ABannedCat
ABannedCat
About
- Username
- ABannedCat
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Comments
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Congrats on the sex.
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Its been a very long time since I ran into a hacker.
However I do occassionally run into lagswitching survivors from time to time. Maybe once or twice a months. They will usually have a good ping, but the moment I want to hook them, their ping will skyrocket to somethig crazy like 2526ms or more, so the game wont let me hook or drop them on the ground. Conveniently they also always run No Mither so you can't slug them either ...
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They removed these obnoxious car engine noises? Those are annoying as hell.
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I dont know about his movement speed, but I noticed they made his animations so much worse with the rework. I am constantly bumping into objects, because of the headbobbing, camera shaking and tilting. Its extremely disorienting and frustrating.
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@Ahreluth said:
https://forum.deadbydaylight.com/en/discussion/comment/1677992#Comment_1677992
Do you see Japanese/Chinese/Korean characters? I'd be interested to know. Playing in English looks like the following, and I have friends who have the same issue.
https://us.v-cdn.net/6030815/uploads/A1RIQ4JG9E2P/screenshot-2020-10-13-003204.png
I blacked out names but some show correctly, others show in this way.
Ohh, you are talking about non-latin letters!
Yeah, no I cant see them. Apparently Dbd doesnt support them.
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I am playing on the German language version, and I have no problems with the friendslist. I am on PC.
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For survivors it just states a fact "Sacrifised", "Escaped", so for killer it should read "4 survivors", "3 survivors", "2 survivors", "1 survivor", "NO SURVIVORS!".
Also they should change the notification when someone disconnects during the loading screen. Having the killer get the defeat notification, while survivors get the win notification reallly sends the wrong message. Is the killer responsible for the disconnect during the loading screen??
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Please just fix her bugs, and make her charge better for dedicated servers :(
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Lmao.
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@TecmagDiams said:
I mean, why does an invalid grab not count as a hit? If you sent the grab event the server should check the grab, if it decided it couldn't be a grab but would have been a valid hit, just make it a hit.
As is a grab is encouraged by the way things are SUPPOSED to work, but punished by the way things actually work.
I often avoid letting the game try for a grab because if it cancels from latency I get stuck in an animation for a moment AND don't get a hit.
Seems like the simple answer to at least count this as a hit.
Back in the day of peer-to-peer invalid grabs actually resulted in hits. They just need to bring that back.
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I lean forward everytime with Nurse, because my god that lunge is so short on dedicated servers!
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@Moundshroud said:
The only way I have found to work around Spine Chill is to make an educated guess to where the Survivors are (already know one has Spine Chill) and then start that direction without looking at it. This requires a lot of practice and tends to only work in larger, outdoor maps where you won't continually bump into walls. :) It CAN be done, and I have managed it a number of times. Is it worth doing? No. All in all Spine Chill is going to alert them that you are looking their direction and you just want to burn it out fast so that the short cool down leaves you with that short window where they don't know where you are exactly.
I found attempting play around Spine Chill was ultimately more penalizing than just ignoring it and accepting that some Survivors know I'm coming.
Sorry to break it for you, but Spine Chill doesn't have a cooldown.
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@AvisDeene said:
Getting grabbed by a Killer is one of the most enjoyable parts of this game. I hope the Devs introduce another Killer that can do the same.
The best Killers are the ones who know how to play around my Spine Chill and scare the pee out of me. My goodness, when that happens, I just have to step away for 30 seconds.
I have been an avid Spine Chill user for 4 months now, I have not seen a single killer that actually played around it.
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There appears to be little consensus about what struggle patterns means what.
The only thing I know for sure is if the survivor is quickly spamming struggle, the killer is facecamping, or searching the area *very closely*.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/1672881#Comment_1672881
Allow me to introduce myself
https://us.v-cdn.net/6030815/uploads/51LP2IA2612K/image.png
Honestly, when I play Survivor, its not rare to face Killers who camp,tunnel. But I believe more than half of them was caused by toxic Survivors. I used to be a toxic Killer because of toxic Survivor.
https://us.v-cdn.net/6030815/uploads/AWCEDFJTRAKJ/image.png
https://us.v-cdn.net/6030815/uploads/8BVTC0FZU29K/image.png
https://us.v-cdn.net/6030815/uploads/HCT3QJ2UNA0Q/image.png
https://us.v-cdn.net/6030815/uploads/ONWQIED2CYE9/image.png
But Im still trying to be nice and stay above them.
Whenever I see 4 identical loooking survivors, I am gonna prepare for the worst. Unless its 4 Dwight or Aces, then I know its a meme-squad.
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During night and early morning matchmaking is still kinda bad yes. During the daytime it gets normal again.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1674562#Comment_1674562
Honestly, I didn't even think of Trapper at the time because he was still garbage.
Trapper is still gargabe, unless you consider the resetting as such a huge buff.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1674541#Comment_1674541
All I know is that multiple people, myself included, have reported that their ideas have been implemented in one form or another. So while the devs may not implement our ideas exactly as we wrote them (which is fine, IMO, they can think for themselves), they do take notice of them.
For example, I once suggested a totem fix wherein totems would only spawn in specific areas, obvious to everyone, but the totems themselves would be hidden from direct line of sight, requiring survivors to walk into dead-ends and such, which would be dangerous for them. Sound familiar?
*Laughs in Trapper*
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Undetectable trumps all aura reading, including killer perks like Rancor (you still get the benefit as killer).
There was a bug a while ago with Kindred that countered Undetectable, but thats fixed by now.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1674531#Comment_1674531
As I understand it, all the suggestion and feedback threads are forwarded to the devs, because it's not up to them to decide whether our concerns are valid or not.
However, having them reply to each one is just not going to happen, especially when people expect instant implementation or otherwise think up completely arbitrary timelines for when they think their ideas/complaints should have been implemented/addressed.
Furthermore, the devs could get a better idea while attempting to implement what someone suggested, or even realize that the suggestion is unworkable, prompting a shitstorm from people who don't understand that projects change and can't accept that their ideas are not perfect.
Bottom line, "Feedback and Suggestions" is where you want to put feedback and suggestions if you want the devs to notice it. If you just want forumgoers to notice it, then by all means, put it on "General Discussions".
Well, I hope you are right. I just wish this information was more publicily available. Its kind of frustrating when you have a good suggestion that is supported by alot of people, and you dont know if the developers are in the process of adding it or abandoned the idea already, because its not possible to implement in a timely fashion.
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The performance on this game is steadily getting worse. Back in 2018, I used to ride around ~50fps on most maps with just a Radeon 520. Now on the same old maps, I get 30-35. On Ormond and the new maps its 25 maximum.
I already upgraded my system some time ago, but I know friends that have been driven away by these performance issues.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1674519#Comment_1674519
That's literally what this section is for, to say what our frustrations and wishes are, all in one place so they're easier to find and push to the devs.
Yet, I barely see them responding to suggestions. Something simple as "Yes, thats a valid concern, I will bring it forward to our development team", or "No, we have considered that suggestion, and decided against because: [Enter reason here]".
The only memeber of the team I see being active regularily is KhaineGB in the Technical Issues subforum. And from what I see, they are actually helping people there.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1674431#Comment_1674431
In other words, it's feedback. And if you want BHVR to notice, the Feedback and Suggestions section is where it should be. Would you rather get attention from forumgoers with no influence over the game, or from the devs?
Well, if the forum mods and community managers were actually worth their money, they would go to https://forum.deadbydaylight.com/en/discussions and chime through all kinds of discussion to determine the players' frustrations and wishes.
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@I_am_Negan said:
The spirit of course

Good lord, you can see all of Spirit's assests ...
I am surprised this hasnt been taken down yet.
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Killer is easier in low ranks, survivor is easier in high ranks.
Here, fixed it for you.
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Palletz hitboxes are ridiculous. The other day I got stunned by one, then broke it, but my character actually moved FORWARD during the animation. You can get stunned from furthger away than kicking distance.
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Yes, they increased the killer breathing in the Oni chapter. As for Nurse, I can hear her breathing through the entire Mother's Dwelling central structure, its that loud. Dont bother with the hide behind Exit gate with NOED meme anymore.
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Flashlight blinds are clientside. Meaning you dont need to adjust to your ping. I have seen killers pick up a surviviors get blinded, turn around, walk 2 metres, and THEN the carried survivor jumps off.
The blind duration is independent from your addons, its always 1 second, and is roughly when the survivor body reaches the killer's shoulder and they start to straighten their neck.
The blinding angle is extremely generous. The killer can completely face a wall, and stilll be blinded. From my tests its roughly 160°-170°.
Perks like Franklin's Demise, or Lightborn are extremely rare, because of how situational they are. Rememebr that the killer spends one precious perkslot to counter your item. While you as survivor team still have 16 perkslots free to use.
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Ds should deactivate if you do offensive actions towards the killer, like repairing, healing others, unhooking others, etc.
If you progress the game, the killer is not tunnelling, but merely doing their job as they are supposed to.
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I think it is the fact that survivors were more powerful. Back in the days of 2017, and early 2018 you had double pallets, pallet vacuum, multiple sprintbursts midchase, and an overabdundance of pallets. What is a 5gen chase nowadays was a 10gen chase back then. So if a killer tunnelled you, you could easily keep them busy until the gates are open, everyone left, and you could still stumble upon the hatch during the chase.
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How is this angle fair?
No Shadowborn is involved here. That blinding angle is atleast 75°, maybe even more. Considering that the killer's FOV doesnt even reach 45° on each side, thats just ridiculiously unfair.
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Perk descriptions may vary from in-game descriptions for reasons explained here.Perks support Mouse-over functionality (desktop version only): hovering over the modifier words with your cursor will reveal the values behind them.On mobile browsers, the values are displayed in small text after the modifier words. Desktop users experiencing issues with the mouse-over may temporarily switch to mobile view at the bottom of an Article page. Vigil is a teachable Unique Quentin Smith Perk . It can be un
According to the wiki it stacks ... with devastating effects actuallly.
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Yeah, I have had instances where I picked someone up, saw nothing but wall and still get blinded.
Nurse can get blinded during her stun, even though she looks to the ground.
Killers during stuns can get blinded from th from, even though they are looking to the SIDE.
It just doesnt make any sense.
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"Hex: Kindred.
Upon being hooked by the killer, and the killer is out of range of the hooked survivor, Survivors become cursed by Kindred, and are seemingly unable to leave generators. "
Alternatively called:
"Hex: Gens before Friends"
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I live in central Europe, and very very rarely had problems on peer-to-peer. Vast majority of the people have a rock-solid connection. Only Russians were a problem for me (due to geographic distance), but I could dodge those lobies.
On dedicated servers, its different, I have a 30-60ms connection, but hits feel so much worse. Usually when a Russian killer is involved.
Simple solutions would be (A) Show the ping of the killer in the lobby and ingame, or (B) add more servers around the world.
Solution A most likely cheaper, AND incredible easy to implement. I have no idea, why the developers havent done it by now.
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@marbar36 said:
https://forum.deadbydaylight.com/en/discussion/comment/1672701#Comment_1672701
Your note on late night is hopefully the reason. We played later than usual the last two nights so I’m hoping that’s what it is!
Also how the hell do I avoid leather faces chainsaw?! He’s the only killer we always get bodied by (when matchmaking is fair).
If the Leatherface is inexperienced, running tightly around objects can help. Leatherface's chainsaw hitbox is very generous, so its easy for the killer player to bump into them and enter tantrum (a very long cooldown, where he can barely move).
If the Leatherface is experienced, pallets and windows are your only option. Attempt to go for windows if possible, since Leatherface can chew through pallets quickly. However don't be afraid to play safe if you are forced to, with the right addons Leatherface's chainsaw sweep can reach very far (he can even catch up to a Sprintbursting survivor, be aware of that).
In general you want to force Leatherface to hit you with his hammer.
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Sounds like something I would instant DC on as Nurse.
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@seki23 said:
is more realistic with ghostface since he is smaller and faster lol its been like 2 years since last time i got grabbed by a tier 1 myers.
Also Ghostface doesnt announce his presence across half the map with his breathing.
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If you happen to get the gates open, just dont leave, but instead get yourself killed, either by the killer or endgame collapse.
Edit: Try to avoid playing during the evening or night. When less people are playing, the matchmaking tends to go a little crazy.
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Probably my first hundred matches as Nurse.
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When Myers grabs you by the shoulder, and seducely breaths down your neck as he carries you to his love-hook.
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Freddy probably devour children-souls.
Bubba obviously some delicious Chilli.
I dont wanna imagine Plague ...
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1671091#Comment_1671091
Even though I'm a Laurie main, I'd understand you hitting us on hook. That shriek she makes on hook is something else.
I sometimes catch myself purposely not chasing after Lauries, because I am afraid of their screaming.
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I hit some survivor once after I hook them to supress the hook-scream, because it hurts my ears.
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Welcome to Dbd.
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Soul Gard is fine with the New Ruin/Undying meta.
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No, thats not what he was saying. He was just using toxic SWF as example, because Scott plays more killer.
The reason why this community is so toxic, because both sides have tools to allow it. You can equip certain things, you can play in certain ways where its just unfun for the other side, no matter how you look at it.
And since the tools for both sides are different (a killer cant flashlight click survivors), people tend to let out their frustrations on the people in the future matches, instead of the ones that caused the frustrations in the first place. This then ends in an endless circle of toxicity, because of human nature.
Both sides are responsible for the toxicity, and especially the developers (because they give us the tools to do it).
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@azame said:
You didnt get robbed a hit. You lunged early and bit a tree. Spirit is slower, extremely slow when looping those structures.
I aimed towards a Claudette (she is in the centre of my screen), but hit the tree to my side. Where am I supposed to aim if I want to hit a survivor?
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@Almo said:
The network issues with grabs are being worked on. They have not been stated to have been fixed yet. It's an important issue, and we'll get it fixed as soon as we can.
I appreciate that you guys are working on fixing grabs. I am glad to hear that.
But are you guys also aware of aim-dressing robbing killers of hits? Like the one I posted in the original comment?
As a tip for your programmers and coders, I am specifically referring to aim-dressing kicking in BEFORE the hit is registered, therefor taking away control from the killer player.
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@xGodSendDeath said:
The absolute ######### worst is when you get cucked on grabs and the survivor gets away, you don't even get a hit. Fix that garbage
Yeah, the developers lied to us when they said grab are serverside now. The other day I grabbed a survivor, froze in the animation for like 10-20 frames, and then it got cancelled. I checked the survivor's ping: 350ms.
Yeah, I call bullshit on that one.

