AntiJelly
AntiJelly
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Also semi-related is the small-ish (but quickly growing) DbD modding community, who I think are mainly using the leaked Dev-Kit build from that big 2019 Ghost face PTB fiasco to do their modding with.
If BHVR has any particular stance on that, that'd be nice to know too.
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At least they fixed Mother-Daughter Ring, as well as Spirit's bugged acceleration, which has been bugged for YEARS longer than CTG has. Bubba's acceleration & bugged add-ons are likely next on their list.
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Was playing in a SWF a few days ago & this happened when my friend escaped the hook on last attempt.
Don't think it's specifically due to the "last attempt" though, it's from escaping the hook at any point in which hypothetically failing the attempt would put you into second stage.
Obviously this always happens on your last attempt, but it could also happen if you just waited on hook until the hook-timer was low enough.
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@BastardKing said:
I was using Claudette blood skin, I do not have Balanced landing, and she was not making noises when she fell or landed. It happened on two different maps.
@Laluzi said:
I noticed this happen with my Jane today. It may be a universal bug, not just a Claudette one.
Yes, this is currently a universal bug, regardless of perks/add-ons/cosmetics/items. All Survivors don't have any mid-air falling sound or any landing sound.
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I'd have to re-check the code to be 100% certain, but I'm at least fairly positive, from the last time I checked, that the window blocker's "vaults while in-chase" counter will consider a survivor as "in-chase" for about 30 seconds after losing the chase.
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Yup, having this happen to me as well, on PC, using Steam. 3 games in a row, one as Spirit, two as Demogorgon. Each one was about 5 minutes into the match. Extremely infuriating given the overall time-sink was around an hour, and I effectively wasted all the offerings, add-ons, bloodpoints, XP, and time spent trying to play DBD.
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@DEMONANCE said:
https://forum.deadbydaylight.com/en/discussion/comment/3186697#Comment_3186697
if i remember correctly when she starts phasing she's slow at the start of it and doesn't benefit from the full speed until after a couple seconds and to avoid this you have to swing immediately after you gain control of her at the beginning of the game otherwise your phasing will be slower the whole match.
and there are some bug reports about it here on the forums like this https://forum.deadbydaylight.com/en/discussion/278963/spirit-phasing-bug
and appearntly hag is bugged too according to a hag thread that's going on rn.
@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3186697#Comment_3186697
Her phase speed is messed up at the start; it has like a startup curve when you start phasing where your speed is slower than intended initially.
If you M1 at the start of the match it fixes it for some reason. It's stupid.
Huh, that's interesting. I did notice that Spirit had weird acceleration when phasing, but I had thought that was just an engine quirk. I'll look into seeing if I can figure out what's going wrong in her code.
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@DEMONANCE said:
how is it possible to leave a character in your game bugged for years????
spirit also has a bug with her power that hasn't been dealt with and god knows what other killers have bugged powers and addons.
bhvr's decision makers are so focused on releasing new content that they're willing to leave their game in a buggy state for such a long time.
i swear bhvr don't deserve their own game this is embarrassing.
What is the spirit bug you're referring to, if you don't mind me asking?
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@OrangeBear said:
I don't think it's bugged. I use it frequently and the distance you get after grabbing a survivor seems pretty consistent. There's no way to prove unfortunately because the people that usually datamine this sort of data about killers, are unable to find information about how far this "virulent bound extension" is.
The "Virulent Bound Extension" is how long Wesker (and the survivor) dash for, before Wesker does a throw. The default extension time is 0.86 seconds, and the Add-on multiplies that time by x1.5, giving a 1.29 second extension time.
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Yep. In the code, while using a Virulent Bound, his normal acceleration gets a x15 multiplier so that his Bounds can actually reach top speed quick enough, but when using a Bound to vault a pallet or window, it seems the x15 acceleration multiplier does not get reset.
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Additionally, all that information on the wiki is true, I and many others have programs that allow viewing of DBD's source code.
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@ays12151 said:
They changed it literally 1 or 2 days ago or something like that. (on Wiki)
So, Cannibal should reach maximum movement speed 132.25% after 60% of first Chainsaw Sweep (default 2 seconds * 60% = 1.2 seconds).
After 1.2 seconds default addonless Bubba should reach 132.25%, right?
But, in game I think something is working wrong, he needs more time than 1.2 or 1.5 (purple chili) seconds to reach maximum (especially with Chili addons and of course Tunning Guide) or I don't feel movement speed correctly (but I have a lot of experience with Bubba, I'm Bubba Main and that's why I'm fighting with his bugs 2 years now).
And finally someone said about Carburetor Tunning Guide and now I know the problem. Thanks for that!
Yes, I was the person who changed it on the wiki a few days ago.
and yes, Bubba does reach max speed at 60% of the first chainsaw charge, which does mean that both chili add-ons also increase how long it takes for Bubba to reach max speed, albeit not hardly as much as Carburetor Tuning Guide.
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Hey, person who recently re-vamped the "Movement Speeds" page on the wiki here. (MathUnsolver)
First and foremost, the wiki screenshot is slightly outdated, and is corrected now. I had incorrectly assumed the code was using "time" as an actual face-value number, and not a percentage, as it actually is.
Second, I just wanted to comment about Carburetor Tuning Guide because I can explain exactly why it's bugged.
The code that handles Bubba's movement speed while he's Chainsaw Sweeping works by attempting to reach certain speeds at certain percentages of the first Chainsaw Sweep Charge.
On an Add-on-less Bubba the short-hand pseudo code looks like this:
- By 0% of 2 seconds, reach 75% of player's base movement speed (4.6 meters/second).
- By 60% of 2 seconds, reach 115% of player's base movement speed (4.6 meters/second).
- Continue to maintain 115% of player's base movement speed (4.6 meters/second) as long as player is still in the "Chainsaw Sweep" state
And obviously, this works fine with those base numbers.
The issue is, when Carburetor Tuning Guide "combines" all of Bubba's Chainsaw Sweep Charges, it uses that entire final number as a reference point when the movement speed code asks "how long is the first charge?"
And since Carburetor Tuning Guide adds 0.5 seconds to each charge on top of all this, the code now uses "7.5 seconds" rather than "2 seconds" when calculating the movement speed.
This means Bubba won't reach max speed until 60% of 7.5, or in other words, until after 4.5 seconds of Chainsawing.
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@AntiJelly said:
This is untrue. Both add-ons use multipliers, they're not additive.
To further elaborate; in the code, these add-ons use multipliers of x0.8 and x1.2, and those multipliers are being applied to their respective bound durations.
Default: 1st bound - 0.5 seconds || 2nd bound - 1.0 second || total - 1.5 seconds of bound
Unicorn Medallion: 1st bound - (0.5*1.2) = 0.6 seconds || 2nd bound - (1.0*0.8) = 0.8 seconds || total - 1.4 seconds of bound
R.P.D. Shoulder Walkie: 1st bound - (0.5*0.8) = 0.4 seconds || 2nd bound - (1.0*1.2) = 1.2 seconds || total - 1.6 seconds of bound
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This is untrue. Both add-ons use multipliers, they're not additive.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3120324#Comment_3120324
yeah this has been there for a while I just thought about it a few months back. Can you addendum onto the bug report to include mad grit?
It's also affected by this
ah, yeah, that one actually did slip my mind.
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@kizuati said:
right i remembered this happening a few months ago and forgot to report this. good catch!
As far as I can remember, this has been a bug for years. Long enough that I don't remember when this bug was introduced, really. Just never got around to making a report until now.
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This is not a bug. As of patch 6.1.2/6.1.3, Pain Resonance's ability to make the Survivors scream & interrupt repairs was reintroduced, but still does not give the Killer a visual notification.
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@Iron_Cutlass said:
Ive never seen anyone use Unrelenting, so I quite literally never knew thing was a thing. I think if you still hit an object, the game treats it like a hit since you hit the object.
I believe what happens is that there are actually 3 types of "Basic Attack Results" -
- A "successful hit" result - occurs when you connect the attack hitbox with the Survivor's collision box. This is followed by the default 2.7 second successful Basic Attack cooldown, as of patch 6.1.0.
- A "missed hit" result - occurs when the entire lunge/attack duration elapses without the attack hitbox connecting with anything. This is followed by the default 1.5 second cooldown. (As far as I'm aware, this has never been changed)
- An "obstructed hit" result - occurs when, while lunging/attacking, a certain percentage of the attack hitbox collides with an environmental object. This is followed by the default 1.5 second cooldown. (As far as I'm aware, this has also never been changed)
In regards to Demogorgon's Shred & Pig's Dash, they both have the same 3 results, just different cooldowns. 3.0 seconds for both a successful Shred/Dash, a 2.25 seconds cooldown for a missed or obstructed Shred, and a 3.0 second cooldown for a missed or obstructed Dash.
The most likely issue, I'm assuming, is that for each the Unrelenting Perk, Mew's Guts Add-on, Workshop Grease Add-On, and Shattered Syringe Add-On, they all only apply some sort of modifier onto the "missed hit" result, and don't apply anything onto the "obstructed hit" result.
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Bumping this because I noticed this too. This bug seems to have actually been introduced all the way back in either the 5.4.1 patch or the 5.4.2 patch.
Using videos from "D3AD Plays" YouTube channel to give a general timeframe for when this bug was introduced:
https://www.youtube.com/watch?v=wodDevRoLWgAs can be seen in this video, dated December 25th, 2021, Clown's kicking animations are not yet bugged.
https://www.youtube.com/watch?v=KjFIsOTv4KsThen, in this video, dated January 18th, 2022, less than a month later, Clown's kicking animations can be seen bugged.
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@Zeidoktor said:
I was noticing some inconsistency with this and wondered if it only worked for solo queue. If it's only for the person who formed the SWF that could also explain it (I joined a friend's existing SWF and wasn't getting the bonus)
The bug is that the bloodpoint incentive bonus only ever applies to the party leader. Usually the party leader is just the survivor who started the lobby, but if they leave, the party leader becomes the first survivor who joined the lobby after the leader.
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bump, cuz me (and many others) have noticed this.
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@ahmouse said:
What were the incentives on your screen compared to your friend's? Everyone has different incentives based off their region and mmr, but the devs have yet to explain how it works with SWF
I'm playing with friends all in the same region.
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@ProfSinful said:
https://forum.deadbydaylight.com/en/discussion/comment/2920226#Comment_2920226
This just in, local killer main has never learned how to play around flashlights despite there being multiple ways to counter them as well as complaining when those survivors actively give them a free win.
I have 4000 hours and play both sides equally. You have a very poor mindset.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2920226#Comment_2920226
Well first off, you don't have to sit in front of a locker where 2 survivors are obviously doing that. You do realize that you can ignore survivors that aren't doing gens. It's not like they're doing anything useful, in fact, what they are doing is letting you win the game. Of all the things to complain about, you're complaining about survivors actively losing the game for themselves.
So let's say there's a generator in the single pallet jungle gym as well. And the two survivors will immediately hop on it if you leave.
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@ProfSinful said:
https://forum.deadbydaylight.com/en/discussion/comment/2914062#Comment_2914062
stick with me on this bud, because your mid mmr might not understand. The killer simply needs to either pressure survivors with a flashlight away from the slug, or face a wall if possible? You act as if they have 0 counterplay when in reality, you're just bad.
Tell me, what do you do when two survivors, both with 22 charge flashlights and built to last, go into the double lockers at a single pallet jungle gym? Elaborate to me what the counter to that is?
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For the last year they've had the same philosophy - they don't buff/nerf a newly released killer until at least the chapter AFTER they get released, i.e. 3 months. Expect changes in the anniversary update in late May/ early June.
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I personally think that Nemesis only has 2 main big issues, #1 being how often zombies get completely stuck, and/or doing absolutely nothing (like not even trying to path towards survivors, even when they're making noise notifications). #2 is that his whip cool down movement speed is 3 times slower than a normal hit cooldown's movement speed. I think tier 1 should have pallet/wall breaking, tier 2 should have what tier 3 currently does, and tier 3 should increase his cooldown movement speed so he doesn't lose nearly as much distance for simply using M2.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2914044#Comment_2914044
Because flashlight saves are a massive-massive waste of time in almost every instance.
And how is that?
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2914007#Comment_2914007
He's right, flashlights are massively underpowered. I can't believe you have even have suggested that they need a nerf.
How so are they underpowered? In what way?
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@ProfSinful said:
Flashlights aren't even remotely powerful. 9/10 times they lead to a slug fest and easy wins because altruism is the 5th killer perk, so to nerf an already weak item would be hilarious. Especially considering medkits are far more problematic than a flashlight will ever be
Saying flashlights aren't powerful is blatantly wrong, and you saying "9/10 times they lead to a slug fest" just sounds like you strawmanning flashlight users as bad survivors. Balance should not be made around the average, and what you're talking about is the average. On top of this, the only thing I think is a huge problem with flashlights is how absurdly long you can make them last, along with how useless all the other add-ons are for them besides duration. My aim with these changes I presented is to make flashlights more interesting and powerful in the moments that they are used, but also making them not able to be used for absurdly long amounts of time.
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2912854#Comment_2912854
People have said this to me many times and I'll say it to you. Those scenarios are just that, very rare circumstances. Not as if it'll happen every game.
Those scenarios should not be able to happen though. You could say the same about old Iri Head, you hardly ever saw them, but when you did it sucked, and it wasn't fun, and there was very little counterplay.
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2912720#Comment_2912720
It was just how you worded ceiling. Made me assume you meant skill ceiling.
I said "potential" rather than "skill" on purpose, as the issue with flashlights (and a lot of other things in dbd) is the actual potential of what certain things can do is extremely unfair/over the top/stupid. Just because the average use cases of flashlights isn't that bad doesn't mean that flashlights can't be highly abused in certain scenarios.
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@HagathaSimmons said:
https://forum.deadbydaylight.com/en/discussion/comment/2912748#Comment_2912748
Honestly I rather have a weakness tied to a singular item than it be base-kit weakness, if they HAVE to have that weakness.
In Hag and Wraith's cases, you could probably do away with their light-burn mechanics without putting in other weaknesses and it would be fine. If they did away with Nurse and Artists' light-burn mechanics however, I would want some more base-kit counterplay introduced to those two.
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@HagathaSimmons said:
https://forum.deadbydaylight.com/en/discussion/comment/2912716#Comment_2912716
yes and no, IT IS A NUISANCE i agree but under small niche circumstances it helps the survivor in chase. Lightburning the nurse is incredibly hard to pull off but tbh any weakness for her doesn't change her strength too much. Removing the Artist's crows with a flashlight CAN help but most of the time doesn't. Lightburning the wraith and flashlight against Hag traps are WAY more detrimental but add the counter play they need, even if I hate it.
Nurse and Artists' weaknesses shouldn't be tied to an item (I think both of these killers are very very poorly designed), lightburn on Wraith is just a slap in the face to a middle-of-the-road killer, also Wraith's lightburn is more or less an artifact of a different time period of DBD. The same applies to Hag, I think, just not to as much of an extent. In general, lightburn as a mechanic should be replaced with something else that will ALWAYS be present in a given match against one of these killers. My problem with lightburn is that a survivor is required to just "be lucky" and have a flashlight in their possession against one of the 4 killers affected by it, and then when one of these killers DOES get hit by a lightburn effect, it feels completely unfair because it is a COMPLETE shutdown of their power.
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2912405#Comment_2912405
So you're trying to take away the skill of... flashlights???
The only thing I'm trying to "take away" is having a flashlight with 22 god forsaken charges (not to mention Built To Last).
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@HagathaSimmons said:
I agree with flashlights needing a change. They should be used as means to escape chase or potential save survivor but at the moment they last WAAYY too long especially with double battery addons.
To add, I don't disagree completely with their use against certain killer powers as counterplay BUT the current amount of charges they have and the number of times they can be used can (in the right hands) be game changing.
From a Hag perspective, Flashlights are detrimental to our power to the point where many newer or less experienced Hags feel the need to bring Franklin's to prevent the possibility of that counterplay. That being said, the blind charges should be different to power disabling charges (ie Hag, Wraith, Artist, and nurse [all of which can be affected in a way by flashlights...even though no one is out there light burning a nurse still]). Power disabling charges should cost MORE than blind charges.
In general I think the light-burn mechanic is pretty stupid, the same way old Sabotage was stupid against Trapper. It's a mechanic to specifically counter a small handful of killers, and feels fairly targeted and unfair. If I were to make a patch with these flashlight changes, I would remove light-burn in the same patch.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2912580#Comment_2912580
Is it though? I never felt like the amount of charges on flashlights was a problem.
I get what you’re going for, but 4 seconds would not last very long at all and the extra blindness duration is not really worth it/this is by far a net nerf.
I like your Power Bulb rework though.
Every single charge is a potential blind. It only takes 1 second for a blind, and generally the only times to use flashlights are during uninterruptible animations, so there aren't many cases were charges get wasted. 4 blinds has a LOT of potential, and that's just a normal common flashlight.
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@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/2912582#Comment_2912582
Flashlights need some counterplay
Looking up, looking down, facing away from the flashlight-wielding survivor before picking up, running infectious fright, running franklins, using your ears to listen, or general situational awareness are all good counters to flashlights
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@TeabaggingGhostface said:
Lightborn intensifies
IMO I think lightborn should do something else. Having a perk that specifically denies a specific different mechanic is poor design.
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@sizzlingmario4 said:
Flashlights overall are probably the most balanced item in the game right now. Everything else still needs a lot more changes.
I agree, how flashlights function is perfectly fine. The main thing I'm focusing on is the sheer amount of charges you can put on flashlights at the moment. It's way too overboard.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2912209#Comment_2912209
.........Okay.
When playing a video game you are experiencing a variety of stimuli that your brain pieces together into a cohesive experience. The largest and most important part of that stimuli is the visual aspect, the video in video game. The fact that the visual aspect is so integral to the experience is what makes blindfolded speedruns, for example, so impressive.
Are you following? I think you're doing a great job so far. Very proud.
When you cut off the biggest part of the experience of video games by blinding the player, you create a hostile and unpleasant experience. Within a certain margin this is acceptable; in a PvP game your foes are meant to stymie you. This is tacitly understood on both sides to simply be part of the game and within that context is understandable. Now when you toy with making an unpleasant experience (blindness) more oppressive with a longer duration, you make the entire experience more hostile to the player being blinded precisely because the visual aspect is so important. Small changes add up and it's important that everyone has fun with the game.
Hope this helps. I can work up a crayon drawing for you next time if you need.
The changes I presented in my post significantly reduce the ceiling potential of flashlights (which as of right now is way too high, being the reason why I made this post). I'm not sure what you're getting at.
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@YOURFRIEND said:
Video games are a visual medium. Not being able to see sucks and is not fun. So no, I'm good.
What?
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Asking again since I didn't post my discussion during active BHVR hours.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1654015#Comment_1654015
It’s a completely redundant ability of the perk. It reduces vault speed from 0.5 seconds to 0.47seconds. A whopping 0.03 seconds. It may as well be removed from the perk.
so then why are you complaining about it?
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@elasticheart said:
Alrighty. I will upload them to imgur very shortly!
very cool, thank you elasticheart
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@elasticheart said:
you want them one by one or just the icons?
oh also Billy got the most attention here. His add ons are mostly new.
I have bought the base dbd on PC, so I can see Billy's add-ons, but I only play on console. I have zero progress on PC, so I can't see Leatherface's add-ons. I'd like to see all the add-on icons and descriptions fully tho
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lmao that dude went OFF
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1154229#Comment_1154229
I'm rank 2 sometimes 1 on PS4. Deathslinger has been getting snowballs every game. I've had a few games where they didn't hit a shot and their Noed failed spectacularly, but he's consistently been a terror.
I'm not seeing that at all.
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@Tactless_Ninja said:
Red rank Deathslingers be like "Wat".
They've been consistently hitting every shot.
On Console?