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Alionis

Alionis

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Alionis
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  • @Crowman said:

    You do know that Ghostface can partially stalk you. It's completely possible he had already stalked you to halfway earlier in the game.

    Oh lovely. No wonder I hate this idiotic killer.

  • It's on purpose, as mentioned in the dev update and the patch notes.

  • @Peachblow said:

    When healing yourself with a med-kit, you face a 33% efficiency penalty. Assuming no add-ons are used, 24 charges - 33% = 15.8 charges. Did they "bump" this up to 16 charges so you can at least get one heal out of a med-kit or are you stuck at 98.8% and someone having to tap you?

    What is 16 in relation to 24? Two thirds.

    Due to the penalty, the med-kit consumes exactly 1 1/3 the amount of charges compared to what it transfers into the healing action, meaning it transfers 16 charges into healing and consumes 24 charges.

    It should be obvious from how the devs phrased everything in their update, that the penalty is intended to have that exact relationship so a med-kit can heal you exactly once. Sure, exactly 33% wouldn't leave enough charges, but that's DbD. The devs tend to round their numbers to the nearest full integer for descriptions. 33.333333333333333 % would look silly.

  • Probably just means you can't click on it to see their profile.

  • It's not yet available in 6.6.2, doesn't matter how much you prestige your characters.

    It's a new feature for 6.7.0, which doesn't go live until later today.

  • It was part of the test build for 6.7.0. That update won't release until next Tuesday.

    That information is not difficult the find, the devs release regular developer news posts for a reason.

  • @TheycallmeLix said:

    Sorry my bad, I meant if those changes are today?

    No. That would be just 2 weeks after the test build, which hasn't happened for years. Assume 3 weeks at minimum.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392190#Comment_3392190

    Sorry, but no

    I have plenty of games recorded since 2021 anniversary (when I started playing it) and the icon is not there

    It just appeared to me in the past few days

    EDIT: I just discovered it was a bug affecting some players

    Sorry, but yes.

    Capture.PNG

    I screengrabbed this from a video guide for survivors on how to beat the Doctor. The video was uploaded to Youtube back in November 2017, that's just 3 months after the Doctor Cube in 1.6.2 I mentioned earlier and the oldest footage I could find.

    He has had that icon at least since then.

  • Since the Doctor Cube update (1.6.2) gave him that ability, it's been in the game for over 5.5 years at this point.

    Goes to show how little attention is sometimes paid to the icons on the HUD.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390896#Comment_3390896

    Is knowing the timings for basic attacks, powers and accounting for latency NOT skill?

    Is making a read on your opponent also not skill?

    Forgive me, but I'm pretty sure that's called being skilled at the game.

    Any and all killer attacks are telegraphed in advance. DH's use isn't.

    Reading something that is being telegraphed is considerably easier than something that isn't.

  • @Desteriaa said:

    I'm just wondering if you can still do Steve's, Nancy, and demo adept?

    if anyone knows please let me know below because Steve is one of my mains and I would love to do his adept.

    You can't, because those achievements no longer exist, they have been turned into generic ones.

  • I voted no, because it's not difficult to finish all challenges in a tome. While I can agree that it sucks not having reached all rift tiers after doing so, I don't see the reward should be unlocking any remaining tiers.

  • Also one of the few who still occasionally play Billy. Nerfing his last good add-ons would kill him for good.

    Overheat is NOT his problem, it's the fact that he has effectively no good add-ons and no more add-ons that help alleviate his clunky base-kit that was to be remedied by his original add-ons.

    Add-ons are his problem, not his overheat, no one cares about overheating.

  • @Rizzo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378247#Comment_3378247

    Verbal abuse in the chat does not require additional evidence, only the in game report.

    Video evidence is required for offenses like hacking, holding the game hostage, teaming, etc.

    Alright, thanks for the clarification.

  • @Rizzo said:

    The sad truth is that people tend to blame others or the game for their shortcomings and the so called "hackusations" are not that rare.

    That said, what I suggest you to do is to ignore them, as Mooks pointed out already, reports require evidence for Support to take action, so you will be fine.

    I have a question about that second part.

    Does the "requires proof" part extend to all sorts of reports (i.e. communication abuse) or does that just extend to reports for cheating/hacking?

  • @scoser said:

    God yes, this challenge is actually garbage and secondary attacks might make it slightly less awful to do. Even with the M1 killers, they've got such garbage ping that trying to pallet stun them for this is almost impossible as they'll hit you through the pallet with every swing or won't swing at all.

    Oh it's worse even. Pallet stuns don't count as missed swings, it only does if they hit the dropped pallet without getting stunned.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369107#Comment_3369107

    If that was the case, the hatch spawning anywhere else would be a LOT more common

    But that does not happen as in almost all games it spawns where you wanted it to spawn with the offering unless the location does not exist on the map

    Ignore that particular comment I made. I somehow thought you were complaining about increasing the odds to become the obsession, to which those percentages apply, not the hatch.

  • @GravelordNito99 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370672#Comment_3370672

    No, their behavior in-game CONFIRMS that they are additive, at least in the case of hatch spawns. I explained it all in my comment. If it were multiplicative, the offerings would not be so consistent. It really isn't any more complicated than that. The only case in which it isn't practically a guarantee is when there is a conflicting offering. For maps in particular, the 9,999% modifier definitely suggests it's multiplicative, but I was focused on hatch offerings.

    Who said I don't understand the difference between maps and realms? Of course I do. In the context of a conversation, people say "map offering" not "realm offering". You are therefore choosing your map with an offering despite the offerings being for realms. People are simply switching the terms since we consider realms to be their own category of maps. Your pedantism over word usage and your failure to understand common usage meanings within context makes absolutely no difference to relevant meaning within the context of the discussion. Of course, due to the difference in number values, it may well be that map offerings are multiplicative while hatch spawns aren't - reasoning for this I will mention at the end. Regardless, my discussion was and remains focused on hatch spawns, hence why I specifically mentioned the 100% modifier for hatch spawns, and did not mention the map numbers.

    It is you who doesn't understand percentages properly if you are insistent with hatch offerings. Behavior in-game simply doesn't add up. It's safe to assume the difference in percentage between the hatch and map offerings is on account of differing modifiers between the two, as without conflicting offerings they are almost always consistent. If hatch spawns were multiplicative, a 100% modifier would not at all result in the consistency we see with the offering, even despite the lower number of possible spawns compared to map options.

    I agree with your observations regarding hatch spawns, they could be additive.

    However, I stick to what I said with realm offerings, those are most definitely multiplicative, which was literally the only thing I addressed in the comment you quoted, which you apparently didn't pick up on.

  • @GravelordNito99 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369107#Comment_3369107

    You are incorrect. It's additive, not multiplicative. That is to say, it's +100% chance as opposed to x2 chance. That is why map offerings are always guaranteed when no conflicting offerings are used. If your multiplicative approach were true, then map offerings would almost never work on account of the sheer number of maps meaning a doubled chance would still be a very small one. The same applies to hatch offerings.

    I don't remember anyone claiming those are additive and their in-game behavior suggests that their interaction is actually multiplicative. While sure realm offerings increase the odds, they do so by absolutely ridiculous values (check the wiki), so obviously they are nearly always a guarantee for their given realm.

    But they actually aren't, there have been cases, and there still are, when the game picks a different realm despite the presence of an offering.

    So based on that, and you not understanding that maps and realms aren't the same thing and offerings actually go for realms, and also that you seemingly don't understand percentages properly, I'm not going to agree with what you said.

    The way you describe this stuff just does not add up with what we can observe in-game, and since the behavior of neither the realm offerings nor the hatch offerings has changed since they were introduced, I seriously doubt that anything is bugged or not working as intended. I'm quite sure that if something were wrong, it would have been addressed by now.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369595#Comment_3369595

    Is it pure RNG? Have BHVR stated how the perks are selected?

    They have said so in the past and looking at the archived shrines on the wiki, I have no reason to believe that changed.

  • @SMitchell8 said:

    The knights perks have been in the last 2 shrines despite only just coming out.

    That is one of the exceptions I've mentioned: archive-shrines.

    When the newest tome level requires specific character perks to complete challenges, the shrine coinciding with the opening week will contain those perks.

    The current tome is about the Knight and Vittorio, hence why their perks already appeared.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369106#Comment_3369106

    The point of the shrine is to give access to all the perks without owning the DLC content. Usually this takes ~1 year while it is forbidden to be in the shrine then it appears normally.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369111#Comment_3369111

    If the same perks keep appearing in the shrine and you want a perk that isn't there you have to buy the DLC.

    I agree that that is the point, but again, the shrine is pure RNG with very few exceptions (such as community-voted shrines or archive shrines). As I said before, there is no guarantee for any perk to appear within a given time frame. Your "usually takes ~1 year" is not factual. That's just how you feel it works, but it doesn't actually.

  • BY 100% is not the same thing as TO 100%.

    Increasing something by 100% just means you double its initial value.

    For example: if you have a 25% initial chance of something happening, increasing it by 100% of that would result in a 50% overall chance.

  • So?

    No perk is guaranteed to part of the shrine within a given time frame.

  • @Dwight_Fairfield said:

    He's already gotten a full rework off them. It was something everyone was asking for too. Now we all miss old Freddy.

    Speak for yourself, because as an OG Freddy main, I definitely didn't ask for his rework.

  • Negate means in this context that despite survivors being unaware of the Doctor's terror radius while oblivious, the static blast will still shock them.

    The only reason this was added was for clarification. Too many people did not understand that the static blast just uses the TR to calculate the size and is otherwise not bound to it. So when they got hit with static blast despite being Oblivious, they complained about it.

  • Before you go a rant, I would suggest that you read the descriptions of offerings more thoroughly next time.

    Bound Envelope clearly says "to ALL survivors". The killer is obviously not a survivor and since it already includes ALL survivors, it's obvious why it doesn't say personal. To assume it includes the killer somehow is an unreasonable assumption to make.

    About Hollow Shell: it's a killer-exclusive offering and since you only ever play with one killer at a time, adding "personal" to the offering descriptions is unnecessary.

  • @Wahara said:

    She didn't have a re-work. And the complaint wasn't that traps are counterable, but that they're too easy to counter and possess virtually no risk to the experienced survivor. Her counterplay is free AF. The fact you think she needs a nerf of all things is pretty outrageous. If you think you have to bring a flashlight to keep hag from setting up you weren't really interested in absorbing what I posted.

    As for what most people perceive to be true, that's not really a point because "most people" can be wrong, but even taking that on its face its wrong. Most people put her in C, B if they're sentimental.

    Hag had a rework before the devs started calling them that. They worked together with one, if not the best, Hag main at the time and went over every single add-on of hers, as well as her basekit.

    In many ways, she was the first.

  • I'm sorry, but that's not how RNG works.

    @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3349938#Comment_3349938

    My point still is that something happened when they changed it. And it's not how it should be. True, before the midchapter anyone with Object was obsession in 99% of times unless someone else was using it or any other Obsession perk other than DS was used. I would be completely fine if chances were 50/50 if someone else uses DS, but it isn't. The last ten matches where someone had DS I was not the obsession. This is wrong.

    I would also completely fine with it if the perk would not become USELESS if you are not the obsession and the killer does not use ANY aura reading.


  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3346622#Comment_3346622

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3347390#Comment_3347390

    I just found it.

    In the Midchapter patchnotes it said this:

    Object of Obsession now properly increases the chances of players becoming the Obsession at the start of a match.

    It was after that that I was never the obsession when someone else used DS. It should be 50/50, but it clearly isn't.

    All those patch notes mean is that the perk wasn't applying the increased chance as it was supposed to do. That does not mean it decreased the chance.

  • @crowbarman said:

    This is just the way his power works.

    While yes, his power requires some space in front of him, other killers don't get the button prompt until they can actually use it, like when Freddy places his snares. Knight's button prompt should take that into account.

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3346622#Comment_3346622

    I used DS for ages until the meta shake-up and I am 99.99% certain the words were "DECREASES the chance of being the killer's obsession" until very recently. I didn't find anything about that in the patch notes either. I remember that DS did not make you the obsession because killers started to slug obsessions because they knew that way they had DS.

    This is why I'm confused.

    Classic case of Mandela effect. DS always increased the chances, decreasing them wasn't even a thing until FtP got added to the game with Zarina.

  • @Xendritch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344828#Comment_3344828

    The Wednesday ones were midchapters, the new killer PTBs have always been on Tuesday going back through 2018.

    The PTB for Plague's chapter was on a Wednesday.

  • You're spending money just to get a charm? I don't see any reason to spend my money just to get a goodie, but you do you, I guess.

    If I buy a comic, it's because I want to read it and I'm honestly not interested in this one.

  • @stvnhthr said:

    Would it not make more sense to be able to stun the Knight's ghosts with pallets and also make it so you can block their hits with deadhard?

    Knight is getting a lot of play, and it is not much fun as it just makes the games really long with constant running back and forth across the map, sort of like Legion on steroids.

    Games would be sped up, more fun, and higher scoring if the ghosts were treated sort of like Nemesis' zombies. You could stop a ghost chase with a pallet drop or block a hit with dh to make it a better playing experience.

    Games speeding up = good for survivors, not killers

    Games would become more fun. More fun to whom? Survivors? Thought so, because the killer's fun is apparently not worth taking into consideration.

    Games would become higher scoring. Again, higher scoring for whom? Definitely not the killer if your changes make guard hits even less common.

  • Dead Dawg and Midwich were already part of the new generation of maps when they released, there's no need to update them.

    For context, they released in 3.6.0 and 4.0.0 respectively and the Realm Beyond updates started in 4.2.0.

  • You're misreading/misunderstanding the wiki's description. It does not imply that it's mutually exclusive, that's your personal interpretation.

    Edit: Actually, it seems you're misunderstanding both the wiki and the game's description of the perk, as they are effectively identical.

  • To everyone in here complaining about how Reassurance works or doesn't work based on the wiki description: I strongly suggest you guys don't just read the perk's description, but also the trivia section beneath it, when you're on its page. It literally explains exactly how the perk works and what its limitations are. Nothing about Reassurance is inaccurate on the wiki.

  • @KingFieldShipper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339838#Comment_3339838

    Just want to point out the wiki is not official. A lot of it is stuff that has been data mined, and every so often you’ll find completely inaccurate things on it

    What information did you find that was completely inaccurate? I keep reading about this stuff happening on the wiki, but when asked, barely anyone can actually tell others what exactly it is that is inaccurate. If you think something is wrong on the wiki, contact the admins, like they literally tell you to do in the disclaimer that you had posted.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329516#Comment_3329516

    There's nothing either in game on the knights power or on the wiki that mentions this behavior, hence why I'm posting here.

    https://deadbydaylight.fandom.com/wiki/Tarhos_Kov%C3%A1cs

    I would expect guards to have roughly the same pathing capabilities as nemesis zombies, which are limited to walking or falling.

    As far as the wiki is concerned, there is: "While a Guard moves towards that location, their lower-half dematerialises and they float, phasing through any solid objects to reach the Survivor as quickly as possible, even through floors."

    It's in an article aptly named "Guards", in the section "Hunt Phase".

  • Read up on the power next time.

  • If you mean the four-note motif that is core to DbD's theme music, that's the Dies Irae motif and yes, Nurse's theme still contains that.

    Right at the beginning, if you listen to the double bass that is droning away in its lowest register, it clearly plays those notes.

  • I played against a knight yesterday and dropped a pallet while the carnifex was chasing me (guards slow down while phasing through obstacles) and he went through it just fine, so I definitely don't agree with the assessment of "always".

  • I got blinded as Wraith, but had one game as Legion where at least one blind-attempt seemed broken like OP describes.

  • @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323796#Comment_3323796

    Yeah, but there is a problem with deduction of how far Nurse can lunge, becasue its not tied to her speed. Most killers just jump forward when lunging, and we can determine how far will they land because their speed suggest it. We are able to decide how far they are, and when they will be ready to lunge.

    It is not the case of Nurse tho.

    I found myself few times when running from the nurse. I was waiting for her blink, she was far from me, but instead of blink, she just lunged on me, so huge distance...

    And while playing Nurse, i can tell, that she DON'T need such long lunge because of her blink. Experienced players have little to no problem to do perfect blink, and strike without lunge. I often use "White Nit Comb" and see no downsides of it. And yes, my personal experience is not worth much, except that we consider Nurse as "difficult" killer, so why players do not try to learn how to blink with her to strike, and instead they rely on her extremally long (compared to her movement) lunge?

    Since all Killers have the same lunge, including nurse when she doesn't blink (her blink lunge is slightly shorter), you can determine her reach easily: if any other killer could reach you with a lunge from where you're standing, she can too. It's that simple.

  • The easiest way to rule out that you accidentally changed something else by fiddling with the graphical settings would be to have Steam verify the files, redownloading any that might be corrupt.

  • Your point was that moving around would lower the time it takes you to bleed out. All Tenacity does is allow you to move immediately without having to wait until you've recovered first. Even assuming that your theory was somehow correct and the act of recovering would not increase the bleed-out speed, as soon as you reach maximum recovery, that action stops, even if you continue pressing the button.

    So if it weren't 2 minutes in the end, it would still end up being 2 minutes 30 seconds, which did not happen as it was still 4 minutes.

    It's appreciated that you eventually saw reason and even apologized, but moving goal posts like this is very disingenuous, just for future reference.

  • @Katzengott said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319662#Comment_3319662

    Your link was just the general info about Health States. Under 5) Dying States it just says it takes 4 minutes to bleed out.

    Which is correct in theory. But as soon as you keep crawling around, the timer goes quicker. And i'm suprised this isn't mentioned there. Try it out yourself or believe what you believe. I have too many hours in DBD and had enough exp with slugging, trust me.

    Players like you are probably the reason the wiki admins insist on testing things in-game instead, if all you provide them with is a "trust me, bro, I'm experienced".

    I have nearly 4k hours in the game myself and what you said just sounded wrong. I've never noticed bleeding to death take anything other than 4 minutes, whether you move around or stay still. Since you claim that moving around halves the time to 2 minutes, that should be a very noticeable thing, especially since the EGC timer has the same timings and is something we get to see relatively often.

    I just went in-game to try this out for myself and even used Tenacity so I could immediately move around while recovering. It still took 4 minutes to the second for me to bleed out.

    So in conclusion, there is no reason for you to be surprised that no one shares your observation, it's just not a thing. A lot of playtime does not mean you know everything.

  • If we do lose the license, it'll be just like with the Stranger Things content: people who own Bubba already will get to keep him and play him. Since there was never a map associated with him directly, a second case of Hawkins won't even happen here.

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