DaddyFatSacks420
DaddyFatSacks420
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- DaddyFatSacks420
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Exactly. Without there's no incentive to ever play any new character unless they really interest me. (Not complaining just stating that, none of the choices the community made for this chapter were anything I voted for.) I highly doubt I'll ever bother playing as these, and probably any in the future. Definitely won't ever waste money on any new chapters.
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Without there's no incentive to ever play any new character unless they really interest me. (Not complaining just stating that, none of the choices the community made for this chapter were anything I voted for.) I highly doubt I'll ever bother playing as these, and probably any in the future. Definitely won't ever waste money on any new chapters.
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Without there's no incentive to ever play any new character unless they really interest me. (Not complaining just stating that, none of the choices the community made for this chapter were anything I voted for.) I highly doubt I'll ever bother playing as these, and probably any in the future. Definitely won't ever waste money on any new chapters.
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My guess is they hope 2v8 will incentives people to buy characters. So they won't even acknowledge there's any issue with a character playable in 2v8 because then there's less incentive for people to buy that character
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If they would just acknowledge there's an issue maybe people would stop posting about it who are just trying to help and keep from having to deal with the same frustration over and over. When they just close a discussion and mark it as duplicate it makes it seem like they're sweeping the problem under the rug. My guess is they hope 2v8 will incentives people to buy characters. So they won't even acknowledge there's any issue with a character playable in 2v8 because then there's less incentive for people to buy that character
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They refuse to Killswitch the 1 and only killer causing matches to glitch out
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If it only made sense to Killswitch the 1 killer causing matches to glitch out...
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https://m.youtube.com/watch?v=qlheIq2jNLE
This issue has completely ruined many matches where the only option for both killers and one of the survivors is to have to quit the match. 3/10 players are forced to dc if this occurs. Just looking for some basic communication about a common issue consistently occuring with 1 specific killer, or even any acknowledgement that there is a problem because the killswitch has still not been activated. Instead posts are closed so the next person has to repost when they can't vote up and comment on the last most recent post with the same issue. I don't think it was anyone's intention to make duplicate posts but every post getting closed with little to no clear info other than I guess it wasn't the original post.
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Atleast the outfit is a different color, there's been alot of deep rift cosmetics for killers that end up being exactly the same color as the normal rift version. I'm just glad they decided that bright neon pink veins weren't correct for the Oni's bloody sword and finally changed it to the color of blood
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https://m.youtube.com/watch?v=qlheIq2jNLEIt'd be nice if behavior would even acknowledge this game breaking bug was a thing. Instead of closing the now dozens of bug reports here about it
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They need to immediately killswitch the mastermind. He gets completely frozen downing/grabbing an injured survivor with dash. Both the mastermind and the survivor being grabbed are completely locked in place. This happened 2 games in a row for me, 1 as survivor and 1 where I had to play killer 1v7 for basically the entire match. If that wasn't bad enough this causes the game to be unable to end. The survivor over the masterminds shoulder won't ever drop to the ground after the end game collapse timer runs out making a game last indefinitely
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You get the same map multiple times in a row at times when the devs are testing out something on that map and use us as guinea pigs playing millions of matches on that specific map so they can collect data. They can choose at any time what map/maps are more likely to be selected. This is what they do with new maps for the 1st couple weeks after they come out, and why each of these past weeks there has been a few specific maps you're more likely to encounter. Literally the only way to not play the map the devs are collecting data on at times is by using a map offering to go somewhere else
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@ReverseVelocity said:
They try to make the differences between tiers of perks quite minimal most of the time. The difference between a T1 Wicked and a T3 Wicked is like 4 seconds.
Yes and? the difference between T1 breakdown and T3 breakdown is 2 seconds. The ability to see killer aura after being unhooked with breakdown is completely outshined by the same ability just way better with wicked
I think you misunderstood my entire point. Wicked: "the aura of the killer is shown to you for 16/18/20 seconds" after being unhooked, Breakdown: "the killers aura is revealed to you for 4/5/6 seconds" after being unhooked. So if you want to see killer aura on unhooks tier 1 of wicked gives more than 2.5x the amount of time than tier 3 of breakdown. My point is there's no longer any benefit to breakdown past tier 1 (what benefit there was, was beyond minimal) and having something last 10-30 seconds longer is also a pretty minimal difference.
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All survivors perks add-ons and offerings being shown to each other in the lobby before the match is helpful to solo players who are at a disadvantage. It wouldn't drastically change anything just allow survivors to maybe coordinate better. I made a post a long time ago about this https://forums.bhvr.com/dead-by-daylight/discussion/191306/leveling-the-playing-field-for-solo-survivors#latest
Also created a discussion earlier about a tweak to the reworked medkits to make the rarity actually mean something for solo survivors. Basically they would have slightly less of a penalty on self healing speed or efficiency the better the rarity https://forums.bhvr.com/dead-by-daylight/discussion/408079/medkits-solo/p1?new=1
"Do gens, and get out." Anyone else feel like he's using the power from all these gens we complete to power his flying car battery
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My mistake, I coulda sworn I saw Chucky listed as average. I don't own chucky or sadako and can't figure out how to look at attributes of characters I don't own. I guess there are short killers now, but just those 2 so far
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Definitely not a priority just a minor gripe. I would assume a killers height would be determined by how high off the ground that killers pov is.
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https://forums.bhvr.com/dead-by-daylight/discussion/191306/leveling-the-playing-field-for-solo-survivors#latest . Solo survivors are at a disadvantage. More info like all survivors perks add-ons and offerings being shown to each other before the match is only helpful and can allow all survivors to work better as a team. I've wasted so many map offerings because I had no idea someone else was using a different one.
Maybe allow an option to hide or show your info, like player lvl
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How short does a killer gotta be to get listed as short?
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What about those with Aichmophobia should there be an option to get rid of all sharp objects? Or those with ornithophobia, then say goodbye to the crows in game. The fact is there's a phobia for everything and it would be impossible to make options to mitigate any and all discomfort. I understand why it would be helpful if you really can't handle something. But to say anything that might be upsetting to someone should have an option to turn it off could mean literally everything, and that seems unreasonable.
That being said I'm not against more accessibility options. The only thing I could think you could do is go to the in game options and turn down the vomit sounds (which would be annoying every time) so maybe just an option to mute the vomit sfx
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I rarely play killer and seemingly always put into a match against a swf high lvl team. Game takes all of 3 seconds to force me into those incredibly unfair match ups of course I'm gonna back out and try again. I've begged for an option to allow longer queue times for more fair matches. That's why they tested which people liked better but decided to stick with finding a match as fast as possible as the priority not fairness.
https://forums.bhvr.com/dead-by-daylight/discussion/312429/there-s-no-point-having-a-sbmm-system-if-it-s-completely-disregarded-when-making-matches#latest , https://forums.bhvr.com/dead-by-daylight/discussion/312633/add-2-options-1-for-both-survivor-killer-to-choose-whether-the-matchmaking-prioritizes-speed#latest
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Not to be insensitive but maybe using something like a video game where things aren't real but digital representations, you could use for a safe immersion therapy. Maybe just play as the plague so you can start to build positive associations (downing survivors, winning) and get more comfortable with what is at this time your phobia.
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The new map is just an addition to the withering isles realm, garden of joy is still in game (I just played it). The new map is probably taking priority over GOJ for right now because it just came out.
I like the theater, the rest of the new map not as much. Wish the theater wasn't right at the edge
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This is more of a rant about games in general these days that I wish every dev at every company would hear. An accessibility option to turn bright color indicators on or off would be awesome. It can be nice in a game like this where you're literally running for your life at times to make things intuitive. But I hate how most games seem to do these things now. With all the accessibility options why can't I turn off these incredibly handholdy bright unrealistic neon color coded things if I want? Maybe have a way to select how bright and colorful these elements are in game so people can turn them all the way up if they like or need them, or be able to turn them down/off for those of us who don't really like them or find it necessary. Not a top priority probably for this game but wish it would become industry standard to allow players to choose if they want it, and not to force it on us.
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Hope I can suggest this now that sable's perk wicked gives you much more time seeing the killer aura after being unhooked. Even at the lowest tier wicked gives you more time seeing killer aura than breakdown at the highest tier. Once again my entire point is the difference between tier 1 breakdown and tier 3 is pretty minimal and would be nice if the amount of time the hook stays broken would be what increases even if only slightly. Wicked now makes it so there's no reason to ever upgrade breakdown.
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I have been begging for years now...
“A while back there was a bug that caused each survivors level to be shown above their heads for all survivors to see while grouped together before the match starts, what I suggest is much like that unintended bug, every survivors perks, item, add ons, and offering should be visible to all other survivors when waiting for the match to begin. This way solo players can coordinate with each other at least somewhat when going into a match.”
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I have been begging for years now...
“A while back there was a bug that caused each survivors level to be shown above their heads for all survivors to see while grouped together before the match starts, what I suggest is much like that unintended bug, every survivors perks, item, add ons, and offering should be visible to all other survivors when waiting for the match to begin. This way solo players can coordinate with each other at least somewhat when going into a match.”
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Was upsetting to see this challenge again. I still haven’t been able to complete the same challenge from lvl 1 of I think it’s tome 5, it’s the only challenge I have left to complete that tome, probably gonna end up the same for this current tome. Addin insult to injury (or is it just laziness?) they put this challenge in exactly the same spot in this tome as it was in tome 5
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What I have been begging for, for years now
“A while back there was a bug that caused each survivors level to be shown above their heads for all survivors to see while grouped together before the match starts, what I suggest is much like that unintended bug, every survivors perks, item add ons, and offering should be visible to all other survivors when waiting for the match to begin. This way solo players can coordinate with each other at least somewhat when going into a match.”
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After reading this post, I played some more matches and this is 100% confirmed. If a survivor is hooked for the first time but not unhooked until the second hook stage, the second hash mark is not displayed
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This happens constantly. The hash marks for what stage of being hooked survivors are on is not being displayed correctly
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This has happened a couple other times to me since I last posted. It’s been a different map every time. At least I was able to use the toolbox one of the times after dropping it on the ground and picking it back up, but this doesn’t always work to fix the problem.
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It did happen to me on haddonfield once, but it happened again last night on azarovs resting place. This time I had a green toolbox that I couldn’t use. Both times it’s happened to me I can never use the toolbox I bring into the match, putting it down and picking back up doesn’t help. I’ve tried to get my teammates to pick it up so maybe they could use it but I have no idea if they could
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Played 2 games in a row last night with rancor to kill a survivor for my daily ritual, rancor had the effects of bite mumor where I saw all survivors near gens when a gen was completed, and had no effect on obsession after all gens were completed.
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99.9% sure this is intended. It’s not a random algorithm, they can weigh certain maps more heavily in the lotto pool so they come up more frequently (like when spiral book of saw came out they made the game map come up most times). Aka you can tell what map they are testing something on that day by which one comes up constantly.
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99.9% sure this is intended. It’s not a random algorithm, they can weigh certain maps more heavily in the lotto pool so they come up more frequently (like when spiral book of saw came out they made the game map come up most times). Aka you can tell what map they are currently testing by which one comes up constantly.
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I’ve been saying this for years... Here’s what I said over a year ago “A while back there was a bug that caused each survivors level to be shown above their head while grouped together before the match started, what I suggest is much like that unintended bug. Every survivors item, add ons, and offering should be visible to all other survivors when waiting for the match to begin. This way solo players can coordinate with each other at least somewhat when going into a match. It would also be nice if survivors perks were shown to each other, maybe those 4 icons could be under a survivors feet (or maybe everything could go under survivors feet, there’s plenty of space without a lot going on down there in a lobby). This would go a long way in leveling the playing field for survivors not in constant communication with the rest of the team. Being able to see another survivor is using a map offering so I better wait to use mine so it’s not wasted, or sometimes it’s hard to notice a survivor carrying a key into a match, if I saw someone with a purple key then I’d know that might be a good time to use my rainbow map. Stuff like that so you could be a better team even if you’re all solo players.”
https://forum.deadbydaylight.com/en/discussion/191306/leveling-the-playing-field-for-solo-survivors
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@Nos37 said:
Just use the same mechanic from survivors Waking Up other asleep survivors; each time you do the action it takes longer.
Wait a min... is that how that works? Lol
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Just finding a totem isn’t always easy, but I see your point. You already gave a possible solution... I could see boon perks having a certain number of tokens, with one being used every time you bless a totem. Just spitballing maybe 3-5 starting tokens and possibly ways to earn more tokens (hook saves, cleansing hex totems...)
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It would be nice if increasing your level on the bloodweb by 10, 1 more perk is added. So levels 1-10 there’s still only 1 perk, levels 11-20, 2 perks, and so on, so by level 50 there’s 6 perks on the bloodweb to choose between.
I know people will say what’s the point there’s already 4 perks to choose between at level 50, well the point is... the more perks there are to choose between, the more likely you are to actually get a perk you want. This would give players much more opportunities to actually get the perks they want while still only allowing getting at most 3 perks on levels after 41
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So I can’t help but notice the Treatment Theater has been disabled, hope it’s not just because of one invincible pumpkin
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I could see boon perks having a certain number of tokens, with one being used every time you bless a totem. Just spitballing maybe 3-5 starting tokens and possibly ways to earn more tokens (hook saves, cleansing hex totems...)
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I could see boon perks having a certain number of tokens, with one being used every time you bless a totem. Just spitballing maybe 3-5 starting tokens and possibly ways to earn more tokens (hook saves, cleansing hex totems...)
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The blue particle effects are cool, but the blue fog around the edges of the screen is just a bit too intense. Can’t help but feel like I’ve been opening my eyes underwater in a highly chlorinated pool. I will say I have gotten a bit more used to it over time
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What I know:
Boon perk descriptions are accurate in that they say survivors can bless dull or hex totems. It says nothing about being able to bless a boon totem so obviously you can’t, and this is correct. Survivors are unable to bless a boon totem.
Most hex perk descriptions are inaccurate, let me explain... 95% of hex perk descriptions end with the line “The Hex effects persist as long as the related Hex Totem is standing.” This isn’t wrong I guess but it’s confusing now because blessing a hex totem doesn’t knock it down. So even hex perks that have nothing to do with other totems have this issue that should probably be updated to something along the lines of “The Hex effects persist unless the related Hex Totem is cleansed or blessed by a survivor.” so besides this...
Hex Thrill of the Hunt has an accurate description, it says “Survivors’ cleansing and blessing speed is reduced”
Hex Haunted ground is not accurate in it’s description, it says “When either one of the two trapped Hex Totems is cleansed by a survivor” it activates. Yet it also activates when either of the two trapped totems is blessed.
What I’m pretty sure of:
Hex Thrill of the Hunt seems to be the only hex perk that had its description updated so far, I’d bet this will all be addressed eventually.
Hex Retribution seems to have an accurate description if it also activates when a survivor blesses, it says “Any Survivor interacting with a Dull Totem or a Hex Totem” so this would seem to include both cleansing and blessing. It goes on “If any Hex Totem is removed”, so this would also seem to include both. It’s just confusing, “If any Hex Totem is cleansed or blessed by a survivor” would be better.
Hex Undying also probably needs it’s description to be updated, it says “When another Hex Totem is cleansed, that Totem’s Hex...” If it also transfers a hex totem when it has been blessed then it ought to include “or blessed”. But the first part of Undying’s description leads me to...
What I’m not sure of:
Hex Undying also has in it’s description if it’s “active, Survivors within (3 meters) of any Dull Totem have their aura revealed.” So does this only occur with dull totems and not boon totems? I would assume so since boon shadow step hides survivor auras from the killer anyway. But what if this isn’t the case, could hex Undying being active show a survivor’s aura to the killer when they get close to a shadow step boon totem? (I would highly doubt it) It’s confusing especially when there’s no indication what if anything takes priority.
Hex No One Escapes Death says in it’s description “Once the exit gates are powered, if there is a Dull Totem remaining on the map, this Hex is applied”. So is this really not gonna be applied to a boon totem if there’s any but no dull totems? Seems ridiculous for a killer to have to know where a boon totem is, and then be able to snuff it out moments before the exit gates are powered. When any survivor paying attention could notice which boon totem disappeared (if it switched to a NOED hex totem) and go cleanse it. Seems more reasonable if NOED works on both dull and boon totems, and makes survivors choose whether to leave any totems standing (see how this implies cleansing). But I honestly don’t know how it exactly works and this confusion in the hex perk descriptions can lead to frustrating situations when you have to just experiment to see how things actually work, and they end up working out worse than expected.
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Glad I decided last week to use up my Hawkins offerings I had with different survivors (don’t like having useless disabled offerings taking up space). I would still be really frustrated with Devs if they all disappeared. You would think they would just disable the offering when the maps gone. I could see them stopping the offering appearing on the bloodweb but this is kinda shady.
l had noticed Hawkins lab map coming up more often without anyone playing an offering... this was b4 this weeks patch tho so maybe Hawkins is dead already
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This kinda makes my point; there’s no in game indication that hex perks work the same on boon totems as they do on dull totems. It should probably be made clear in perk descriptions to avoid this confusion.
Another thought that might already be the case but I have no idea is: can hex perks like no one escapes death change a boon totem to a hex totem?
I also already stated this in a different post but it all relates: they should add the time it takes to bless a dull totem and a hex totem to the boon perk descriptions. If you hadn’t watched the most recent Q n A stream there’s no indication in game that it will take much longer to bless a hex totem than it does for a dull totem
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should make it so all the gens look like event gens to killers and all the hooks look like event hooks for survivors
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@GoshJosh said:
Your title is misleading, but yeah there was no reason to gut the hatch as hard as they did. Should have at least let it continue to spawn once all five generators are repaired. Wouldn't have needed to really change keys or the achievement either. #BHVR
Should let the hatch continue to spawn once all 5 gens are repaired seems plenty reasonably. It would still need a key (except when 1 survivor left)
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Happened once last night to me. It was taking forever loading into a match as the trapper. I’m on ps5 playing the ps4 version with cross play enabled