Kamikazi
Kamikazi
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- Kamikazi
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I've seen this too.
I'll also agree its never a good idea to use Wesker's vault since its so slow the survivor you are chasing can easily run the loop and gain their distance back that Wesker should have gained on them.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477024#Comment_3477024
I have no reason to doubt you. I have similar experience with niche I like to play around - namely saboteur. It's supposed to take 2.5s (after patch 2.3) but that's also a lie and it takes longer. But if that's the case, then that's quite dirty of devs. This special skillcheck code should absolutely be deleted. I never noticed, because I don't play gen speed perks
I try to create perk combos which benefit each other by being complex with the hundreds of perks available. Its fun to see how the synergy works out and I usually bring that same load out on all my characters until I feel I've collected enough data to understand if it works or not. Its just something I do subconsciously until I notice problems.
We used to bring Spine Chill (prior to changes) to gain that 4% extra chance for skill checks just in case the killer looked in our direction.
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477087#Comment_3477087
i doubt this is intentional. you should report this in bug section. I personally do not use Hyperfocus regularly. I am good enough to land skill-check 1->5 without stake out but keeping stacks at hyperfocus 6 is too hard for me. If they buffed the perk "This is not happening" to reduce skill-check speed by -30% on top of increasing skill-check zone, I would likely use it more regularly. Right now I feel like I need have stake out stacks to on H6 to not drop H6.
I would report it in the bug section except that I do not believe it is a bug, which I why I post it in suggestions since I know they are trying to mitigate the problems with gen rushing perks they kept introducing. They nerfed some then buff them back up the next week.
Years ago it used to seem like a dev on the survivor side would nerf killers and buff survivors. Then the killer devs would look at data and fix their killer to be more balanced. The survivor buffs stayed and then get buffed again. Which I mean to say that the devs used to actively work against each other, except that the survivor dev got to keep their buffs and then also nerf the killers consistently.
As I said... I don't think its a bug. Either someone is altering the code secretly and without updates about it, or they are deliberate known changes, and not disclosed to customers intentionally.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477029#Comment_3477029
it sounds like your describing a bug where hyperfocus reduces skill-check chance instead of increases it.
Right it does sound like a bug. But I notice these things. I notice the changes. These changes were intentional, but no documented changes for them.
I sort of doubt it is a bug tho, due to their trying to figure out how to solve the issue of gen rushing without solving the issue of gen rushing. There has to be a way to solve it without nerfing all the perks we've purchased. I did notice a few changes that were good, then reverted. And that may be a fault of the software interface reverting instead of the devs.
Hey, try using those perks with a toolbox and tell me if you see the same 'bug'. That would be really cool if you did!
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OMG! Nick Cage looks so fun! Plot Twist looks perfect! So many meme perks! Dramatergy looks like a ton of fun chaos!
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I have several accounts with several different emails and still have not received the Ace charm. I have received normal/other messages from BHVR.
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@Skaphegor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456137#Comment_3456137
There was no hole before Patch 7.0.0 and you can clearly see that the texture is messed up
Oh... the thumb muscle in the palm becomes see thru when Nurse brings her hand near her facing, causing a clip issue with her camera boundaries.
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@eisenbuns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422946#Comment_3422946
Thank you so much for sharing this! It IS encouraging that they've taken a little bit of ownership for the issue.
If they're saying it's an Internet Exchange Point issue, I wonder if we can find any commonality in our locations that might help them pinpoint which players might be being affected (if there is a commonality, of course).
So, for posterity, and because I tried playing a match yesterday (just one!) that also ended in my disconnection when someone got unhooked:
Platform: PC (Steam)
Lobby Host: East Coast US Server (I am most frequently the lobby host, but I have been disconnected while playing on West Coast hosted lobbies)
Location: Massachusetts/Boston area
To recreate: Play any match, survivor or killer. Get "Disconnected from Host" error when a server has to validate a health state change, hook state change, or potentially when killer is using power (Wesker charging power, Huntress charging hatchet toss, etc).
Thanks to everyone keeping this thread at the top of the bug reporting forum! This issue is one they could easily brush under the rug and we don't have to accept that. <3
Hindsight is 20/20.
Turns out the commonality was we were all playing DBD. When Singularity came out almost everyone was complaining on the steam forums about getting disconnected. Then BHVR took note and attempted to fix it. The disconnected killer would suddenly reconnect and seemingly teleport to a survivor they thought they were chasing, and end them unfairly. But now the DC problems seem to be fixed.
I just wanted to update any future readers to this crazy DC happenings.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476977#Comment_3476977
Uh, the new perk coming out? With Nicolas cage? On the PTB right now?
Oh. I hadn't looked. I like the new DLC content to be a surprise and not worry about it in advance.
And my second thought is that I had to stop caring about the PTB due to it not being 2 different game files, and I have to download the entire game when I load up the PTB and when I load back the Live version. The only way around this in my mind is to purchase a 2nd PC just for PTB, so those files are different. I thought about trying to create a new user in Win10, but that would most likely use the same file path. The PTB vs Live take me several hours to move back and forth from.
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Hey... if devs would just make gens take 180 seconds and give us back our normal skill checks, I would be happy cause I could try to get that 6th Hyper Focus skill check again and attempt to sustain it again.
Maybe then killers would stop being so sweaty lately. Although that would be incredibly boring and repeatable for face camping killers, why would we care what face campers think is fair?
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@Gandor said:
I don't think it's good idea. Hyperfocus exists and it already increases chance of skillcheck. If you add it's favorite combo stakeout that would also increase skillcheck chance - then we are looking at massive speed boosts for single-person gens. That's not healthy at all.
If you want value from stakeout and you have low number of skillchecks, then use toolbox. It already raises chance of skillchecks
Although I would agree with you if I hadn't played the game every day since 2019, I will instead inform you of my experience.
When Hyper Focus was introduced, it first increased the occurrence of skill checks. The devs saw the flaw in allowing it to increase skill checks and instead caused anyone who owned the perk Hyper Focus to incur significantly less skill checks. These code changes were not made public.
My proof is while a killer was AFKing my group of randos, we started intentionally missing every skill check to prolong the time spent repairing gens to minimize the loss of blood points earned for no killer. I had hyper focus and stake out on my load out. This other guy was a new player Jonas and did not seem to own Hyper Focus. He was given 4x as many skill checks as I was given for us to intentionally fail.
I stopped bringing Hyper Focus for the next few weeks or months only to notice that I seemed to Never get skill checks in comparison to NEW survivors. Later, Devs again changed the code to grant us players who have purchased the Hyper Focus perk to have skill checks again. (Pretty dirty move to sell us content and then take away its only ability instead of solving the issue instead. Its starting to seem we can count on losing what we paid for in future releases.)
I'm pretty good at hitting great skill checks, but not so great at hitting hyper focus skill checks. They are insanely fast! Challenge accepted!
The devs fixed their error when caught. For the last month or two, survivors would get a great chance (80% chance) for a skill check every 10 seconds, followed by a minor chance 2 seconds later (15-20%). I was recording and counting how long it was between skill checks. This was an easily recognized pattern if you counted them out.)
There is however one New rule break for this, as you have actually pointed out. Using ANY toolbox causes us to get a very normal amount of skill checks! This became apparent while trying to get the most of Scavenger perk. And once that toolbox was spent, my skill check chances dropped significantly again, by about 80%.
Only once right after Scavenger was released was I able to sustain 6 tokens on Hyper Focus while getting a few more greats for solo gen completion while a friend was in chase. But I realized that Scavenger was actually an incredibly bad perk, nullifying its value for doing what it is supposed to do since it slows gen repair progress for 30 seconds. This eats up that toolbox when you pair it with Hyper Focus since letting go of the gen with HF causes HF to lose all tokens. Having an empty toolbox causes greatly reduced skill check chances, causing Scavenger to become meaningless again. Most often I can only fill that tool box 2x, and 1x I got it filled by the skin of my teeth on the last gen finished completing, making the full toolbox worthless again.
Having realized toolboxes granted the normal [and previous] chances for skill checks, my focus was retrained. To get Hyper Focus and Stake Out to work correctly I literally had to bring a large toolbox (55 charges) but never Scavenger since its too broken with neutralizing effects. HF, SO, has to be paired with Street Wise and Built To Last. Now suddenly my entire load out is spent on gen focus, but it works correctly without nefariously countering code taking away the value of customers purchasing new content. This allowed me to finally gain that 6th HF token! And I was able to hit a couple of those 6th token great skill checks manually. Wow. I have finally won! I can quit the game.
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Now I have stopped bringing such a sweaty build to have more fun in other parts of the game.
I realized another flaw with Stake Out. Since most of the time the skill checks only occur after I've built up 4 tokens without being able to spend them on gen repair, to suddenly my needing to rescue a random survivor and I start to heal them and suddenly I am given 4 skill checks to heal them incredibly fast. I don't want to give them 2 of my SO tokens. I want to use those on gens for an intense thrill.
I decided to pair SO with Autodidact to prevent loss of my tokens on healing. At first this seemed great! Autodidact has NO great skill checks to be spent on. But the skill checks are seemingly random, until I started to figure out the pattern (I might explain later). (We used to bring Spine Chill to get those extra skill checks for Autodidact, but now it is changed.)
I like to get up close to the killer and work on gens while SO fills up, to multitask and give intensity value. Problem: These tokens are never spent! I have gone entire matches without being able to spend one single Stake Out token! This nerf by design is eating at my mind. Why do devs repeatedly sell me/us content that they then take away near instantly?
The pattern seems to be that I get a normal amount of skill checks when we are down to 1 or 2 gens left to complete. This is stressful that skill check chances are heighten on 5 gens left, then reduced for gen 4 & 3, then better again by gen 2 or 1. Its stressful because it should not be behaving in this manner.
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I have noticed another function which is more alarming than SO, HF, and Autodidact...
That I can't get any skill checks for Autodidact unless its before the first gen is completed or after we are down to the last 1 or 2 gens still, (and maybe after someone has been sacrificed?).
I try to get Autodidact skill checks, but notice that I finish healing someone inside "Boon: Circle of Healing" before I even get 1 skill check! I didn't bring CoH. Someone else did. And it is still out-preforming Autodidact and every Heal perk. CoH was fun until it was easily realized as being incredibly overpowered and game breaking, and still is. Same thing occurs if someone is healing coop with me. My first skill check is cancelled as we both finish healing Each injured survivor in a row! I'm being cheated.
Even from back in 2019-2020, I've never found much value in Autodidact due to the less occurrences on the chance of skill checks. It almost never pays off unless you and everyone else actually make it to the last gen and the killer isn't focused on that injured player, then suddenly skill checks start correctly being accounted for. I am much better than I used to be, and suddenly its all becoming clear.
I don't like hidden code to trick us on how things are working. Incorrect descriptions are one thing, but intentionally misleading us with confusion tactics is 4th wall breaking. I've gotten thousands of hours recorded, nearly every moment. The game is rigged. I don't play games that lie and cheat me. Fix these atrocities. I offer this a fore mentioned suggestion as a proper solution to getting to spend my Stake Out skill checks. Although I kind of hoped, but know it won't also work on Autodidact. Thus Autodidact is still a broken useless perk I've spent real actual monetary value on. (Unless equipping it actually gives me weak killers due to its broken nature since I am winning more often with zero value in any of my perks brought.)
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/382851/perk-feign-death
This just sounds like it would be worse than Plot Twist
Never heard of it.
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@Mandy said:
Thanks for the suggestions here, we do have a few changes for the EMP's in particular ready for an upcoming hotfix. We'll be looking at reducing the EMP crates themselves to 4 per map, the generation time increased to 100s (currently 90s), and Survivors will also be slowed whilst charging an EMP by 10% as well as increasing the EMP charge time itself to 2.5s from the current 2s.
Duration of the pod disabling from an EMP will also be decreased down to 45s. There's also some score changes as we noticed Devious points were a little on the low side.
How do those sound?
Reduce the aura distance of printers to 24 meters, unless they are using the perk Plunderer's Instinct.
Increase the range of pod placement from 20 meters to 40 meters. It could be interesting to fire off a pod in a far distance and not look back while pod placing in the early game.
Make Pod placement land zone larger so it will stick a lot more often. I have found many times in RPD and on flat surface building walls that the pods can't stick unless I stop and focus on the one pixel it can stick to. Make pods able to stick on ceilings in the small gen rooms on RPD under the main room right stairs. (Currently can only stick on 1 pixel ceiling height changes.)
Placing pods on exits is null, cause survivors just use their saved EMP and its over. At least The Trapper's traps at exit panels and gates still requires survivor awareness to remediate.
Have pod cameras face the direction the killer is moving while in chase. This might help spot where the killer was 'trying' to look.
When changing pods show a quick flash of a red line from your current camera towards the camera you are about to switch to. I swear I get so mixed up cause the camera did not switch to the camera I was intending (missing by a long shot). This would give insight on how we need to aim.
Change an add-on to allow the pod to bounce one time (with added gravity) before it is placed, to fire thru windows to apply to near side of inner wall.
Allow remote detonation of disabled pods (by either selecting them while standing or while in pod view). Change an add-on to damage survivors within 3 meters, by either injury or deafening like the Hag's ear. Another add-on to blind survivors within 8 meters for the same amount of time that Blastmine does (3+seconds) with hindered movement like flashlight blinding does to a killer.
Allow pods to remove and also place other pods. Or even to move their own placement even while disabled.
Lower disabling pods with EMPs from 45 seconds to 25 seconds, like Eruption, but allow each use of an EMP to tack on another 25 seconds.
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Maybe thats an easter egg? Nurse was the only character able to access the secret room on the Stranger Things map.
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I completed the rift, and every time I look at the rift, it pretends I just earned everything on the last page again and again.
At first I was happy to gain so many auric cells on repeat, but all it is is a cosmetic defect... every time I look at rift.
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Are you sure the skin is not supposed to look like this?
How did you expect it to look?
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@Hoodied said:
I am but its made me realize how boring the bloodweb and the leveling process is
I've wanted them to make an auto buy for the blood web, its just so boring. If I am going to 'play' DBD, I do not consider the blood web entertaining. Just click "auto-buy" and watch it instantly spend ALL your blood points, see what level you are, assign perks, LETS GO!!!!!!!!!!!
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@Robotfangirl67 said:
https://forum.deadbydaylight.com/en/discussion/comment/2983467#Comment_2983467
I understand and yeah it really sucks that’s how SBMM works. I mean I get why they put us at anyone with similar skills but like you said we all have to play a little dirty like camping, tunneling, and using perks like borrowed time, dead hard, etc. Also I agree that system also makes it harder to complete certain archive challenges too.
I liked the old MMR system where Purple ranks were dramatically harder than Yellow ranks, and just entering Red Ranks was extremely difficult. But getting from Red Rank 2 to Red Rank 1 was the most difficult "late into the month". At least then we could see that we were against all purples or all reds. This new system is making us blind to ranks, which can only benefit the devs against hackers. But hackers (or extreme players) can see/estimate their SBMM scores.
Then again, it seemed like getting to Rank 1 was easier towards the start of the month. And once you got Rank 1 it was easy to maintain.
I noticed that killers during weekday mornings would let all survivors win easily. Not even trying to hook. This gave out easy red ranks faster for all of them. Night killers are less forgiving.
Kids are often the worst for hacking. Hackers used to come out when their schooling let out, but go away when the adults got home from work. In the old MMR system, hackers stayed in yellow ranks.
Working age adults often form powerful red rank swfs and killers, but mostly come out at night. Mostly... and weekends. ;)
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The only time I perceive "Body Blocking" to be a bad thing are when survivors body block each other to cause them to get hurt, AND when a killer locks someone into a corner and refuses to ever let them out (such as the basement for HOURS). Tournament rules should apply here, that a killer shouldn't lock them in place for more than 10 seconds. Anything less than 12 seconds should be fine, imo.
Sometimes the game servers give me such bad lag for specific matches that the only way to play Wraith is to lock a survivor against a gen and uncloak to hit them, which then grants them a second or two of invincibility to run away thru me with speed. Its not fun when the game servers give us that bad of lag, but at least they can run away, which seems to prevent a 2nd hit cause the servers place me so far behind them that I have to get in front of them to hit them again. Which isn't fun either.
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I only camp and tunnel bully squads. But the arms race just for survivors has outmatched killers dramatically. It now seems the only way to play.
They should increase our SBMM less when we don't camp and tunnel to win. But that wouldn't work out wrecking weaker players every match either. I just don't like the extreme raises in SBMM all at once. Go from completing Archives to completing nothing and constantly never winning for the rest of the day.
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@McPuschel said:
Idk, i just feel like i, most of the time i get, weaker survivors than me.
You could focus on one killer's MMR progress till you were satisfied with survivor skill.
I hated the SBMM system. It would shoot me up incredibly high for seemingly not any great reasons. Most my killer characters. Then I'd finally make it to the skill level of those who couldn't lose, cause they hacked hardcore. And I would lose, but be stuck near that layer of SBMM.
Basically all players are being punished for winning. I would have extremely easy matches, then suddenly against extreme players, then bullies, then hackers, then noobs again. I just want real players that are similar to my skill level. No need to put me against unstoppable hackers. But it seems real players all left when the hackers ruined the fun for real players.
In the OLD MMR system, I felt the heat when I first arrived into Purple Ranks. Then I grew used to it. Then the first entry into red ranks was brutal and I would slip right back down to purple for a match. Every time I entered into Red Ranks, it would be extremely brutal. I finally got used to that, but Red Rank 2 attempting to climb to Red Rank 1 was the most brutal. After gaining to Red Rank 1 everything was easy and never harder, which seems weird, cause I still knew there were a lot of players better than me.
The newer SBMM seemed to bleed over parts of that, for no reason. Increasing difficulty for bringing better offerings, such as Bloody Party Streamers or Sacrificial Cakes is awkward. Now the best time to bring those is on Rank Reset day, where we are matched with newbs again.
The worst in the current systems in place seem to punish me just cause I play a lot. Seemed like my SBMM would only change the next day. I would lose all matches on one day, but the next day all my matches would be incredibly easier. Repeat. (Every other day my SBMM seemed to update.) Which caused me to stop playing if I lost my first match, since that day was a day full of losses.
Increasing your skill level based on pts earned seems ridiculous on a daily matter. But the old system where I could "see my progress place me into harder ranked categories" seemed smarter, retracting my progress only once a month (or when I would lose). But it kept me playing with players at my skill level.
A note on hackers: Most hackers seem to be newbs. Not understanding how to play, and none of the gaming mechanics. Vaulting windows when they meant to pick me up is a newb mistake not found against players with my skill level. And when a newb, basic skinned, Spirit vaults that same window 6x before figuring out how to pick me up, that's just unfounded with skilled players. (They could see where everyone was with aura sight constantly while in the Ethereal plane, and would come out while swinging at their target. Something skilled Spirits rarely do against a motionless soundless survivor.)
The SBMM system should give a different system for progress to capping your monthly progress towards the blood point reward.
And the old MMR system for Ranks should be reinstated.
Both need to be separated, and working at the same time, but be separated.
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There are strategies, perks, and mind games to counteract campers. But at first it could be discouraging for survivors, until they try a better solution.
The killers are already punished for goal tending a hooked survivor.
There used to be more skill allowed for killers, but the arms race for survivors to beat killers has become insane to go against. I'd still rather chase survivors than camp every match. I save camping for bullies and hackers.
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@JaviiMii said:
.....I'm fairly certain we're not on the same page here and since your tone strikes me as not particularily constructive I'll leave it at that.
That being said: You clearly had your bad experiences and I sicnerely hope you have wholesome experiences in your future matches. Have a nice evening :)
I think about what makes people go. I had one other thought about it last night. It's got to be the only let up from stress, those 7 minutes of perfectly heavenly successful bliss. No more chases. No more anything. 7 minutes of silence. Once that ends, its back to the grind. As my friends say, "Good luck in your next matches!" <3
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"dis·tinct - /dəˈstiNG(k)t/
adjective: distinct
1.recognizably different in nature from something else of a similar type."
Bet its gonna be 100,000 iri shards per P3, and increases the blood point cap by 1 million EACH Prestige 3.
With a compounding 10% increase in Blood Points earned for each and any Prestige after P3 for all characters in your matches.
These distinct rewards are gonna be lit! I can't wait to spend them ALL!
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@[Deleted User] said:
I was born with glass bones and paper skin. Every morning I break my legs, and every afternoon I break my arms. At night, I lie awake in agony until my heart attacks put me to sleep.
That movie was pretty good.
@JaviiMii said:
You clearly had to get something off your chest, which is fair enough - I just wished you didn't hijack a thread for that.
Like I said, while I know some bad experience(s) prior to our match may have lead the Nurse to go for a 5gen death-slug move I wholeheartedly disagree with a "this [negativity] justifies negativity in return" mindset. It is kinda sad if that is really all there is to it.
You state "justifies". I state "causes". Its a chain reaction, like all things. But if you insist its a meme, I guess I have to start slugging as Nurse now. Seems fitting you falsely claim the victim as 'hijacked'. Keep slugging on toxic boi. Ggs, you perpetuated a meme.
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@JaviiMii said:
https://forum.deadbydaylight.com/en/discussion/comment/2980676#Comment_2980676
While I appreciate your pov there are an awful lot of assumptions in there. - Then again it is your pov and if that's what makes you a death-slugging nurse then it's sad that you had those experiences and I wish you all the best that in the future you have less such experiences.
I kinda don't want to get into the whole toxicity debate because that's really not what this is about. Granted, I did ask as a blanket question and sure, there are most likely different reasons for why a nurse player would do that kinda stuff - one of them being what you outlined. Though, that, to me, seemed not like the best go-to explanation since it was kinda crossing a line for me and I thought "surely there is more to it...?" - hence the question here. I had kinda hoped that there is some kind of meme thing going around or that one of the dbd content creators did some video on a slug build / strategy or whatever and people gave it a go just for the heck of it. But since that hasn't come up it doesn't seem like it. Which is kinda sad. Because I'm not a fan of collective punishment; the whole "because some player playing the other side did something some other time I gonna take it out on these ones now" kinda train of thought. Y know, an eye for an eye until the whole world is blind. Really not a fan.
I'm not a death slugging Nurse. I used to be a killer with skill that could take down players without slugging and tunneling, but this arms race by BHVR has left nothing for honor. Its kill or get wasted. Archives push you to win, which punishes you for winning by increasing your SBMM jumping your SBMM significantly higher, making it harder and harder territory. I've fought against too many hackers in 2021, but 2022 was incredibly bad so far. (No noticeable hackers for the last 2 days, strangely enough.)
It actually is about toxicity. It never seems to stop. Stop your butt dances. Stop your clicks. This justifies negativity in return.
Slugging is kind of a meme... to show power.
Just remember that a Nurse that powerfully skilled, probably remembers all the toxicity from years prior. You'll have to catch them when they are happy. Only way to do that is to be nice first. There's been countless times I was given hatch cause the killer said I was the only one not toxic. Clicking your flashlight 'once' could trigger them.
Also... if a killer shakes their head no to me, my killer mind tells me that downed survivor was being toxic. And part of me wants to rescue as a challenge, but part of me wants to respect the killer was getting toxicity from that survivor. Its a hard choice, cause you never know why killer's are actually shaking their head. It's even harder to want to respect their wishes, since they should be trying to kill you too.
In my past, the only time I let up on survivors is if they don't seem to know whats going on, or when I was trying to create a higher score (for events such as Adept). I'll hook if there is nothing else to do. I won't hook if a survivor is near but unaccounted for.
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While you are igniting your Hex:Pentimento totems, hoping survivors are doing that last gen, Hex:Pentimento gives near no benefit in the End Game Collapse. On the other end, if Hex:Pentimento gets completed near the start of match, it can be slightly punishing.
After having tried hard for many days of matches to get 5 Hex:Pentimento totems going, my view point is that it needs a rework. Without cooperation from survivors, it can't be done.
- Blessed totems break Hex:Pentimento, which need to be allowed to ignite.
- The verbage "hex" used in Hex:Pentimento description is incorrect, as pointed out earlier here. Needs a re-type up.
- Hex:Pentimento "looks interesting" but it's design wasn't thought out very well at all.
- There is no way to ignite all 5 totems before 1 ignited totem is crushed. (As pointed out by another here.) Breaks Hex:Pentimento.
- -1 Perk to utilize. Garbage Broken Perk in killer arsenal.
If Hex:Pentimento allowed killers to re-ignite cleansed ignited totems, then killers and survivors could fight over totems, making it a game in its self. If killers didn't try to gain tokens to ignite lost totems, they would lose the perk's usage as normal. The killer is already wasting too much time walking to cleansed totems to ignite them. This time would cost the match in high MMR!
The easy counter would be for survivors to just do gens, and ignore Hex:Pentimento entirely, as its already kind of weak with all the walking involved.
The only killer counter I could see working occasionally, would be to use Hex:Plaything to block totems from 3 survivors from cleansing. But then all survivors would need to be hit early on in the match.
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I've not had that happen to me too often. It sounds like a killer protesting at all the bugs, glitches, toxicity, hackers, and "supposed bugs and glitches". Maybe Nurse saw one of the 4 survivors crouch rapidly, or someone tried to flashlight blind her at the start of match. Be nicer gamers without all the toxicity and maybe you wouldn't get slugged till death? If killer doesn't want you to rescue a survivor off the ground, they are probably letting you do gens while punishing the toxicity of a single survivor. They could crawl away. You could complete all 5 gens before three other survivors bleed out.
It takes over 7 minutes to bleed out while in the dying state. Its not a quick match, so that can't be their point. It's not always quicker than hooking all the slugs. Really seems more like a killer getting revenge on ANY survivors after having had a lot of built up toxicity from survivors.
As Nurse I've wiped weaker players incredibly quickly on hooks, but unhooks can take away an almost guaranteed win, cause then they hide. Not hooking is more of a Demonstration of Power. The difference is points vs not allowing survivors to try to be the under dog. It's possible they want to win but not be punished by SBMM for winning. Meaning it's possible that SBMM had them in toxic unfun matches, probably against constant hackers.
The solution is simple: Don't be toxic. Next: Bring a perk to recover from the dying state, like: Unbreakable; No Mither; Soul Guard; etc. And before you say that you weren't toxic, remember there are 3 other survivors. And the previous match had 4 survivors.
I'm not going to say its boring to see the survivors all dress the exact same, or bring all the same perks. But if you can't be bothered with one player to have Unbreakable, maybe you survivors are the boring ones. Come prepared. There are only a few perks that can change a match, everything else only gives an advantage.
As a side note, most good killers I've encountered are not great survivors, and the other survivors can be more toxic to these under skilled survivors when they try to keep up with archives/etc. As far as toxic survivors going, I've had toxic survivors try to steal my tools; leave me to die on hook right next to them; refuse to rescue even after I've lead a great chase; body block me so I get downed or instant sacrificed; etc; etc; etc. (Killers see these actions and may take pity on weaker but non-toxic survivors.) The point here being that you survivors need to stop being toxic to everybody at all. And if you see toxicity from survivor to survivor, you should try to stop their hate spreading.
Hate, like happiness, is a seed planted.
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It seems as if it is 6 charges per sabotage.
A brown tool kit has 16 charges. It can sabo 2x, which leaves a remainder of which looks like 4 charges.
A yellow took kit has 20 charges. It can sabo 3x, which leaves a remainder of which looks like 2 charges.
Which means that if I am right, a brown tool kit with the add on of scraps +8 should be able to sabo 4x due to having 24 charges. (4 sabos of 6 charges each)
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@fake said:
This problem also occurred at the DBDJC held last month.
(2:40:14~)
However, the response of the tournament organizers was to switch the camera and pretend it was not happening, which was criticized by many users in Japan. (However, another camera soon after showed evidence that the glitch might have been exploited.)
The rules of the tournament stated that the use of the glitch was prohibited, but there was no blame attached to it.
I hope this bug will be fixed.
If tournaments allow this bug, then its not a bug but a feature. Let the masses make use of this clear feature!
Lets see... newly added:
- can't pick up survivors when survivor base 0x0y crawls outside of wall boundaries.
- invisible walls added near edges on certain maps.
- invisible objects near objectives in certain maps.
- trees which survivors can walk between but not killers.
- bushes stop runners dead in tracks if they touch them, but blight can bounce off these bushes but cant pass those bushes.
I know there was something bigger... I currently forget what it was.
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Video is private. I cant watch it.
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Did this get fixed with today's patch? I don't want to waste a match on a broken archive, again...
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This is after several matches accruing Deviousness points.
This screen shot displays how I did not gain correct pts towards my devious archive.
Its kind of hard to want to play when it doesn't even count, and we can't get past it.
omg... I just realized the bug is that it is adding up the total experience points earned for that match, and not any blood points at all! Which is how the survivors are gaining pts for a killer archive!
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You stated it may have something to do with challenges, and I noticed in your video that you had 3 completed Dailies that were unclaimed. Would you consistently claim your dailies to determine if the user interface is breaking due to unclaimed Dailies?
A side note, I have not ever had this bug, but have played since August 2019 (, when the Stranger Things DLC came out). I have looked at steam profiles in the end game lobby this year (2020) when I realized I could do that. I have closed hatches at the last second, hit survivors before they ran out the exit gate, hit survivors right before they took hatch, laid traps as Freddy as game went to end lobby, etc. Anything to gain blood points for every last second of the round.
I am not a dev on dbd, but some information which may help them determine your issue could be your specific version of Operating System; if you each had two monitors; CPU being Intel or AMD (Intel has helper code); any other occurrence which might seem normal but should be specified. I saw recently they had fixed an issue with Windows 7.
But if it does turn out to be an error within your account, it may have been from a hacker altering your settings within the game as it is running. When I used to play Diablo1 in 1999, there was a hack tool which allowed altering other player's stats within the game while it was running. These changes were permanent in Diablo1. At the match end and before the end game lobby opening, I would imagine that the game sends a save request of the updated pts to the master server, as it did in Diablo1. But perhaps it should instead send a request that the master server should update its own stats for each player, to deter any shoddy actions preformed by nefarious entities/glitches. (Hackers should not hack in a multiplayer game, ever!) Again, I am not stating anyone in this forum hacked, but I am stating that it is within the realm of possibilities that someone unintentionally corrupted your account. And that would take a developer/tester which was incredibly knowledgeable of the account data structure to comb over every faucet and data character of your DBD player account. Which probably means only 2-3 people are smart enough to investigate your bug/issue.
On the other hand, they probably have a tool that will load up your account details, and it might even have a save function which would take the corrupted portion out due to not being a corrupted tool.
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I could see how the words could be perceived either way, but I really thought I had witnessed Beast of Prey to grant extra points in my beginning of playing this game towards the end of last year, as Huntress.
Thanks for that information! I'll remove this perk and try the terror radius perk "Distressing" to gain extra blood points to pass the 8000 for deviousness... although it also states it only works while in the trial. So now I think I had been using that perk under incorrect presumptions. heh...
Are there any perks which grant a bonus to blood points, like how BBQ grants extra blood points (not towards actions)?
Edit: It looks like I finally see a difference in the wordings for the perks.
"The Bonus Bloodpoints are only awarded post-Trial."
vs
"for actions in the * Category."
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This occurs directly before and after each Tome and Tome Level release. Please fix this permanently! The error occurs each time, but now it has finally subsided. I could not look at my progress for at least the day before the current Tome's Level was released, if not for many days, and also for the day after the Level's release.
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At first I liked the new Auras, but now I realize I cant see the exit gates as Killer!
Since I cant see the exit gates, I end up circling the last hooked survivor cause I really dont know what to do. I used to not camp and not patrol hooked survivors, but I cant help myself when I cant see the exit gates. Its broken and it broke my behavior.
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Nerf Spine Chill to stay lit up for 10 seconds even if the killer only glanced in your direction, and make the Exit Gate regress every time it is let go.
If you arent willing to spend a perk slot on Spine Chill, you are making too much use of other fun Perks. You choose your perks. You can't blame your perk choices on the Killer.
Nerf the exit gate so that if the killer looks at the exit gate, it is completely regressed. Survivors leaving the exit gate at 99 leaves the Killer with no way to smash it or regress, and the killer knows its a hopeless moment about to occur.
Also, if survivors are full health and they each one by one run by the killer standing in the exit gate, the survivors know the killer cant stop them and can escape with a single hit. If they all rush the exit gate, the killer can only stab one of them one time. The Killer should be granted NOED while standing in the exit gate, even if they didnt bring NOED.
The killer should be able to drag several bodies out of the exit gate at once, to prevent survivors from crawling out of the exit gate while killer can only hook one survivor.
Add two hooks inside the exit gate, so the killer can quickly hook two survivors and camp them in the exit gate. Survivors could still rescue and escape faster than killer could down them. It would make a fun story to share on media. Make these hooks permanent and cant be sabotaged, similar to basement hooks.
I really dont want spine chill nerfed... but its really powerful. xD
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Legion should drop their knife when they get pallet stunned while in Feral Frenzy, allowing any survivor to pick it up and become the Legion. The previous Legion is no longer a Legion and becomes the survivor which pallet stunned Legion. Their roles are swapped: perks, all add ons, and offerings.
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When it first was occurring, it seemed you could use the offering and equipment from the previously selected survivor on the new survivor. But by the time I realized this, and attempted it, it no longer worked. But I probably have video evidence of it working... too many videos to sift through, unless it really mattered.
It would also display in the end game lobby that the killer was using the main powers and addons of the previously selected killer, although the killer would actually have the correct main powers. For instance: Meyers would be using Demogorgon powers and add-ons. (I have unpublished videos and screen shots of this.)
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This bug still occurs and is caused by switching from one character back to the character you wish to play. It wipes out all your add ons and offerings. It might be related to the error which hides your perks from the end game lobby.
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I reviewed the original video.
They had finished all BUT one of the generators. It was a very close game.
I had closed the hatch after 4 generators were completed.
I suppose I should have uploaded the entire match to show everything. But often people dont want to watch the whole match just to see 15 seconds of the notable part of the gameplay. I'll start doing that more often.
I think I was alarmed to this because for months it has taken several seconds for my mori to activate when the proper conditions had occurred after I had downed a survivor and was standing over the top of them in the dying state. And survivors had complained that I did not use the mori on them when I should have been able to.
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I suppose face camping encourages killer interaction, and hopefully people start running Borrowed Time more often to attempt a rescue.
Why is Object of Obsession so bad, in your opinion? I've only used it to gain adept Laurie, and another time on accident. What a weird round that was, trying to avoid looking at the killer so often. lol
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I can understand if a certain survivor intentionally got you upset. But I've seen several different killers in a row which were just face camping to get that one guaranteed kill, while in red ranks, in one day. Normally in red ranks I dont see face campers, so it was really odd to see 3 or 4 face campers in a row! I was only the target during one match.
When I first started learning how to play as killer, the survivors told me I would get more kills by not tunneling. I thought that was absurd, cause tunneling guarantees you take one player out of the game ASAP. Then the next, until its just two. But I started to understand it wasnt 'fun' for that one survivor to be taken out of the game without even getting to play a little and achieve their goals. Instead I just ragdoll them all over the place.
So I started playing to have fun, and not to just ruin someone else's experience. While having fun: I learned how to chase properly; how to lunge correctly; how to swing around corners; how to carry faster; and most importantly, how to mind game and anticipate my opponent's move. So now some games I get 4k, some 2k, and rarely ever a 0k. But whats unexpected of the survivors is that when I see a weak survivor running vs an extreme survivor running, I start chasing the extreme survivor and will take them out of the game first. In the end game lobby, it shows that I take out the high ranks first, and that they gained the least amount of points, cause I do target them. Not cause I hate them, but because if I play against them I get better experienced as a killer.
My point in conversing with you two confessional campers is that I used to think like you too, only a few months ago, when I started playing as killer.
I do now understand that rank scores are completely separate from blood point scores. I want to say that I cant understand how campers get into the red ranks, but they are good at goal tending, and getting into red ranks is to be good at atleast one thing. But ranks do change your game in a way. When I get to red ranks, I mostly end up playing with and against other red ranks. On "rank reset day" I get grouped with ranks 5-17 and the mess of every kind of player mixed in with lots of selfish or greedy players. In red ranks, either they go hard or they goof off. So much more fun! When not in red ranks, I've had survivors right in front of me decide to not even unhook me in the struggle phase while the killer was occupied elsewhere.
So... where you see ranks as just a number, I see ranks as an end zone to where you can count on the actions of the best players to be the best for either their team or for themselves (most of the time), but not just random behavior. As a survivor, its my goal to join the red ranks so that I am surrounded by players that are actually better than me currently (even as I have reached red ranks for the last month). As killer, anyone who isn't red ranks against me are just too easy to play against and they aren't even fun to slaughter. As killer I suppose I am liking the challenge.
One thing which you may see as more fun than face camping could be to use Devour Hope to mori all the survivors without using a mori. Devoir Hope encourages non-camping game play.
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My intention was to create something that would then exist.
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@MimzyLittle said:
Why is this even a challenge? Making a challenge that basically screws over the survivor and may lead to them giving up the match is not a good game design in my opinion. They're essentially making it so that the survivor intentionally gets hooked twice, that means having to get the killer's attention and get the aggro in hopes of being downed. Or worse, making the survivor purposely make poor choices to go down in the first place. It just changes how they would regularly play and not in their favor at all lmao.
I'm seeing most of the archives are a way to get you to give the opponent an advantage. But I also am a firm believe that if you keep trying, you will get it eventually. (Except with keys and flashlights, cause you'll run out of items eventually.)
Eventually, you'll even get adept on any survivor, through random chance. Same for this challenge. Eventually it will happen.
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Make it spawn a third exit gate, or an extra 1 or 2 generators.
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But if they rescued you from the hook ASAP 2x, you would still have to get on the hook to achieve the 3rd hook state, making you into the struggle phase. If making it to the struggle phase with one hook didnt do it for you, then they worded it perfectly for a really messy achievement.
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Probably the game stops rendering stuff in front of you cause its not in the camera's view, saving CPU cycles, until there is no room left to walk cause you've walked on the pre-rendered surface until it was gone.
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You know... I've had similar experiences where certain perks would not work for archives in the 3rd slot, and had to reorder the perks and switched back and forth from another survivor character to get the perk to run correctly two to four weeks ago. I thought it could be bugging out due to its order or a previously used survivor causing the issue.
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I finally completed this by hiding in a locker and chasing behind the killer as he chased someone else. It was crazy stupid and bold.
