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FireHazard

FireHazard

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FireHazard
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  • @ItzRokian

    It's unfortunately an issue with the current matchmaking at this time. This issue is especially troublesome for lower ranked Killers and/or Survivors, such as yourself, who have to face against Red Rank Survivors/Killers.

    It's not intentional no, but it has been an issue for several months now. Do not fret though, the matchmaking IS being reworked to counter-act a lot of issues that the current one brings, such as this one for example. I'll link you below to the matchmaking update AND quote how it will be implemented in the future.

    Please keep in mind that we haven't heard much about this change SINCE this update was released. (If I missed something in a past dev stream that gave an update on this, than I wasn't aware that it existed).

    Here's the link to the matchmaking update + an import quote

    The release of these changes will be gradual. With the release of the mid-chapter update, we are able to start tracking skill levels. For the time being, this is only a test and is not being used for matchmaking purposes. Once we are confident that the skill rating is working as intended, we will be running tests on live servers.

    https://forum.deadbydaylight.com/en/discussion/124795/status-update-matchmaking-changes#latest

  • @fizzy619

    I'll grab a quote from the DBD Wikis section on The Hatch's mechanics. From personal experience, all information shown below is indeed how The Hatch's spawn mechanics work.

    The Hatch will become visible whenever the number of fully repaired Generators exceeds the number of living Survivors by 1:

    • 4 Survivors remaining: 5 repaired Generators/ Exit Gates are powered.
    • 3 Survivors remaining: 4 repaired Generators / 1 Generator left
    • 2 Survivors remaining: 3 repaired Generators / 2 Generators left
    • 1 Survivor remaining: Spawns and opens regardless of how many generators remain.

    My source for this information

    https://deadbydaylight.gamepedia.com/Hatch

  • @DaeTheKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1177898#Comment_1177898

    https://forum.deadbydaylight.com/en/discussion/comment/1177830#Comment_1177830

    ah, guess i have to pay more attention to the rules myself. Though I don't fully comprehend why censoring their name would in the list of rules. Thanks. I'll make sure I edit them out on the forums.

    P.S. I did report them in the post game but I wasn't sure if that stuff actually got reviewed or just ignored.

    I believe it's to prevent some that take it upon themselves to witch hunt the people that were shown in those images, since the topic itself is in a negative light. If it was a positive discussion, than that's different.

    It's not necessary for anyone to go and hunt down these players in question, so blurring their names will prevent that issue. What they did to you isn't excusable, but it's also not necessary for others to go and do it to them as retaliation.

  • @UntilValhalla13 said:

    On PS4, the only version is packaged as the Special Edition, and retails for 30 bucks, when it's not on sale.

    On the Gamestop store it says it's only $24.99 for the standard edition (which is also called the Special Edition for some reason).

    Are you referring to the Nightmare Edition that comes with The Stranger Things DLC? Since that Edition has the 30$ price, at least it's that price on the various websites I looked at.

  • @Uistreel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1177323#Comment_1177323

    Have they? I haven't seen a single one been addressed by a dev and haven't seen any fixed in patch notes, but maybe I missed them

    Can you name some of the bugs that come to mind? Since a lot of the past issues with The Nurse on the new maps, the bugs with her add-ons, etc have been mostly fixed.

  • @Debridged

    That's actually the exact build I was going to suggest, it covers all your bases, it's effective in the end-game, and Corrupt + Pop is a pretty strong combo in itself, so adding Dying Light WITH Thanatophobia (since Plague can keep everyone in the injured state for most of the game) and that's a recipe for disaster.

    You can experiment with Blood Echo WHILE also applying Thanatophobia with it, but the build you're already rolling with is pretty meta, do it's good enough to get the job done at Red Rank. If you want to maximize your BPs output, than you can swap Pop out for BBQ & Chili. It's a good aura reading perk AND it gives you another 100% bonus BP gain with the active Bloodrush going on.

  • @Uistreel said:

    I honestly wouldn't try learning nurse right now with all her game breaking bugs

    What game breaking bugs?

    Most of the issues haven been taken care of since I last checked.

  • @SheIsBane

    I'm not that familiar with Console controls, but I believe your run speed is tied to how far your joystick is being pushed. Perhaps it's an issue with your settings or the controller itself?

    Try looking at the settings and see if everythings fine, afterwards you can test if it's the joystick that's the issue with a KYFs match. You did say that it's fine for other games, but I have a feeling that it's something more deeprooted with your settings. Just a hunch though.

  • @Evelyn208

    I believe most of the guides you've probably seen has covered this, but i'll explain it down below anyways. When you blink, you're moving forward at a set distance, this distance you cover depends on how long you charge the blink, whether that be the first or second blink you're using, and where your camera is tilted at that moment.

    You can also reduce your blink range by tilting your camera up (to gain more distance) or tilting your camera down (to reduce your distance, even when your blink is fully charged). You can actually maneuver over a few obstacles by slightly tilting your camera up just a bit, doing so will allow you to gain more distance, which might blink over the obstacle.

    I say might, because some obstacles are insanely hard to blink over due to their hitboxes. Some examples to this are the tire piles, rocks, bushes, etc. It really depends on where you camera is tilted and how long your blink has been charged. You can actually get a better idea of what I mean by using the add-on above "Plaid Flannel". This add-on can help you get an idea of where you're actually going, so i'd recommend using that add-on first to get an idea of how the mechanic works WITH the suggestions I gave above. Just use that add-on if you'd like to get a better handle of the blink mechanics, when you're trying to learn a new Killer power, it's best to learn through the base-kit power itself.

  • @jamako said:

    @FireHazard ty, that answered my questions satisfactorily :)

    No problem, glad I was able to satisfy all your questions.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1175826#Comment_1175826

    I believe they mentioned in the technical stream that they were working on it. They're trying to reduce the impact of latency in general, but there are also a lot of smaller latency-related issues, like grabs, stalking, Dead Hard etc. that need specific fixes, so apparently they're trying to address those on an individual basis.

    That's good, it sounds like they'er taking the best course of action with each issue.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1175614#Comment_1175614

    No you're right, it's an issue with dedicated servers because when the killer was the host on the peer-to-peer connection, every interaction was determined by what the killer saw, so survivors might get funky grabs if their connection was bad but the killer never would.

    Yeah, that makes a lot more sense now that you reminded me of how it the old connection used to work...

    I don't know if grabs will ever be fixed because of this change, so we'll have to see if they rework the grab mechanic or not.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1175570#Comment_1175570

    Latency is just ping halved, so in this case it amounts to the same thing. The other player(s)' ping is also a factor though, which I assume is probably what you're referring to.

    Yeah, that's what i'm referring to... in my own way of explaining it.

    Two similar actions, in this case an M1 grab and releasing the M1 button to stop repairing a Survivor, will clash with one another and cause an issue with how the game is supposed to process this. As far as I can remember... I believe this issue started when Dedicated Servers were added. I could be wrong though, since my memory is really bad.

  • Regardless of your ping, the issue still exists because of latency.

    I think it's become more prominent since Dedicated Servers were released, but the main connection to the issue is latency, like most conflicting actions in an online game.

    Your ping could be near perfect, but you'll still come across this issue from time to time. I've also had this happen to me plenty of times, it's usually caused by both the Killer pressing M1 WHILE the Survivor releases it at the same time and/or earlier than when the Killer pressed M1. In a more basic explanation, both actions clash with each other and the game doesn't know what to do with it sometimes...

  • @batmanscar

    Being around other Survivors while cloaked will give you points towards the Deviousness category. This is referred to as "stalking", it only rewards you with these points while being in close proximity to a Survivor for a set amount of time. Regardless if that's true or not, since I couldn't confirm this on the DBD wiki, it's just a blood-points add-on that rewards you with more Deviousness points. It does so by sacrificing the stealth part of The Wraiths power... So you're basically crippling yourself in some way to get more points (in the devious category) as a reward.

    And yes, I believe the "Surprise attack" attack bonus window will only last for about 3-5 seconds after uncloaking. I couldn't find an exact time for this window on the DBD Wiki, but from personal experience it's not that big of a window.

  • @Thatbrownmonster said:

    https://forum.deadbydaylight.com/en/discussion/comment/1175279#Comment_1175279

    Yea no doubt about that

    they spent around a lot of money on the spirit animations, if I am not mistaken was one of the most expensive killers to make due to the ammount of animations she has

    I believe I heard that somewhere as well.

    In any case, I guess some things weren't meant to be.

  • @Thatbrownmonster said:

    https://forum.deadbydaylight.com/en/discussion/comment/1174903#Comment_1174903

    The old idea for every year was 3 paid dlcs and 1 free dlc, while having new maps added at random times

    Guess they weren't making enough money with this plan

    I mean, it was nice of them to follow along with this idea, but all good things must come to an end. Creating a new Killer for each chapter isn't cheap of course.

    You also have to consider the music, trailers, perk concepts, multiple concepts for the power itself, the maps that need to be designed, testing these powers, and other things that go into a chapter as well. A lot of work and money goes into this stuff.

  • @Oicimau

    The mend timer is supposed to pause when you start to run or mend, that's indeed intentional and not a bug. The Deep Wound status effect, especially on Legion, as been changed a few times in the past year since The Legion released. This is the current iteration of the Deep Wound Status effect that The Legions power follows.

    Here's the link to the DBD Wiki on the deep wound status effect as proof

    https://deadbydaylight.gamepedia.com/Status_HUD#Deep_Wound

  • @jamako

    • [Answer for Question 1] (Yes, the teachable perk acts like a normal perk, so it'll take an available slot to keep reappearing. It's in your best interest to just unlock it and than either ignore it OR get it out of the way in future blood-webs. You can in theory ignore all 3 teachables (if you wanted to) and just get the 1 normal perk for each blood-web, but that would take a lot more time and blood-points, so getting the teachable out of the way is in your best interest.)
    • [Answer for Question 2] (For The Oni, those are ok yes. The most standard build on The Oni is something like BBQ & Chili, Infectious Fright, Corrupt Intervention, and Pop Goes the Weasel. You can of course mix and match your perks, but those 4 perks are fairly common when playing The Oni, especially BBQ & Chili and Infectious Fright. If you can, try leveling up Whispers to Tier lll, since Tier lll Whispers gives you a smaller radius to detect Survivors, making it easier to discern where they may be. Sloppy + Nurse's is a good combo on any Killer, so that's ok to use on The Oni. As for Bitter Murmur, that's a good alternative for Infectious Fright, since it gives you a notification of where a Survivor is AFTER a gen is popped, so using Bitter Murmur with your power can get you a quick down or two.)
    • [Answer for your alternative perks] (Tinkerer's is ok, but only when your power is active. I wouldn't use Blood Echo or Thanatophobia on The Oni though, something like Corrupt Intervention and/or Pop Goes the Weasel is infinitely better on someone like The Oni. That's if you have those perks unlocked though, the same goes for my suggestion in Answer 2. Your alternatives is ok, but I personally would stick to what you're limited to in Answer 2.)

    Some perk suggestions if you're willing to get other DLCs

    Try getting The Plagues DLC if you can, both Corrupt Intervention AND especially Infectious Fright is really good on The Oni. Corrupt Intervention prevents any quick gen-rushing while you charge your power, and Infectious Fright allows you to down someone in your power, get notified if someone is nearby, and than down them as well.

    As for Pop Goes the Weasel and BBQ & Chili, those are optional to get... But the aura reading from BBQ is really good on Killers that can traverse a lot of ground with their power. As for PGTW, it's a good combo to use with Corrupt Intervention, since it regresses a generators total progress by 25% when active.

  • @Rezblaze

    It depends on the situation, how far the gates are, and if any loops are available near the gates themselves.

    Remember Me! is definitely viable with The Trapper, but it'll only give you 1 or 2 kills, depending on if you down a Survivor within the time-frame it takes to open the gate WHILE you're chasing another Survivor. It can also be used to notify you if any gates are being worked on OR possibly 99%'ed while in a chase.

    It's definitely useful if you're looking for an End Game build with NOED, BloodWarden, etc. If you're using it with a standard build though... Than no, it's not really that useful on it's own.

  • @ReddIveee said:

    I'm currently a rank 10 killer and if I do well in a match like kill all the survivors the very next match i'll get survivors that completely run over me. lol so if i do bad then the very next match i'll be back playing potato and trash survivors who are too easy. It seems to be no middle ground with the new ranking system. If you do "well' you get paired with just random other people that did 'well' their last game no matter what rank. It's honestly awful i've been playing consistently since rank reset and have only managed to move down like 1 or 2 levels because every time i gain a pip with the trash survivors i lose it the very next round with the purple and red rank swf.

    I'm sorry to hear that, it's frustrating to start out in the game and already face Red Rank Survivors as a Killer (for example).

    But as of right now, the new matchmaking system is not currently in place, you're currently experiencing the "old" matchmaking system that has this issue in it at the moment. The new matchmaking system is looking to improve upon the old one while also fixing a lot of the issues that it brought to the table, such as the "rainbow rank" issue that you're currently experiencing.

    The current matchmaking has an issue where it's pairing lower ranked Survivors/Killers with higher ranked Killers/Survivors, having this happen a lot is just bad luck, it's for sure not intentional. When the new matchmaking is in place though, this issue should fad away. If you'd like to know more about the initial update on the new matchmaking system, than I can link it below again for you.

    Here's the link to the matchmaking update

    https://forum.deadbydaylight.com/en/discussion/124795/status-update-matchmaking-changes#latest

  • @Thatbrownmonster said:

    Back then they wanted to give at least 1 free dlc every year, but that quickly changed with the introduction of the store, where you could unlock every original dlc with shards, soo they stopped giving away the free dlc

    Do you have a source for that?

    Not that i'm asking you to prove yourself, i'm just curious about that scrapped idea they had... Since it's interesting to see their ideas Pre-Shop.

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1174551#Comment_1174551

    But Unnerving Presence doesn't work while Oblivius I think, isn't that the same case for Legion's Killer Instinct?

    That's correct, Unnerving Presence works off of your current Terror Radius, so using it without a Terror Radius is a bad idea.

    As for The Legions Killer Instinct, that too doesn't work when your Terror Radius is masked, since the power itself only reveals the "spider-web" notifications when they're within an active Terror Radius. That's just going off of the powers description though, it doesn't say anywhere that it only works with your base-kit Terror Radius. But since Unnerving Presence has about the same conditions as Killer Instinct... It's safe to assume that it's the same requirements as well.

  • @BigBubs said:

    Damn, I've used the wiki to check stuff for a long time but never knew you could find out numbers by doing that lol.

    Thanks guys.

    No problem, I personally didn't know that either until a few months ago. Glad it was brought to your attention now, it should save you a lot of time asking around.

  • @batmanscar said:

    I am on pc and using a gtx 1060 4GB , I think what sacrilege said is what is happening , due to the particle effects they are decreasing performance , but I mostly get framedrops when playing as doctor so I think its the effects of his electric shock attack that is somehow messing up with the frames , like the devs coded that effect to always be renderable whenever the player decides to use it , and its affecting the coding/algorythem of the engine frame output . I have lowered the settings but it did not work , so I think its a coding/engine issue more then a settings issue since I mostly just get the issue with doctor when I play him on that map .

    It could also just be your PC that's the issue, since I personally don't have any frame-rate loss on Lery's OR when playing The Doctor.

    Maybe you can try looking at your graphics card, the ram you use, maybe verify the integrity of your files, small stuff like that. I'm not a PC expert though, so I can't really diagnose your issue without knowing a bit more about WHAT to do and the specs of your PC in-general. Even by knowing your specs, it could just be an issue with DBD clashing with your PC, I don't really know.

    You can try going to the Technical Issues sub-forum, i'm sure someone there can figure out the issue for you. I'll link it below for you so you don't have to go searching for it.

    Here's the link to the technical issues sub-forum

    https://forum.deadbydaylight.com/en/categories/technical-issues

  • @Fibijean said:

    @FireHazard @FilledPizza They're not so much "free" on console as they are packaged with the game. The game costs more because the DLCs come with it, not the other way around.

    Understandable. I don't know if the price has stayed the same for console since it's release, but it makes sense that the game is 5 dollars more for PS4 (for example). If you look at it price wise, both DLC is 14$ (unless it was less in the past), so getting it bundled with the game itself is a good deal.

    As for the Huntress DLC, that isn't really known as to why it's free. Again, it could've already been mentioned somewhere (probably a dev stream), but the most likely reason is that... It's just a nice gift.

  • @FilledPizza said:

    Well, on console, Spark of Madness and Of Flesh and Mud are free. I don't know why they made Huntress's DLC free, though.

    I don't know why both those DLC's are free on Console.

    It was probably just to be nice to the new platform at the time. The same goes for the Huntresses DLC, it's probably just a nice gift to the fan-base. Not everything needs a reason behind it, some things just happen randomly.

  • @Joelwino

    The same thing happened to The Nurse's DLC as well, The Last Breath Chapter came with The Nurse, a new map, and the Survivor Nea with her DLC.

    There isn't really a reason behind it, she was just released as another piece of free content for the player base. The same goes for The Huntress, it was either a promotional thing or just BHVR giving out free content to the player-base. Whatever the reason is, both their DLCs were released for free. I suppose The Nurse is an exception, since Dead By Daylight was still fairly new... But as for the Huntress, there isn't really a reason.

    Whatever that reason maybe be, the devs would probably be the ones to tell you WHY they released it for free. If they don't, I suppose it's just to be nice. Every DLC is supposed to be bought with money, that's only natural with most DLC. However, some DLC for a game can be released for free, either to be kind to the community OR to just release a fix to the game that's necessary (depending on the DLC).

    Anyways, Unless it was mentioned somewhere than I don't know. Maybe it was mentioned in a dev stream...?

  • @xpertbandit

    It's an issue with the matchmaking system that's currently in place, it's especially an issue with lower ranks, since being paired with more skilled Killers and/or Survivors is not really good for newer players. They did make an update on reworking the matchmaking and ranking system though, so this shouldn't be an issue anymore when that rolls out.

    With that being said, there hasn't been much about this since the initial update that mentioned it. I'll link you to that post below and the quote that you should definitely read beforehand, since it's supposed to inform you about how this update will be released in the future.

    Here's the link to the matchmaking update + important quote

    "The release of these changes will be gradual. With the release of the mid-chapter update, we are able to start tracking skill levels. For the time being, this is only a test and is not being used for matchmaking purposes. Once we are confident that the skill rating is working as intended, we will be running tests on live servers."

    https://forum.deadbydaylight.com/en/discussion/124795/status-update-matchmaking-changes#latest

  • @batmanscar

    I also haven't seen any issues with Lery's Memorial Institute.

    Are you asking this as a Console player or a PC player? Since Console players have had issues with certain maps in the past.

  • @Fear_source19 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1169033#Comment_1169033

    See I know all this. My opinion on it is unchanged, i for one do not believe it’s very good, even a comment here stated this particular hitboxes isn’t necessarily for accuracy, because this game isn’t an FPS. True enough, but there is some strange hitboxes that if they would work the kinks out. Like for instances a fast vault, should never lose... sure if you gobble over it like a dumbass by all means, you deserve to lose it, you’re still given a marker for the killer. And if you’re worried about not winning against fast vaults anymore just use I’m all ears perk. And then on to DS, both the perk and the servers. DS shouldn’t have a time limit should still only activate after being unhooked, but it would also stop slugging, they’re gonna have to either immediately pick you up or let you sit there, and have DS until they do, this may seem over powered but it’s immediately off set by the skill check. Now the dedicated servers are atrocious, I swear by dead hard, I’m not sure how recent dedicated servers are to the Xbox, but in the past week DH has ultimately been absolutely useless to me, now before dedicated servers DH worked famously, there is however one issue that I have and that is, if using it to make the extra lunge to a vault it slows you down, now even normally I’d never expect to make a vault to begin with my point is, why does DH cost me that vault, if anything it should give it to me. You all are coming across extremely biased, i realize I’m probably the same way. Just I’ve played enough to honestly see these hitboxes as a one way train for the killers, and I realize this game wouldn’t ever be easy to make fair, seeing as how they are 1v4 but damn at times does it seem entirely stacked in the killers favor. I mean, even the DEV have made it that way, that is the MAIN reason there is no in game chat, not because it would destroy the players experience, it would in the DEVS mind give survivors an unfair advantage, and they know SWF is a thing, that’s why the hitboxes so heavily in favor of the killer, that’s why DS has a timer

    I don't really see what DS, SWFs, and DH has to do with hitboxes.

    Dead Hard maybe, but that mostly has to do with Dedicated Servers and not the hitboxes themselves. But still, I don't see what this topic is about anymore.

    @Fear_source19 said:

    Then there’s of course the mori, that totally negate DS, And adrenaline. Several other perks that the killer can negate, one doesn’t even have to negate, DH oh and worried about inner strength perfect perk for that, and not to mention you’re full health and he can down you in one hit.

    I thought this post was supposed to be about hitboxes...?

  • @MissBehavingX said:

    @FireHazard @FichteHiro Thanks guys. It's weird i had always had a second chance if I missed it, but maybe it was just not registering.

    No problem, glad we could give you a satisfying answer to your question.

  • @Fibijean said:

    It may be the campfire, but the other possibility, if it's a new sound, is that what you're hearing is the vulture in the new Chains of Hate-themed lobby. He occasionally squawks and makes pecking noises as part of his idle animation, and he's audible in all lobbies, I believe, even if you can't see him.

    I think he means the campfire, but at this point it could be anything... Since they didn't really give us a reference.

    All they said was "it sounds like clicking/tutting" which could mean either of those statements that you and I have said. At this point, it's unknown if either of those things is what he's referring to. So... 🤔

  • @bomb1720 said:

    @FireHazard

    i'm on ps4 so wouldn't know how to record it and then put on my laptop? the sound sounds a bit like the fire but it's not, also maybe like a timer

    upon further review from my initial post...

    I misunderstood what you meant by "lobbies" and instead thought you meant the queue lobbies you wait in when a full team of Survivors join. This is more commonly referred to as the "Pre-Match Lobby".

    But upon further review, I now see that you mean the general lobbies that both the Killers and Survivors have when not in queue. After listening to the noises for a bit, I came to the conclusion that it sounds more like crackling than clicking. This means only one thing, that it must be the fire off in the distance, that's the only thing that would make a similar sound to the one we hear in both the lobbies (For Killer and Survivor). It makes sense that it's the campfire since in the Survivor lobby you can hear it a lot more, since your Survivor is literally next to it in that lobby.

    For the Killer, it's less audible since they're farther away, hence why it sounds like "clicking" or "tutting", it's actually the crackling of the distant fire. If by chance it's not that, than it must be something related to The Entity, since they make a similar sound when you're in the first/second stage of being sacrificed on the hook.

  • @bomb1720

    Can you record it?

    I'm not sure what you mean by a "clicking/tutting" sound. It could be the Vulture that has been implemented (temporarily) with the in-game lobbies. But from what you said, it comes from when a Survivor or Killer arrives in the open lobby. So... it could just be a noise that was added with the arrival of Survivors and/or Killers in said lobby. Some things don't really have a reason to exist, it just does.

  • @bomb1720 said:

    @FireHazard @FichteHiro

    thanks for quick answers!

    in a way i'm glad that they have not took place yet then. i actually thought the new toolboxes would have made a difference but they have'nt.

    so i take it that the new servers have still not took place yet?

    No, not at this time.

    Since the update that I linked above, we haven't heard much about it (unless I missed something in a dev stream). With that being said, we'll have to wait and see what comes from the gradual changes that'll take place eventually. If you mean Dedicated Servers, than those have already been implemented awhile ago.

    As for the new matchmaking, that has yet to be fully changed at this time.

  • @bomb1720

    No, the new match-making system is still not in place.

    The new match-making system is coming gradually and not in one patch, so at the moment we're still in the old match-making and ranking system. The "rainbow rank" issue is still unfortunately prominent, especially with lower ranked Survivors/Killers. It's a pain yes, but unfortunately there's nothing you can really do about it at this time.

    here's the link and quote from the Matchmaking changes update

    https://forum.deadbydaylight.com/en/discussion/124795/status-update-matchmaking-changes#latest

    "The release of these changes will be gradual. With the release of the mid-chapter update, we are able to start tracking skill levels. For the time being, this is only a test and is not being used for matchmaking purposes. Once we are confident that the skill rating is working as intended, we will be running tests on live servers."

    I'm sorry that it's not an enjoyable experience at the moment, but it will be fixed with the new match-making system. When that is, I don't know.

    As for the gen speeds in-game

    A lot of players have been vocal about the Generator speeds in DBD, especially since the Ruin nerf that brought these discussions to life. At the moment, a lot of Killers have already adapted to this fast-paced meta, so it's not entirely "impossible" as some players make it out to be. However, i'm a firm believer that it mostly has to do with a few factors that depends on how long your Generators last.

    These factors being the skill of the Survivors you face, the map itself, and of course your overall skill when in a chase. This is why some games can last up to 10 minutes+ or 3-5 minutes at a time. Ruin used to by-pass a lot of common issues in-game, without it a lot of Killers ad to adapt and change how they play (not as drastically as some make it out to be). It's not AS BIG of an issue as players make it, but I can see why some players are not happy with the sudden change in the meta.

  • @SebaOutbreak said:

    Yep, it's just like they said. I used to believe that if you failed the Skill Check, you could still activate it again later on. However, this happened because my timing was off: I did press spacebar, but the Skill Check had already ended miliseconds ago, therefore in my mind it was a miss, but in reality it's like I didn't even press anything, so later on when I got unhooked, DS activated again.

    So in summary, if you press spacebar before you get to the white section, it's a miss, therefore it gets deactivated. And if you press it after the white section, then the Skill Check has technically already ended so it doesn't count as anything, and DS can be re-activated next time.

    Sometimes the perk does deactivate for some, but that's primarily a bug.

    All in all, using the spacebar when missing the skill-check will de-activate DS for the entire trial afterwards. Ignoring it all together actually lets you use it for the next unhook, so you technically have 2 chances to use it.

  • @BeardedMenace

    I can give you a pretty standard build that covers all bases. It's a build that I use at Rank 1 that holds it own against mostly every situation. Keep in mind that the build isn't what makes The Killer, it's more-so about a players skill that makes that Killer so effective. I can leave some tips on that below, add-on suggestions, and basic chase tips that you can use as well.

    But first, lets talk about the perk build itself.

    perk build

    The build i'll be suggesting is standard, the build itself covers most (if not all) bases though. So sometimes the most standard builds are the most effective at in Red Ranks... Anyways, the build itself is Pop Goes the Weasel, Nurse's Calling, BBQ & Chili, and Corrupt Intervention.

    [Pop Goes the Weasel] - [The Clowns Perk] (After hooking a Survivor, the next Generator you break is instantly regressed by 25% of its total progression. Normal Generator Regression applies after the damage is done. Pop Goes the Weasel is active for 40/50/60 seconds after the Survivor is hooked.) Great perk to use in any situation. The only downside to the perk is that you have to prioritize which Generator you kick over others AND it's only a one time use perk when active. Besides that, it's a pretty solid perk that regresses a lot of progress when in and out of chases.

    [Nurse's Calling] - [The Nurses Perk] (The Aura of Survivors who are healing or being healed are revealed to you when they are within a range of 20/24/28 meters.) This is pretty much a staple perk for Killers like Michael Myers and Ghostface. Since both Killers are fairly similar in their concept towards stealth, it's pretty effective when sneaking up on a Survivor that's healing within 28 meters from the Killer. It gets a lot of easy downs and overall makes Ghostface a lot more scary to face. Having a 0 Terror Radius power while also being able to see anyone that's healing within 28 meters is pretty hard to face, especially when you don't know if it's safe to heal or not.

    [BBQ & Chili] - [The Cannibals Perk] (After hooking a Survivor, all other Survivors' Auras are revealed to you for 4 seconds when they are farther than 40 meters from the Hook. Each time a Survivor is hooked for the first time, gain a 25 % stack-able bonus to all Blood-point gains up to a maximum of 50/75/100%.) Tracking perks in-general are amazing on any Killer, especially a Killer that can suppress their Terror Radius down to 0! The point bonus is nice, but the main focus for using this perk is the aura reading itself. Being able to hook someone and see where your next target is, is pretty good! Especially when you combo Pop Goes the Weasel with it, since you can go to where a Generator is (if a Survivors on it) and hit them to get them off it. After that you kick the Generator with PGTW and than resume the chase. Covers all bases and regresses any Generators that're almost finished. But the main focus is that you know where to go next.

    [Corrupt Intervention] - [The Plagues Perk] (3 Generators located farthest from you are blocked by The Entity for 80/100/120 seconds at the start of the Trial. Survivors cannot repair the Generators for the duration Corrupt Intervention is active.) This perk is just to stop any gen-rushing from occurring right off the bat. You can also use it to stealth towards any of the blocked Generators and get a quick chase/down in the first few seconds of the game. But for the most part, it's used to stop anyone from quickly gen-rushing the Generators they spawn at, since most spawns are at the farthest Generators from the Killers spawn.

    add-on suggestions

    This one is going to be short and sweet. There isn't really much to suggest, other than a few add-ons that're more useful than others. For the most part this covers add-ons like "Stalking speed" or "Marked Duration" add-ons, but the best (in my opinion) is the power recovery add-ons. I'll explain why below.

    chewed Pen + Olsen's Address Book

    This combo is, in my opinion, one of his best add-on combos in the game. This combo makes his recovery speed when knocked out of Nightshroud insanely fast. Being able to go out of Nightshroud, quickly end a chase, and than a few seconds later go back into Nightshroud is amazing in my opinion. the Lean Stalk ability already has a decent speed in itself, so charge speed add-ons are not entirely needed for the most part.

    This is why this add-on combo shines the most, it lets you use his 0 Terror Radius to the fullest in the trial, but it also gives you the ability to be knocked out of Nightshroud, take a few seconds to recover, and than use your power again without issue. You could in theory stalk a Survivor to 90%, be knocked out of it, and than re-stalk them to 100% and 1-hit down them.

    Being able to recover your 0 Terror Radius power a lot faster is really good. It allows you to focus on a different play-style all together, one that doesn't focus on stalking and marking your victims to be effective! If you want a staple add-on combo, this is the one you should use. Base lean stalking is for sure enough to 100% anyone that is unaware of your presence.

    "Ghost Face Caught on tape" + Night Vision Monocular

    If you're looking for the most pricey combo, than this is the one for you. It doesn't really need to be explained, it just allows you to stalk Survivors insanely fast from a corner, while Night Vision Monocular reduces the penalty to normal stalking that GFCOT gives you. That's about it, it lets you mark Survivors a lot faster when lean stalking them.

    Pretty solid, but the priciest add-on combos are NOT ALWAYS the best.

    Night vision monocular + knife belt clip

    Again, pretty standard combo. It's fairly cheap and it lets you stalk people while standing A LOT faster than lean stalking from a corner. That's about all there is to it, it's just a means to improve an alternative stalking method.

    Not the best or top 5 combo though, in my opinion anyways.

    Outdoor security camera + "ghost face caught on tape"

    The most expensive add-on combo that Ghostface has. Is it good though? That's entirely up to you I suppose. The point of this combo is to focus on the Outdoor Security Camera for the most part, but the GFCOT add-on lets you mark Survivors a lot faster from a corner AND makes it harder to detect you before it's too late.

    The add-on itself doesn't make it harder to detect you, but being around a corner does add the benefit of not being seen so easily. So being able to quickly lean-stalk someone into the marked state WHILE also seeing where every Survivor is, is ok I guess. It gives you a lot more spacial awareness and overall knowledge of where most of the team is. I wouldn't use this combo when you have BBQ & Chili in your perk slot though, since being able to see where most of the team is while also having a 2nd aura reading to re-confirm this is... Not the greatest. Swap it out for Thrilling Tremors if you use this combo or something more practical.

    Lasting Perfume + cheap cologne

    Not much to say about this one either. It just makes the marked duration on a Survivor last a lot longer, that's about it. If you have trouble in chases but want to use your marked ability... Than you can use this combo I suppose. But in my opinion, the duration is long enough to catch up to a Survivor, unless they're really good at being chased.

    Driver's License + "Ghost Face Caught on Tape"

    This combo lets you lean stalk Survivors without the worry of being detected so easily. It's pretty hard to see Ghostface around hidden corners already, so seeing him and not being able to immediately detect him out of Nightshroud is pretty bad for the Survivor that's being stalked, especially with how fast lean stalking is with GFCOT.

    Driver's License + Victim's Detailed Routine

    Not much to say, it's just the best combo when it comes to not being detected so easily. That's about it, there isn't really much else to it. If you hate the base detection range, than this combo might be what you want to use. I personally wouldn't use both these add-ons though, not at the same time at least.

    Knife Belt Clip + Chewed Pen

    This is my old add-on combo, before I started to use the top add-on combo that's infinitely better (in my opinion). This combo just makes it easier to stalk Survivors when not leaning from a corner, while also giving you a quicker recovery speed when knocked out of Nightshroud. If you want to experiment with it, than it's a pretty solid combo. But in my opinion, something like GFCOT is a lot better to use than Knife Belt Clip, since lean stalking isn't as hard as some people make it out to be.

    You can even lean stalk mid-chase, you just need to be aware of what you're attempting to lean stalk at.

    conclusion to the add-on suggestions

    I could've listed many add-on combos that focus on cheaper alternatives and what not, but that would just make this part way longer and waste so much of my time... So this is the best combo's i'd recommend and/or somewhat recommend using together. Not all of the suggestions are the best to use, but they range from THE BEST combos, to the worst-ish ones.

    All in all, Chewed Pen + Olden's Address Book is the primary one that I use, since it's honestly the best add-on combo that Ghostface has. You can mix and match though, they're suggestions after all.

    basic tips (Ghostface and chasing)

    I could list off many things that you'd love to know as a beginner, but you didn't really ask for this in the first place... so it's primarily going to just be a mix of Ghostface tips and what to do at basic tiles.

    For the most part, you'll want to prioritize a few things when playing as Ghostface. The main thing is saving your marked ability on healthy Survivors, since it'll stay there until they're marked OR hit with a basic M1 attack. This allows you to sneak up on a previously stalked Survivor and mark them into a 1-hit down. Other things to prioritize for the most part is your awareness of how far you can be detected.

    The detection range for Ghostface isn't that long, so it's pretty easy to be detected at a corner if the Survivor is in full view of your character. Knowing this, you can use obstacles to block their detection range and effectively stalk/sneak up to them and hit them. Other than that, you'll want to focus on stealth mechanics for the most part when sneaking up on healing Survivors and/or Survivors that're on Generators. Walking to them with your base Terror Radius just defeats the purpose of Ghostfaces mechanics, so utilizing his power OUTSIDE of stalking people is also something you should focus on.

    You won't always be able to stalk a Survivor into the exposed state, so keep that in-mind when you're in the trial. Focus on stealth and use the stalk ability to mark Survivors that you can save for later. That, and use it when you know you'll be able to mark someone into the 100% marked state.

    A video you should watch on basic tiles/loops in Dead by Daylight.

    I'd like to recommend a video that will help you with any Killer that you use. It's just a video that focuses on the Basic Tiles that spawn in MOST maps in DBD, but it also covers a lot of chase/looping mechanics that you'll want to know.

    https://www.youtube.com/watch?v=p6QYjInzLeM&t=23s

    [SIDE-NOTE]

    Some of the maps in this video have been reworked, or don't show these basic tiles in them. Newer maps such as Hawkins National Laboratory, Sanctum of Wrath, and Dead Dawg Saloon are also not present in this video. This video goes over several basic tiles that still exist in Dead By Daylights most prominent maps, any and all information from this guide is still useful for review. Please keep in mind that this video goes over the most common tiles that you'll find in Dead By Daylight, it's not a review about the maps themselves.

    conclusion

    I hope this helps you out, it took awhile to compile all this for you... So I hope it's useful for some build ideas, add-on combos, and basic tips for chasing as Ghostface.

    Stay safe out there, see you in the fog...

  • @Peasant

    Pretty much yeah, Legion in-general wasn't the type of Killer that focused on 1 chase at a time, Legion is a multi-damage Killer that focuses on multiple targets BEFORE they ever chase someone into the Dying State.

    Basically, Legion prioritizes damage over anything else, even when it comes to downing someone. This means if you're about to down someone, but they're near 3 Healthy Survivors, than naturally you should Feral Frenzy chain-stab the entire team and THAN re-chase and down someone after. Why? Because this makes the entire team heal in the process, which wastes a lot of time that they could be using to repair the Generators. This is why most Legions focus on chain-stabbing BEFORE they even down their first Survivor, it's to apply a lot of pressure that most Survivors fall for.

    This is why I've never used Pre-Nerf Ruin or Corrupt Intervention on The Legion, this power concept alone is enough to create an "artificial Ruin/Corrupt" that automatically wastes a lot of the Survivor teams time. In short, healing against the Legion is good, but healing too much will waste A LOT of time. This is where Legion shines the most, most Survivors will heal themselves to get back into the healthy state, after awhile they'll stop healing all together because it takes too much time AND it's too easy to be put back into the Injured State afterwards.

    By the time they realize this though, they've already wasted so much time healing beforehand... So either way, Legion reaps the benefits of both spectrum, since staying injured is a 1 hit down for The Legion, but healing constantly will waste more time than it's worth.

    conclusion

    This is how The Legion has always been used by Top-Tier Killers, they prioritize damage above ALL else, which actually benefits them in the long run when you look at it from a Legions perspective. This is why everyone hates The Legion, they hate how long it takes to heal AND how he doesn't automatically focus on downing someone in the first 30 seconds of the game.

    But hey, he wasn't designed around that concept, or at least that isn't how most people use him now-a-days. If you do focus on one chase one down mechanics, than The Legions power is not being used as much as it should be to apply MORE pressure to the team.

  • @mdg2018

    I'm just going to assume you mean the Engineer's Toolbox, since that toolbox is pretty quick in itself. The Engineer's Toolbox doesn't really have that many charges in-general, and the c/s (charge per second consumption rate) could consume these charges a lot faster than other toolboxes.

    So yes, they're supposed to be that quick. They're supposed to be used tactically, that's why they don't last that long.

    here's a quick rundown on the charge CONSUMPTION rate for the engineer's toolbox

    It says on the DBD Wiki that the Engineer's toolbox takes 2 charges per second when repairing a Generator. An Engineer's toolbox has 16 charges, so taking 2 per second would only make it technically last for 8 total charges. 1 charge equals 1 second, so that's why the Engineer's toolbox only lasts for 8 total seconds of use (base-kit).

    The idea behind this change is to use them tactically. The previous toolboxes would just focus on repairing without much consequence to it. Now, if you use a toolbox than you can use it right of the bat to repair a Generator quickly OR use it later to repair the late-game Generators.

    here's a link to the DBD's Wiki on toolboxes if you're interested

    https://deadbydaylight.gamepedia.com/Toolboxes

  • @BeHasU said:

    You can't get banned temporarily by EAC tho, he must've done something.

    I have disabled v sync and anti aliasing in the games files, i'm playing like this for over a year now

    It's a risk, that doesn't mean it's going to happen. In fact, it might NEVER happen at all.

    People have been tampering with the game files for years to change portraits, perk icons, etc, but they haven't been banned yet by EAC either. That's why it's a "do at your own risk" type of deal, it's not really something that's prioritized by EAC, it just automatically detects it if you're unlucky.

  • @Spannungsstoß

    Even with all the speculation above, it's entirely random at the core of it all... So I wouldn't really focus on unofficial dates, and just wait until it's mentioned somewhere officially.

    As said above, things can get delayed, pushed back, or entirely changed. At any rate, I wouldn't worry about it at the moment if I were you, Chapter 15 is still fairly new, so the Mid-Chapter isn't going to be for a bit.

  • @inferjus said:

    If you talk about notepad file where you can change your resolution and other graphic options, you won't get banned for changing them. Years ago I had only bad laptop so I had to change resolution in notepad file to be able to play in 30fps.

    Well by BHVR no, since it's a "do at your own risk" type of thing. This goes for changing perk icons, character portraits, anything visual (for the most part).

    However, EAC doesn't entirely care about those things and will just ban you for tampering with the files. That's where the "do at your own risk" warning comes in, since EAC might consider that as "cheating", since you tampered with the vanilla files. I'm not sure if the notepad file is an exception, but tampering with any files would naturally come with a risk.

  • @Matěj666 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1170980#Comment_1170980

    Did they add any chapter from ideas like from me or others??

    I've never seen a Killer's concept/power be derived from a fan-creation before.

    The concept of the Creation sub-forum is to share ideas between each other, it doesn't specifically say anywhere that it's also used to inspire BHVRs next chapter ideas. I don't personally know if they've taken inspiration from that sub-forum, so I would assume they've been there before, even if it's not specifically to get inspiration, they could just be visiting the sub-forum to admire everyones work.

    If you'd like to know more about that, than a DEV would have to tell you, since I don't think anyone really knows if they take inspiration from there or not. I can say that they've never taken a fan-made chapter WORD for WORD and used it as our next DLC.

  • @MissBehavingX

    Deja Vu, I feel this was already asked before...

    Anyways, the "second use" option for DS is still in effect, but missing or hitting the space-bar at all while it's active will use up the DS activation for the whole match. But you already know that from the answer above.

    Basically, if you want to "save" DS, than don't hit the spacebar at all until you want to use it. If you do, and miss is, than you'll waste your one use for that match. This is how DS has always been though, it wasn't really changed with the nerf... the only change was WHEN you could use it under WHAT specific circumstances.

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1170752#Comment_1170752

    Tinkerer not working when a gen hits 85% if you're Frenzying definitely sounds like a bug.

    When it comes to Terror Radius add-ons, it seems that the Iridescent Button is taking priority over it as a whole.

    I can look into it to confirm this, but it might take some time. If by chance the Iri button does take over priority for Tinkerers, than it could just be a clash of priorities and not a bug in itself.

  • @batmanscar

    I can answer question two @Fibijean

    Upon review of some examples, I came to the conclusion that you don't hear the chains rattle when you're playing as/against The Demogorgon. I have links to both videos from The Killers perspective and The Survivors perspective. Both instances don't have the chains making noise what-so-ever.

    The chained Demogorgon (Killer) (A good time to listen for the chains is at 4:48)

    The part I recommended has a good moment where it's just semi-silent. Upon review, I didn't hear any noise come from the chains.

    https://www.youtube.com/watch?v=sLpxWF7cFss

    the chained demogorgon (Survivor) (A good time to listen for the chains is at 22:18)

    The part I recommended is especially good to tell if they chains make noise. Once Steve was picked up, I heard no noise come from them at all.

    https://www.youtube.com/watch?v=Ab6A8HdrzhU

    conclusion

    If the chains do make noise, than they're so quiet it's hardly noticeable and/or audible. From what I reviewed though, I didn't hear any distinct chain noises come from The Demogorgons chain skin. The skin itself seems to be only produce noise in the main menus, either because it's quiet enough to tell OR because that's the only place they make noise.

  • @Froggard728

    There are a total of 33 maps (If you don't include Dead Dawg Saloon, which makes 34.) that're in the queue at a time.

    The map RNG is entirely random so certain maps don't take priority over others. Some players believe that a DLC launch will make the new map more common, but this hasn't been 100% confirmed.

    You also have to keep in mind that about 20 of those maps are from maps like Badham Pre-School, Cold-Wind Farms, Macmillian Estate, and Autohaven Wreckers. Literally 4 of those categories share 5 maps between them alone, so it's expected that Dead Dawg Saloon would be a lot harder to come by in a queue. With that being said, your best bet is to wait on luck or just use a Dusty Noose offering to spawn the map in for sure.

  • @cheetocultleader said:

    I made a topic here. 🤙 My reasoning for looking for a topic already made was so I wouldn't bring up something redundantly, as some forums quite dislike that. Thank you both though for directing me to where it might get seen.

    No problem, I do hope your issue is resolved eventually.

    Which is should be, just not at this time.

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