Skaphegor
Skaphegor
About
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- Skaphegor
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Comments
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If you want to enjoy DbD, you need to stop worrying for other players. They don't care about your fun either.
Tunneling and slugging is a major part of the game. The better the players you face, the more it is nessacary to ensure a huge amount of pressure.
And for one thing, DbD is not a game to "chill". The game is really exhausting in the long run if you know what I mean.
I've struggled a lot with burn out from DbD in the past. But once I accecpted that a lot of these unpleasant strategies (goes for both sides) are a major part of the game, only played when I was in good condition (not tired or exhausted etc.) and stopped taking anything too serious, I really found my way back to DbD. -
She is still not fixed after 2 years btw
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where incentive
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this bonus is merely existing nowdays. it's def permabugged and needs to be fixed asap
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I've been waiting almost a year now to have her camera issues fixed. I can't play her anymore since the pov became so irritating.
I wish they would address it soon.
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I had this, too, a couple times. Very annoying
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810396#Comment_3810396
Both sides are rewarded for their losses in various ways, and my suggestion is to give chance, not rewards.
You suggested a lot of buffs for losing which is kinda a reward.
My proposal fits way better into the gameplay and is really smooth to implement.
There is no need to extend a match any longer that is already over. Just go next. -
They should remove keys entirely. Having an item that grants a free escape after loosing is dumb.
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Survivors constantly bring Syringes, Styptics and BNPs with survivor sided maps.
They exactly get what they deserve lol
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She should rather get buffed.
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Agreed.
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She is in a really good spot now.
The old versions of her were just oppressive and annoying. She was only played to farm free kills. Now, she has to work for it like other killers do.
She is fine imo.
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I like this idea. Waiting for a Thrilling Tremors buff for years now.
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This is a terrible idea. Survivors shouldn't get rewarded for losing.
They just need to add an "give up" option which sacrifices the survivor on the ground like EGC does. Survivors can force hatch and end the game.
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@poinepp said:
this issue also brings many problems. You can't flick your blinks as smooth as you used to be able to bc her hand feels a lot more stationary than it was before the chucky patch
Agreed. She feels different and a bit clunky.
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@Alionis said:
I doubt that that is a bug, because it's how they coded the tantrum mechanic to work.
Before 8.0.0, the power gauge had a capacity of 5 charges. Revving the chainsaw would add charges and stopping to rev would remove charges.
Why is it 5 charges? Because the tantrum lasted 5 seconds. These two are linked. When you enter a tantrum, you are effectively decharging the power gauge. By default, charge and decharge rates are 1 charge per second. 5 charges divided by 1 charge per second equals 5 seconds.
If the devs want to change the time of the tantrum, they have two options from a coding POV: reduce the charge capacity or increase the decharge rate. The former is easier to code, so they did that: reduced the power gauge to 3 charges. It has the desired effect of reducing the tantrum down to 3 seconds, but as a side effect also makes it so you hit the limit quicker when revving chainsaw.
So, IMO, this isn't a bug at all, just how it's coded.
They can easily change the charge rate to 0.6 c/s to make the power gauge fill within 5s again while also keeping the Tantrum at 3s with a 1 c/s decharge rate.
They haven't probably not thought about it that properly.
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this bug appeared to be for all killers using M2s.
It has been fixed a couple patches ago. this can be closed. -
Her hair is still not working as intended and bugged/glitchy.
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It was maked by the DbD Wiki as a nerf though there was no mention in the patch notes.
Bringing any add-ons that increase your charge time, makes a tantrum very likely as you have no time to rev your Chainsaw anymore.
It went down from 5s to 3s which is pretty bad. -
This was a thing for a long time.
It used to happen when you used pre-rework Compound 33.
After Blights first add-on revisit this bug started randomly happen across all matches.
It doesn't matter what add-ons you play or if you play any now.
I did a lot of testing, but there is no reliable way of reproducing this behaviour.
The only way to experience it is by playing against bots and hitting them over and over again until the bug occurs. -
@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570515#Comment_3570515
I mean after unhook yes infection should not start increasing before some action happened from the survivor side, but otherwise wesker earned it by landing his power, so now the infection I creases... It is what it is, if there was not some sort of downside as massive as slowdown + instadown with power then what is the reason to get rid of infection at all?
These downsides remain untouched? maybe increase Hindered back to 20%. It should just go up if you perform working actions.
it's an in-built slowdown. Wesker shouldn't earn a guaranteed down just for landing a single hit. He is already an oppressive chase killer who can get downs very easily and fast. Infections only benefits Weskers who haven't learnt how to use their ability effectively, yet.; in-built crutch.
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@Hermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568409#Comment_3568409
Being in chase is called normal gameplay. I could just pre-drop 6 palettes in a row to keep a safe chase going - am I winning now, is the killer losing? Or am I causing my team to lose later on?
But, my infection rate should be paused after I get unhooked until I perfom a conspicuous action - Wesker no longer gets rewarded for tunneling and survivors can choose to play it safe or push the objectives.
If the infection no longer increases while running or on its own over time, no survivor would ever get fully infected.
If you outplay a Wesker by predropping pallets, and he fails to zone you properly or to catch you with his ability while you're holding W, it's def on him. My point still stands: Wesker should not be rewarded for his failures.
not to mention that predropping against Wesker doesn't work, bc he can vault over pallets to catch up pretty fast. you're literally forced to loop him and dodge his ability
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The only thing about Wesker I'd change is his infection going up in chase. He gets rewarded for losing. That's not good game design.
Therefore, I'd make the following changes:
-infection no longer goes up while running or over time
-infection increases while performing actions, e.g. repairing, cleansing, healing etc.
With this changes in mind, he'll keep is slowdown. Survivor will have to take care to cleanse themselves, but Wesker will not be rewarded for playing chases badly and tunneling one survivor out.
To his tech, it's up to the devs if they want to close holes in their code or keep them. it allows more depth to the character and once you learnt them, they're easy to counter. Very similar to Blight's hug tech.
His cooldown seems fine. Wesker mains using Jewel Beetle to trigger the throw cooldown earlier and two tapping survivors. They should adjust the cooldown starting when the survivor hit an obstacles, not when throwing. That's s small thing that could be adjusted imo.
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With patch 7.3.1 or prior, this bug has been fixed.
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Something about the hair was updated, but it is floating buggy now. The top of the head is still outdated and doesn't match the rest.
Looks good when she is standing still though.
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Here is another video showing the M1 wiping animation and then succumbing fatigue.
Expected behaviour would be to just succumb fatigue.
https://youtu.be/lnMX3SqbmGE -
They fixed the glitchy hair at some point
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They should add progress bar for all actions and a distinction between Altruistic healing and self healing imo.
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@Kamikazi said:
Are you sure the skin is not supposed to look like this?
How did you expect it to look?
There was no hole before Patch 7.0.0 and you can clearly see that the texture is messed up
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I'm begging so hard for this lmao
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@slendermansmoom said:
how about we just give frank a glock and see how the community thinks of it.
You can also give a good argument or stay silent if you don't want to discuss at all.
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Lethal Persuer was released after this nerf occurred. This can't be the reason tbh.
The main reason for change was camping and downing survivor easily in quick chases; which still is not possible with my suggestion.
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Meanwhile, this hast been fixed.
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@Crystopus said:
Yes. I understand there are strategies. Yes I understand there are times camping is an actual strategy.
But the majority of times this situation happens to me, it has no skill to it. I have killers tunneling me for no good reason. I get off the hook and killers wait for me. They don't even go for the other person, they just wait for me to get downed again.
And camping killers just camp me for no good reason either.
But there is no strategy for simply put, "Not getting camped." Especially in solo queue. Just like you said, I cannot control what the other players do. So therefore I cannot stop the killer from camping me, and I cannot make other survivors save me. That doesn't make me ungracious for getting camped. If I cannot control what the killer does, it is therefore not my fault for what the killer does, because it isn't in my control.
Thank you.
I can't hardly believe they were camping for no reason. What rank are you at?
Most survivors complaining about that are survivor who t-ag or beemerclick all the time to get attention, but then get mad when they loose.
Often, survivors throw pallets behind my back, start buttdancing and following me all around after I've dropped a chase. They started thinking I am bad. In those cases, I don't care about tunneling. As soon as they got in my line of sight, I down them again.
They often dc or play more decent the rest of the trial.
But let's talk about your suggestion.
I can see some difficulties.
For one thing, ranged killers like Huntress or Deathslinger can stand father than 15m away without triggering Endurance.
For another thing, survivors would become accustomed to gathering around the hook, because they know the unkooed survivor can take an extra hit.
Dead by Daylight is interesting, as no one knows which perks are brought to the match. Such a mechanic would have a negative effect on DbD. If the killer always know there is BT, it's just a simple waiting until the timer runs out. Killers who tunnel will tunnel. But if they don't know BT is present, it might be actually triggered successfully. In your scenario it will be less useful with these changes, since they will always wait.
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@thefallenloser said:
I have the Hound mask lol.
@ill_Boston_lli said:
odd I have the Hound mask and the david jacket.
I found out that these cosmetics were given to free for everyone.
I mailed the support team. lol
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@Red1236 said:
Bug still persist since 2016 :D
They keep it as an easter egg, don't they?
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@Alec1055 said:
Same happened for me but with the Leon healing perk, I had Iron will for the remainder of the trial lol
This bug has already been fixed in 5.0.1..
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Necklace has been lowered. but is still a bit to far in the air + throwing a shadow on her chest.
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This outfit is not available in the store at the moment.
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Seems like some of their coesmtics are not fitting properly.
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@Volfgang57 said:
https://forum.deadbydaylight.com/en/discussion/comment/2146568#Comment_2146568
Wait really? How have I played this game for years and didn't know there was a distance limit to notifications??
I think many people don't know that. I found that in DbD-Wiki once.
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Loud Noise Notifications can be heard when a survivor performs a rushed actions within 48m of the killer. 90m are too far away. This is not a bug.
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@SixShotOcelot said:
Great post! I also reported this bug back in February post patch 4.5.2. Additionally, I provide video evidence of the bug.
Linked Here: Doctor/Calm Spirit Interaction Bug-Patch 4.5.2 — Dead By Daylight
Calm Spirit actually works fine.
The Aura Flare Up caused be Static Blast has never been hidden by Calm Spirit. As the videos shows, it prevents the scream, eventually the noise. Only Loud Noise Notifications are hidden, but they look similar to the Aura Flare Up.
This is not a bug.






