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KayTeeBee

KayTeeBee

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KayTeeBee
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  • Lery's + Wesker = really really really really hard game

  • Game starts,

    It's Blight,

    David thinks "Oh no, overpowered. I'll suicide!"

    Me, sprinting to the hook, unhooking.

    Thx David. U gave me some BP.




    But if David would've been banned for some hours, I'd appreciate it.

  • @Veinslay said:

    SWF doesn't give any advantages, my favorite content creators said so!

    You acutally made me laugh! Thx! I appreciate!

  • This was not a genrush problem but more a SWF problem.

    @Canas said:

    Take a look at these survivor builds. They were done with repairing all gens in five minutes or so.

    https://us.v-cdn.net/6030815/uploads/9QJ2OXN2E7BT/are-you-kidding-me.png

    It's abundantly clear that survivors still have access to gamebreaking builds which invalidate any hope the killer could have at fullfilling his own objective. Now stack these odds with an extremely survivor sided map (Ormond) and voice comms/SWF and the game becomes entirely unwinnable.


  • You're not alone.

  • I was just able to escape the first time :))))))) It only took me ~12 matches or so.


    Oh, and the killer was afk.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3234888#Comment_3234888

    My point here is that she clearly isn’t a problem or dominating the game like everyone here says. If what people say is true, then Nurse only dominates at the top .001%. Most say that the game shouldn’t be balanced around that level, so therefore this discussion should be over.

    No.

  • Still not closed. :)

  • @illNicola said:

    Yesterday I played for the first time after like a month (the last time I played was when Wesker got fixed), because I kinda wanted to see the situation. So I grabbed my pyramid head, started a match... In like 10/15 seconds popped a gen. After that, I was like "How the ######### is possible?". So I started my first chase and it was a pleasure to see that my weapon passed through the survivor I was chasing without damaging him and also with a perfect m2 that survivor didn't get the hit. I managed to down that survivor, bring him to the basement and they popped other 2 gens. Literally 1 hook 3 gens done. I managed to defend decently the hook, downing 3/4 after the save but obviously unbreakable carry the situation and one of them got up and healed the other 2 downed. At the end of the match I managed to get a kill. After that I said "Well, I didn't play in a lot of time, I have to warm up". Another match, same thing: gen insanely fast, chase this time super short but 2 guys managed to escape because they did gen extremely fast.

    So, what's the point of this post? I want to understand why, if I hit a survivor and the ######### weapon pass through his body, I don't get the hit (it's not my connection, because I checked and I didn't have any problem) and, the most scary problem, why the gen in this game go faster and faster over time? A lot of people will be like "They were playing efficiently" but few years ago people still played efficiently but I never saw a gen pop in 15 seconds.

    My theory for the "missing hit" is that it isn't counted for the hit validation, but why the hit validation count only survivors connection and not killer connection? If I don't have any problem, but the survivor has a ######### connection, why do I have to be punished for his problem?

    Yesterday I had a game with Dredge and had the same problem two times in a row. The Survivor was directly in front of me with almost no distance. After I tried to hit, my lunge instantly stopped and I got no hit. A few seconds later it happened again.

    I thought he was a cheater but as I noticed no further problems with the same survivor, I accepted it as being a bug probably.

  • @Rizzo said:

    To report them you just have to flag them in game and open a ticket on the Support website (https://support.deadbydaylight.com/hc/en-us/categories/6713776396180-Dead-by-Daylight) just as you did before, the only difference is that the ticket doesn't require SteamID or profile link or nametag, as they are able to collect that information through the in-game report.

    Thank you for answering my question! I guess you still require video footage? I now deleted the recording as I thought that it will not be possible to report without steamId. But good to know, I will remember it next time.

  • Why not remove vaults entirely from the game? Serious question.

  • I would appreciate it if the winning criteria would be finally defined from dev side.


    And yes, I know that this is not easily done.

  • Good reaction time

  • @Rizzo said:

    The catch-up system was for characters that were level 50 and prestige 0, 1, or 2 as of the 6.1.0 patch, so my guess is that their Pyramid Head was the only character that had those parameters.

    Level 50 AND P0, P1 or P2? So a level 50 p0 character would be p2 afterwards but a level 1 p1 would stay the same?

  • The problem is mostly a DC/Suicide in early game. It was mentioned many times before that it should be possible to start a voting for giving up/end the game if this happens. A bit like in CS:GO. But as soon as 2 or 3 gens already popped, a DC is not such a big Problem anymore.

    But it is a funny situation when someone DCs and the survivors still win the game.

  • @Chaos999 said:

    This kind of sounds similar to asking for a solution to the "gens being done" problem.

    I mean I get that face camping is such a deviation from normal gameplay that it is certainly a problem and would be nice to have a solution for it, but tunneling? I don't think it should be treated the same.

    When a killer tunnels, he finds, chases, downs and hooks the survivor, for a total of 3 times, all of this while the survivor already enjoys the recent anti tunnel buffs that actually make them a harder target than the remaining survivors.

    For all this tasks the killer needs to accomplish the survivor has options and counterplay: looping and efficient use of map resources can make a chase last a very long time and heavily punish the killer. The combination of celerity, endurance and a judicious use of bodyblock actually makes hiding a viable strategy when chased right off the hook in many (admittedly not all) situations. I have done this several times in solo queue and it's the extremely punishing for the killer because he does not even get to down you after searching for you.

    When the killer downs you there is also counter play. Flashlight saving, saboing and body blocking might turn this around.

    All the while, at least 1 survivor can be on gens at all times, or 2 if the tunneled survivor can do with only one support.

    At any point is survivor agency denied when a killer tunnels them. In fact the tunneled player might very well be the one who has the most fun out of the match. Pity the poor sod that has to sit on the Gen the whole time while you are being chased.

    I understand this might not seem like it when the tunneled survivor goes down in 10 seconds after burning through endurance and celerity. It's not because tunneling is this autowin invincible tactic, the issue is other, deeper one, that can only be quenched by playing and becoming a better player through practice. But coming here and stating that tunneling "has to go" because it's a problem does not help with that.

    I think you don't know what we were talking about. Please read the previous posts again.

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3222732#Comment_3222732

    https://forum.deadbydaylight.com/en/discussion/comment/3222738#Comment_3222738

    So maybe make it so the survivor can't be downed until they either heal, or make a conspicuous action, e.g. working on a gen. If there are 4 or more gens left. Because getting tunneled early game is the real issue. It just locks one player put of the game. This way killers can still utilise it if the game is going badly and everybody has chance to actually do something.

    https://forum.deadbydaylight.com/en/discussion/comment/3222745#Comment_3222745

    So i wasn't specific enough. My issue is early game tunneling, hell I'll use tunneling late game if I'm struggling, but doing it at 5 or 4 gens is a nasty unpleasant tactic that makes the game less enjoyable.

    Yes, you have some good ideas. Always nice to see when some people actually try to think forward.

  • @Hannacia said:

    Can killers get basekit perks to prevent bodyblocking, sabotaging and 99 gating? Or are survivor mains going to say not but these are tactics to help teammates.

    Tunneling is a tactic to win the game, why is it so wrong for killers to have a tactic but survivors can have multiple ANNOYING might i add tactics to help eachother survive the match.

    I'm not a fan of 5 gen tunneling not at all but when you guys say tunneling you completely forget that most killers have to start tunneling around 2 gens left if they have multiple people still alive. This is called building pressure. Is this not allowed then?

    Do you really compare tunneling with bodyblocking, saboing and 99 gating? These are to absolute completely different things.

    You are right if you say that tunneling can get necessary in the later game. What I want to make impossible is the tunneling in the early game. The situations where the survivor is not able to do anything against it. And as I mentioned in my previous post, this is not a final idea. There are still some things which should be worked on.

  • @Carmina_is_cute said:

    https://forum.deadbydaylight.com/en/discussion/comment/3222732#Comment_3222732

    This might work but could lead to unforseen issues. If the player can't get hit at all then that means the killer won't even bother chasing them, meaning that you're completely useless until you get rid of that effect.

    This would force the killer to go after the other survivors, but what if the unhooker hides and you don't know where any other survivors are? With how fast gens can get done, this will create an issue where you can't chase the only survivor you saw, and they can go to a safe location where they can meet up with other survivors to heal and go back on gens.

    With the game's current state of balance, a solution like that would need other problems addressed before it's introduced to the game.

    Yes of course there will be new problems but this is always the case when a new feature should be introduced.

    It is not a final idea but more a fundamental idea instead.

  • The idea ist just to make tunneling impossible and to let the unhooked survivor decide when to "get back into the game". The first action towards survivors instantly means that you are "safe" and from there on the killer is able to hit you again.

    OTR and BT basekit are just useless if it comes to tunneling, as this only means that the killer needs two hits instead of one. Especially when the unhooked surv gets the hit directly after the unhook, the effect is zero.

    In general you can say that if the killer wants to tunnel, he tunnels. No matter which perks you run or which basekit perks you have. And this also means that if you spawn in a bad location and the killer gets in a chase with you in the first seconds of the game, like due to lethal pursuer or something, you have no chance to get the game back to good, especially in soloQ. And this is a no-go IMO.

  • Don't give survs any basekit perks. Just take the unhooked surv out of the game by completely deactivating their hitbox for the killer so that they can't take any hits. As soon as they get fully healed by a teammate or they do a conspicious action, their hitbox is active again. In this way the survivor remains completely useless while the hitbox is not active and is thus no problem for the killer. Thereby tunneling gets useless without buffing the survivors.

    Of course the unhooked surv needs to be marked, like with a white aura or something, so that the killer knows which surv is not worth to be chased.

  • Two days ago I played my very first four games with Trickster and got 4-man SWFs with high prestiges in every single game. The highest one was P99. They completely stomped me ofc. I was really confused about that matchmaking.

  • Was this announced anywhere before? I thought I have to prestige my characters to get perks permanently and now I have a bunch of p1 characters and an bunch of p0 level 40 characters, as this was the level to unlock all perks before.

    All level 40 characters will stay on this level. That's a bit frustrating.

  • @VaporLion said:

    Quick PvP 1vs1, Killer vs 1 Survivor.

    Both Killer and Survivor will spawn fairly close to each other and the Round begins. If the Killer puts the Survivor into the dying state, the Killer wins. If the time runs out, the survivor wins.

    I think this would be a great mode to have, because it allows both survivors and Killers to actively train chases and chases are arguably the most fun part about dbd. Also it takes away the part of being reliant on other survivors which is what brought me to this idea. I think a good way to implement this mode would be a test version with just 1 killer ( f.e. bubba ) and both spawning at killer shack opposite doors. Then trial and error from there. Also a good way to balance this from that point on would be to increase / decrease the timer for map strength and killer strength.

    I like the idea! It would be a good alternative to the default game and you don't need to worry about camping or tunneling as surv.


    @Brimp said:

    1v1's dont work in this game. If the maps actually had set seeds it could but even the "most balanced map" comp tower really isn't as balanced as people say it is. Too many times I have seen setups that just run each other on that map.

    It would not work with the standard maps but alternatively a small map with just 3-4 random tiles could be used, a bit like the map in the tutorial.

  • 3/5 because of the same reasons. He feels clunky imo but his power is nice to play with.

  • I like especially the ability to identify scourge hooks!


    Edit: Which is ironically the main reason why I use it.

  • The idea is good imo but maybe let the "Basekit DS" only activate if the unhooked survivor is the first one downed after unhook and only during the first 60 seconds after unhook. If the killer downs any other survivor first, the unhooked survivor has enough time to escape.

  • Definitely Trapper.


    He is RNG based and easy to counter. A normal survivor always know where to look for traps. His Add-Ons are weak.

  • How often did this happen? Maybe this was just a random situation.

  • @BubbleBuster said:

    If you mean old maps as in "they look like old maps", you are now forcing every player to download old graphics for a mediocre feature that doesnt impact gameplay

    if you mean old maps as in "they are the same as old maps" absolutely not, we do not need infinites back in dbd that swf can abuse

    in kyf? maybe, but not the old graphics one as that still requires everyone to download files they wont use or need.

    this wont happen

    Oh my god, you're absolutely right. This would be such a huge problem for everyone!

  • A uniform distribution has the potential to feel strange sometimes. But there are days where I have this feeling, too. For me it's especially Red Forest which comes up multiple times in a row.

  • Make her a normal speed killer and then let her use Tokens for blinks. Like let her start with 4 tokens and every blink consumes 1 token. She then gains a token for every finished gen and one for every survivor hit. And if she hits a survivor directly after a blink, no token is consumed. Or something similar. At least her power should not be accessible all the time.

  • Or maybe some new (good) perks with which a new meta can be built.