Fibijean
Fibijean
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Depends what you mean by "lose". If a survivor leaves their item behind, either because they died, because they placed it on the ground or gave it to another survivor and left, or because it gets knocked out of their hand with Franklin's Demise, they won't escape with it and therefore won't keep it. This is currently the case, and will still be the case after the update. Everything you just described regarding the killer "robbing" the survivors of their items is already a thing.
The only thing that will change is that if an item's charges run out, it won't disappear anymore. So Franklin's Demise can make a survivor drop their item, but it can't deplete the item to the point where the item vanishes altogether. If the survivor picks the item back up before they leave, they'll still get to keep it, even if it has no charges left at that point.
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They should be. It's an 18+ game.
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This is the sort of thing you'll probably want to ask them in their next Q&A. They may stop by and answer a question here, but they also might not, as this section is mostly for questions for the community.
In case they don't stop by, I can give you an answer which is probably in the same ballpark as what they would say based on things they've said in the past as well as my own, admittedly limited, experience with programming and game design.
They release patches every six weeks or so, with new chapters every three months and a major update halfway in between each chapter. Besides the obvious things, like new Tomes and DLC content, I believe what goes into each patch is pretty much a matter of what new changes or mechanics are ready to go live. They're working on a whole bunch of things at any given time, so once something gets to the point of being polished enough to ship, then it goes into the next patch, or possibly the one after that.
As for how long it takes to fix things, I would imagine that depends on the nature of the thing that needs fixing, what broke it and why. Some bugs are easy to locate and fix, some are much more complicated because they may be a combination of issues, not just a simple miscode. And sometimes they might have a really good idea of what's causing a problem right off the bat, so they can get right down to fixing it, and other times they might have no idea until they start testing things. And some bugs aren't possible to fix until something else gets fixed. So it just depends, and it's different for each issue.
Again, most of this is educated guesswork, so don't take it as official information, but based on my understanding that's pretty much how it works.
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@DYNAMICskills7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1103253#Comment_1103253
Are you more north east? Because all of east has 150+ with nbn. Friends also have nbn west side reporting 200. You canβt get better internet and Iβm reporting from console btw
As I said in my comment, I'm in Sydney. One of the places I play at has NBN, the other doesn't, I get much the same ping at both. I am on PC, as I mentioned, so that might make a difference.
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@PigMainClaudette said:
@Fibijean @DudeDelicious wbat do you guys say?
I was fine on the East Coast. Yellow and red pings were still playable. Now with dedicated servers, it's only gotten worse. I've had more jumps than the average hurdles race and it's driving me crazy.
Never had terrible problems before, but now if I have a fan on in the same room, it completely screws my game.
I'm East Coast, on PC, and my ping is usually somewhere in the 40-80 range - sometimes a bit lower, sometimes a bit higher. Far more stable than it ever was on peer-to-peer. As far as my personal experience goes, the servers are a dramatic improvement.
EDIT: When I say East Coast, I mean literally in the same city as the server, so that could have something to do with it.
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@batmanscar said:
https://forum.deadbydaylight.com/en/discussion/comment/1102472#Comment_1102472
I have those two add ons but I am not sure if the stack since they do not have the "stack" in their description but I can equip them both at the same time , do they stack or not ?
Usually, unless something specifically says in the add-on description that it doesn't stack, it's safe to assume that it does. So in the case of the Filthy/Nasty Blades, I would assume that they do.
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None of us have necessarily agreed with every decision the devs have ever made, but I'm glad everyone is putting down their pitchforks for the moment, and I hope this helps people remember to be a bit more forward-thinking, that nerfs and buffs come and go, and just because a particular patch nerfs one side more than the other doesn't mean the devs have started down a dark path of favouritism which will lead to the game's extinction.
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@2LuvRias said:
https://forum.deadbydaylight.com/en/discussion/comment/1102575#Comment_1102575
Got it, thank you Fibijean
No worries ποΈ
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Yes. Your first game ban is 24 hours, second is 48 hours, third is 1 week and fourth is a permanent ban. Sometimes, you might even go straight to a permaban if what you did was particularly bad.
It's all in the Game Rules if you want to read up on it: https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system
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@batmanscar said:
ok so I have some more questions , if a survivor is hit with FF , he needs to mend or he will go into the dying state , if the survivor with DW find another survivor and the survivor starts healing them would the time double since the survivor needs to fix the DW first , or is the DW effect completely mitigated if the survivor when in DW is healed by another survivor , or do they still need to be mended before being healed .
my second question is if I had the 'coulrophobia' perk would the mending for the DW survivor be slower if he would be in my terror radius , and are there any add-ons that would slow down the mending of the survivor when he is in DW ?
First question - Yes, a survivor in the Deep Wound state can be mended by another survivor, and no this will not bypass the need for mending. Think of Deep Wound as like a separate health state between injured and dying. Survivors can mend themselves, or they can be mended (more quickly) by another survivor, both of which will then put them into the injured state. They will then need to be healed by any of the usual methods to return to full health.
Second question - Mending is not classified as a healing action, and therefore is not affected by Coulrophobia, nor by anything else that affects or is activated by healing, including things like Nurse's Calling or the Mangled status effect. But there are two add-ons you can use as Legion to increase mending time, those being the Nasty Blade (rare) and the Filthy Blade (very rare).
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/1102422#Comment_1102422
That's true, here's looking forward to chapter 15
π₯
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/1102388#Comment_1102388
I still feel bad about it though haha. But, like you said. It's something I'll reflect on and avoid jumping in with the wrong crowds
Don't beat yourself up too much. Everyone makes mistakes, but the best people are the ones who have the humility and self-awareness to be able to recognise them as such and learn from them π
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1102355#Comment_1102355
Also for the sake of context, any Killer/Survivor can do this (obviously) with their own perks, but nobody else outside of them can really fall under this criteria for obvious reasons.
Yep, of course.
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I think a lot of people do, but it says a lot about you that you're able to admit that π It's natural for someone to jump the gun when they feel scared or threatened, but it's good to be able to recognise that for what it is, so when it happens again in the future, you can learn to say to yourself "I don't know the full story here, there could be more to it, I'll wait and see what happens".
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1102283#Comment_1102283
I still understood it regardless of the edit, saying the odds change can go either way, but using it in the right context can still be understood.
But yes, the odds decrease when more perks are in the pool, so more perks means less of a chance to see Dead Hard show up with the teachable in the early Blood-Webs. Due to how the Blood-Webs work, you'll eventually see the two get paired together though.
Agreed ποΈ
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@Lan said:
https://forum.deadbydaylight.com/en/discussion/comment/1096591#Comment_1096591
But they have bots in dead by daylight mobile though? Whenever a player dcs, a bot replaces them, so they obviously have developed AI.
As I said, it's not that it's not something they could do in theory, it's that it's not something they're choosing to devote their resources to right now, for a number of reasons. Here's what a developer had to say specifically regarding mobile bots:
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1102237#Comment_1102237
What I said is exactly what I mean...?
More perks in the pool = more chances that Dead Hard will NOT appear alongside the teachable perk for the first time, or second time, or third, or even fourth. The teachable will be there until you unlock it or go into P1 to avoid it, so eventually you will get Dead Hard to show up with the teachable version of Dead Hard... but with so many perks in this game now it only increases these odds of it showing up early.
I see, so what you meant was it would decrease the odds of seeing Dead Hard in the blood web. The word you used confused me.
EDIT: I should edit this, because I realise I didn't make myself quite clear, and you'll probably think I'm just not understanding you. Mathematically speaking, as I understand it, increased odds mean that there is a higher probability of something happening, while decreased odds mean a lower probability.
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@NullEXE said:
Toolboxes are being made faster, nerfing the uses doesn't matter when increase uses add-ons exist (It literally just makes no difference). Also you KEEP the item at the end of the trial regardless of using all of it's uses!? You might as well just GIVEN THE SURVIVORS ANOTHER PERK SLOT. They are buffing Sabotaging - game breaking SWF (You know the only ones who use it in the first place to bully killers). It's pretty obvious that they don't intend to nerf survivors out of the power role, and unless I see a big change in the near future after this update hits the PTB, then my idea that they were going to balance the game to make Killer power role again after nerfing ruin - obviously I was wrong. Like i'm still going to test on the PTB to see if my predictions are correct, but the fact that they buffed survivors in this update in anyway put a dirty taste in my mouth for giving credit that they were going to balance the game in favor of the Killer again.
The Wall thing is going to be nice to balance god loops, which fix a lot of problems, but that is going to take a lot of time to even get across all the maps that needs them - in addition to coding every killer to have a wall crash animation, and fix all the bugs that will come from it (because that's ALOT OF CODING).
I'm impressed with the buffs to fixing ridiculous loops, but i'm not impressed that they directly decided to buff bullying the killer.
Did you read the part where they said that they would also be adjusting add-ons to match, and that time saved overall with toolboxes is now "much lower", or were you seeing too much red by that point and missed it?
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It takes him forever to get to tier 3 with that add-on, even more so if he's combined it with the one that lets him stay in tier 3 forever. Most of the game should be over by the time he even gets there. If he manages to get a 4K that way, the survivors are probably doing something wrong.
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@FireHazard said:
It should be possible yes, since the perk is unlocked by default for David and can be tiered up in the Blood-Web without unlocked the teachable. So, you could technically get the perk Dead Hard Tier l in the same Blood-Web as the Teachable perk for Dead Hard.
The odds increase if more perks have been previously unlocked for other Survivors, so if you have more perks in the pool than the odds increase more and more, which is why players like me have never seen this happen, since I leveled every Killer up to level 50 and than P3-50 them afterwards as I choose, one by one.
So in short yes, it's possible to get Davids Dead Hard and his teachable version of Dead Hard in the same Blood-Web, the odds increase if more perks are in the pool.
What do you mean about the odds increasing the more perks there are in the pool?
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You can also follow up your in-game report with a support ticket, with screenshots of the conversation proving that they were intentionally deranking. I'm not entirely sure if that's a bannable offence, since it's not listed in the Game Rules, but since you reported them you might as well give it a go if you really want them to be punished.
Here is the direct link to submit that ticket: https://support.deadbydaylight.com/hc/en-us/requests/new?ticket_form_id=191426
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Even among those that don't feel the need to run a full meta build all the time, most people have certain perks they prefer over others. They might have a particular go-to build, or they might have two or three perks they always use and swap around what goes in the other slot(s).
It's unusual to have a whole bunch of different builds that you switch between, but it also sounds like a lot of fun, not to mention healthier for your gameplay and skill development, since it stops you from relying too heavily on any one build.
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/1099534#Comment_1099534
So those survivors need to git gud. But seriously, the fact is this game is supposed to be about supernaturally empowered killers tormenting and sacrificing survivors to a malignant entity. Its based off horror movies and thier tropes. It should be difficult for the survivors to get away. In most movies only one person gets away...and then often the killer comes back at the end anyways. But instead the devs are trying to create a 2 for 2 scenario, even though thats not how the horror genre works at all. I'm not say the killer should always get a 4k, I'm saying survivors should be the ones having to struggle the most, not the killer. (I'm also not saying the killer should have it easy, but certainly easier then they have it right now).
I wasn't talking about killers in general, I was talking specifically about killers at low ranks - who happen to have the kind of kill rate that matches your horror-genre expectations, from what I understand. There's a difference between a challenge and impossible odds. People "git gud" when faced with a challenge - they quit when faced with impossible odds.
Also, this is a game, not a movie. Player experience should be priority. The biggest mistake that anyone can make when adapting something from one medium to another is not respecting each one as its own medium. Games shouldn't feel like the movies they're based on if that makes the game not fun to play.
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I'm telling my entire family, don't let me down here π€
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Please tell me this is hinting at something! π°
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Who said there was a Blood Hunt?
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@YaiPa said:
https://forum.deadbydaylight.com/en/discussion/comment/1099900#Comment_1099900
yeah, random hatch escape at 5 gen while being downed it's the biggest outplay in this game
If they managed to get to the hatch before the killer did while downed, then yeah, I'd say good on them.
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If you can move more than six times as fast as a survivor who can't vault or drop pallets, moans and leaves a trail of blood everywhere they go, and still get outplayed by them, sorry mate but that's on you.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1099569#Comment_1099569
10 bucks says when the developer update comes out, many many many games will have toolboxes in them and there will be copious amounts of killers lobby dodging.
It might actually be better for them to not say anything at all so that the amount of toolboxes don't increase exponentially and to leave it as a late surprise like the instant heal nerfs were so there's only a couple of weeks in a rise of toolboxes.
I expect it will only be a couple of weeks. If they've got to the point where they're ready to announce the changes officially, then they will almost certainly be on the PTB, in the same way that the Doctor/Ruin changes were announced shortly before being released on the mid-chapter PTB.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1099569#Comment_1099569
I get that, but the point that everyone knows is that game speeds are too fast, but if we wait for them to "shrink maps" it's going to take forever, what i want to know is, do they have something planning in the meantime for a way to slow the game times down a bit? Also specifically addressing that they pinned a thread asking this very question and wanting to know what they felt the result of that was.
Yes, as I said, they have immediate plans to do at least one thing to address the issue, which is changing toolboxes. As for the thread, I wouldn't expect any game-related plans to have come out of it yet. The only thing I can imagine within the timeframe since that thread was posted is that it might have prompted some further internal discussion on the topic. Not saying you shouldn't ask, just trying to give you a general idea of what to expect in the current absence of an official response π
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The developers addressed the topic in their January livestream. Generator speeds aren't actually a problem in themselves, but game speed is, and they acknowledged as much. Game speed is influenced by a huge variety of factors, repair speeds being only one of those. They have revealed plans to improve game speed (and by improve, I mean slow down) in the future, through things like adjusting toolboxes, shrinking map sizes, and expanding on existing secondary objectives like the totem system. We should expect a Developer Update sometime this week, I believe, which will probably include information on topics like the planned toolbox changes.
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Harassment is never okay, and neither is shaming or abusing people for the build they use.
People who feel the need to do that only do so because they're sore that they got outplayed, and it's easier to blame your build than your skill because that way it's the devs' fault that they lost, not theirs.
Just drop a "gg" and move on. They're looking for a response - don't give them one. If they take it too far, you can always report them.
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At rank 12, yes, a 2K should be a safety pip. The fact that it isn't is more of a flaw with the emblem system - that's what actually needs to be changed here.
Having said that, I wouldn't be opposed to the removal of the struggle mechanic. Not only would it prevent people from killing themselves on the hook, or at least limit the damage, but it would also solve the problem a lot of people have with how painful and finicky it is. Two birds with one stone, and all that.
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That's not abuse, it's just use. Initiating the repair action is supposed to stop regression. If you think that the mechanic is too strong, you can discuss that, but don't call it abuse when the survivors are just playing strategically.
In the meantime, a better strategy is to not waste time kicking generators if you know there's a survivor nearby who will just tap it straight away.
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I've heard a lot of people complaining lately that the trophy is bugged, so that's likely the case. You might need to wait a while for your platinum until it gets fixed.
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Possibly, it has something to do with the fact that killer is easier to pick up. It's easier to do well as killer when neither you nor the survivors know how to play than it is to do well as survivor in the same situation. So if killer strength were balanced around the skills of the average player, rather than the best players, new survivors would get absolutely stomped and stand no chance whatsoever in their games.
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Usually, updates happen around 11AM ET. So roughly nine hours from now. If I were you, I would go to sleep now, and play the new challenges when I woke up.
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That.. is an interesting question. I don't think I've ever seen that happen, but I don't see any reason why it shouldn't. You can always keep leveling him, ignore the teachable, and see if it appears. If you get to the point where no perks aside from the teachable are appearing anymore, then you have your answer. But without having any conclusive information one way or the other, my guess would be that it should be possible.
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@K1LLR0CKNR0LL said:
https://forum.deadbydaylight.com/en/discussion/comment/1098977#Comment_1098977
This is why people should actually watch the live stream. I was completely unaware of any of this till now and have only heard about how "Killer is in a bad place" for quite sometime now. That said I do think they need to adjust matchmaking again. My gf is R18 killer and just got a lobby of R8's and 12's.
I can agree with that. The hope is that the new MMR system they're about to implement will fix issues like that and make matches more fair for everyone.
If you're interested in the information that was shared on the stream, you can check out the full summary post I made of it here: https://forum.deadbydaylight.com/en/discussion/129766/i-spent-every-spare-moment-i-had-today-watching-the-dev-stream-so-you-dont-have-to/
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@Heartbound said:
Yes, the developers absolutely hate killers.
I personally saw McCote storm out of his office one day and deliver a brutal left hook to the Trapper's ribs. He didn't even show mercy as the Trapper fell to the ground and started crying either. McCote just kept kicking him in the face.
I thought he was gonna kill Evan but no, after like two minutes McCote just fixed up his clothing and walked away. Killers, gotta be careful I tell ya. Devs aren't messing around.
+1, I snorted.
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Not at all, I have the utmost respect for that dream, because it's mine too. Only, being a woman, I won't be able to become a father, so I'll have to settle for being a mother π
I'm often reluctant to share that with people because I feel like most people's ambitions are career-related, so it's nice to find someone else who shares the same ideals π
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@MakoaKeo said:
"Killer can hit but survivor feels cheated" lmao even their examples about latency are survivor biased. Nevermind all the times killer should hit but latency ######### them over. Survivors feel cheated and that's the only thing that matters.
Really? I've seen some pretty insane leaps of logic by people trying to prove that the developers only care about survivors, but come on. The only reason that situation of survivors getting hit from far away even exists is precisely because the developers gave preference to the killer experience by giving the killer's connection priority in hit detection disputes. That example is about equalising the experience for all parties - it's the complete opposite of "survivor biased", as anyone with the discipline to see past their own bias could clearly see.
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@MutaTirsat said:
Thank you for your answers. I know the game is in a better state than it was as i was playing back then but i just hate that people don't understand how much the game has changed for the better. Its just that i would like to show that to the people that i play with and who don't trust the dev team at all.
That's fair enough. You should be able to prove that point fairly easily with a bit of well-chosen gameplay footage from back in the day!
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It's not about trusting their consumers. The devs are wise not to mistake a lot of complaints for a majority vote. From what I've seen, the majority seem to be very happy with the penalties being introduced.
That's not to say that you're not entitled to an opposing opinion - of course you are - but don't assume that your opinion is shared by everyone else.
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Well, the answer is no, but if you don't believe that when the developers themselves say it I doubt you'll believe it coming from me.
I'm confused as to how you got that impression at all from the last stream, though. We got so much information on that stream about stuff that is actually good for killers, some of which was designed exclusively with the killer's fun in mind.
- Disconnection penalties benefit killers more than they do survivors
- Killers always take priority in hit detection disputes, so they never miss a hit they should have landed
- Capsules are used as hurtboxes instead of survivor-shaped meshes so that killers don't miss hits due to animation quirks
- The team are working on adjusting killer hit animations to match the hit cone, so that players get a better visual idea of where their hits will land
- Aim Dressing was devised so that killers would always get the satisfaction of seeing themselves get hits, and not be disoriented by hits landing off-screen (the fact that Aim Dressing can cause killers to hit walls or objects instead of survivors was confirmed as an error that the team have agreed to look into)
- Console controller sensitivity is being improved, which will, among other things, make it easier for console killers to counter an attempted 360
Everything that was discussed on stream which is detrimental to the killer's gameplay experience pretty much comes down, not to the devs hating killers and designing the game accordingly, but to simple latency, and they confirmed that they were working hard on fixes for each one. I heard barely anything on the stream which talked about what was fun for survivors, except the part where they said that being hit from far away wasn't. In fact, if I were a SurvivorMain(TM), I might have thought that the developers were killer-sided just from watching that stream.
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@batmanscar said:
I followed your tips and in most games I got all of the survivors so its going great , but I was wandering what the power gauge is and what the add does to recharge it faster .
In the bottom-left of your screen, there is a brown square which shows the icon of the power which corresponds to the killer you're playing. The power gauge is the line which runs around the edge of that square. In Legion's case, I believe this line will be white when you are not in Feral Frenzy, and red when you are.
While in Feral Frenzy, the power gauge will decrease over time, although certain actions you take can increase or decrease it, as described by FireHazard above. After exiting Feral Frenzy, the power gauge will slowly refill, and when it is full you will be able to activate Feral Frenzy again. Add-ons which reduce the Feral Frenzy recovery time, like the Scratched Ruler, will recharge the power faster by decreasing the time it takes for the power gauge to refill when outside of Feral Frenzy.
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@batmanscar said:
I didnt realize it was a bug thats why I called you toxic because I thought you agreed with the 1 hour ban time for dcing twice from a game , but I'll put this as a bug in the forums .
Good idea. For the record, just because someone has a different opinion from you doesn't make them toxic, and it's best not to throw names like that around because it doesn't help anyone, especially not yourself.
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@FireHazard They're talking about the Unbroken emblem.
@Aureljung The reason why you only got Gold Unbroken was because you must have been downed at some stage during the trial. Iridescent Unbroken is not awarded for escaping healthy, it's awarded for escaping without having been downed at any point. So it's not a bug, just a misunderstanding about how the emblem works π
If you want more information about emblems and what is required for each tier, you can check out the Emblems page on the Gamepedia wiki: https://deadbydaylight.gamepedia.com/Emblems
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If you're genuinely looking to improve your skills in specific areas, please let us know what those areas are because there are many people here, myself included, who will be happy to give you advice and tips to improve π The only reason anyone told you to "git gud" on your last post was because you didn't ask for advice, you just complained that the game was terrible because you weren't good at it.
I personally agree that training modes and even the ability to try out a killer once or twice before you buy them would be nice (which is why the shard offerings for licensed killers were initially introduced). But calling the Store "predatory" because it doesn't let you try things for free is being a bit unfair. What's predatory about asking for money in exchange for goods and services? Are supermarkets predatory because they don't let you sample the food before you pay for it?
Incidentally, regarding the daily rituals, you shouldn't be getting rituals for killers or survivors that you don't own. If you are, that's a bug, and I would advise you to report it as such (with screenshots, if possible) on the Bug Reports subforum here: https://forum.deadbydaylight.com/en/categories/bug-reports

