Leidenschaft90
Leidenschaft90
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@caipt said:
unless im mistaken, the slide wall with the breakable door can be opened if your teammates complete the associated generator. There is a way out of this situation, but your teammates didnt see it. of course needing to complete a gen to save somebody is ludicrous in its own right, but it's something.
You can't see it on the screenshot but the generator was on my side of the wall. But I know what you mean. It was just an example and an exceptional situation. You can bring dead zones if you like but don't let hooks spawn and give the killer the option to trap you there.
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@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826881#Comment_3826881
A killer determined to tunnel will do so whether a survivor is at full health or not. The purpose of perks like DS and OTR is to discourage tunneling by making it less efficient for the killer. These perks turn what would typically be a single hit into two, and if the survivor manages to get fully healed, it becomes three hits to secure a down. This inconvenience is intentional, because it encourages killers to target other survivors instead, as tunneling the one that takes 3 hits to down would take significantly more time and effort than going after someone else. And because these anti-tunnel perks have restrictions (disable end game, goes away the moment you progress the game with conspicuous actions), weakening them more would make them even less of a threat to tunneling killers, which is the opposite of the goal.
You still don't get my point.
Why should the game give you two protections (full life and DStrike or Endurance effect through OTR)? That's just OP. Especially when - like its_vk described it correctly - survivors abuse these effects to tank hits for others or later in the game when the killer just randomly finds and chases them again (that's not tunneling) and still has to fight through a DStrike or an OTR although these people are full life and got unhooked like 55 - 75 seconds (for example) ago. To say disactivating DStrike and OTR by becoming full life would make them less of a threat to tunneling killers is wrong, because it wouldn't change a thing for real tunnelers - they still have to go through a 60 seconds DStrike or an 80 seconds Endurance effect. Which is more of enough protection for a tunneled survivor. People would still bring these two perks. Nobody would say: I don't use DStrike and OTR anymore because I can't use them when I'm full life. And no killer fears a DStrike or an OTR of a full life survivor because nobody expects them effects to still be active. Only a focused tunneler, who goes in chase with a survivor who gots unhooked right before and ignores everything else, worries about getting dstriked or having to fight through an endurance protection. But if a survivor is unhooked, gets fully healed by another survivor and got found and downed 50 seconds later for example - although the killer chased and downed someone else in the meantime - in what world is it fair that this survivor still has a protection with DStrike or OTR? If they're half life and managed to not deactivate their protection by conspicious actions then it's okay. But getting full life again should be a conspicious action as well imo - regardless of whether you yourself or someone else healed you - because it's a way to progress the game as you would say.
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@DeBecker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826903#Comment_3826903
Why does the killer need to tunnel?
For winning maybe? Have you ever played mid or low tier killers on the highest MMR? You will always have matches where you are forced to kill one survivor fast because it's much easier to deal with only 3 survivors. Otherwise you have to sweat your ass off plus it depends on the map you get (DbD unfortunately have many unbalanced maps). People still complaining about tunneling in 2024 is crazy. It's part of the game - like camping, slugging, gen rushing, teabagging etc. Of course the tunneled survivor doesn't have much fun in that situation but do you think the killer has if gens are flying? That's why you have perks like DStrike, OTR or Blood Rush (combined with an exhaustion perk) which guarantee you one (!) protection against tunneling. But why should the game give you two protections (full life and DStrike or Endurance effect through OTR)? That's just OP. Especially when - like its_vk described it correctly - survivors abuse these effects to tank hits for others or later in the game when the killer just randomly find and chase them again (that's not tunneling) and still have to fight through a DStrike or an OTR although these people are full life and got unhooked like 55 - 75 seconds ago. Do you think that's fair?
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@DeBecker said:
So if theyre fully healed it isnt tunneling anymore? You cant be serious.
Also if you hook a survivor for the first time right next to a gate in endgame, its your fault. Not the fault of a perk that can only activate once.
You can call that tunneling but if you're full life you have a life state to tank a hit with and not going down instantly unless the killer has a oneshot. So why do you need a second extra life with DStrike or OTR?
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@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825479#Comment_3825479
I am not misunderstanding, but where we may disagree may depend on what you personally define as tunneling. Tunneling, by the majority’s definition, is when a killer repeatedly targets and hooks one specific survivor, ignoring others, until that survivor is eliminated. Health states are not relevant to this definition. For example, if Nea is hooked twice, unhooked, and healed, but the killers focus remains on only Nea, injuring her, downing her and then hooking her again, that’s still tunneling. Regardless if she’s at full health, it is still tunneling because health states do not change hook count. (And thank goodness for that because the game would be miserable if all it took was a heal to take away a hook)
Okay, I give you that point but if you're able to get full life after being unhooked you have another life you can tank a hit with. So why do you need a second extra life with DStrike or OTR?
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@hermitkermit said:
Getting healed is not considered a conspicuous action, which is why it doesn't deactivate OTR or DS. If they deactivated after healing, there wouldn't be much point to bringing them, as a tunneling killer does'nt stop tunneling just because you're still injured or healthy.
When it comes to Deliverance, it has such specific requirements and is very situational that if it disabled in endgame, I believe it would kill off the perk completely. You already run the risk of it being a dead perk if you get hooked first, or don't get an unhook before you are hooked, which keeps many people from using it. If they manage to survive till end game, have Deliverance activated which meant they managed not to get hooked at all but still got saves, I don't think it's unreasonable for them to deserve a chance to use the perk, especially because it can only be used once. You can think of it like NoEd, it's typically high risk and potentially high reward.
I think you misunderstand something: If you're able to get full life after an unhook, you're not getting tunneled - unless you have Second Wind and become full life in mid chase.
But I get your point with Deliverance, that sounds fine to me and I can live with it.
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@Seraphor said:
- Because survivors can be fully healed against their will or without taking an action. If this happens and they become exposed, then they're losing potection, not remaining neutral.
The hell are you talking about?
Survivors can be fully healed against their will? You know you can press Shift to prevent getting healed by a team mate?
When do you get exposed after being healed by someone? Only if the killer has perks like Devour, Haunted Grounds, Friends 'til the End etc. Then you're exposed, what means you're oneshot for a certain period of time, like everybody else who suffers from the exposed status effect.
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@UndeddJester said:
If only it could be done... I think there is a limitation in ten fact that hooks would need additonal meta data, defining zomes for each map, and which zone of the map they are in... which may be a rather gargantuan task.
In lieu of this suggestion actually being made a reality...
I still wish Scourge Hook: Hangman's Trick gave you 2 more additional scourge Hooks.
- Synergises with its own effect.
- Matches its purpose as a perk to make it easier to reach a Scourge Hook.
- Makes it actually worth considering for a Scourge Hook build...
That would be a possible solution to make Hangman's Trick decent, but that's not a solution for the whole problem because you still have to waste a perk slot to make Scourge hook perks less dependent on RNG. And even then Agitation would be the better choice instead of Hangman's Trick.
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@MissiCiv said:
i made a reddit post too but sadly it didn't get much attention that's why i'll try posting it here too
So we all know there is a Thumps Up Feature in the game.
Sadly this Feature is not working to encourage people to be nice in a Trial or at the end game chat.
Here is the idea!!
The thumbs Up feature should be that when someone gives you thumbs up, you should get a notification. Like "Hey someone (The Survivors Name or The Killers) gave you Thumbs Up! Keep up the good work" And every time you get one, you receive something like 25k-50k BP. like the system that is used in LOL or OW2
Or the reward could change maybe an increased % BP bonus for a short period or shards or a icon, banner maybe a charm?
There could be a Honor shop too!! like this one. We could earn some kind of Endorsement/Honor Shards to buy special skins/banners/icon that can only be obtained in this way, like Leauge of Legends does it
This way we could reduce the toxicity of the game! and people would have a reason (thats acutually sad) to play nice!
I like your idea but you forget about one huge problem with it: SWFs (Survive with friends)
People would abuse it and give their friends Thumbs up all the time to grind stats and/or BP easily and like another one said: killers would hardly profit.
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3803327#Comment_3803327
So, a reduction of the lower % BP increase offerings?
Anything additional that you'd want mechanically different? Like being able to bring in Glyph challenge offerings that can Grant BP/some kind of benefit for taking the time/chance to find them? Or BP Offerings that have more specific challenges tied to them as some kind of consumable Tome Challenge? (Or do you prefer the passive increases)
Yes, a reduction of the lower % BP increase offerings would be nice.
To your second point: As long as the overall gaming experience for all players does not suffer and the focus on gens, escapes and kills isn't lost. Objectives besides gens and kills only work when the other side has similar objectives to do while that. I'm fine with Glyph challenges as long as they don't distract you too much from the actual gameplay.
An offering that gives you a random Tome challenge and its reward after finishing it would be a great idea!
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@GeneralV said:
Fog offerings don't need a rework, to be honest, we just need the Fog back.
Yeah, that would be a possible solution.
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@AssortedSorting said:
What'd you want to see?
Replace them with useful alternatives, make them rare in the Bloodweb or remove them completely from the game.
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@Ohyakno said:
Isn't that the insanely powerful version it launched with(
No, back in the days you earned a stack everytime the killer just basic attacked (M1) you. So you were invincible after 3 hits. That was definitely OP. Then they changed it to protection hits, but that made the perk kinda useless. Expenses and income are out of balance right now.
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I know you don't want to hear it but that screams "skill issue". I played a lot 2v8 in soloQ and out of 10 games I escaped 8, on average. I give you that there is zero matchmaking. I have 7k hours in DbD and got matched with some survivors hiding at the edge of the map and killers who weren't able to down me once even with a partner and I met many people with default skins. Even if you do a huge mistake or a mate dies pretty fast it hasn't the same impact than in a normal 1v4 game. And somehow I love to play with roles instead of perks. It's so much more fun than the typical Meta you face all the time. Chaos Shuffle was pretty fun as well imo. Yeah, you still try to win and sometimes you sweat for it but I'm less frustrated in 2v8 than I become in 1v4. And even as a killer (I only played 5 games because of the long queue times) I was able to win 4 out of the 5 games (survivors weren't able to finish 8 gens) if I remember right. And I played all of them with a random partner I didn't know. It was pretty fun as well and not that sweaty.
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@TheRealConsent said:
And as a Killer main I can tell you that there is more that goes into "fairness" than numbers.
For example, losing scratch marks is more important than losing your Terror Radius. Why? Because you can cut corners and run away without making noise and leaving any clue behind, while the Killer only has the advantage if he knows your location. You can also turn off your pools of blood + footsteps + grunting with an ability during this time, practically guaranteeing an escape.
So, you disagree with me and that's your entire argument? Wow. You only lose scratch marks if this event is active (and that's usually once per match) and to turn off your pools of blood, footsteps and grunting you have to use an invitation at the same time and that lasts only for a few seconds.
Meanwhile killers can magic pallets away and remote hooks, which both is pretty broken.
And like the guy above you said right: The event has mechanics that help killers complete their core objective (hooks and kills) faster. But it doesn't have mechanics that help survivors complete their core objective (generators and escaping) faster.
The numbers were for illustrative purposes only and to support my argument.
You literally can't lose right now in the TM modifier unless it's a coordinated 4 men swf or you're completely ######### as killer.
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I don't notice any sweat in SoloQ - everything as usual … people doing no gens and giving up early in the game…
While killers got massive buffs with remoting hooks and pallets, enduring stuns and gaining the 30 % extra movement speed (I know that survivors gain it, too, but it's more an advantage for killers than for survivors) and you have nothing to counter it as survivor while killers just can avoid to get stunned by fake pallets.
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@MarbleThrone said:
You can use your grade reset points to first get some cakes on the characters you play most. Blood Points will flow in abundance during the event anyway, so there will be plenty of opportunity to level up characters, even the ones you normally don't play much.
You misunderstood me. I don't want the 1-2 million BP you get from the rank reset to be wasted in the event when you will get BP easily anyway. I want to use them for characters I just want to level up right now and after the event started I can grind birthday cakes etc. on characters I want to play.
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Video link:
Windows 10 (64 Bit)
Graphic card: Radeon RX Vega
Processor: AMD Ryzen 7 2700X (8 core)
16 GB RAM
Samsung SSD 970 EVO Plus 1TB -
The 250k BP we should get tomorrow (May 16th), but the 100k BP I miss, too.
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An easy solution would be just to remove her sandals and make her barefoot (would fit with the outfit as well, maybe a ring around her ankle or something) . The heels are the problem here.
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An easy solution would be just to remove her sandals and make her barefoot (would fit with the outfit as well, maybe a ring around her ankle or something) . The heels are the problem here.
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And again ...
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It seems that the new event offering cancels all other BP offerings. And in the devstream they literally said no other event will guarantee you the amount of BP as the Blood Moon Event does xD.
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Which generator is meant? The one inside the cinema or the one on the main square with the statue? I finished both and escaped but didn't get the achievement.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624184#Comment_3624184
You shouldn't get them in first place unless you are chased. Why the hell would you reward that?
It's not really hard to dodge them...
If you want to get rid of them, you can go for protection hit (so you are injured) and then trigger it on purpose.
It is hard to dodge them when you're in a chase (some Skull Merchants set a minefield of drones) or the drone is inactive and becomes active in that moment you get into it's radius so you can't dodge the scanner.
When a Trickster isn't able to down you with knives you get rewarded as well for dogding them.
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@Orthane said:
There's a few changes as a SM main I could deal with to make her feel less bad to play against but this isn't one of them. They already reset when you get hooked, and this change would make getting a Claw Trap basically impossible unless they made it like 60 seconds.
So you have to die to get rid of them? That's pretty stupid thinking. If you were able to dodge the second or third stack for a while you should be rewarded for that. Or you lose a stack after disabling a drone or something like that. That would be fair.
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That bug exists since Level 4 was released and they still weren't able to fix it
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Chucky's Slice & Dice hitbox is a ######### joke, even worse than Oni's Demon Strike
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Same problem here. Did it with Technican, Stake Out, Hyperfocus, Scavenger plus Commodius Toolbox. In the match the skill checks counted (I did it in two matches) but after the match the quest didn't count as finished.
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@beccachambers said:
This problem isn’t exclusive to this person alone, my friend who also plays on PC (Steam) has her game crash every single time she loads into an RPD match. Can this please be looked into?
I got it solved by switching my graphics from "ultra" to "high" or "medium" everytime I play on RPD. You can easily change them while being in a game. And after you finished the game on RPD, you can switch back to "ultra". Not the best solution but the only way to make it work. Updating drivers, reinstalling DbD, data analysis, executing as administrator, nothing helped. But this does. Didn't crash a single time since then.
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@Jay_Whyask said:
Pls rework
the hills onRed Forest😂😂😂😂😂
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@adsads123123123123 said:
It feels like most of the killers that are 4.4 m/s should be 4.6 m/s. 4.4 m/s killers are so slow and bad on large maps and their power usually doesn't offset the slower ms. 4.4 m/s killers are mostly dependent on their power to get hits since 4.4 m/s is too slow to chase normally. Note that I suggest changing their walk speed only but keeping all of their movement speeds when using their power the same.
Trickster: low tier killer that has major difficulty with map pressure due to slow speed
Gunslinger: he's mediocre post nerf. Gunslinger's 1v1 is decent but he has similar problems with map pressure. He has a 32 m terror radius, so there is a good case for him being 4.6 m/s.
Hag: there are killers that play similarly to Hag in chase like Knight and Artist but those killers are 4.6 m/s. Hag struggles significantly on large maps due to difficulty of trapping survivors in her web of traps. If Hag chases without traps, she's chasing as a 4.4 m/s killer. I don't think it would be insane to give Hag 4.6 m/s.
Spirit: post-nerf Spirit is much weaker and much fewer people play her. Blight has far higher mobility than Spirit and a mucher shorter cooldown and is 4.6 m/s. If Spirit misses her power, she has to wait very long to get it back and getting a hit as a 4.4 m/s killer is too hard. They can increase her terror radius to 32 m to match the norm.
Huntress: she is probably the only one that may need to be kept as 4.4 m/s but Huntress still has major weaknesses on large maps, indoor maps, and maps with poor locker spread.
"post-nerf Spirit is much weaker" WHAT? xDD
"and much fewer people play her" WHAT? xDD
"If Spirit misses her power, she has to wait very long to get it back and getting a hit as a 4.4 m/s killer is too hard" WHAT?????????????????????????? XDDDDDDDDDDDDDD
Spirit's power has like zero cooldown while Blight has a balanced cooldown as long as he's not playing the broken addons "Adrenaline Vial" or "Alchemist's Ring".
Dude, whatever you consume, stop it...
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@FootMan2893 said:
Get better at paying attention and hitting the skill checks. If experienced survivors can power through a skill check build on doc or several years of OG ruin then you can survive an uncommon build on skull merchant. It's a killer power, you're SUPPOSED to feel pressured or at a disadvantage. Plus unlike aforementioned examples you can easily deactivate the drone and go about your day as normal.
But considering the level of entitlement from the post I'd assume that won't fly. For you it's unfair that you have to sacrifice something to deactivate the killers power.
You can't compare the "Shotgun speakers" skill checks with Doctor's madness skill checks or the old Hex: Ruin because they're totally silent (no skill check warning, like 5 stacks of Hex: Huntress Lullaby permanently) and you get them unlimited while reparing a generator in a Drone's Active Zone. And with the Skull Merchant having Overcharge and playing her "kick and go" 3 gen kombo gameplay it's so much harder. You disarm a drone and Skully can instantly reset it. Then you have to wait until your Claw Trap goes off to disarm the next drone. While that the gen is regressing and when you don't hit the "Shotgun speakers" Overcharge skill check after that you lose more and more progress. And you call that "easy to counter"?
They "buffed" Skull Merchant's chasing ability and nerfed perks like Call of Brine, Overcharge and Eruption but in the end it didn't change anything. The 3 gen kombo is still absolut meta on Skull Merchant. And when you play SoloQ and Skully takes a 3 gen kombo from the start of the game, you have no chance to finish 5 gens.
I play survivor 70 % of the time and killer 30 % of the time and I tried Skully's 3 gen kombo gameplay with and without "Shotgun speakers" and in my eyes that addon in that type of gameplay is just OP.
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I know that there is a red debuff icon. But how does that change anything I said? Have you played against that addon before and on a map like The Game where Skull Merchant is able to set Drones that cover two floors? Even with a good 4 men swf and with nerfed Call of Brine, Overcharge and Eruption it's hardly possible to win.
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@VaporLion said:
Im sick of playing against killers that have bad ping and get benefited for it. Im paying for good internet ( 1000mb ) and yet i get punished for it. After a round is over i see that the Killer is from africa or russia. Why do i get matched so often with them. At first I thought that they're using VPN to take advantage, because they know they get hit priority. But i cant believe that this many people are using VPN. It has to be game-related. F.e. i never play against people from US. But i do often play against people from russia, while i live in Germany.
This is the biggest reason why im currently sick of DBD. And im not spending any more money until this gets resolved.
Ja Mann, sag's ihnen. :D
Imo the biggest problem DbD has for years and it's hardly getting adressed. In 10 games I face about 5-6 killers having a high ping / bad connection to the server. It's so frustrating every ######### time. You have a good internet / ping and have to suffer while people with bad internet gain the advantage. In what world is that fair? ... You're forced to adjust your gameplay and may need to drop pallets that you wouldn't otherwise need to drop ...
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+push ... still happens every 10th game on RPD ...
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@Gandor said:
I have 0 idea why you bundle twins with the other killers. Twins are clunky and don't feel good to play, but they are very strong. A-tier killer without any problems.
Trapper, Sadako and knight on the other hand are weak. Knight being also very boring to play as/against.
Twins can be awesome to do a slug party in solo queue but against a good swf they have no chance. You have to rate a killer's strength at the maximum and that's a comp swf. Some survivor just has to hold Victor hostage and Charlotte is a Trapper without traps :D.
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I didn't know about that bug because I play on PC. But thx for mentioning it. Twins in total are bad but Victor can be kind of strong because you have hardly counterplay against him.
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Don't you worry, Off the Record will be the new Decisive Strike.
"Upon being unhooked, gain the Endurance status effect for 60/70/80 seconds. The Endurance effect is lost upon performing a Conspicuous Action. While this is a lengthy Endurance effect, any game-progression action will cancel it prematurely, making it purely for evading the Killer after being unhooked."
So, Off the Record will last 20 seconds longer than DS and you will have it twice (after every unhook).
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I definitely disagree, we'll be playing the same few favorite maps all the time. I've never liked the system to select a map / to vote for a map in other games and I'm pretty glad DbD doesn't have it, too. Maybe we could consider removing map offerings altogether but not replacing them with a map selection or voting system.
P.S.: 100.000 BP per map offering holy ######### xDD People will get tons and tons of BP. That's ridiculous.
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Yup, same here as well.
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I found out that I can prevent it by moving my camera before the first skill check triggers.
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Three times my game freezed in the middle of a match today. Never had happened before. 30-60 seconds after the freeze I got kicked out of the match but still got my bloodpoints. I restarted DbD and analyzed my files for errors after the first two crashes. Then I played 3 or 4 matches problem-free and in the last match the game freezed again. It happened two times on an indoor map like Lery's and Midwich (forgot what the third map was).
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I got the same bug ...
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+push
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@Maxwell said:
That is actually one of his addons. Not a bug
Should have read the entire patch notes xD
Thanks for your answer!
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RIP Hit Validaton 9th February, 2021 ...
Killer is officially OP
