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Alionis

Alionis

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Alionis
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  • Of course it will.

    It's an even patch number (7.4.0), those have been chapter patches since 2.0.0 back in 2018.

  • Dear OP. If endurance-stacking wasn't problematic, it wouldn't have been nerfed in the first place.

  • Pretty sure the Hex overpowers Doctor's ability, as it's a permanent effect as long as the totem is standing.

  • @mecca said:

    No Way Out is pretty much a meta perk.

    Your big mistake was playing survivor expecting to win. You can only play killer to win if you want to win. Devs think extremely high killrates is fair and balanced.

    It's been proven the game is rigged against survivors.

    If you tell me how I can get Unbroken emblems on killer, I'll gladly switch.

  • I bought the Bloodletting shirt in 2017.

    Then I bought the 2 Year Anniversary banner in 2018, which shipped with a delay of 8 or 9 months, which wasn't good.

    Then I bought a mousepad in April 2019, that never arrived and I was ghosted on in multiple emails with customer support. I haven't bought anything from the merch store since and never again will.

  • You can ignore that part, just repair one of the event gens. They accidentally assigned a challenge from the 2021 halloween event, which had tangled gens. The current ones are esoteric ones.

  • It's out of control at the moment.

    No fail, every first game I've played this past week had a cheater. Either a survivor with superspeed and special powers or killer bots that insta-teleport to you, insta-down you, insta-teleport to the basement, and insta-kill you.

    Before this, I could literally count the hackers I've seen with two hands, not bad for having played since 2016. Now I'd need two more hands within just a week.

  • I've had a game in which I could barely pick up a single survivor, because nearly every single time, those coordinated SWF-cheaters managed to appear out of nowhere and blind me.

    Personally, I'm done. I'll make Lightborn a permanent fixture in my loadout. If survivors want to cry to me about how unfair that perk is and I'm denying them challenge progress, they can whine about it. I'm completely done with them and the BS they are constantly allowed to pull in this game.

    The most common advice to any problem here seems to be "equip perk xy". Alright, Imma do exactly that.

  • @Sigee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559433#Comment_3559433

    So If I drop a pallet, the killer has x times (let's say 0,5 sec) to do something against the palletstun.

    This could be the reason why I saw the power struggle was useless when a killer picked up the survivor right under the pallet and the power struggle was activated (dropped the pallet) and the killer could hit one into the air and because of it he went away from the pallet and could avoid the stun. So the entire build (Flip-Flop, UB, and Power Struggle) was garbage against a simple hit into the air. What is the value of the perk if it is activated under the pallet, you waste the pallet but have no effect on the killer at all. What latency is that? If The players are under the pallet, PS should stun the killer, if they are not under the pallet, PS should not waste a pallet.

    PS:

    You have never given up and you are not about to start now.

    While being carried by The Killer, reaching 25/20/15 % Wiggling progression activates Power Struggle:

    • You can drop a nearby, standing Pallet to stun the Killer and escape their grasp.

    Power Struggle deactivates after triggering successfully.

    Where is the part about you can drop a pallet and maybe if there is no countermeasure, you probably but not surely stun the killer? It said you drop it to stun the killer. Then it should work that way. If I drop the pallet in any way, it should stun the killer at that time, not in the possible future (or not at all). In my opinion.

    Other strange mechanism:

    Against the mastermind when he uses his power, but you drop the pallet from the other side, sometimes he can grab you and push you to the pallet, you dropped from the other side. Is it because you dropped it, but it was not halfway down, so he could grab you? Then why did not dash you far away on the other side, because the pallet was not stopped him? Or if it stopped him, how could he grab you from the different side? So many contradictions not related to latency.

    Edit:

    Not an official source, but on the dbd wiki there is no information about the pallet dropped in a halfway position, only "upright" or "dropped". There is no between them.

    https://deadbydaylight.fandom.com/wiki/Pallets

    "Stuns

    If a Killer is inside the area of a Pallet and a Survivor pulls it down, they will be pushed back and get stunned for 2 seconds, obstructing their vision as their camera tilts."

    Scroll down all the way to "Trivia"

    The stun condition is applied to the Killer once the Pallet has been pulled down about 50 % of the way, given they are in range.

  • I mean, if Nightlight's user base is large and diverse enough, it should indeed reflect BHVR's own data.

  • @MizukiAyu said:

    Instead of removing entire Realms, they should bring back the retired individual offerings that sent you to a specific MAP (Such as https://deadbydaylight.fandom.com/wiki/Lunacy_Ticket) and instead it blocks that 1 map. So you can block Crotus Prenn but you might still get Father Cambell's Chapel.

    But I 100% agree with you that offerings should be reversed, no 1 person should determine where 5 people have to play.

    Those offerings never did that, you should read their description more thoroughly.

    Map offerings always chose the realm, never a specific map. That the offerings for Toba Landing and Nostromo Wreckage do that is a new thing.

    The only difference between the old retired offerings and the current ones is that their chances to send you to their realm were much lower compared to the current ones, which are essentially a guarantee. Brown ones had a modifier of 2, yellow ones one of 5 and the green ones have one of 9,999.

  • Looks like this was updated since you posted it. I'm guessing the wiki people weren't happy with you trying to use it to discredit them.

    image.png

    As it says, the wiki's source is the game's own code, unless mentioned otherwise. Seems pretty credible to me.

  • @Phantom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545375#Comment_3545375

    That wasn't the case with Jolt for a long while though, maybe they removed that effect because of old PR. In it's current description is says this:

    https://us.v-cdn.net/6030815/uploads/PF3736TVOVAA/jolt-desc.png

    Nothing is stated about survivors screaming and letting go of gens. As for Deadlock, the gens are regressing.

    Edit: on the wiki page it says that with patch 7.0.0 Jolt got buffed with the whole screaming thing, but if you look up the patch notes of 7.0.0 nothing is said about Jolt. So WTH is it?

    The wiki specifies that the change wasn't documented. That usually means it wasn't mentioned in the patch notes.

    The devs have said in the past that while they try to be thorough with patch notes, it can happen (and has happened multiple times if you check some other change logs on the wiki) that some changes don't make it into the patch notes.

  • @Rafii2198 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543681#Comment_3543681

    Then that had to be changed at some point, I remember getting blast mine + wiretap at halfway point when repairing a gen with 2 other people on it. If it indeed worked like Renewal, then I would not have got them.

    No, what you're remembering is old Wiretap before 7.1.0, which used to activate after repairing a gen for the equivalent of 33% progression. If you work with another survivor, that activates after a little more than half of the gen is done.

    As @sizzlingmario4 already pointed out, the perks are in fact consistent.

  • They have always been on the wiki, which got them from the original website the devs had back in 2017, but those flavor texts weren't used in-game until about a year or two ago. That's what OP is remembering.

  • @apathyinc said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540305#Comment_3540305

    We weren't talking about survivor MMR, this is about killer MMR which is based on kills. If you are talking for the survivor side, bleeding out appears to be the same as getting a hatch escape, a null result.

    The tally screen was updated in January tie directly to kills, 4K = Merciless Killer, 3K = Ruthless, 1 or 2K Brutal, 0K = The Entity Hungers. If you bleed out all 4 survivors you get The Entity Hungers. The game does that, not me, I'm not making this up myself, the game changes those ratings they are tied directly to kills. The game is telling us that bleed outs are not kills, and when asked about this the developers don't answer.

    On your last paragraph, just take out the words "for adepts" and you are on the right track.

    I wasn't talking about survivor MMR. MMR is a tug-of-war between killers and survivors. If survivors escape, they win and the killer loses. If survivors die, they lose and the killer wins. I took the former POV, but it applies either way.

    I know the tally screen was updated and I agree with the way you say it was updated. But I don't agree with your assumption that that had an influence on MMR. You are still insisting on conflating the two systems. Why? Your only argument is essentially "because I say so/because that makes sense to me". For the absolute final time: your assumption is not backed by the game's code and ultimately, the game's coding is what matters, not what makes sense to you personally.

    Since it's become evident that you cannot be convinced otherwise, I'm honestly done discussing this with you, as it's a senseless back-and-forth at this point.

  • @apathyinc said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539513#Comment_3539513

    You didn't show anything as evidence to show this is false information. A few people have now added to the evidence and examples of what is going on, again pointing to the extreme likelihood that the wiki is not accurate. And nobody is getting angry here, even though you tried to provoke it with your sarcastic remark.

    The tally screen isn't MMR, but there is a logical connection between the two.

    Tally Screen Shows Kills

    Kills = MMR up

    Bleed outs don't count as kills on the tally screen

    So what the hell are they? They don't give ANY other positive benefit to the killer like daily ritual gain, adept completion, blood points, emblems, killer rating, or tome challenges. So why would they logically give positive MMR?

    Because, as myself and others have pointed out numerous times at this point, but you refuse to acknowledge, all MMR cares about is whether survivors escape the trial or don't. How they don't escape (kill, sacrifice, death) doesn't matter one bit to MMR.

    The tally screen is not the MMR system so stop making up excuses for linking the two. That's the main issue here, you're making assumptions that are not validated by the game's code.

    MMR has been around for only a third of DbD's lifetime. The tally screen, the different deaths, and the killer match ratings were made over 7 years ago when ranking was based on how many bloodpoints you got in the match. MMR likely wasn't even an idea back then, because there would three additional ranking systems before its release still.

    Bleed out deaths are not kills because that's not how you're meant to kill survivors for adepts. Slugging can arguably be easier than hooking, but that's not what the devs want you to do for adepts. The only reason the tally screen rankings were changed to be based on kills were the adept achievements. Not the MMR, not the emblems, not the grades.

  • Always fun when people run out of arguments and start attacking instead.

    I did provide something most people would deem valuable: corrections to false information. If you don't consider that valuable then it's frankly not my problem.

    The tally screen and MMR use different metrics to judge the killer and you getting angry about that won't change anything.

  • @Melinko said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538207#Comment_3538207

    No clue.

    But again, there is actual confirmation from the devs and players that you get no progress on achievements or pips when you bleed someone out. It doesn't benefit the killer, just is a trashy move to hold people hostage for four minutes. And while four minutes doesn't sound like a long time, when it happens 3 or 4 matches in a row it becomes a quarter of an hour that you spend just laying there waiting for the timer to run out..

    I've watched a video on Youtube from a person I suspected (and others on this forum suspected) of cheating. And they were, and they openly admitted it and laughed about it. Part of the cheat shows the invisible MMR, and it did not change after 4 bleedouts.

    Why are you conflating Grades with MMR? Even the devs say that the two systems are not using the same metrics.

  • @apathyinc said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538010#Comment_3538010

    The tally screen with killer ratings changes based on kills. MMR is also based on kills. If the tally screen isn't registering a bleed out as a kill, it can logically be said that MMR isn't recognizing it either. I stand by saying that the wiki is wrong based on observable information, that can be easily repeated by any player, collected while playing the game.

    Also from the wiki "Despite the vast majority of the information presented hereon being accurate and up-to-date, note that this wiki is open and can be freely edited by anyone, and that as such not every piece of content it entails will have been reviewed by Fandom Inc., Behaviour Interactive or an administrator. As a result, none of the aforementioned entities can guarantee that figures exhibited on this website are always valid and of sufficient quality, for all articles run the risk of being inadequately changed or vandalised. For all intents and purposes, instances of the occurrences mentioned above should be reported to a Wiki Guardian in case the user does not possess the means to deal with them themselves."

    Then we will have to agree to disagree, because you apparently don't believe in datamined information and since you went to the lengths of digging up a generic about me section that is featured on essentially every single fandom wiki, regardless of how bad or good it actually is, you seem to prefer disregarding it anyways.

    If you're this convinced that the tally screen and MMR have the same win conditions, I guess you should go to the wiki and edit it. You will totally be able to convince the admins there that that is accurate information /s.

  • @apathyinc said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537802#Comment_3537802

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537868#Comment_3537868

    The wiki is wrong about this and the devs won't answer the question even if you tag them directly. I have tried.

    A while back, the devs changed the end game killer rating screen to only give Merciless Killer ratings when a 4K happens. If you bleed out one survivor you won't get Merciless Killer, the game does not count the bleed out as a kill. Bleed out all 4 and you get a Brutal Killer rating, or 0 kills.

    If you look at some of the old videos the devs put out they talk about MMR and how it is based on the simplest formula, Kill or Escape = MMR up. If the game isn't counting bleed outs as kills, MMR isn't tallying them as kills either, and is more than likely counting them as losses.

    There are some killers with thousands of hours in the game who bleed survivors out every match, and unsurprisingly they continuously go against survivors who are new to the game or only have a couple hundred hours max.

    So back to the devs answering the question. They aren't going to answer the question because bleeding out survivors every match is an easy way to lower your MMR while making the other side miserable and they don't want it advertised.

    Just an fyi: the wiki datamines its information. If you call the wiki wrong, you're also calling the game wrong, which doesn't work.

    You're also conflating tally screen ratings and MMR. The two are independent systems. The devs only changed Merciless Killer and the likes to be based purely on the number of kills you got because of Adept achievements. Before that change, Merciless Killer required a double-pip. Unfortunately, the pip requirements increase with your current grade, meaning if you had a high grade, it was much more difficult to get a double-pip than when you had a low grade, unfairly affecting Adepts.

  • First off, bringing anything regarding the wiki to the devs' attention doesn't really do anything, the wiki isn't run by them.

    Secondly, what the wiki meant by saying "mending is not a healing action", is that mending isn't affected by stuff that interacts with healing actions, such as perks that boost or debuff healing speeds (Botany, Desperate Measures, Coulrophobia) or reveal auras when healing (Nurse's Calling). That's it. Anything else you're overinterpreting.

    Deep wound is its own health state, which is why when you use the Syringe addon or perks like Inner Healing on it, you won't go from deep wound to healthy, you'll go from deep wound to injured.

    You also misunderstood how Inner Healing works. Essentially it waits until its timer has run out, then it tells the game to update its owner's health state to the next higher up. It doesn't do any healing as such in the background, which is why when you leave the locker early, you won't have partial healing progression.

    So, if you understand how the mechanics, which IMO, can be learned by reading the wiki on this stuff, there shouldn't be any confusion as to how mending interacts with Inner Healing and Adrenaline.

    You can try contacting the wiki guardians about this, but I doubt they'd agree with you. Adrenaline and Inner Healing don't need adding to that list because that's not how they interact in the first place.

  • Hmm. Last I checked DbD isn't an airport, so no need to announce your departure.

    Seriously though, you should learn to adapt to a new killer, rather than complain about it. If you and your team want to quit over one single killer that you don't like, then the issue isn't with the killer.

  • @Aurelle said:

    The new Alien map is really cool and interesting, however it seems like it's way too big, especially compared to other maps. Not to mention there's little to no pallets/loops outside of the main building.

    Other than that, the map is awesome. The steam traps are interesting, the easter eggs and references to the movies are cool, and the atmosphere is very cool.

    It's not a big map, but a pretty elongated one, making it have the same problem old Artist's map had.

  • The most likely reason for this hidden "buff", which also happened with another hook perk, is the devs moving the scream to sound about a second earlier with 7.1.0 than before. I'm guessing this also moved the perk's activation trigger a second ahead so to compensate for the killer still being trapped in the hooking animation, unable to look around, they extended the duration by that second.

  • @CS1_6 said:

    Not some fandom ran by anonymity. Why haven't Behaviour released an official wiki page for this game? I would love to read detailed information, all the perks, addons and whatnot.

    Because DbD's "fandom wiki ran by anonymity" is actually very, very good and the devs know that. They have no reason to create their own wiki, as there would be no point in doing that.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501150#Comment_3501150

    yes but with buckle up, it does not have that issue. I don't think second wind interaction is inherently unfair interaction either. I think it has to do with how they code it. if you code it as function where p1 loses health-state and P2 gains health-state then you will get weird interactions. if you code it as p1 gives 16 health charges or 32 charges when healing from dying state to P2 then p1 becomes injured then interaction should work in all cases.

    I'm 99.99% sure that it's not coded to give a set amount of charges, because those would overflow into the next health state, which we know it doesn't do if, for example, you heal an already partially recovered survivor to injured.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501079#Comment_3501079

    i think it is just confusing because healing in dying state and healing injured state is same thing. i think wiki is referencing the perk not granting healing charges for perks like second wind but I remember an otz video explaining that interaction does work now but it is slightly buggy. wiki is outdated sometimes.

    People just cheese these mechanics by healing for a second or two before triggering For the People. The game will then think that the couple of charges input into the action were what caused the full heal, not FtP, and consider it a completed healing action.

    It's why Ftp and MtF worked together before that behavior was fixed.

    The wiki usually ignores "techs" and just tells how things should work, if not abused and used as intended. That has nothing to do with being outdated or something.

  • @Frogsplosion said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484944#Comment_3484944

    Yes but it also says that you can't move them anymore once you place them down which is the part I got rid of

    Alright, but then that means the wiki is correct.

  • @Frogsplosion said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484442#Comment_3484442

    I was operating off of the wiki which I kind of just assumed was correct

    Not sure what wiki you've been using, because the DbD one clearly says that Trapper Sack allows you to carry all traps from the start.

  • @AssortedSorting Her not having a vault animation originally was not a bug, it was intended as a mindgame.

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480367#Comment_3480367

    The wiki though also says if you walk or crouch, and I am gonna assume you are still in chase, then Bloodlust will not build up. I'm asking if LOS also prevents Bloodlust built up or not.

    If you walk or crouch, you end the chase. Survivors must be running for the chase condition to apply.

    Bloodlust is one of the oldest mechanics in the game and hasn't been changed all that much over the years so I guess the wiki never bothered to update that page much until now. The chase conditions also weren't as clear-cut back then as they are nowadays.

    Look, LOS, crouching, walking, all is tied into how the chase works, that's the only thing that matters for bloodlust. If you're not in a chase, there's no bloodlust. The wiki page was updated since you first posted this, so I guess you should check it out again.

  • As the wiki says, bloodlust is tied to being in an active chase. It takes a couple of seconds of having lost LOS for the chase to stop and thus for bloodlust to start decaying.

    If the game still considers you in a chase, the killer will continue gaining bloodlust.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460982#Comment_3460982

    Again. It's FRAME COUNTER. The game has standard lock of 60FPS (60 frames per second - or each frame taking about 17 milliseconds). This should make it clear why it jumps from 2,59 to 3...

    Another thing - if everything take fraction of second longer - why doesn't that apply to killer's hit cooldown? Why can't I sabotage hook right after being hit?

    As for bug - what is it then if the action takes longer, then is provided in perk description?

    Fair enough, I didn't realize that.

    As for your other questions: I don't know, I'm not a dev. I haven't programmed this game. My main issue was that you called this a shadow nerf, which I don't agree with. If you look into the code, everything fits. Default hook sabotage time is 3 seconds and Saboteur's action speed boost is 20%, which cuts that down to 2.5 seconds. Everything matches up.

    Why it doesn't apply in-game is a different issue. That is probably a bug that needs to be fixed. But again: not a shadow nerf, because then they would have changed some of the values I just mentioned, which isn't the case.

  • Pretty sure this is a case of the description being wrong, not the effect. If you check the wiki, you can see that every single add-on modifying the contamination points works that way. Actually, the description isn't wholly wrong, it's just wrong for any instance of hitting an already contaminated survivor, since that action gives fewer contamination points compared to hitting them when they aren't already contaminated.

    The devs often simplify descriptions when the technical aspect would be too complicated (percentages in this context are easier than contamination points).

    The wiki has a different philosophy for that stuff, they prefer the technical explanations, as those reflect what actually happens behind-the-scenes (see Monitor & Abuse on the wiki, for example) and, as we can see here, avoids issues with percentages over flat numbers.

    Theoretically, if the devs want to stick percentages here, they would need to rephrase the description to mention two percentages: one for hitting non-contaminated survivors (25%) and one for contaminated ones (75%).

  • What I see in that video is the on-screen timer making a sudden jump from 2.59 seconds to 3.00 seconds, goes to show how "reliable" video footage is sometimes, eh?

    But seriously, what I said applies to most interactions. Measure anything in this game frame-by-frame and you'll find that all actions take fractions of a second longer to fully complete (i.e. the time between losing control over the character and regaining it).

    For most stuff that doesn't matter. Whether it's 16 seconds to complete a heal or actually 16.3, who cares. But when it comes down to something that already has a very minor difference like 3 seconds default sabotage and 2.5 Saboteur-sabotage, then that stuff starts to matter, which is a whole different issue.

    I don't agree that this is a bug or even a shadow nerf, because that is not what that is.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460188#Comment_3460188

    I didn't mean it literally :) Sorry for my wording. All I meant to say is, that the wiki has it wrong most probably because the actual game has it wrong. I chose bad words for that one. My bad

    The wiki datamines every single numerical value you see on there, so that's very unlikely.

    The default sabotage time for hooks is 3 seconds and Saboteur is supposed to reduce it to 2.5 seconds by increasing the action speed by 20%, hence why the progress bar is yellow.

    What you're probably seeing here though is a side-effect of how DbD does animations. Most actions in DbD take effectively a teensy bit longer to complete than their values claim, simply because animation transitions are usually not accounted for.

    A good example is the pallet-break action. If you time it with video footage, going frame by frame, you'll notice it'll take about 0.3 to 0.5 seconds longer until you regain full control of your character, rather than the 2.34 seconds the action should take based on its code.

  • @Gandor said:

    This case might really be unintended behavior, but they indeed do things like this. Let's look at perk saboteur. The intended change in update 6.1 was to highlight scourge hooks in yellow color (they even wrote so in patch notes). But then either bug, or deliberate change made it so, that you no longer see auras if it's you that is being carried to hook. I think the idea behind it is to nerf SWF information, but it nerfs the perk in soloQ too (because setup is everything for saboteur and knowing where you should go to make the sabotage in time without showing your scratchmarks and going for correct (usually scourge) hook is paramount). There was no mention for this anywhere. The only thing that happened is, that their wiki got changed AFTER the fact so, that the perk now states it activates if ANOTHER survivor is being carried. Sometimes even this is not enough. And this exact same perk is the best example. Devs absolutely ignore the fact, that the perk takes 3s to sabotage hook and keep 2.5s in all descriptions. There's a thread created for it (by me - for example see here: https://forums.bhvr.com/dead-by-daylight/discussion/344909/saboteur-correction ) without any ackowledgement from devs and there's wiki stating it takes 2.5s (see here: https://deadbydaylight.fandom.com/wiki/Saboteur#6.1.0 )

    The bottom line is - devs have absolutely 0 problem doing silent changes like this. And the only way to know if it's bug or not is looking at wiki if they silently update the description, or if they rarely acknowledge the bug instead. Ignoring specific case OP mentioned - the basic premise is spot on and devs should really take note and inform us openly about things.

    Just an fyi, the wiki isn't run by the devs, there's no "silently updating" the wiki description by them, that stuff happens when the wiki editors notice something amiss. The devs have said themselves that patch notes don't always catch all the changes that happen behind the scenes.

    Also, the wiki editors have a general rule to not mention bugs outside of some very rare special cases, as people often forget to remove those mentions once the bugs get fixed (and it's not always clear if something's a bug or a shadow change).

  • @sir_goat_ said:

    the new challenge where you need to wiggle free from killers grasp, does not work with ds or power struggle, is that a bug? or do i HAVE to wiggle free the normal way through skill checks?

    Stunning the killer is not wiggling free. It's not that difficult.

  • If you're outmatched to the point that you will lose anyways, stop playing. Let them finish their gens, maybe shoo them out of the gates, ignore endgame chat, move on.

    You don't owe them a trial under such circumstances.

  • There are several players out there that have had custom icons since shortly after the game's first release. You do not risk a ban using them, as it's literally a matter of adding correctly named icons into a user accessible folder that used to contain those icons anyways a couple of years ago.

  • @Cyn0_0 said:

    I dont think that's a bug, but rather an obscure mechanic that happens when the survivor spams a locker. I've only seen it happen a few times, and it seemed like that was the reason. Like, idle crows to draw me in then played shack to get a Head On play from the locker she was originally idle in. After that the locker tipped.

    I'll have to dig on the wiki to see if it mentions this...

    Edit: I didnt see anything mentioned on the wiki

    Of course not. The wiki generally doesn't mention bugs.

  • @Rokku_Rorru said:

    Platform: all

    Description: The Knights Guards can go throw closed generator doors on Gideons meat packing plant.

    Steps to reproduce: Go to the Game as Knight and place a guard on the other side of the generator doors to a survivor, they'll locate them through it and phase through.

    How often? Pretty much all the time.

    Guards can in fact phase through solid objects, walls, windows, floors, ceiling, you name it during the wind-up phase for a hunt (the time between detecting a survivor and the actual hunt starting). That is by design, because Guards are programmed to start the hunt at the exact location the survivor was detected at (it's where they place the flag) and have to do so in a fixed time frame, so the devs have them phase through everything for that time.

    It's not a bug, it's design.

  • @apathyinc said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3429883#Comment_3429883

    The devs never said bleed outs were considered kills and game is not counting bleed outs as kills, in fact it's DEDUCTING them from the kill count. It can logically be seen that bleed outs are not considered kills.

    DbD has a history of inconsistencies and not always following logical conclusions. It doesn't matter that the devs never said that bleedouts were kills as far as MMR is concerned. The game's code is constantly being datamined for information and that includes how MMR works. The devs can say or not say whatever they want, the game's code doesn't care. If MMR is coded to count bleedout as kills (which it is), then that is what matters, not what anyone "says", or worse, "feels".

    Oh, btw, do try and edit the wiki's MMR page, since you believe "anyone can edit" it, you'll see for yourself how that statement absolutely doesn't hold true for that wiki. Unless editors provide the wiki admins with solid proof, "anyone's" edits are reverted. The wiki mods are incredibly vigilant about that stuff.

  • @MrPenguin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3429396#Comment_3429396

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3429236#Comment_3429236

    This is the best I could find and it contradicts what you're saying

    "the Skill-Based Matchmaking Rating only considers the death of Survivors (or their failure to escape) when calculating its final MMR score, and does not care how that death occurred.

    Whether a Survivor died because of being sacrificed, being killed by the Killer's own hand, or being bled-out, or even how many times they were hooked, is of no concern to the MMR system, they will all count as kills.

    This is contrary to the Emblem system (used to determine a Player's Grade), as that system only considers deaths from being sacrificed or being killed by the Killer's hand as actual kills, and also factors in how many times they were hooked."

    That's from the fandom wiki, so not an amazing source but again, best I could find.

    "Not an amazing source".

    The fandom wiki literally datamines all of their stuff. There objectively isn't a better source than the game's own code.

  • It should and it has in the past.

    Mangled reduces the speed of the healing action on afflicted survivors. While you may call it "picking up" a survivor, all you're doing is healing them from the dying state into the injured one. It's a healing action, so it's affected by Mangled.

  • @Agt_Scully said:

    How did I score 0 Pips at Silver Rank with 25,000 points (Highest in the match of all Survivors and Killer), 2 Gen repairs, 2 saves, 2 Survivor heals, 1 self-heal, 1 new item collected, opened gate, and escaped? My Survivor Grade for the match was 2 Golds 🥇🥇, 1 Silver 🥈, and 1 Bronze 🥉. I was hooked once in the match but that is a solid effort at this level to earn a Pip, yet I didn't even get one.

    I would understand if I was at Iridescent Grade, as that requires more to earn a Pip. I'm guessing the other 3 Survivor sacrifices detracted from my overall score but thats crazy if you need to achieve 4 golds in a match to earn a Pip at this level! I've reached Iri 1 several times in the past as Survivor but it seems that the Pip System has become much more difficult over the last few months. Does anyone know the requirements at each Grade (Ash, Bronze, Silver, Gold, Iridescent) to earn a Pip in a match?

    The requirements are all on the wiki, the article is called "Emblems"

  • The most likely reason was that literally no one besides a fringe part of the players cared about this feature.

  • Well, since you linked the wiki page, why didn't you read the section that explains how it works? ("Speeds and speed modifiers")

    Positive modifiers stack additively, so the percentage from windstorm and the one from 1 token of PWYF will be added together, then applied as a multiplier.

    Same for Bubba.

  • Probably just means that you can't play in the morning, leave the game running all day, and play again in the evening and still profit from the morning's consecutive bonus. I doubt anyone will know anything more precise.

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