6yXJI0
6yXJI0
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- 6yXJI0
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It's kinda complicated on a technical level. With Krasue, she doesn't decapitate, she makes survivor head invisible (swaps to transparent textures) and spawn gore explosion. Very easy to do. To make mori with real decapitation, they need to have 2 survivor models. One with visible body and invisible head and another one with visible head and invisible body. So they need to spawn the same survivor with the same cosmetics. Not hard to do, bit it's behaviour with their spaghetti code. This one Mori would probably bug out 40% of other unrelated stuff.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009458#Comment_4009458
Tenacity is sometimes used offensively, to immediately crawl under an undropped pallet.
As in, if the survivor didn’t have Tenacity, then the killer could have immediately picked them up before the survivor got under the undropped pallet.
But Tenacity’s increased crawling speed allowed the survivor to get under an undropped pallet before the killer could pick them up.
Don't mind me! I'm just "OFFENSIVELY" crawling away while you get distracted by another survivor.
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DCs due to crashes or net problems are EXTREMELY rare. I don't remember the last time I've seen a person DC randomly. 99.9% of DCs are always after person got downed or outplayed and such…
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Fr! Meanwhile Blights are running rampant, with op speed addons.
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Holy #########!
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Happened to us too:
@6yXJI0 said:
SUMMARY OF THE ISSUE: You can get a random permanent rubberbanding movement speed slow after using a redirect.
PLATFORM: PC
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED: Use a chase command and then redirect mode. I assume it has something to do with Vaults/Pallets.
VIDEO 1:
PLAYER LOGS 1:
https://us.v-cdn.net/6030815/uploads/D63KVPL0YS3U/deadbydaylight.log
VIDEO 2:
PLAYER LOGS 2
https://us.v-cdn.net/6030815/uploads/RTZABYX7KQCD/deadbydaylight.log
:
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Apparently this bug can happen not only when redirecting after pallet vaults, but regular vaults as well.
And as you can see there are examples of this happening on a Console's 60 fps.
@BluKir0 said:
SUMMARY OF THE ISSUE: Using the Houndmaster's power to send the dog to chase causes stuttering in the killer's movement, which seemingly slows the killer's movement speed.
PLATFORM: Steam/PC
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED: The game is running at 120fps. The match takes place in the Treatment Theatre. The killer is chasing a survivor who just vaulted and commanded the dog to chase the survivor who just vaulted once again, then redirected the hound's chase. Stuttering in the killer's movement seems to begin after commanding the hound to chase.
VIDEO: Google Drive link to video
PLAYER LOGS:
https://us.v-cdn.net/6030815/uploads/EH0MDZT04L2D/deadbydaylight.log
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@пıɢнтшσʟғ said:
This isn not related to the Houndmaster tho, it happens with a lot of perks. Here for example with Balanced Landing:
They have to fix each separately
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Out of all 110% Deathslinger deserves to be 115% the most for a couple of reasons:
He is still the only ranged killer that has to m1 to down. (If we don't count Houndmaster as a ranged and even she is 115%)
His kit is very slow, in terms of animations. Reeling takes time, Missing slows you down, Reloading is basically an additional attack cooldown. It all adds up, you lose distance very easily and then you are also a 110%/4.4ms snail speed Killer that can't catch up, since he doesn't have any mobility ability.
This dumb outdated mechanic where 110% killers have a MASSIVE hitbox disadvantage when looping around round loops. Survivor with active MFT (+3%) can circle for a very long time before you can catch up with Bloodlust 3. And if you have no Bloodlust (Rapid Brutality), then it's a LITERALLY an INFINITE.
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I miss good old days of early Hatch escapes. Not 3 survivors escaping when 1 gen left, cause it was too much, but 2 survivors escaping with a key was fine.
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@SoGo said:
@MechWarrior3 , @6yXJI0 , look what I found on Youtube:
https://youtube.com/shorts/4XLbwE7LmAo?si=Yk-Q24I_mE__pVWt
You can't make this up.
Snug is actively working against us!😭
My Training Bell rework idea is quickly rising to the top of my priority list because this is ludicrous.
Note to myself: "Test Fixated against Snug"
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@6yXJI0 said:
SUMMARY OF THE ISSUE: When you use Chase command, Snug can randomly teleport and cancel the charge.
PLATFORM: PC
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED: It happens when you use Chase command while Snug is in awkward position.
VIDEO:
PLAYER LOGS:
https://us.v-cdn.net/6030815/uploads/OV2KB8VF25CW/deadbydaylight.log
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60 Seconds of Mangled and Hemorrhage.
By the time survivor is unhooked, those effects already disappear, making them obsolete, unless you are doing a hit and run.
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Already reported
@6yXJI0 said:
SUMMARY OF THE ISSUE: When you use Chase command, Snug can randomly teleport and cancel the charge.
PLATFORM: PC
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED: It happens when you use Chase command while Snug is in awkward position.
VIDEO:
PLAYER LOGS:
https://us.v-cdn.net/6030815/uploads/OV2KB8VF25CW/deadbydaylight.log
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Added another example:
https://youtu.be/AcyYZuevFgc -
@PatchNoir said:
What i mean is that the animatronic in a straight line scenario after hitting a survivor with the axe gains way more distance than huntress, i wanted to know if it is an oversight side effect of him actually becoming 115 without the axe, or if the devs actually intended for him to get that bonification of hitting the power to make it easir for the following m1 or grab.
If you do the axe m1 side by side with huntress you will actually see him getting up to the surv way earlier, idk if they just stamped the basic speed boost after hitting without thinking or if it will get "fixed" by giving more speed time after the power land.
Huntress can throw another hatchet almost instantly. Springtrap has to wait 8 seconds or something before he can reclaim the axe and throw it.
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@MechWarrior3 said:
Here’s another video if this helps too. First time I encountered this. It’s awful :(
Yep! And it also happened after Snug vaulted a pallet!
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947389#Comment_3947389
Exactly - it’s as @SoGo said too, snug needs to pull AWAY from pallets, then TO Houndmaster.
Most of the time the survivor gets pulled in a direction that helps them OR he doesn’t pull at all so they can move with no issue. On a rare instance pulls really hard once towards Houndmaster but that rarely happens if ever which is really frustrating more than anything.
We should test to see if X amount of meters away signifies stronger pulls? The further way the stronger the shorter the weaker? I don’t know.Either way it’s terrible and inconsistent. It should be fixed and adjusted
Fr! Catching survivors is already not an easy task to do. But if they get caught and there is an undropped pallet close, it's a guaranteed save for them. Dog's pulls aren't strong enough and directions are inconsistent.
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Ok! So I wasn't crazy about survivors being able to move too much with my dog on them! I swear majority of time Snug is pulling survivors away from me, like if he is trying to save them from me, instead of the opposite. Last time I played against HM and got latched on, I had a pallet 4m from me, but I couldn't reach it at all, cause Snug was occasionally doing a big strong pull, not letting me get to the pallet.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947256#Comment_3947256
Ewwww wth. 🤦🏻♂️
Did you make a bug report?
Yes! For every video I dropped I submitted a separate report with a video and a log file.
@6yXJI0 said:
SUMMARY OF THE ISSUE: After dog latches on a survivor, HoundMaster can randomly become slow for the rest of the match.
PLATFORM: PC
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED: Houndmaster gets a mini rubberbanding slowdown when Dog latches on survivor, but it can randomly stay permanently. (There is a chance that it has something to do with the pallet)
VIDEO:
PLAYER LOGS:
https://us.v-cdn.net/6030815/uploads/D63KVPL0YS3U/deadbydaylight.log
@6yXJI0 said:
SUMMARY OF THE ISSUE: When you use Chase command, Snug can randomly teleport and cancel the charge.
PLATFORM: PC
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED: It happens when you use Chase command while Snug is in awkward position.
VIDEO:
PLAYER LOGS:
https://us.v-cdn.net/6030815/uploads/OV2KB8VF25CW/deadbydaylight.log
@6yXJI0 said:
SUMMARY OF THE ISSUE: After you do a Vault action, you can't use your ability for a couple of seconds.
PLATFORM: PC
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED: Use any Vault as Houndmaster and you will be blocked from using Ability.
VIDEO:
PLAYER LOGS:
https://us.v-cdn.net/6030815/uploads/ZNKO9ANEAG4L/deadbydaylight.log
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947233#Comment_3947233
totally get it 💯
(What was the bug in the first video you were trying to show me?)
Some of my videos here are bugs, some are general frustrations. 😠
https://youtu.be/WtivM9Jkic4?si=W6vZph2Bd_nuYc3w
https://youtu.be/jclX31A7yJs?si=jaz6i1uyfMLF2yx3
https://youtu.be/aNJbi6sfuzk?si=-acq4YQKzxFpC6zV
https://youtu.be/p5g_bGySk8U?si=QkJr5L3wSkBhEhsg
https://youtu.be/jHizMrkoJ6w?si=Ej2nxHLurvIHAkpJ
https://youtu.be/C-kNG7fnUM8?si=UuAzcRmlt1kSZXZO
https://youtu.be/6w9VIOXOQlU?si=23UHIFfdZSjiuUvI
After Snug latched on Feng, my movement speed dropped to a snail level till the end of the match. I was slower than survivors…
But yeah… My favorite killer and she is extremely unplayable. I swear she wasn't that bugged until recently.
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She has 3 very annoying bugs right now that makes her unplayable:
https://youtu.be/XUgBavN9lvg?si=heu8sXtk44d3L8l7 https://youtu.be/12aNkQ10wNY https://youtu.be/BwEaP9tBkUY -
@Rackjaw said:
I just had a round as Houndmaster where towards the end of the round all of a sudden my movement became completely broken. I was stutter stepping, go stop go stop go stop go stop. It didn't matter which direction I was facing. Before it was only W but this round it was all directions. It's unplayable unfortunately.
I just tested a controller and the same problem is there too.
Like this?
https://youtu.be/XUgBavN9lvg -
I hope! But as we all know, she isn't very popular pick, thus sitting on the bottom of priority list…
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@HolyDarky said:
I had the issue in my first match on the FNAF map (it was permanently and I had to dc) and was sure, it only happens on this map because I had like five test matches in custom and three normal matches with her on other maps and the bug didn't happen. I'm still unsure how the bug can be triggered because it only happened once to me but @SoGo can confirm it since it happened to Sogo too.
Not a map specific as you can see. It also happened to me on Ormond, Coldwind, Midwich.
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Limiting perks from stacking with other perks is fine (if they compensate the change with buffed haste numbers). But making them not stack with killer's basekit hinder/haste is a really bad change.
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When killer surrenders, all survivors count as dead on the scoreboard. They don't keep their items and all their escape challenges are failed. So what's the problem?
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@RainehDaze said:
8.6.1 patch notes:
Allow community goal bloodpoint bonus to apply to both event and regular queue
Still need to do the event to make it bigger, but hey, that's some good news.
The survivor score events have been changed slightly? So those might be fixed too.
Survivors still get ######### for bps if they don't personally finish the gen.
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Slinger is a joke if you compare him to newer killers.
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@TragicSolitude said:
I don't even want to touch the blood gens at this point, I'm so tired of it. I'm earning nothing because they keep getting sniped.
It's what, 44% of a gen in 1 can. 44 points for pouring the full can into a gen. Then someone comes in, snipes it, and gets 2512 while I got 88 BP for doing the bulk of the work with the first 2 cans.
I'd rather do practically anything else than trudge through this event that rewards hiding and waiting for everyone else to do the work so another survivor can rush in and take the reward. At least if we all die we're doing something as a team.
I stick to normal gens now. You get 2000 For Gen + 2000 Finishing Gen + Skillcheck Bps.
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What do you mean you don't like escaping with 22k Bps while killer gets 50k+?
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Wow! You are right! Tapping M2 no longer instantly throws the bottle. There's a delay now. This sucks…
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I would increase duration to 10 seconds. This perk is bad
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Usually i don't get slugged for long. Most slugging happens in 1v2 situations, where killer wants to 4k at all cost and im 100% sure devs are aiming to eliminate those situations.
Some killers do prioritize playing slug games, like Oni, Nurse, Twins (out of necessity)
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Most annoying slugging is when there are 2 survivors left. I just hate being slugged infinitely, just so the killer can feed his ego with 4k. And i can't die faster, and i can't leave the game. Im being taken hostage. Some killers will even let you wiggle out, if you are close to bleeding, so they drag even more time, to kill last survivor.
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Are you playing Dwight with elf costume?
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@Roaroftime said:
Hook grabs are also broken, either needs to be quicker for the survivor to unhook someone or hook grabs removed altogether to help punish camping.
Hook grabs must go! It makes no sense to play that stupid minigame of "Who makes a mistake first!"
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Tbagging doesn't help you win.
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Those chains are weak AF. You get no value from them in chase if you don't spawn a chain right from survivor ass.
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@StarLost said:
Okay. Here's the problem.
That 45s could easily be 22s with a perk.
Now, picture playing Twins, on Eyrie. You're at one end of the map, send out Victor and manage to down someone up on the second floor of the main structure, or far away. They could easily be up before you can get to them.
Or, maps like Eyrie and Midwich where hook spawns can be complete Kafka.
Or maps like (redacted) and (redacted) where you can basically make yourself impossible to pick up by abusing level geometry.
There are things that need to be fixed and changed before this.
Twins were mega unfun sluggers from the start. Their only hit&slug playstyle got a big hit after the introduction of COH. Now Twins won't fit in dbd at all, with new built-in Unbreakable. Its a good reason for them to get a rework, be more fun to play as and against.
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Killing someone vs Doing harmless crouch spam?
Its practically the same thing!
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100% Agree!
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My favorite thing is that you can hear chain rattling sound if he is aiming at you.
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@Raccoon said:
Technically, killers have Brutal Strength Tier 1 and 2 permanent stacks of STBFL.
Probably not the perks you're looking for, but they are definitely there.
Don't forget 2 stacks of old thana, but on gens only.
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I want his oldest run animation to comeback. That ######### was scary!
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Behold! Monkey Jane!
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My idea was to make Victor be able to interact with downed survivor to teleport Charlotte and instantly pick the body.
Second Idea is to remove their long separation tactics and turn them into Tag Team killer that rely on antilooping.
Third idea is to make them into a COOP killer. Twins must be completely reworked for it to work
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They are getting reworked i heard.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3200149#Comment_3200149
Yes, technically you can step on it while it is invisible
Nope! It doesn't have collision until its spawned.
