Bwsted
Bwsted
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- Bwsted
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You were in the trial. Why would you be asking us about something you witnessed first hand?
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"It's not an exploit because the other side has exploits too".
OP, March 2021.
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@Chilli_man2400 said:
How the ######### did he do that? That’s incredible I want him to do more of this but for springtrap I want to see his gameplay made up
Probably using that dev build that was accidentally released around Ghostface time. People have been doing mods ever since.
@MonsterInMyMind said:
https://www.youtube.com/watch?v=Lq1gyBcK5e4
Literally the best Aliens design i have seen Behavior please. Watch the power ingame this person made this and this killer would be dope to have in game.
I like the aestethics, but the power looks broken asf.
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/2035566#Comment_2035566
Sweet, I'll try that now. Thank you.
As a side note I suspect that the issue was that the medkit isn't an aura item, while the map is and, possibly, the challenge description is incomplete. After all, Open Handed works with auras. It's a very wild tin-foil guess, though.
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That one is bugged. The first time escaping through the gates with a depleted medkit I didn't get credited.
I repeated with a map and that worked.
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I could give you a decent answer if you define 'win' in the context of DbD.
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Dumb survivors didn't read their free copy of the killer's rulebook for survivors smh.
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i legit dont feel like a killer i feel like im just getting bullied
Well, here's the hard truth, if you can handle it. You don't feel like a killer because you're not one. You're some guy playing a video game. Same for the survivors. You're not a big bad dude wielding a sharp weapon and inflicting horrendous bodily injuries. Nobody is getting hurt irl. Except in their feelings, apparently.
why can a survivor save another person off a hook even though i attack? i feel like i should be able to grab them even if their healthy like i dont even tunnel but they all hang around a hooked person so what do i do?
What do you do when they're handing you the win? I guess, you stay there... and win?
And alsp, you can grab them regardless in that situation... which brings me to the point where you need to take the game as a learning experience, because you need it as clearly you don't know the mechanics that well.
Then, stop focusing on non-issues, like tbagging. Banter exists in every game. As for the DS, it's getting changed the next patch. Bodyblocking? It's part of the game. Some things we like, others we don't. I'm sure there are plenty of things that survivors don't like and yet that's the game we have.
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@MadLordJack said:
When most of the community complains about survivors holding W and predropping pallets, along comes that one killer...
OP, the hero we deserve, but not the one we need right now. So, survivor mains will hunt him. Because he can take it. Because he's not our hero. He's a silent hold-w chaser, a watchful hook patroller. A dark knight.
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I understand the annoyance with that dynamic, but you're looking at it the wrong way.
If they hook bomb like that, they're making a terrible play regardless. They're removing time on hook, allowing you a free hit on the rescuer, possibly a trade and at worst one injured and one in deep wound. That gives you a lot of pressure on two people in the same place without even needing to look for anyone right off the hook.
What you're saying is that you want to always be able to get the hook trade or the slug, which in itself would void the purpose of the perk entirely, even in those situation it was designed for.
BT and DS are the band-aid fixes whose existence prevents DbD from dying along the path of Deathgarden. If the perks in themselves have annoying traits, it's because that mirrors the annoyance of the situations they're trying to address i.e. camping /tunneling.
Also, don't take this the wrong way, but the solution you propose (protection hits disabling BT) effectively makes the perk non-existent given how protection hits work. That hints at the fact that your knowledge of the game is limited and the issue is not so much BT, but your need of more experience in how to deal with BT.
As a side note, if BT should be de-linked from terror radius triggers. But that's a story for another thread.
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If it's a ghost saw, there's nothing you can do. It's an old bug that must be patched devs-side.
Regarding jukes:
- Look down and 99 your saw;
- Use A and D (or console equivalent) to strafe and bodyblock the juking survivor;
- Be patient until you've actually killed their momentum with your body. That'll make tracking them very simple;
- Saw them down.
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Not really. I've been to a couple of flea markets, but I couldn't find any VHS players yet.
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It's ok. Other killers are not weak, they just require a 🧠
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Sounds like you're easily scared by a pea shooter.
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McLean said they're aware of the issue, but also that they're not actively looking to fix it. Welcome to BHVR.
It only works on mouse and keyboards and moslty on very high DPI. It works SOMETIMES at lower dpi, but you have to break your wrist and elbow.
@SirCracken said:
It is not an exploit. 180% is the turning cap on his lunge. It is fully intended.
You're both right and wrong.
The turning can actually exceed 180° with this technique.
It's not an intended feature (see beginning of this post).
It's not an 'exploit' in the sense that the issue has been acknowledged, it's confirmed unintended and there are no indications that they consider it an infraction (oddly enough, given all the circumstances).
@MadLordJack said:
It's an exploit.
It literally removes his only real counterplay, which is complete BS, and is only available to PC M&K players bwcaus sit involves setting your sensitive ridiculously high to take advantage of a split second when you activate the Lethal Rush attack when you don't have a turn lock. I hope they patch it out soon.
Oh, and it's also super easy to pull off, in case you were wondering. Ten minutes after I found out about it I was destroying short loops. Not. Fair.
I do agree that it's problematic, especially when coupled with the almost 180° attack cone. It also creates an unreasonable disparity with consoles.
However, regarding the exploiting part, read the rest of my part. The sole responsibility for allowing this rests on BHVR. It's probably one of those issues that they tolerate simply because they don't know how to fix it. Oni had the same problem, than they over capped it unintentionally, then they fixed it, then it was possible to super flick again despite the alleged cap at 90°, then the camera glitched. I think you get where I'm going with this.
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The jflick on mouse and keyboard is unintended. They're aware of that. And they said they're not going to patch it. I kid you not.
So, the likely scenario is: no, no increase in sensitivity for controller. And no normalization of sensitivity on pc.
Welcome to BHVR.
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You need to look after yourself and your health first and foremost. Do everything and anything you have to, including disconnecting.
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@bm33 said:
Also, this tweet.
https://us.v-cdn.net/6030815/uploads/HGZDTQ2BOEGV/screenshot-20210224-151806.png
'Been working all night' is gonna be the new 'months of hard work' once this 'magnus opus' of bugs is released. You heard it here first.
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Neither WoO of Zenshin would be problematic without a cooldown.
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I doubt any of us 3 Pig mains do that. I would expect a 'main' to know better. Or rather, 'did' in my case, as I've been DbD-free for 3 weeks. But I digress.
Let me rephrase it. If you're routinely hardcore tunneling activated traps, then you're a Pig main in the same fashion as a facecamping Bubba is a Bubba main. You're not trying to play the character optimally. You just found a flawed game mechanic that allows you to annoy people, which is likely what you're after. Totally allowed play if you choose so. The difference is in the motive.
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It's an old bug. It can happen on killer side as well. If you're going to be afk for more than a min, I suggest you leave the game at the campfire screen, if you don't want to quit.
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We don't reverse no damn patch here. Don't even dare suggesting such blasphemy.
BHVR fully embraces the ancient philosophical mystical school of the Sunk Cost Fallacy, guided through the darkness by the light of the one and only supreme being known as Months Of Work.
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The first idea is not really new. It has been suggested on this very forum many times. It think it's perfectly fine and it's pretty much needed at this point, in particular because solos are very vulnerable to camping strats. This one gets a thumb up from me.
The second one has me more skeptical. It would probably require rebalancing a lot of perks and other stuff in the mechanic itself (spawn distance of the part, aura blindness, part respawn, etc.), which I don't see BHVR be willing or even capable to do. It would also basically make survivors play super efficiently by default. Spawn in the trial, walk to a generator, tap generator, go get that part. Uh you're going to get the part for that gen? Then I guess I'll get the part for this one, because there's no point in repairing partless. So, survivors will split up by default and still the killer can only chase one.
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Slug for the 4k. The end.
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@Jarol said:
https://forum.deadbydaylight.com/en/discussion/comment/1952037#Comment_1952037
Between a fight who would win? Pyramid-Head vs Michael Myers?
Pyramid Head is the personification of a sentiment of guilt. Myers has no conscience whatsoever. Myers is immune to anything that PH represents, while feeding him none of the emotional energy that PH needs to materialize. Myers defeated that enemy in the depth of his soullessness since his childhood.
Result: Myers via opponent's no show, in the 1st round.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1950847#Comment_1950847
Dead by Daylight Discord. This convo happened today between Peanits and myself in general chat.
Query the search with the following:
from: AsePlayer#4901 mentions: Peanits#0001
Nice one. Thanks.
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Source for this, if I may ask?
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@darktrix said:
We've all taken to call it hitbox as a generic catch all for getting screwed over by a bs killer hit.
Whatever you want to call it - you cannot play a versus game if you can't be sure where your opponent is.
Spirit says hi.
/jk
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Biggest amount of bugs?
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Tbh, the only thing that Head On needs is to apply exhaustion when fast exiting a locker. As of now, it's the only exhaustion perk that doesn't exhausts upon activation. It has the peculiar additional condition that the stun has to be successfu, which doesn't make much sense.
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@CriticalWeasel said:
Oh crap I forgot Quentin.
Quentin: He can almost kind of manipulate the trial to his favour, kinda like his ability to lucid dream. Being able to get a medkit first try every time is interesting and also being able to open a gate faster when others cannot.
Only 2 more to go.
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You have to remove the words "for the remainder of the trial" if you want the changes to be consistent. Actually, you can remove the mention that it deactivates altogether.
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There are probably some licensing issues behind this.
For how awkward it looks in the current state of the game that they'd prioritize this, it is the one thing over which I give them a pass for that reason.
Now, if they invested the infamous 'months' of work in fixing years old bugs, QA and listening to community feedback, instead of downgrading features nobody ever complained about and straight-up saying ######### you to all the good and constructive criticism, then maybe fixing the sets glitch wouldn't feel so out of place right now.
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When you go back to the search lobby screen you need to check on your rank if you actually lost a pip.
There was (is?) an old visual bug, that would show that you lost a pip in the emblem section on the tally screen if the match is cancelled, but going back to the queue you would notice pips were actually unaffected.
This might've changed with the whole 4.5 mess, but it's worth checking.
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Stealth is not bad. It just requires a 🧠
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That looks like the old message when they disabled it. It can't be right.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1947433#Comment_1947433
I think the reason they're going with the vertical thing is so all names have space idk. But I do agree, i'd rather have it horizontal.
It seems to be the case. The issue is that seeing the survivors full names is completely useless in match. So, if that's the actual reason, I don't really understand it.
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Broken hits don't break the game as much as falling behind on the cosmetics schedule.
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I feel like any sane company when met with a nearly gamebreaking bug (plus many other major ones) would have just rolled back the patch, figured out and fixed the issue as a n1 priority, and then re-updated.
Luckily, after the Twins fiasco they told us they weren't gonna give us a broken update again.
Oh, wait...
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Well, I've not been playing since 31st January, barring a hit validation test in KYF. So, I've outplayed the bug. EZ elo score.
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@Shymare_11 said:
With dead hard, completely changing it would not fix the problems and possible just force survivors to run just sprint burst or lithe if they’re feeling spicy.
Currently, Dead Hard has two functions, one of which was not intend and is the least like part: To dodge/avoid a hit and gaining distance while being completely immune to any hinderances (I.e. bear traps, hits, etc.).
To remedy Dead hard, you need to choose of the functions to keep/buff to remove/nerf the other. Will dead hard stay true to it’s essence and be an avoid a hit perk or a guaranteed/safe distance giving perk?
If the first option, the invisibility frames must be increased at the cost of a shorter distance gained, likely at restrict a survivor’s normal locomotion to only being able to running (no vaulting/dropping pallets).
If the other option, decrease/remove invisibility frames while giving a longer faster, speed boost (might even allow a survivor normal locomotion.
Limiting dead hard to tokens completely removes the validity of exhaustion as it would become too encumbered by its restrictions and “draw backs”.
I don't understand where you got that gaining distance is not an intended function of DH. The perk description literally tells you that you dash forward quickly.
What you're saying is the equivalent of saying that avoiding a swing with Sprint Burst is not intended, because the perk should only be used to make distance.
These perks have a description of what they do mechanically. As long as they do that, how you implement it in your gameplay is within your purview.
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@_HN_ said:
It IS a big deal! And the simple fact that you don't seem to realize it says long on how little you understand what's going on here.
What they are saying is that the killer has a way easier time to hit them, which ISN'T TRUE!
The killer has to do the very same legit hits than before, survivors ARENT easier to hit! it's just that there's now a big delay between the moment where the killer hit the survivor and when the hit register on the survivor side.
By pretending it's a hitbox problem you are just pushing the idea that it's just a case of the killer getting a massive advantage, which will just increase the already pretty bad mood of the community.
If you can't even realize that, maybe you should just stop posting altogether.
Amazing. Everything you just said was wrong. The killer has a LARGE advantage in hitting the survivors, because the survivors do not react properly, seeing as they're acting upon an inaccurate position of the killer. The fact that on the killer screen the survivor is within range when they're hit doesn't mean in the slightest that the hit is just as 'hard', or that it required the same amount of skillful input as if it happened at low latency. It's the very same reason why VPN'ing as killer to increase latency gives a huge advantage in this game.
Please, do not make a fool of yourself any further. You showed a complete lack of understanding about latency in online games and you have no place reprimanding others on this subject.
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The game is designed for players to use perks. And it's only natural that the better the opponents you get matched against, the stronger the stuff you will have to use. That happens in every game and that's how the meta emerges.
Also, there's some cognitive dissonance in your post. If you use a switch-around Rancor build, then you actually want generators to be completed.
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@OldHunterLight said:
I got a killer stun yesterday with head on and got grabbed.
So Idk if it's a bug or just the desync stuff.
That's an old issue. I actually got the Head Old challenge back then in the Jane tome just like that.
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Saying that you weren't intending to insinuate that not getting Clown means that a player is dumb, but then labeling those who brought an argument against yours as silly, is not a great way to issue an apology. Actually, it sounds like a low-key double-down.
With that being said, if you want to prove contrary opinions wrong, then I suggest you put your money where your mouth is and bring something concrete to the conversation, such as actual footage.
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There's no indication that they'll make a perk like that. The two closest example that come close to what you're looking for are MoM and 2nd Wind and both fall way short of the mark, imho.
In the meantime, your best bet is to use DS with UB. Adrenaline as well will do the trick, but only in the endgame.
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@Yamaoka said:
Best thing about it is it brought back all the mediocre killers that nod and shake their heads after downing you like they accomplished something when the hit literally went through the wall a full second after vaulting a near-by window.
I was watching Zubat and I was flabbergasted at how often that was happening, even in cases where there was no major interaction, like after a short and uneventful chase.
Luckily, I think I've fully transitioned to the phase where I prefer watching others playing this game instead of playing it myself. Can't say I'm disappointed so far.
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@Mr_K said:
It was the only way to properly display usernames in all supported languages. That's the reason we got.
I think I remember them hinting at that. Which is also puzzling that they'd think that servers any purpose and not they're breaking the HUD in order to display totally negligeable information 'correctly'. And by that I mean that nobody needs to read the full in name in the HUD. If you want to read the name for whatever purpose, the first portion is completely suffificient. You can alway ESC and go in match details for the full story.
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I posted it in the PTB feedback back then. No clue if they even acknowledged it.
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@Boosted_Dwight said:
This still looks pretty off. It's still an improvement for sure but do they HAVE to use vertical portraits? It's just so strange to look at imo. Everything in there just seems so awkwardly shoved into one spot.
Step in the right direction for sure but still needs some help. I still think this is way better:
https://us.v-cdn.net/6030815/uploads/ENNCIUPP91DG/20210212-095602.jpg
This is what I would have expected with the kind of info they want to add (portraits, counters, etc.) The layout in your image is just too good to pass up. They can also use the current injured icon over the adept portraits for that status and then the icons to subsitute the portraits for dying and hooked, if they prefer. The hook counter for survivors can also go below the portraits, like the did in the Best of the Best tournament. That's just to illustrate a few options that really don't mess with the underlying structure. Regardless, I find this concept so intutitive that I don't understand the resistance against it. This would be, and would have been, a no-brainer for me.