CountOfTheFog
CountOfTheFog
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- CountOfTheFog
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@Beatricks said:
Revert the stun duration nerf of DS. Also remove the skill check, it serves absolutely zero purpose.
Is it still a tiny "great" skill check?
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@09SHARKBOSS said:
what do you play on as i am an xbox player
I play on Nintendo Switch
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574941#Comment_3574941
I still don't understand it. I think I need to see it in action.
I'm with you still lost as hell.
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@[Deleted User] said:
Maybe I'm a bit slow today, but I don't quite understand them. Is it just like a pfp?
Same here, I have no clue what they are.
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@GentlemanFridge said:
Developer Update | November 2023 - BHVR
Developer Update | November 2023
By PeanitsLast Updated: 2:55 pm
https://us.v-cdn.net/6030815/uploads/MKWC2617OWAD/developer-update-1920x1080-totem-idea-copy.png
The end of the year is almost upon us, but we’ve still got news to share. In this Developer Update, we’ll cover some of the new features and balance changes making their way to the game in our next update, including a new customization option, a sizeable update to an existing Killer, and gameplay passes for two Realms.
https://us.v-cdn.net/6030815/uploads/TH83KHQB5CUC/visual.png
Player Cards
A new customization option has arrived! Player Cards are decorative banners and badges which appear in the top right corner of various menus. Your Player Card will also be featured in the post-match scoreboard so other players can see them as well.
https://us.v-cdn.net/6030815/uploads/038S3FKP1N8N/02.png
Banners and badges can be mixed and matched as you please, and higher rarity ones will be more detailed with some even being animated. Like other cosmetics, you’ll be able to be earn them in various ways, such as events, the Rift, through login rewards or promocodes, and so on.
With this update, we’ve also cleaned up the menus and moved your player level and grades to a new Player Profile screen, accessible by clicking on your badge.
A small selection of Player Card options will be available starting with this update, but you can expect to see a wider range of choices appearing over time.
https://us.v-cdn.net/6030815/uploads/WZX7IW03KQ65/trickster.png
The Trickster
When he’s not working on his next album, he’s following his other passion: Throwing a boatload of knives at Survivors. In this update, we’re aiming to address points of frustration for both sides. For Killers, many feel like The Trickster doesn’t quite stack up to the other ranged options. For Survivors, dodging Blades could feel inconsequential since so few would injure you, making it feel unavoidable. We’ll be making a series of balance and quality of life changes to our resident rapid fire ranged Killer.
Rapid Fire
The Trickster’s fast-paced attacks are what set him apart from other ranged Killers, so we wanted to focus on this rapid fire ‘machine gun’ gameplay for this update. We asked ourselves: What’s better than throwing a bunch of knives? Answer: Throwing even more knives.
The Trickster now throws 4 Blades per second (was 3 Blades per second) by default, and his throw rate no longer increases with each Blade thrown.
To keep this feeling fair for Survivors, we have also increased the laceration meter to 8 hits (was 6), as well as decreased the time before it decays to 10 seconds (was 15). This means that the laceration meter will fill at the same rate as before, but successfully dodging Blades will be a little more rewarding.
Lastly, recoil when rapidly throwing Blades can be tricky to deal with, particularly for those playing with a controller. Therefore, we have removed recoil entirely.
This will make your Blades easier to control, making them more skill dependent. The downside: You won’t be able to blame the recoil for that Blade you missed.
Fast Paced
To compliment his quicker throws, we have also reviewed The Trickster’s movement speed. The Trickster now moves at 4.6m/s by default (was 4.4m/s). This puts him on par with other fast Killers, and as a result, The Trickster’s Terror Radius has been increased to 32m (was 24m).
This will not only help him close the gap during a chase, but also spend less time traversing the map looking for his next target.
Combined, these changes will leave The Trickster feeling much more agile and fast paced.
Main Event
Main Event allows you to throw even more Blades even faster. However, this required you to hit quite a few Blades to activate first, taking several chases to charge up. This made it feel fairly rare for the Killer, but also made it a little frustrating if you happened to be the unlucky Survivor to be caught when it was finally activated. As a result, we are making the following changes:
- Main Event now requires 6 Blades to charge (was 30).
- Main Event’s duration has been reduced to 5 seconds (was 10).
These changes will make Main Event available much more often but require the Killer to use it strategically to take advantage of it.
Add-ons
Lastly, we have reviewed the effects of a handful of his Add-ons:
- Memento Blades: New Effect – Decreases time between Blade throws by 5%.
- Inferno Wires: Increases duration of Main Event by 40% (was 25%).
- Ji-Woon’s Autograph: New Effect - Decreases the number of Blades required to charge Main Event by 1.
- Tequila Moonrock: Increases duration of Main Event by 60% (was 50%).
- Fizz-Spin Soda: New Effect - Decreases the number of Blades required to reach Main Event by 2.
- Waiting for You Watch: Increases the duration of Main Event by 0.25 seconds for each Blade hit while it is active (was 0.4 seconds).
- Iridescent Photocard: New Effect - For each consecutive Blade hit, gain a stackable 1% Haste effect, up to a maximum of 7%. This bonus is lost when missing a Blade or putting a Survivor into the dying state.
https://us.v-cdn.net/6030815/uploads/Y5WK752VQSX5/perks.png
Made For This
Even a small speed boost can make a big difference in the right hands, making some Survivors very difficult to catch. Since Made For This would activate as soon as a Survivor became injured, this Perk would often be unavoidable. To make this fairer and create opportunities for Killers to play around it, we have added an additional condition to the Haste effect.
After healing another Survivor, gain the Endurance Status Effect for 6/8/10 seconds (unchanged). While you are affected by Deep Wounds, you run 3% faster. Since this is much more situational, this effect now applies while Exhausted as well.
With this change, the Killer can potentially prevent Made For This’ speed boost from activating entirely by avoiding inflicting Deep Wounds on that Survivor. This also ties both of Made For This’ effects together, granting a way to gain Deep Wounds in order to make use of the Haste effect.
https://us.v-cdn.net/6030815/uploads/51E2THM6PO7I/gardenofjoy.png
Garden of Joy
Joy for some, at least. We have gathered and reviewed feedback for the Garden of Joy map, and in this update, we’ll be making a series of changes to improve gameplay.
First, we turned our attention to the windows of the large house. Previously there were several strong windows which granted Survivors plenty of distance each time they were vaulted, making some chases drag on. We have reviewed the layouts of these windows & breakable walls to make chases in this building fairer.
https://us.v-cdn.net/6030815/uploads/XA7D3BA0EQFX/gardenofjoy1.png
Second, we have rebalanced several pallet loops to bring them closer to the sweet spot where they are both useful to Survivors and have the potential for Killers to play around them. We have also cleaned up certain loops and removed some small objects which players might bump into by mistake.
Lastly, we have made a few art changes throughout the map to both improve visibility of objects which block your path and introduce small pieces of lore throughout the environment.
https://us.v-cdn.net/6030815/uploads/ARI13532YNW2/redforest.png
Red Forest
The Red Forest is home to both Mother’s Dwelling and the Temple of Purgation. We have similarly reviewed feedback for both maps and are making a series of changes to improve gameplay on them as well.
First and foremost, size: These two maps are some of the largest in the game. This can cause some gameplay issues, costing the Killer a lot of time to cross from one end to the other in search of Survivors. We are reducing the size of both maps to bring them more in line with the rest of the Realms.
https://us.v-cdn.net/6030815/uploads/UR6YESKBJ4H0/redforest2.png
Second, we’ve reviewed various pallets loops and reduced the amount of vegetation surrounding them, making it easier to identify loops at a glance.
https://us.v-cdn.net/6030815/uploads/CQW0HBOPS1BH/redforest1.png
With that, we’ve reached the end of this Developer Update. Everything mentioned in this post will be available to try in the Public Test Build, planned to start November 8, with the update going live on all platforms in the weeks following. We look forward to hearing what you think!
Until next time…
The Dead by Daylight team
(the official windows twitter account has liked my drawings of birbs I am losing my mind)
What about hiding prestige levels? Is that still being looked into?
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@Nazzzak said:
I suppose experienced players will just play it with Dead Hard now, since it's no longer affected by Exhaustion.
I am surprised they took the additional requirements route. There are popular perks like Lethal Pursuer and Corrupt, whose activation requirements are simply spawning into the game. Perks like Ultimate Weapon that require just opening a locker to activate. I wonder if this will be a new thing going forward and more updates will come with additional requirements for those perks. I wouldn't mind hearing the devs thought process.
Yes and they need to get rid of the BOTS too
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Check out the developer update on MFT on Twitter! Lol
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574618#Comment_3574618
Thats sorta restricting choices and we're not much a fan for that. We don't realy have any arguments against wanting teammates having a functional build other than people should be able to use whatever the hell they want (good or ill) but we do want to point out the perk randomizer challenges. Needless to say people have gotten that build [with the added bonus of tenacity in our case].
Well this is just a brainstorming session. Thank you, sincerely, for respectfully expressing your opinions. I do appreciate it 🙏
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574610#Comment_3574610
Depending on how the rules are set/detailed we may or may not get affected. We're paranoid enough to not take the chance. For example: our Cybil runs Desperate measures, calm spirit, no one left behind, and BT. What does this count as? For super serious survivors this would probably count as a meme while we dont see it as such. We think we see what you want [teammates more inclined to play in a similar style to the solo que one] but do not see how well this would work especially since que times for survivors tend to be a loooot longer compared killers (atleast for us especially since killer time is sub 60 seconds usually. Yay backfill). Then theres also the problem of how this works with SWFs. A friend usually runs a full meta build, but we run something like Cybil above. How does the rules the solo gave fit this? Devils in the details, and we love loophole abuse.
No, no. I'm personally ok with any 4 perks, even selfish ones like Left Behind.
I don't want to be matched with anyone player running a build that literally won't work. For example: No Mither, Self-Care and For The People.
I want everyone to use whatever perks they want. Emphasis on USE.
The build I just described eliminates the ability to use the perks
Frankly, the game should just let them know they're not compatible and not allow it. I don't see the game allowing me to add toolbox charges to my medkits and flashlights. Same should go for perks. If it did, this thread would be irrelevant.
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@MoNosEmpire said:
I think removing depipping, even though it would make sense as a survivor, it wouldn't make sense at the same time because it makes you sweat harder at end game level and each game before iri 1 feels more and more challenging and sweaty. It would honestly make sense to add more ranks to climb rather than removing depipping.
But you have to max out somewhere so however high you want ranks to go, you will inevitably end up in that situation.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574603#Comment_3574603
Let us specify, we (as in the 3 who share this account) would never get a game. We go with thematic/gimmicky/incharacter builds.
The second one was ment as a joke but if you insist~ The killer gets to hop into the survivors lobby as theyre readying up and picks one to start on a hook.
And you still will! With people who also do that! This would also separate people who are playing more seriously from those who are not. Do you at least see where I'm coming from?
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@Rulebreaker said:
We're going with nope. We like people whining about MFT for every reason under the sun to much to consider losing that source of entertainment. Its crazy to see each and every day.
Lmfao 😄 😄 😄
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@betelgeuseyes said:
I don't do it when someone's coming to save, I do it to give signal that it's safe to save or to save before I go onto second phase. Also, I do it out of boredom of hanging around. I try to time my flaps so that my characters hands don't go fully down, it's really difficult. I'll try not to do it so much now I know it's a turn-off.
It's just when you see someone is right there or two feet from you. The flapping animation causes a slight delay in the unhook action from your rescuer.
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@Rulebreaker said:
......soooo is this serious or something complaining about depiping or a joke?
If serious, then no as we would never have a game.
If not, then let the killer into the survivor lobby and dictate who they get to hook.
I disagree we would never find a game. Those who don't like the idea simply opt out, just like opting out of cross play. I do depip when playing with trolls or P65s running no perks and that is annoying.
I don't understand your last sentence, please clarify about letting the killer in the lobby.
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@KolbyKolbyKolby said:
Define what a meme build is and how it differs from what a meme build wouldn't be, and how the gaame would determine whether a survivor is running a meme build or not.
Meme builds to me are builds the game won't allow to work. For example, No Mither, Self-Care and For The People.
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@Aven_Fallen said:
Nope. We dont need entitled people who think they have a right to decide what other people are allowed to bring or not.
We don't need trolls bringing meme builds. This is also optional. For example, I would turn the option on, you clearly wouldn't, we would not get matched up and both be better for it. I'm going to put you as a "maybe"
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@Ghoste said:
Deal. I prefer Sprint Burst or Lithe over MFT, and I dislike how Lethal Pursuer essentially removes the early game phase of hide & seek.
Correct answer my friend!
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@jamally093 said:
Okay, so let's paint a happy little picture. we have a big bad Blight now he has a few friends, a Dwight and a Zarina, because everyone needs a friend. Now let's put some generators, and four of them have lights on meaning one left before Dwight, and Zarina have to go back home.
The Blight doesn't want that, so he puts the Zarina down for a little nap. Though she split her tomato juice on the ground, we don't make mistakes, just happy accidents.
Now the Dwight wants to wake Zarina up from her little nap, but he can't as Blight wants to make sure he can send Dwight and Zarina to the Entity isn't that nice.
With one generator left and two of their other teammates already seeing the Entity, Dwight needs to stay quiet and hidden with Zarina, also knowing this.
So Dwight hides behind this little rocks and trees the match goes one for a solid few minutes with Dwight waking Zarina up because she might not be happy with him just trying to survive because the Dwight is actually solo q.
In the end Dwight scratches his head and wonders why do people slug when two people are left since it just makes the match longer then it should.
I hope you had a nice time painting with me today.
I read that twice and can't follow the story. In full disclosure, I am under the influence. Can you just give me a more simple wall of text? Smaller and to the point?
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@BugReporterOnly said:
Did you reddem a code already? If so you can't stack them.
No, I got one from my friend and one from her daughter. Neither play dbd. I only wanted to use one and give the second to my best friend, but Neither are working.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574533#Comment_3574533
I'm sorry 😔 I still stand in solidarity with you over the bot plight
BOT Claudette wouldn't heal me. I died. She went afk at the killer shack, got 3 crows and hauled ass when the killer showed up.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574528#Comment_3574528
I mean I get it but, that happens to anyone regardless of if the perk is used or not, and if you just throw on another passive slowdown to cover for you instead it would have the same effect, this just covers a symptom of a problem rather than a problem itself which I don't think lethal deserves, while MFT itself is problematic and not just a symptom.
Ok but this is just a hypothetical. If I was the dbd wizard and could make mft disappear completely would you be for it if it costs LP?
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@Nazzzak said:
I don't use either. So i say no. I can handle both.
You are supposed to be my friend. After all we've been through with the BOTS. Yes, separate trials but we feel each other's pain 😢
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574520#Comment_3574520
Tunnel a survivor out of the match instantly.......
You mean start an early chase? The first chase isn't tunneling, in fact nothing until after a survivor gets unhooked could even be classified as tunneling which then afterword since its a heavily overused phrase depends on who you ask. Ive never heard of tunneling before someone gets hooked before this is a first for me
I'm sorry I was not clear. You can target them instantly, down hook, proxy camp, tunnel. This happens to me a lot when that perk is used. Does it make sense what I'm talking about now? Like you see my aura, you hook me first and then tunnel. That's what I meant.
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I reported it months ago to support
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@bjorksnas said:
Lethal isn't even a problem perk, it shows where survivors are at the start of the match and providing no other benefit unless you use other perks and addons that reveal auras, which you could just fill up with slowdown instead. I think its fine since the perk is almost exclusively synergistic wanting you to sacrifice other perk and addon slots to just get information longer.
MFT on the other hand has 1 broken effect and 1 good effect
Id rather just change mft so that the game didn't have easy to use haste perks
Hard disagree. LP allows you to tunnel a Survivor out of the match instantly. I despise that perk. Anyway, would you take the deal?
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574491#Comment_3574491
Survivors were originally planned to have nerfed healing speeds to ALL forms of healing, in exchange for killers having their gen regression/slowdown perks heavily nerfed.
Guess what happened???!??? Survivors complained so much that the altruistic healing speed nerfs got reverted, which WIDENS the gap between solo q and SWF..... but killers still got their gen regression/slowdown perks heavily nerfed.
I really do miss 200% Hex Ruin. I got my 1st 4k using that perk on Christmas morning a few years ago as The Shape. The final Survivor was Laurie on the Gideon meat plant. She was good. I thought she was going to get the hatch, but I got her just in time.
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@jamally093 said:
I would take the deal I get there stuff like Hope which gives a speed boost when not injured but that's also at the very end of a match plus I won't lie I think MFT really makes hit detection wonky even though on my screen I connected the hit but somehow it misses and the survivor gains distance.
The deal does not include Hope. Would you trade LP for MFT? OR, leave both as they are forever?
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@mizark3 said:
Every MfT is the absence of a Sprint Burst, so I like MfT as Killer. Every Lethal Pursuer is an afk punishment, so I like Lethal Pursuer as Survivor.
Knockout is arguably the perk most deserving of an alteration. Similarly maybe Teamwork: Power of Two and/or Blood Pact are probably the most deserving of an alteration on Survivor side. All of those perks make SWFs stronger, and soloq weaker. Not a good thing to encourage.
Interested in your opinion on how power of two makes soloq weaker? Isn't that the perk that let's two survivors who finished a gen together get a 5% repair speed for 75 seconds?
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@UnusedAccount said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574491#Comment_3574491
Self-healing was nerfed, not regularly healing. In fact, they boosted medkits to heal your teammates faster.
They nerfed medkits and COH, I should have been more specific.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/395669/everyone-would-you-trade-in-lp-for-mft
No. There shouldn't be a deal. MFT should be nerfed, and there should be zero compensation for the survivors.
There have been SO MANY TIMES where survivors got a game change in their favor, and BHVR didn't compensate killers. For example, killers were not compensated for the Survivor HUD, they weren't compensated for hook grab removal, and they weren't compensated for anti-face camp. This means that there should be game updates where killers get a game change in their favor, and BHVR doesn't compensate survivors.
This sounds a little off. Survivors have had healing nerfed into the ground. Anyway, I play both roles and you seem like you could be cool if you weren't upset. I'm going to move you into the "maybe" category 😏
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@Akumakaji said:
Leathal is one of my most played perks, because I love to get into the thick of it asap and I would trade it in the blink of an eye for MFT getting nuked from the face of the game. You can throw in UW into the mix, nuke all three and I couldn't be more happy.
Let's hope that the devs read this and it gets lots of up votes!
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@HugTechLover said:
Same thing happened on onryo some months back for me.
Did you contact support? Ever get compensation?
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@Xernoton said:
Could you give us a bit more information? Before the prestige rework (patch 6.1.0, 19 July 2022), you used to lose everything upon prestiging, so it might be you prestiged Oni before that. This would also make sense, seeing as your Oni is currently P3 level 1, so I assume you haven't put any more BP into him, since.
But wouldn't he have lost all his perks too in the old prestige days? And he would be P6 as they gave all P3 players an extra 3 levels of prestige.
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@FriendlyKiller said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574395#Comment_3574395
I am missing anniversary crowns on some of my survivors!😥
I honestly want to just stop playing at this point. What's the point in slogging through the game if your shift can just vanish?!?
Contact support, please 🙏
It's the ONLY chance to get it back
It's the BEST thing to do so they can investigate and try to prevent this from happening to the rest of us not to mention yourself a 3rd time.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574327#Comment_3574327
early game is when the killer is at their weakest. everyone spawning split up means everyone is on different gens, so if survivors aren't a bunch of degens and sit on gens; 3 gens get done by the time the killer gets their first down. meanwhile when all survivors spawn together, if the killer comes in there won't be any gen progress getting done + the speed penalty for doing gens together. it's a massive difference and can easily dictate the outcome of the match depending on the killer and their tempo.
But why does the game give the killer the offering to start all Survivors separately and give Survivors the offering to start together?
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@FriendlyKiller said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574389#Comment_3574389
Not yet, but apparently this has happened to other players before
I would fill out a support ticket asap. Even if someone here could tell you what happened, only support can possibly fix this.
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@FriendlyKiller said:
https://us.v-cdn.net/6030815/uploads/00H5VYCVP1DW/20231101-164833.jpg
I posted a while back about all my Wraith add-ons and offerings vanishing. Finished the Halloween event and decided to start the proper rift. First challenge was for Oni and lo and behold.
My Oni is prestige 3 as you can see. EVERYTHING went up in smoke. What is going on?!?
That's crazy. Did you reach out to support about Wraith yet? They need to look into this.
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Steve
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@ironligma said:
What the heck did lethal do, mft is infinitely stronger.
This does not answer the question!
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@Grigerbest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573901#Comment_3573901
I haven't noticed any differences in my recent matches. They are as bad as they were.
They're worse. My last bot was a Claudette who wouldn't heal us and then hid at the killer shack AFK. 3 Crows.
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@NerfDHalready said:
omg finally someone else. i was about to make a post but felt like all survivors spawning split up is a bit too strong anyway so i didn't want to sound like i was complaining.
i'm also almost always spawning with all my teammates in a literal corner of the map in majority of my matches lately. if 3 of us spawn together i'm lucky, there's still one person somewhere else.
All Survivors split up is too strong? I'm lost. Please clarify.
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@GolbezGarlandGabrant said:
If it means no hatchets thrown at me 2 seconds into a match then sure...make it a deal.
Another correct answer 👏
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@Devil_hit11 said:
isn't lethal pursuer more of quality of life perk for killer? your compared quality of life perk for killer vs best looping perk on survivor currently in the game. killer would trade any perk for MFT because none of killer perk are on MFT level. not even most popular perk being SC:Pain res.
With all due respect, I'm not comparing the two. I'm just asking if they would trade or not.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573775#Comment_3573775
Asymm action-horror.
Comparable games currently on the market? TCM. DC penalty? None, you don't even lose XP. I can't, for the life of me, remember if F13 had penalties.
Overwatch, CoD, Battlefield's small modes, Battlefront II, etc etc are all examples of games without DC penalties for their casual queues and they certainly don't punish people for throwing because you can't prove it.
F13 had no penalties.
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@BooomTetris said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574297#Comment_3574297
They want the Killer teleport to another map. These players really need a 4v0 mode asap
Lmfao 😄 second comment that made me laugh out loud today.
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@TheArbiter said:
Lethal is definitely not on the same level as MFT but sure lol
Yay!!! I got the answer I wanted finally 😆
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@Quizzy said:
Oh no, i got downed the first 20 seconds of the match. Im confident that im gonna get the 4% unhook, a luck mechanic intended in the game. Oops, i went to 2nd. Whatever shall i do? Oh no, my controller died. Oh well. Gg guys. Please dont report me.
Lmfao 😄 this made my day. Thank you 😊
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@Krazzik said:
Stop coming to save me, I have deli, just never save anyone it's okay.
I'm too Altruistic to not try. It's inside me.
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@CrowVortex said:
Have you not heard? It was my understanding that everyone has heard.
😄
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574223#Comment_3574223
I mean, that argument i can understand, i would walk away too.
I thought you ment when you were walking there, because you didnt wanted to see the arms flap.
No I don't care about the animation. I care that I literally cannot unhook because of it. If you approach them and they don't stop, you cannot save.
