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Attckcat

Attckcat

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Attckcat
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  • Can confirm, I also received this email and my code was already claimed.

  • Can confirm the dog will still get stuck for me, without having changed elevation. Sometimes the dog will just get stuck standing on stairways or narrow corners and just stop responding until the full 60 second timeout or whatever it is.

    Also unable to manually recall the dog early from hunts across the map.

    When the cooldown is up the dog needs to be back at your side.

  • Also I forgot to mention it's also triggering and revealing when using a un-scream perk such as Hardened and Calm Spirit.

  • Can confirm this has happened to me, Killer was somewhere offscreen and I suddenly screamed when the perk activated.
    I'm wondering if some of these FOV related features are treating low FOV players as if they had the highest FOV. Like being flashlight blinded from the side when no one is even on your screen.

    Not sure how I'm being blinded if I cant even see the flashlight, much less the person holding it.

  • Can confirm this is still an issue for me. Last challenge to complete before 100% tomes.

    As the video above clearly shows, it is NOT triggering when inured by a trap or have an active trap when downed.

  • I'm having this issue as well. I'm not sure what happened, and as far as I know I haven't violated any forum rules. I think I noticed it when I would go back to fix spelling errors in messages sometimes and then the entire post would be deleted. And then I started getting the weird approval messages. I wasn't warned about doing something inappropriate, or changing the content of posts other than fixing spelling mistakes, etc.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886293#Comment_3886293

    As for the killer scenario, if my 3 team mates are slugged then I'm happy to give myself up to be downed and give everyone a quick surrender. I'm sure other survivors might do the same. I might cop a penalty for it but whatever, I can go play another game. It doesn't happen often enough to concern me.

    This is a paradox that is emerging in DbD's design (and potentially has always been there). Back in the two hour server days and the hatch standoffs, devs have said they never imagined how long players would try to wait something out for a perceived victory.

    On the other hand, saying 'let's just get this game over with' will also be punished?

    I strongly dislike when DbD becomes a farce. 2 survivors dead, 3 gens to go, killer won, no problem on my end, let's get this over with instead of spending 10 minutes hiding, gen tapping, etc. I do worry that the new changes will require the survivors to pretend like there is still a competitive match going on or face punishment.

    Exactly, the 2 survivors left with 3 gens scenario needs to be addressed.

    Right now when there's only 2 survivors left and one of them is downed, its not worth the killer hooking them because they want the hatch blocked, and it's not worth the other survivor picking them up because they will just give themselves up 99% of the time and feed the killer a 4K. So they either just throw to save everyone time, or they actually try to survive themselves which means the other person has to bleed out. Letting the other person bleed out is the correct survival play, but now here comes the killer cooperating with the dying survivor.

    So rather than encouraging cooperation, just make this a surrender state for both survivors. If I'm standing, I can surrender and let the bot go rescue the other person or do nothing or whatever bots do, and If I'm the one bleeding out I can leave and let the bot block the hatch for me.

  • Shared inventory/offerings definitely makes sense now that nothing is lost on prestige. Just combine it all as much as possible. Each survivor doesn't need their own inventory and sharing all the generic offerings between all characters would be nice as well.

    Allowing a surrender for 2 survivors left makes sense as well. Being the dying survivor left on the ground just to block the hatch is terrible, and I hate when the killer tries to encourage cooperation.

    I'm fine with the speed spending of points, but I'd like to be able to prioritize the things I actually want, not an inventory full of map offerings I wont use or brown key addons or toolbox instructions.

    Also the option to move the visual heartbeat lower on the screen if the survivor model isn't visible.

  • I'd rather no voting to surrender, there's always that 1 guy. When the the condition is met just let em go.

  • Update regarding the October 3rd Dev update:

    Someone was REALLY scared of Distortion. Now it's 30 seconds per charge in chase? Not even just escaping now? Now its REALLY bad vs wraith/huntress/non-chase chasers and still 100% useless against killers not even using Aura perks.

    It doesn't reward anyone who plays well, such as rescuing, healing or doing generators; it just rewards runners who probably were never using Distortion in the first place and are MUCH LESS likely to use it now, since there are MUCH better runner perks.

    Good job invalidating one of the very few perks useful against an increasingly lazy killer Aura perk meta.

    This change still doesn't solve the problem of players just hiding in a locker in a corner with Sole Survivor or camped out next to a Shadowstep totem or whatever the next "anything but gens" meta is.

    If you're suddenly so concerned about helping killers find AFKish survivors why don't you just drop the crow timers to something ridiculous so that anyone not on a generator, running, healing or in chase gets crows after 20 seconds?

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800559#Comment_3800559

    So survivors don't do gens, but somehow you still think they should be able to win? Sounds like the survivors are losing because they aren't doing the gens, not because of some perk.

    Exactly my point. The perk isn't the problem!

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/426402/this-is-why-the-distortion-nerf-is-gonna-be-a-problem

    So if they are doing that, then they aren't running a single gen defense perk. So those gens should be flying.,

    You'd think so, but those people not doing gens are still not doing gens but with Sole Survivor or Shadowstep instead. So the killer has an easier time chasing away the ones that are.

  • @KA149108 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800030#Comment_3800030

    Yeh I've had many games where I've been the only one to do gens and I've literally ran across the map to unhook a teammate all for them to rat me out. I'm literally sat there like "I should of let you go next on hook" and it shouldn't be that way.

    Yeah that's an issue as well. BHVR needs to address situations that make cooperation with the killer possible or appealing. Like you should NEVER be cooperating. Why don't we have more options in these situations?

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799937#Comment_3799937

    They're not bad if you're the type of person to hop on a gen and do a totem after the gen is done, especially if one is near the gen you were doing.

    If you're actively going out of your way to try to find a totem at the beginning of the game, trying to bless it, and then hopping on a generator I'd argue that, yes that is time better well spent.

    I remember playing against a full aura reading Nurse months ago with my build of Deja Vu, Circle of Healing, Shadowstep, and Sprint Burst and I was able to buy my fellow teammates time to do gens. Sadly, as you are aware Shadowstep is specific to a boon's radius and she was able to systematically aura read other survivors down while I was the last one alive with gens still remaining. However, I was able to get hatch due to her not being able to find me with what she practically had.

    If I didn't have that build, it would have been an easy 4k for that Nurse.

    I mean if you're booning after the gen is done then you're not getting the Shadowstep benefit while you're on it. And yeah, aura spam Nurse is exactly why perks like Distortion and Shadowstep are necessary in the first place.

  • @LadyOwO said:

    Everyone's just needs start running Boon:Shadow Step now in place of distortion

    Boon perks are bad in general, because if you have 30 seconds to set up a boon somewhere, that's 30 seconds (plus travel time) you weren't doing gens, and the killer probably has already seen you by then. Multiply that by each time you set up your boon.

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799755#Comment_3799755

    I never understood the argument that when a Distortion player loads into the game that they're harming the rest of the team by not being found with Lethal Pursuer. If the perk was so strong, why didn't other people put the perk on as well? If people complained that they're found first, why not use a perk that countered LP?

    As I said many times, you can be a good looper and have Distortion on. I never understood the fascination of people who play killer and feel like they need no counterplay to survivors having their aura being red. This game is built around having counterplay to readily used perks in the game and punishing people for using the perk because (some people rat, rare situations) is not a good change. If anything, I'm hoping that after this nerf — Behavior will look at aura reading and the amounts of it that they've created in the game. It's exhausting having your aura being red constantly and having to be in chase, especially with how strong tunneling a survivor out at the beginning is.

    I've seen killers (Otzdarva included) play with Friends Til The End and tunnel a survivor off of hook because they get no value out of a snowball and exposing of other survivors because the obsession was a Distortion user.

    Even with Distortion the easiest counter to FTTE is hiding in a locker when the survivor gets picked up. If the obsession ISN'T locker hopping when FTTE is in play that's basically throwing.

  • @RoastedGarlic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799418#Comment_3799418

    that is absolutely not true. my haterd comes from the fact that it should be a 4 v 1 not a 3 v 1 on the start because player #4 decides they want to do nothing but wait for everyone to die so they can get the hatch. They never take chase, they don't make saves, they don't do gens they're completely useless.

    now don't get me wrong I don't hate all distortion users. The distortion users who use the perk appropriately will not even be effected by the nerf at all. Using distortion to counter lethal pursuer is smart and I don't blame anyone for doing that. If you rock distortion and still take chases, do gens, make saves etc are not the problem here.

    its the rats who this nerf is intended for and they will be the only distortion users effected by this nerf. They're useless and provide nothing, they're a waste of a player slot.

    The people that are just going to hide and play for hatch are going to do that no matter what perks they use, that's a gameplay issue that needs to be addressed, not nerfing perks that slightly defend against the massive lazy killer enabling aura perk meta.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799476#Comment_3799476

    If that's the case, why'd they bother buffing Dance With Me, Deception and Distraction last patch?

    Because no one was using them because Aura reading (Especially 'I'm All Ears') pretty much invalidates them?
    Aura perks are why more people are starting to prefer perkless, chaos or role loadouts instead of 'Normal" mode.

  • It's been over a year and this bug is still "Under Review".

    I've made some screenshots to highlight how far the click zone extends past the icon, and how easy it is to accidentally click the "Automatic purchase" area as it's so close to the inner ring of items.

    https://us.v-cdn.net/6030815/uploads/BL12GSAIPWEP/20240914102848-1.jpg 20240914102836_1.jpg 20240914102819_1.jpg 20240914102752_1.jpg
  • This issue appears to be resolved. Feel free to mark it as such and close.

  • Issue 1 appears to be resolved.

  • The Circle has failed to appear in the Operating Theater basement twice now.

  • Here's a fresh one!

    image.png

    In this one you can see the skip from the yellow napkin offering at the left middle ring, across the yellow toolbox offering, to the green toolbox.

  • @hadros said:

    Family residence is just a tad too big. Walking from one end to the other is often a massive risk for the killer.

    I'm fine with making maps smaller if fast killers get slower.

  • Hard to believe this is bug is still 'Pending' over a year later.

    Are there any plans to fix this? Was it disabled for wireless console killers? Was it made so lenient as to be irrelevant?

    I'm having killers get grabs on me after I've let go when at the VERY most it should have been a melee attack. And it's really frustrating to be getting hit after a vault meters away from where a red connection killer is getting lag hits.

    Since I originally wrote this I've had many, MANY Weskers lag slam teleport me to their side of a pallet I've just dropped. Not to mention all the hits through dropped pallets.

    Any update? Anything? Just say its intentional so I can stop wondering.

    I remember at least a few weeks where it was working great back when the feature launched. And then it silently vanished. What happened?

  • 20231201003044_1.jpg

    This one starts at the grey addon at 10 oclock, then goes to the yellow point offering, then to the cut coin offering, THEN skips to the green addon in the inner ring.

  • @XenomorphEnjoyer said:

    My advice if you're spending BP while waiting for game, is to simply look in the bottom right corner. Once it says "Match found" it will be a few secs before it loads, at that point stop spending BP

    This is the bug reports forum not the workaround advice forum. Thanks for trying to help.

  • image.png

    So today it skips from the Brown Flashlight Addon on the left middle ring over to the Yellow Toolbox Addon at the bottom of the center ring.

  • image.png

    Here's a fun one from today.

    The entity goes from the Green Luck offering in the left middle ring area, ALL the way over the the Green Bulb at the upper middle ring.

  • As long as I don't have to spend 5 minutes to bleed out in a game to claim points just to be used as a token to block the hatch I'm fine.

  • @Bran said:

    I don't think it needs an update and I'd if they decide to have a bleed out feature, I'd be cool with it just saying "end it" or "bleed out". Of course there probably shouldn't be an option anyways.

    The sigils would just be bad. Really bad. Especially when the killer has reasons to not hook someone.

    As I said, there could be self harm concerns to just calling it 'end it' or allowing survivors to essentially end their own life vs something doing it for them.

    Leaving someone unhooked for up to a minute is fine, but the point of the killer game is to GET HOOKS, not use some OP build where you can just get away with not hooking everyone until basically everyone's already dead. Additionally it ruins the GAMEPLAY for the survivors who've already lost, with NOTHING to do.

    The point is to keep the game flow moving, hook or lose the hook. Slugging should be HEAVILY discouraged, and should at the VERY least leave a way out for people who aren't interested in boring hatch blocking 'omg 4k' gameplay.

    Or just give me my points when I DC as a slug, that works too.

  • image.png

    New one from a few minutes ago. As you can see, it skipped from the yellow addon at the upper right of the Ebony Mori, over to the green addon directly above the center. The valid paths were either the cut coin to the right of it, or the brown fog offering below it.

  • So WHILE the sensor is spinning, you expect me to run over to it, perfectly center the controller, then switch to the dpad?

    Yeah, not happening, it's not like I have plenty of time to just do whatever.

    Like I said, I still cant do the 2 second hack timer anyway, much less do a bunch of extra crap.

    Even if I could still disarm the drone, get trapped AND be exposed, that would still be better than instantly failing, activating the drone, and setting off killer instinct while exposed while STILL being no benefit to the team, except maybe taking aggro.

    So as I said before, basically my only course is to just not do gens, let people die, and try for the hatch.

    I hate having to play for hatch and giving the killer a free win. Please give me an alternative.

  • @Coffeecrashing said:

    1) The game checks if a killer should get a hit.

    2) If the killer should get a hit, the game checks if it should forcibly yank the killer's camera.

    3) The game checks again if the killer should get a hit.

    4) If the survivor isn't in front of the killer's camera, because the game forcibly yanked the killer's camera, then the game denies the hit. This is how aim dressing steals hits from the killer.

    I think you're talking about the swing cone autoaim, that's not the same as hit validation.

  • I'd just like eruption nerfed to not completely invalidate my character for 25 seconds.

    Like at least let me open a chest, or shorten the time, make it expire if the gen is fully regressed or something.

    There's not really a counter for it unless you SEE someone about to go down:

    "Heal? No. Chest? No. Do another gen? No. You can rescue and that's about it. No one needs rescuing? Then sit in a locker and be worthless."

  • I think it's currently disabled, I've been hit by a lot of things FAR away from windows, hatchets around 90 degree corners, etc.

    If it's not disabled, then they made it so lenient as to not be useful.

    I've also had way more instances of killers coming completely through a dropped pallet in the last few months.

  • Here's some fresh ones from today, one occurring just minutes after the other.

    So in this first image, you can see the entity starts at the green herb on the left, goes right to the brown medallion and up to the brown tendril THEN skips over to the yellow gloves:

    image.png

    And in this image purple coin -> purple syringe -> brown point offering -> green map offering -> GREEN EGG??:

    image.png


  • This is still an issue, especially lately. I know the chains spawn in threes, but the groups are spawning so close together I can't tell when one starts and another ends. By the time I get a chain off me, the next group is starting. I basically sit there extra long, starting and stopping the box until the cenobite has plenty of chance to teleport or just straight up walk over to me.

    I thought there was supposed to be a fix so that the chains stop as soon as you try to solve.

    Perhaps this is why he's still at the top of the win%?

  • I won if I had fun, and the there weren't any issues like DCs to interfere with that.

    If I got a ton of points and died, I won.

    If I styled on a killer all game, then died to rescue someone else, I won.

    If I escaped, but got few points because the killer was matched poorly, I lost.

    If I got slugged for 4 minutes and 58 seconds. I probably lost.

  • Deathslinger.

    Dead Man's Switch is SUPER situational. A gen MIGHT be blocked if a survivor hops off to save the obsession. That does nothing useful UNLESS there were other survivors on or near the same gen. So a gen or two MIGHT lose a little progression, not even regress, if the obversion is hooked AND someone leaves that gen. Tremors by comparison is WAY more effective/informative. An example of making the perk useful would be to just lock ALL gens with progress on them for 30 seconds each time the obsession was hooked. Then it could work with perks like furtive chase, or incentivize survivors to protect the obsession as much as possible.

    Gearhead requires 2 hits before it can even do anything, and only then for up to 30 seconds. It's not a good way to find survivors at the start. It's like a perk that wants to slowly build up to something, but doesn't. If you're already finding survivors to hit, you don't really need a very temporary perk to briefly flash an aura that you might be too busy to see. An example of making it useful would be to remove all great skill checks and massively increasing smaller skill checks for 30-60 seconds after 2 hits. Similar to Unnerving Presence but even that might not be enough.

    Hex Retribution: If a survivor breaks a dull totem, they cant hear heartbeats for a little bit. Very situational usage and definitely not great on its own. MIGHT buy the killer a single hit on a survivor caught unaware, IF the killer knew which survivor it was, and they were alone, etc. If its a Hex however, you see auras for 10 seconds. Which might be no where near you. And now you have to sacrifice multiple perk slots to use a very weak tracking system that would probably be better spent on other perks. Bitter Murmur provides much more reliable auras for one slot, and its free! An example of making it useful would be to combine effects, dull totems cause oblivious AND reveal the breaker for 10 seconds, and hex totems cause oblivious for everyone as well. Then you have some stealth options, like totem tinkerer, but not as powerful as tinkerer on its own.

    At least Huntress has Lullaby, which can really slow a game down, combined with it's extra regression and survivors not being able to find it.

  • I like the hud style as is because its minimalist and streamlined. I don't want to have to be staring at all the edges of the screen looking for information that can be put in one or two places and streamlined and I HATE seeing the names wasting space over the upper screen area

    Games shouldn't be designing their UIs to accommodate streamer webcams, but if its such a big deal, add a hud option to move either the left or right huds towards the center so the streamer can squeeze in without blocking the hud.

    Hook counter could be solved just by putting strikes under a survivors name. It shouldn't be that difficult to adjust the scaling of a streamlined hud and make it streamer friendly.

    Edit: And after thinking about it, if I were a streamer, I'd probably want the option to turn all names off period, because If I know David has 2 strikes, I don't need to see that he named himself FlaccidD, or that NaughtyName is the Meg with 1 strike.

  • Seems fine. Have you ever watched someone who plays with spine chill? Every time the spooky light flashes on for longer than a second they hop off and run for a locker. Also either the killer is running straight at them and they leave the gen, or the killer is chasing someone around nearby and the light is flickering on and off constantly, triggering skill checks and not really providing that much of a speed boost.

    The boost COULD be clutch if you were opening a gate while the killer is coming at you.

    The indicator is a little biased against killers like Ghostface and Myers who actually require sight to use their abilities.

    As the perk was in the game before the vast majority of stealth killers and perks it would make sense to adjust it to respect undetectable and oblivious status.

    I haven't used it in a long time, but if the extra skill checks actually are a problem, just remove the Great checks.

  • Deathslinger.

    Dead Man's Switch is SUPER situational. A gen MIGHT be blocked if a survivor hops off to save the obsession. That does nothing useful UNLESS there were other survivors on or near the same gen. So a gen or two MIGHT lose a little progression, not even regress, if the obversion is hooked AND someone leaves that gen. Tremors by comparison is WAY more effective/informative. An example of making the perk useful would be to just lock ALL gens with progress on them for 30 seconds each time the obsession was hooked. Then it could work with perks like furtive chase, or incentivize survivors to protect the obsession as much as possible.

    Gearhead requires 2 hits before it can even do anything, and only then for up to 30 seconds. It's not a good way to find survivors at the start. It's like a perk that wants to slowly build up to something, but doesn't. If you're already finding survivors to hit, you don't really need a very temporary perk to briefly flash an aura that you might be too busy to see. An example of making it useful would be to remove all great skill checks and massively increasing smaller skill checks for 30-60 seconds after 2 hits. Similar to Unnerving Presence but even that might not be enough.

    Hex Retribution: If a survivor breaks a dull totem, they cant hear heartbeats for a little bit. Very situational usage and definitely not great on its own. MIGHT buy the killer a single hit on a survivor caught unaware, IF the killer knew which survivor it was, and they were alone, etc. If its a Hex however, you see auras for 10 seconds. Which might be no where near you. And now you have to sacrifice multiple perk slots to use a very weak tracking system that would probably be better spent on other perks. Bitter Murmur provides much more reliable auras for one slot, and its free! An example of making it useful would be to combine effects, dull totems cause oblivious AND reveal the breaker for 10 seconds, and hex totems cause oblivious for everyone as well. Then you have some stealth options, like totem tinkerer, but not as powerful as tinkerer on its own.

    At least Huntress has Lullaby, which can really slow a game down, combined with it's extra regression and survivors not being able to find it.

  • Sure, yellows are already amazingly rare, and they only come into play when everyone else is gone anyway, so you're just skipping the last pickup and any perks that come with it. The survivor still has to be downed if they aren't already.

    The only downside would be denying last second plays like DS/Powerstruggle/Flipflop. PS and FF are super rare/situational though, so it basically just denies DS the CHANCE for that last second save, which actually I feel like gets used a lot to troll. Last hook already denies escape attempts if the survivor hadn't been hooked yet.

    "Last one out get the mori!"

  • Seems fair. It typically takes a lot longer to charge them, they have movement penalties, and they can be countered by hopping in a locker. Also they were the first addons to actually change up a killers playstyle. I like to see more addons that change things up (not necessarily instakill though unless they require some wacky feat to pull off).

    1-shot hatchets honestly bother me a lot more than tombstone Myers.

  • No, If they were secret, they might be useful. Otherwise just more common tier bloat. I'd rather use a brown point offering.

    When I play killer I usually check the offerings when there's 1-2 people left just to make sure to check that spot.

  • I'd probably leave it the same except remove the addon on use like Brand New Part and not the entire kit, and also to to leave it on if the state changes.

    So you wouldn't get 2 heals, but you wouldn't lose the heal if you healed someone from dying to injured while it was active, or if you were injured and went to dying and got slugged.

    Another way to do it would make it so it's actually giving you the healing progress, so if you were dying with 50% recovery, and then the addon were used, it would actively heal you to injured with 50% remaining toward a full heal.

  • Hmm, I didn't check addons, but the basic attack text was still removed.

  • @Adeloo said:

    I just think one of those perks ( Visionnary ) should actually work like Surveillance but for Survivor.

    Like get to see the auras of any regressing generator for x amount of time, and see it in x color when it stops regressing for x amount of time.

    Work for 1/2/3 generators at the same time.

    Yeah, if it showed gen progress then it would at least have a focus.

    Deja Vu = Breaking up tight groups of gens

    Hunch = Locating Totems and traps, among other things

    Visionary = Locating nearby gens and making an informed choice which one to work on.

  • Yeah, I'm getting this. Game hitches regularly about every 10 seconds. It happens in game and it's happening in the lobby as well.

    My resolution is "80%" or whatever that means, quality low. Desktop resolution is 1080p if that's relevant.

    Was playing last night as well with Zero issues.