times because tha'ts boring, but Killer needs a way to properly regress gens without relyong on external sources, it needs to be fixed in the base game.

  • Yeah, kicking gen is an outdated mechanic from the initial game release and they haven't changed almost nothing about it.

    That's why I hate kicking gens without certain perks, it's useless, you're just wasting precious time, it helps more the survivors than the Killer itself, its ridiculous.

  • They could add another function to the perk: Survivors don't get the speedboost from being damaged.

    In this way, the survivor won't be able to run away from most loops and will make it worth for being a Hex with a cooldown.

  • About the Special Ability:

    I read it all, and I liked it. The only AI bot in this game is the Meg in the tutorial section. It doesn't need to be a AI with lots of code to predict survivor mindgames or force it do do it or anything like that, at least they could just implemented pathfinding for it to patrol generators and chase survivor in straight line, that's already enough, isn't op because survivor can still loop it and probably will waste some pallets, and you can also fake your power.

    I admit, I don't know how much work it needs to be put to create a AI, but I assume it must take like a month, depending on how much you work per day and how much lines you code(I never created one but I'm a dev myself, I could make one in a month If I wanted to 100% focus every day working on it), but talking about the Killer, he probably would be very famous and attract a lot of attention, I'm sure most people will be purchasing it.

    I didn't like the token system for his power. I know, plenty of things in this game is based on, let's say, "luck", but making a killer power 100% based on rng, for my personal opinion, that's isn't skill, it's just... luck. I would prefer a power that makes the KIller who is playing have control over it. I know you weren't asking for changes in the power, but will state here my opinion to make this a better system, my suggestion would be:

    About the power:

    "Unpredictable" allows you to consume your tokens and have the effect based on the amount you have. Options are:

    • 1 Token = Increase your Bloodlust tier by 1. If you don't already have Bloodlust, gain Bloodlust. If you're at Bloodlust 3, this will fail.
    • 2 Token = Become immune to stuns for 15 seconds.
    • 3 Token = The survivor you're chasing will become Exposed for 5 seconds. If you're not chasing a survivor or if the survivor you're chasing is already exposed, this will fail. If you're chasing multiple survivors, only the closest one will be Exposed.
    • 4 Token = Gain Killer Instinct for 10 seconds. If you already have Killer Instinct, this will extend its duration by 10 seconds.

    Unpredictable is based on a token system. You gain one token each time when: Hooking a survivor, being stunned by any reason and being blinded. After pressing the power ability, based on the amount of tokens you have, it will be consumed and give your the buff equal to the amount of tokens you had. So for example, if you have 3 tokens and you use your power, you will receive the exposed survivor, and won't receive the buff from the 1 or 2 token.

    In this way, the power has synergy with other perks and has a "durability" just like Myers, since the main source of his power will be pallet stuns, if a map is out of pallets, he will have to hook survivor to get it.

    I won't talk about the addons even tho I read it all, but like I said, i don't like rng too much.

    Perks

    About the perks, I liked 2 perks, the killer instinct one and the reveal explosed survivor aura. They really can combo with other perks and help some Killer with their power too. About the other one, it is good because it gives you value in mid/end game mainly against DS but that's it, I don't think It would be worth of my perk slot.

    My final conclusion

    DOPE. The main reason I liked it was because of the AI part. I'm sure megHeads will cry to nerf the bot Killer xD

  • I have 2k200 hours on Steam, and I have NEVER ever seen a hacker on my matches, I must be so unlucky :(

    (I'm from Brazil btw)

  • Well I don't think that Tomes should give you all the exp to reach Tier 70, you need to work for it at least a little bit.

  • They need to allow the Clown to rise his circus vagon, allowing him to move at 10.0 m/s and the ability to run over survivor to instadown them.

  • @ABannedCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1655469#Comment_1655469

    Okay, but why is the killer forced to go through a weapon cooldown, and have blood effects obscure their vision?

    Also it doesnt protect against laggy survivors, but actually helps them. Survivors have full authority over their psoition on the map. You can see that when a survivor is lagging. They start teleporting around and skipping frames. If you down one, they teleport to where they got down on THEIR screen as well. But when a killer lags, they start to rubberband, and set back, or decerated. The entire netcode is being modified to favour survivors more and more.

    That was strange too, maybe it's something they didn't implemented on the code or it was really a hacker. Survivors don't have authority over nothing, what decides where the player/killer should be is the server. Killers with bad connection also teleports too and probably the laggy movements from survivors is just the prediction algorithm trying to find the best pattern to simulate the running to appear correct, only the servers has the autorithy to determinate where a survivor is, if laggy survivors had authority over they movements on their end, they would probably never get hit.

    About the survivors getting downed on different spot from the Killer screen is because when you down a survivor, the animation of being downed can be different on the survivor and the killer screen, so thats why sometimes they teleport just teleport where they were in their screen.

    @Khalednazari said:

    https://forum.deadbydaylight.com/en/discussion/comment/1655469#Comment_1655469

    There are no servers in a region nearby to me. I will always have 150-200 ping. What do I do in such scenarios?

    Well your only option is to wait for they to buy servers near your location.

  • You ping is HORRIBLE, 150ms is just too much to play, you should just quit the lobby and avoid this situation.

    Some clarification of how the hit validation works: Everytime you hit a survivor in your screen, the backend server will get your LAST POSITION that it received from you and get the LAST POSITION of the survivor that was hit, if the distance is reasonable to hit, it will accept the hit and injure the survivor, otherwise it will just ignore, so it means the higher your ping is, the more later your actual position will be send, that's why this system avoids bullshits hits against laggy Killers and laggy survivors.

  • @Name123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1653550#Comment_1653550

    I mentioned it in another comment. I think they removed them because of the bug i encountered where it would give you the killer basically for free.

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1653550#Comment_1653550

    Because people who bought the DLC characters with auric cells would still get splinters for those characters even if they owned them, two, because people hated having to spend BP constantly for the useless things and they took up an iridescent spot in the blood web, and thirdly, because they were buggy, allowing people to "unlock" the characters for free, though I assume it was the third reason why they were retired in the first place and not because of many people actually hated them.

    I don't believe they removed because of the bug. I mean, I'm an DEV myself and, an easy logic fix for it is just some lines like: -> User left the end game screen -> Goes to the main menu -> Killer tab opens, check if player has the specific DLC killer enabled on his Steam or if he purchased it in-game store(they probably have this saved in your save file on their databases) -> if they don't have, just automatically select the default Killer like Trapper.

    I agree there's a lot of useless things in the Bloodweb, but splinters were very rare to appear and they're not useless. Again, another easy fix with some code when generating the Bloodweb: New bloodweb is being generated -> Splinter for X killer has been choose to spawn in the bloodweb -> Check if the player already has the specific X killer enabled -> if yes, select another offering.

  • I have some pretty COOL idea, and thinking about the algorithm of it would be easy to implement. When a Killer would get stunned by a Pallet but he managed to hit a survivor within 0.X seconds, instead of pushing the Killer all the way back, make some special animation like:

    While the pallet is getting throwned and it reachs where the Killer is, the Killer will kinda cover his side where the pallet is coming from to defend themselves and then break it somehow(with a punch, their weapon, maybe thrown the pallet on the ground and smash it, but it needes to cover the stun duration). So instead of just stunning the Killer and teleporting him behind, you will suffer the hit from where the Killer hit you, and he will just break the pallet in the time he would have been stunned.

  • @Name123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1653520#Comment_1653520

    I miss the splinters. There was a bug where it would literally unlock the character for you and that's how i got myers to lvl 50. Also, i got like 3 Black Splinters on Myers somehow.

    Well I never used them because I had all Killers, but idk why they removed them, was a cool way to let players test the Killer before purchasing them.

    Maybe because they tought they would play with the splinter and perform bad and affect the decision of the player of buying it, so they will end up losing money. For example, famous DLC Killers which are licensed like Demogorgon and Pyramid, fanbase of the series would play with the Splinter, perform bad and lose the interest.

  • They will never implemeted something like this sadly. I also have plenty of event items and also splinters too. I won't prestige them.

  • Yeah 1% looks nothing with 1 stackm but with 4 stacks you get 20% slow, which will take 16 seconds extra seconds to complete one generator from 0. Which in some situations can help but I don't know if the nerf for not affecting healing is a good exchange.

  • That's a bug for sure. Rancor is always supposed to expore the Obsession and give the option to mori them, probably they haven't coded it for when the Obsession changes.

  • Decent SWF's knows what they're doing, they're not going to walk to dead zones like megheads, they will always run to tiles and play the most aggressive as possible. Fun is subjective, my definition of fun is: Beating good survivors with my own skill and being able to pull good chases and say for myself "that match I had pretty good chases, those hatchets I landed were amazing".

    @834r_ said:

    Oh yea, forgot to mention... Recently got into red ranks..

    Seriously, I don't even care about ranks anymore. The fact that you adressed this in your post just make me think you have like 200 hours of game.

    You're making bad decisions if you're having such hard against them. I won't say much because I don't know how you play, how much hours you have and what Killer/perks you use, but if you keep dodging you will never improve, just go on and try to surpass your obstacles.

  • Umm, sorry but I need to bring you the "latency thing". It doesn't matter how lower your ping is, what matter is yours AND the killer's ping. Since there's no hit validation yet, if the Killer has a high ping, he will be able to damage you if he managed to hit you on his screen, you can have 1 ping and you will still be hit.

    I'm gonna be honest, if you're having problems with this build, it's because you're making bad decisions in your chases.

  • @SkeletalElite said:

    If the download time was really what was stopping people from playing PTB more, they would just use steam to make a backup of live/PTB version so you can switch without a download. Takes a bit of time to do but if you plan on switching around it saves time. What really stops people is progress is meaningless on the PTB.

    Also backups takes a lot of time too, almost the same as downloading, and your PC is slowed while you're transfering the files sou can't play other games that requires too much resource.

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