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DeadByDedicated

DeadByDedicated

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DeadByDedicated
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  • I'm pretty sure this is a bug. I've had this happen to me when I tried to interrupt a survivor at a locker and they became invisible and I couldn't do anything except move around and attack. Unless they were invisible since the start of the game, it was probably that bug.

  • I'd say DBD is closer to complex than it is to simple. A new player would have to learn:

    How to play as and against 24 different killers, including multiple different add-ons

    Generator and totem spawns on 36 different maps, as well as how to loop on each of those maps

    and over 150 perks and how they interact with each other and killer powers.

    I remember when I had switched from ps4 to PC and was placed back at rank 20. There was so many players that just didn't know what to do. There was a survivor that didn't know that there was a run button, killers that didn't know that they could break pallets, and the occasional player that would let you to die on the hook despite being right next to you simply because they heard a terror radius.

  • @ohheyitsbobcat said:

    Unless it's been changed I think Legion is the best one for that. All the frenzy hits count as far as I'm aware.

    I’m pretty sure that frenzy doesn’t count since it isn’t a basic attack.

  • I'll have a archive to get stuns or blinds, and then all of the sudden the next 5 killers are running lightborn.

  • I think one of the main issues that caused RPD to be confusing was that the period where the map appears more often got cut short and the map was disabled. This left a ton of people inexperienced with the map and when it got re-added, the offering was still disabled so a ton of people couldn't play it that often.

  • @lauraa said:

    I like Mirror Myers better, my only gripe is that he's kind of map offering reliant imo.

    Personally, i don’t think the general map pool is that bad for mirror myers. I think he just suffers from a lack of mobility.

  • A bug that prevents Nemesis's zombies from spawning into a match.

  • It’s probably a bug. I’ve had it happen to me a while back.

  • It was compensation for performance issues

  • That guy’s gaming chair must be insane.

  • I think they don’t want to reveal that since people might try to abuse it or something.

  • With his meme add-on included, he would still need 8 blades to down. The "Death Throes Compilation" is also only good assuming you hit nearly every blade. If you do miss some blades, trickster is usually weaker than if he didn't have the add-on.

    If trickster did get all of his add-ons to be base-kit, the negatives caused by these two add-ons might be too much for the rest of the add-ons to make up for, meaning that trickster might be slightly weaker than if none of the add-ons were base-kit.

  • If he has both movement speed add-ons, he should be moving at the same speed as survivors at best. He shouldn’t be able to move faster than survivors if he has his knives out.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/244104/the-just-do-bones-experiment

    And how much time is it if every survivor that finishes a gen and go to the next gen just checks the common totem spots on that map and cleases a totem he finds?

    you dont even have to go out and search for them most of the time, you just have to do the one you come along. Unless it is a swamp map, totems are rarely on the edge of the map with no gens nearby.

    If every survivor cleansed totems they came across, it wouldn’t be a huge time commitment and NOED wouldn’t be an issue for most players. But since people usually ignore totems, I focused on a solo survivor doing all of them.

    While totems are rarely out of the way, and the maps I chose didn’t have incredible totem spawns, maps such as the inside ones can make looking for totems a nightmare.

  • @RealKamakaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2123203#Comment_2123203

    Well a window even if you are on the other side is still supposed to be like a wall but you can jump through it and through to the other side, if you were hit through a window it would be the same as hitting someone through a wall considering the in game tiles are the same size.

    Windows are somewhat special in that they are both a wall and open space. While you can’t walk through them, killers are allowed to attack through them. If they couldn’t, not only would it make them lose a lot of hits, it would cause problems with characters like huntress or deathslinger who can shoot through them.

    There is also the fact that the survivor basically needs to be right next to the window to get hit through it, making them only likely after vaulting a window.

  • Just to clarify, are you saying that being hit through a window is the issue? Because saying that you got hit through a wall is makes it sound like two different things happened.

  • I thought their twitter announced that it was gonna drop on Saturday

    Edit: Never mind, I’m dumb.

  • I don’t think lightborn prevents you from being lightburned. Even if it did, it wouldn’t be worth a perk slot.

  • @UncleStabby said:

    https://forum.deadbydaylight.com/en/discussion/234751/odd-bug-or-hack

    When you were hiding, did you take your hands off the controls and just sit there? you might have been kicked for inactivity

    I don’t think you can get kicked for inactivity. Especially not in a match.

  • Stake out has 2 big issues.

    The first is that it is reliant on skill check rng, meaning that you can have 4 tokens, but not be able to use them because you aren’t getting skill checks.

    The second issue is that it relies on the terror radius, making it hard to get against stealth killers or small terror radius killers like huntress or deathslinger.

    The only issue with prove thyself is that you need to find a teammate, which is easy with perks like bond, empathy, or better together.

    Prove thyself is definitely better than stake out.

  • The perk specifies that the last generator needs to be completed, so it probably doesn’t work for the hatch.

  • It says merciless because it is bugged and says the wrong thing. You got whatever was below merciless. The rank progress bar itself is still accurate(to my knowledge), and it said that you didn’t get enough to get merciless killer.

    B033E8FD-15B7-4D27-BF56-D42066699775.jpeg


  • Because you can’t use items while downed last time I checked.

  • I think Plague’s popularity has less to do with her viability and more to do with her aesthetic. Projectile vomiting onto other people is generally not something that people enjoy, but plague is definitely stronger than a lot of the weaker killers. A couple of killers need a rework more than plague does.

  • They do work together, but running no mither generally isn’t worth it unless you are doing a tome challenge.

  • That is haste. It means you are moving faster. This is usually obtained through bloodlust.

  • No one has an issue with people playing with their friends. They have an issue with the fact that if you are playing with your friends, that probably means you can talk to them, which gives them an big advantage over randoms who can’t communicate with their teammates.

    The game is not balanced around being able to talk to your teammates, which is why swf is so strong.

    Due to swf being able to talk to each other, they rarely need any information perks, as well as can call out or outright nullify killer perks, which makes them much more frustrating to go against.

    If they added in-game communication and balanced around it, complaints about swf would be non-existent.

  • If he had a movement ability or insta-down, he would probably be op. He just has a lot more going for him compared to other m1 killers, such as

    -built-in tracking

    -built-in slowdown

    - a chase ability that doesn’t have a drawback.

    -isn’t very perk or add-on dependent

    -a power that isn’t very map dependent

    - the ability to interrupt survivors doing your hex totems from afar

    -a ton of good add-ons

    -few counters + the ability to counter his counters

    -and perks being able to synergize with his power.

    Overall, the doctor is good because he doesn’t have any huge weaknesses compared to other killers and is a lot more reliable, but still can’t prevent gens from being done across the map from him or down somebody incredibly fast.

    Personally, I wish the weaker killers had at least half the things doc has so that they don’t have to have a hard match because of reasons like bad/no add-ons, a bad map, or bad rng.

  • I think the best case scenario for breakdown would be to destroy a hook near the basement since it tends to spawn hook deadzones.

    Breakdown might be good it it broke both the hook you were on as well as the closest hook to the one you were on for a shorter time.

  • @SirCracken said:

    https://forum.deadbydaylight.com/en/discussion/comment/1517429#Comment_1517429

    Is it?

    Tell me, how did an update that saw literally no mention of changes to Clown have a clown bug in it unless it was an intentional nerf?

    This happens a lot. Myers ended up having his post-game walking animation changed to trapper’s when the billy and cannibal changes came out, despite that neither trapper or myers got any changes or bug fixes.

  • I don’t think that perks should be buffed based off of how they were in the past. Dbd has had some really strong perks in the past. Some of the current best survivor perks were even stronger in the past.

    Think about if people wanted mori’s buffed just because they were stronger in the past.

    Even looking at current DS, you would much rather have DS and not need it, than have not DS and need it. If you aren’t getting to use DS, that means you aren’t being tunnelled out of the game (unless mori or pyramid head).

  • In the patch notes it says it reduces mobility. Either they forgot to change the text, or they forgot to take off the effect. It’s not a bug, they just forgot about it.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1480748#Comment_1480748

    That’s because Surge’s regression isn’t based off failed skill checks

    The issue is that it says that surge applies “additional” regression, making you think that the 8% is being added to the normal 10% regression penalty when a gen explodes.

    Instead the explosion from surge doesn’t do anything on its own other than tell you surge activated.

  • @Jambeard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1480623#Comment_1480623

    Is this just something everyone knows? lol

    The way his power is worded doesn't say that. The "Restraint" addons are the only place that the aura of Illusionairy Doctors is mentioned, so I assume that's part of the addon.

    The wording is the exact same as the "Order" addons that let The Doctor see Illusionairy Pallets:

    "The Doctor shares in his patients' Madness to read the Auras of Illusionary Pallets."

    vs

    "The Doctor shares in his patients' Madness in order to read the Auras of Illusionary Doctors."

    I think another instance of the same text but not same effects happens with surge.

    Lullaby, overcharge, and surge all say they give additional regression, but surge doesn’t. Lullaby and overcharge give their extra regression on top of the 10% base regression, but surge only applies its regression without the base 10%.

  • Just make a killer with an ability so loud that survivors literally can’t hear anything else.

  • I ended having this bug happen to me last patch. I think the bug is tied to interrupts and not repressed alliance. It sucks to hear it hasn’t been patched out.

  • @Snow_Lep said:

    I could be wrong. But unless it has been patched or changed, I do believe each of the 4 standard traps is tied to the 4 boxes. The 4 standard traps (meaning without addon for more traps) are rng, but follow a specific rule. The rule I (and many of my friends) have observed is that each trap is tied to a specific box. Meaning the first trap she uses will go to one specific jigsaw box. The second will go to a different box but CANNOT be the same as the first box.

    Think of it like this. Trap 1 goes to Box A, Trap 2 to Box B, 3 to C and 4 to D. The box that gets labeled as A, B, C, and D are randomized so they aren't predictable, but you can use this to your advantage.

    If you see someone get their trap off at a box, then you can know that it is NOT your box (there are exceptions but I don't know exactly, only speculation on the way the addons add rules).

    The addon rule addition speculation.

    If there is an addon to add an extra jigsaw box, it just adds a random element of rng to the search. Where Traps 1, 2, 3, and 4 could be tied to boxes A, B, C, D, or E now. As far as observed, it still follows that if someone else gets a trap off, then that box CANNOT hold your key.

    If there is an extra trap addon (with NO extra box), it adds a Trap 5 that then gets tied to whatever box it would like. This is the least clear one, as it is hard to test and get info on since most Pigs do not get all 5 on different people. I am unsure if it follows in that traps 1-4 are tied to A-D and then the 5th is where it can be whatever box, or if it picks another number trap to double up the box on.

    If there is an extra trap addon WITH the extra box, it doesn't cause all 5 Traps to be tied to each specific box. It uses the extra box rule, and then the random aspect of the extra trap rule combined, making it the worst of all to figure out exact details for the way it creates and uses rules.

    I think that it was stated that a single box could hold multiple keys, meaning that both trap A and trap B could end up being taken off at the same box, while a different box would be empty.

  • I think that is gonna be fixed next patch since they said they fixed it in the PTB patch notes.

  • @Unicorn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1280028#Comment_1280028

    Yes, this is indeed how it was except I couldn’t do anything at all that regards using R1 on PS4. If anyone would like to see heres the actual video:

    https://youtu.be/n5VdcOm3HD0

    The exact same thing ended up happening to me with pig and trying to get someone from a locker. I think that the bug just ends up leading to the person you pick up turning invisible and, despite the fact that it shows you that you pick them up, they are still running around since the icon in the bottom left didn’t change when you grabbed him as well as he got caught in a bear trap.

    It is pretty game-ruining since the only way you can kill someone it to just slug them, which is even harder since you have an invisible survivor running around who can pick them up.

  • The main reason I like it is that it can heavily cut down on patrolling gens, which is a godsend for killers with no movement abilities since they won’t have to run circles around the map to find survivors. It also makes it way easier to 3-gen survivors since they won’t be able to work on the last gen without you instantly knowing.

  • We’ll probably get news in like a month.

  • It would probably be better to have this add-on be a brown add-on instead of purple considering deep wound is incredibly weak.

  • @cipherbay_ said:

    Was this in Strodes Map?

    It was on blood lodge

  • @Aura_babyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1246756#Comment_1246756

    You say you shouldn't have to mind game someone who is in the dying state but crawling to pallets to set up saves is a mind game of it's own.

    Not saying the aforementioned hook tech should stay... just saying that there are mindgames while someone is in the dying state, and it applies very heavily for both sides.

    Yeah, I’ll give you the pallet mindgames, but pallet saves are an intended mechanic while this was likely not.

  • @bjorksnas said:

    just bait moving to the left or right you should still be able to pick up the person as they cant hide the whole hitbox/prompt area

    The advice is nice and all, but i feel like they shouldn’t be able to do that. You shouldn’t have to mindgame somebody who already in the dying state.

  • I feel like the perk shouldn’t still interact with totems if it isn’t a hex totem itself since only some hex totems get bonuses based off other totems. It would also mean that it would be a bad choice to run it with other hex perks since the survivors cleansing the totem would make NOED weaker. Also the strength of the perk can’t really be shifted towards movement speed if the numbers you provided are lower than the speed that current NOED gives you.

  • Rancor allows the killer to mori the obsession without hooking them. It also exposes the obsession at the end. Rancor is one of spirit’s perks.

  • I would think that it is because he has so much going for him in his base kit that him having certain perks can make him annoying to deal with. If he has BBQ he can just hook someone and immediately be in another chase. If he has Pop he can instantly use it by just teleporting to the gen you are working on. He also counters borrowed time by simply existing so he could tunnel better than other killers. In reality, people probably don’t like him just because he shows up more often than other killers since he is strong.

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