FireHazard
FireHazard
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@Alonzo said:
https://forum.deadbydaylight.com/en/discussion/comment/1154443#Comment_1154443
I tried last night to make progress towards the achievement playing as Deathslinger. I interrupted 2 survivors with the harpoon but it did not count.
Most likely gave it to the Survivor, as the report explains above.
It's been acknowledged though, so it should be fixed eventually.
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@Boba said:
Yes it was due to spending bloodpoints in bloodweb just before match, the bloodweb froze not allowing me to make further purchases. The match began, after match is when I noticed the red negative number.
Really appreciate everyones help in solving this. Thank you
No problem, despite you being able to figure it out in the end lol.
Glad your problem was solved though.
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@Oreo7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1170157#Comment_1170157
Thank you. I figured such, but wasn't sure. I know I'm bad at dodging hatchets but I know I'm not that bad lol
I understand what you mean, some hatchet hits just look really odd sometimes...
This is the case when facing her and even playing her sometimes. It's not like that ALL the time, but it does happen from time to time.
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Unfortunately, latency (especially when facing Huntress) will usually cause disjointed hatchet hits out of the blue. It's not the hitboxes that were changed, it's just latency that causes these hits to still happen. The latency isn't anyones fault, that's just a normal issue that comes from online multiplayer games.
You'll always find a discrepancy when it comes to which side sees the hit, since to the Killer it looks normal, but to the Survivor it's disjointed. There's nothing you can really do about it, it's just a common issue every multiplayer game faces.
So no, the hitboxes were not changed. Sometimes you'll still get hit though because your hitbox is still there, it's just shorter than the regular standing hitbox.
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@BeHasU said:
https://forum.deadbydaylight.com/en/discussion/comment/1170144#Comment_1170144
I'm not really sure, but its the most plausible justification.
That's true, I don't see any other reason behind it other than a visual error.
But we'll see what the OP says about the 3 questions I asked, maybe we're wrong about those theories.
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@BeHasU said:
It's just a bug, you bought something from the bloodweb and the number got stucked there.
Are you sure?
That's what I thought in my theory, but that could easily be wrong if the -5000 is taking away from the total BPs he has.
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@neoncatjacky said:
thanks a lot :)
No problem.
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No, you can't.
Unless they changed it, which I haven't seen a change in recent patch notes, than no you can't open the hatch while downed.
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@neoncatjacky said:
thanks a lot didn't get enough info in the dbd wiki tho
I'll just list it here, makes it easier for me. That, and because I accidentally closed the edited page of the top comment before I could finish it.
Keep in mind that sabotaging a hook takes 2.5 seconds for both Saboteur and a Toolbox (without factoring the speed boost). Knowing this I can just convert the percentages of the base 2.5 seconds, subtract from that base time, and that's your answer. However, take what I say with a grain, just in-case its wrong.
- [Worn-Out Tools] (No speed increase, so the time remains at 2.5 seconds for one hook ea)
- [Regular Toolbox] (Slightly increases Sabotage Speed. Base-kit time (2.5 seconds) minus the +10% that the speed increase gives (10% of 1.5 seconds is 0.25 seconds) will give you a time-frame of 2.25 seconds for one hook ea)
- [Mechanic's Toolbox] (Slightly decreases Sabotage speed. Base-kit time (2.5 seconds) plus the -10% that the speed decrease gives (10% of 2.5 seconds is 0.25 seconds) will give you a time-frame of 2.75 seconds for one hook ea)
- [Commodious Toolbox] (No speed increase, so the time remains at 2.5 seconds for one hook ea)
- [Engineers Toolbox] (Moderately decreases Sabotage speed. Base-kit time (2.5 seconds) plus the -25% that the speed decrease gives (25% of 2.5 seconds is 0.6 seconds) will give you a time-frame of 3.1 seconds for one hook ea)
- [Alex's Toolbox] (Considerably increases Sabotage speed. Base-kit time (2.5 seconds) minus the +50% that the speed increase gives (50% of 2.5 seconds is 1.25 seconds) will give you a time-frame of 1.25 seconds for one hook ea)
These should be the time-frames for each toolbox if my math is correct. I didn't factor in the c/s (charge per second consumption rate) because you just asked for how long it would take to sabotage one hook (each). I could factor that in to find how long a toolbox would list from purely sabotaging, but the DBD Wiki on toolboxes doesn't give a c/s for this, so it could be the same c/s or a completely different one from the repair c/s.
Also, I didn't use add-ons because you didn't ask, so this should be what you're looking for.
the sources I used
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a link to the dbd wiki's page on toolboxes
You can find all this information in the link below. Just hover your mouse over the bold words that say "Slightly, Moderately, Considerably, and Tremendously". Doing so will give you a percentage of each increase or decrease that this toolbox gives towards the sabotage category.
https://deadbydaylight.gamepedia.com/Toolboxes
As for a quick answer to this question...
I'm currently editing this comment to get you the time-frames for how long each sabotage takes on a hook. I also need to add other stuff before that answer, so this should take some time to edit
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It's already been said above, but i'll go more in-depth with why this wouldn't really solve anything.
Removing the button wouldn't stop people from DCing, it would just make DCing A BIT harder and that's it. This means it's still pretty easy to leave a match, despite a button not being present to do so. Players will still die on the hook, or find other means to DC from a game... The removal of the "Leave Match" button doesn't really change anything i'm afraid, it just removes the "ease of access" to it, I guess.
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Some more information would be great, as this isn't really enough to find an answer.
Does the "-5000" BP notification actually take away BPs from your total count? How long as this been happening for? Did you use the Blood-Web before/after that match?
Without those 3 answers above, I can take a wild guess towards the issue. It could just be displaying that notification after you previously spent BPs on the blood-web (pre-match). This theory only works if the percentage isn't take BPs away from your total count, in which case it's most likely just a display error that's coming from your previous use from the blood-web.
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@cheetocultleader said:
https://forum.deadbydaylight.com/en/discussion/comment/1168511#Comment_1168511
Yeah, pretty much why I commented. Just feedback that I'm interested and other people still are. I've seen it come up on Reddit & Steam discussions, but since this is the official forums, I wanted to see what was up here and leave my vote, so to speak.
Understandable, it's always good to seek out an answer before asking a question, if that makes sense.
You can of course leave feedback anywhere you'd like, but the best place to make a suggestion is linked above. With that being said, you've come to the right place to start a discussion about your opinion on that.
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@ThisGuuy83 said:
https://forum.deadbydaylight.com/en/discussion/comment/1169066#Comment_1169066
Yeah, I was just curious. I've had shots that I swear went through them but didn't count. It's very precise, that's for damn sure. Ps4 player by the way... Lol
Than it's even worse with a controller... give or take.
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@ThisGuuy83 said:
I'd like to know what the hit boxes are for deathslinger, because man that box seems small for the harpoon shot..
As a rough estimate from personal experience, It's about the size of the harpoon itself.
It's not in a circle like hatchets, it's more-so (from what I can guess) a sphere that only covers the height and width of the harpoon itself. That's why you see clearly landed shots that don't land at all, the hitbox is pretty small to begin with. That, and latency probably makes it harder to land in some cases, but what can ya do.
But it makes sense, if it was any bigger than the "Huntress effect" would happen to Deathslinger as well, so hitting a Survivor with The Redeemer requires a lot more accuracy and forward-thinking. At the end of the day though, that's mostly speculation on how the hitbox is shaped, it could be a square, circle, who knows! The size itself could be smaller or bigger and I personally don't have a 100% accurate claim to give you unfortunately. This is just going off of personal experience with how accurate the shot is/has to be.
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You can SWFs with Microsoft players on Xbox, but that requires a lot of hoops to be jumped through to make that work. Even I don't know the full details of how you can do it, but apparently you can.
So no, as said above it's not an option at this time i'm afraid. Cross-Play is still in it's infancy for DBD, so we won't know when some updates to it will occur.
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@Fear_source19 said:
https://forum.deadbydaylight.com/en/discussion/comment/1168514#Comment_1168514
https://forum.deadbydaylight.com/en/discussion/comment/1168514#Comment_1168514
Yeah. Well that’s all been stated. I think it’s gonna be hard pressed to prove what is latency issues, and what’s a ridiculous hitbox issue.
Yes I know it's all been stated, but that's honestly the reason behind it.
They've already released the hitboxes for lunges, M1 hits, and in-general for Survivors... there's no secret here, there's nothing to search for. You can of course go looking for answers, but they've mostly already been brought to you.
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@Atchoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1168501#Comment_1168501
Especially in combination with the nurses fatigue and Blendettes.
Well Blendettes naturally blend into anything.
That's why everyone calls Claudette, Blendette.
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@Peasant said:
https://forum.deadbydaylight.com/en/discussion/138631/hit-boxes-fair-or-unfair
I mean, they look okay to me, just latency problems really.
It's mostly latency problems yeah, it doesn't really have anything to do with the hitboxes themselves.
Some would argue that the hatchet hitboxes on The Huntress are busted, but that's another debate in itself. The point is, most hit detection is determined by the hitboxes clashing with each other and the latency in-game. That's why some people get hit over pallets, even though they clearly dropped them at the right time to stun the Killer.
It also has to do with perspective vs perspective, since on The Killers screen they got hit 100%, but to the Survivor it wasn't anywhere near them. But that probably also has to do with latency since I only ever see some "phantom hits" when i'm lunging at a pallet that's being dropped mid-animation.
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@cheetocultleader said:
I just want the plant & retro arcade charm. :I Just put it in ze store already. I wasn't around for the intial rift.
Unfortunately you'll have to wait for those to return in the store.
As said above, they plan on keeping those charms and skins exclusive for a minimum of 1 year, but of course that can always change in the future at anytime.
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Mine also does this every-time I click the continue page, so yes it's normal.
It probably has something to do with the game just loading everything for the first time again. It's doesn't really have anything to do with your computer, it's just the game booting up the main menu and it's contents.
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As said above, you can't control the "passive phasing", that's a separate mechanic that activates on it's own.
All "Passive Phasing" does is make The Spirits character randomly move sporadically during a chase. This makes it harder to discern where she's going to move next or where she's looking in-general (if you're not paying attention to her red light). The Spirit themselves does not know that the passive phasing is happening, it only occurs to the Survivor on their screen.
You can use add-ons like Juniper Bonsai and Dried Cherry Blossom to decrease the time it takes for your passive phase to occur. Juniper Bonsai Slighly decreases the Passive Phase cool-down by -1 seconds, while Dried Cherry Blossom also Slightly decreases the Passive Phas cool-down by another -1 seconds + an additional +0.75 second increase to it's duration.
Passive Phasing in-general can happen randomly, so there's no set time for when it occurs in and out of a chase, the add-ons just make that time shorter and shorter.
My source for the information above
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@Atchoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1166981#Comment_1166981
Yes, kinda similar. I just wnted the match to end :D
Understandable, I think anyone would want a match to end with that level of darkness.
It's like trying to find a needle in the abyss.
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I was avoiding this because it's hard to say if this actually counts as "working with the opposite team".
You followed their instructions and found the other Survivor, but the twist is that you didn't reward them afterwards and downed and hooked them both. This wouldn't be classified as targeting a specific user, since you probably never seen that David until that match specific match... but you did technically follow that Jane, which lead you to David... had you not done that, you probably wouldn't have ever found David.
HOWEVER, this wasn't your obvious intentions, you were mostly curious to what Jane was doing in that moment (from the looks of it). You never asked or insinuated to her that you wanted David, she did this on her own. So, with all that being said, it's more-so the Survivor (Jane) that would get in-trouble as a result, and not you since you didn't ask for this to happen. She lead you to him on her own, you just did your job and killed both when they were found together.
So in my opinion, Jane would be the one at fault.
That's just my personal opinion on the matter though. I'm not a dev, mod, or support team member, so please take what I say with a grain of salt. My word ISN'T a fact, it's just my opinion on the scenario you gave.
If you're curious about other things that're bannable than please review the link below to the game rules posts.
https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system#latest
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@Atchoo said:
I had a match as nurse back in the days when moonlight offerings were a thing. Darkest moonlight + 3 times purple fog. I could barely see anything on a Macmillan Map against Blendettes.
I think anything that includes Macmillian (Pre-Engine swap) + Moonlight offering is going to be the equivalent to the Dead Dawg Saloon PTB Bug, where it's just pitch black darkness.
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@Atchoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1166888#Comment_1166888
Since the (licensed) mask is part of Ghostface or the DLC, he cannot be bought with iridescent shards.
Yes I know that, i'm just saying that the mask is the only licensed thing about the DLC in-general. So since this is the case, some people might get confused as a result.
But yes, having even a speck of licensed content in a DLC will ultimately make it a licensed Killer/Survivor, even if it's just a mask.
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If my memory is correct... I played in a match with 2 Hazy Reagents and 1 Murkey Reagent. That would theoretically give you a 125% "thickness" increase on the in-game fog... but it wasn't as foggy as I thought it would be.
I believe the fog increase can cap at a certain point, or the increase diminishes heavily when it goes up by 25%. Either way, it barely did anything in-game. The only maps I can see this working on is Yamaoka's Estate with a Claudette gang. Using this on any other map gives you mixed results, but it really depends on how good a Killers eye-sight is.
You can review some examples about the "Dark Mist" in this link below
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@FichteHiro said:
Licensed Characters cannot be bought with Iridescent Shards due to the Devs having to pay the license holders for their trademark. You can either buy their associated DLC or buy them with Auric Cells.
I think his confusion stems from the mask being the only licensed thing about GhostFace. I tried looking for him in-game but unfortunately it doesn't tell me if I have his DLC already.
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Basically, if you purchased it through PS+ than it could've ran out WITH your subscription. Unfortunately, that's how PSN works with their PS+ exclusive games, they last as long as your subscription does (I believe).
If you just bought it on it's own without PS+ being involved, than you can re-download the game without any issues. Your Save Data will also not be lost, since that's tied to your PSN and stored on a cloud data system.
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@Médico said:
https://forum.deadbydaylight.com/en/discussion/comment/1165983#Comment_1165983
I was thinking more about doing something on a chair and also putting the perk, play with your food
Personally, Furtive Chase mostly works on Killers with an inherently small Terror Radius. A better alternative would be to use Nemesis, as stated above. Nemesis switches your Obsession a lot more frequently, and it can also switch during an active chase when you get stunned!
This means you could be in a chase, get stunned, and down and hook the obsession for another stack of Dying Light. Or if you want to work off of how PWYF works, than you can get stunned by the obsession and leave that chase immediately. You can even use Enduring to intentionally get stunned and not waste time in the process.
You COULD argue that Furtive Chase is also fairly frequent, but finding the obsession afterwards is a hassle... and it only works on the unhooker that unhooks the obsession.
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Keep in mind that the 1k Auric Cells you spend on The Premium Rift pass will also be given back to you when you complete all 70 Tiers of That Rift (give or take).
That's the trade off to this, you're rewarded for your hard work and have the option of buying that pass for as long as that rift exists, once that rift closes than another will open and a new pass needs to be bought again. This means you can theoretically get to Tier 70 on every Rift over and over and recycle those 1k Auric Cells infinitely!
So in short, yes, as said above.
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1160786#Comment_1160786
Because all of the Killers are monsters /s
Mostly humanoid yeah. 😉
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@Mjra said:
Definitely not good enough to justify me prestieging. peepoSad
It really depends how you look at it I guess, it might look bad to some, while it might look good to others.
Really depends on your standards for "Bloody Clothes" I guess. And no, i'm not being sarcastic (since it looks like I am lmao).
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Who knows, could've been latency, lag, their connection being bad to the DS's.
On their screen you were probably running off into the distance, which registered a hit. So it could be your connection to the DS's that caused that, since that's what usually causes "rubber banding" or "phantom walking". Usually when you "phantom walk" your character is running off in the distance on their screen but to you, you're hiding behind a rock.
I'd just chalk it up to latency or bad connection, which could've been from either side tbh.
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Some oni guides you might be interested in
If you get The Oni than I suggest you watch these guides to help you out some more.
https://www.youtube.com/watch?v=KfvciT6nnB8&t=401s https://www.youtube.com/watch?v=B90Rj0zGFbk&t=2sSome spirit guides you might be interested in
If you instead get The Spirit than I suggest you review these two guides to better understand how to use her in-game and use her effectively. One guide is outdated (the first one), but the tips on how to use her are still very solid. That's why i'll be adding a 2nd version from the same youtuber to give you a more accurate and up-to-date version.
An outdated Spirit guide (but some of the tips are still useful)
https://www.youtube.com/watch?v=7AG8v-5sszA&t=477san updated version of the spirit guide above (which covers the changes that the spirit was given)
https://www.youtube.com/watch?v=MtFIFJDyqJ0&t=64s -
I believe this was asked before awhile back.
If my memory is correct, the answer was yes. Why? Because Infectious Fright activates right after a Survivor is downed, and M&A de-activates the 8 meter Terror Radius increase once the chase ends. The chase doesn't end until the Survivor is downed, but it still lingers a bit after for Infectious Fright to work off of the previous Terror Radius boost.
In short, yes it'll work. You can even add Distressing into the mix and get an even bigger Terror Radius to use Infectious Fright with. Think of it like the Doctors Static Blast, the Static Blast works off of the size of the current Terror Radius, not the base Terror Radius that the Killer has by default, so altering it with perks DOES work with the Static Blasts range.
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No?
It's your choice to use a mori or not, whether you feel bad about it afterwards is your choice. That's the beauty of DBD, you can mix and match anything you want to help you in your next trial, whether a Survivor likes or dislikes that build is their opinion... it doesn't mean you're a bad person. If you were taunting and harassing them afterwards about their loss, than that's a bit different. But you didn't, so you're fine.
At the end of the day though it's your choice to use these items, perks, and offerings.The only issue I see is using them TOO much, since that'll make you grow more dependent on them in the long run. Some things will be hated by everyone for some reason or another, while other things will be loved by everyone for some other reason or another, it's how it is.
my point is though...
Don't feel bad about using a mori. If you're looking out for the other side though, than I wouldn't recommend using an Ebony mori. Ivories are considered to be a lot more balanced than Ebonies, since Ebonies can remove the entire team after just one hook from each Survivor.
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@BattleCast said:
https://forum.deadbydaylight.com/en/discussion/comment/1163252#Comment_1163252
I played it like a normal game until both exit gates were open and everyone was safe. Even if im considering killing myself, I always make sure the others get a fair chance at survival.
The whole reason I even killed myself was because the others were bullying the killer and I felt really bad because I have been in similar situations when I play killer and it never feels good to get bullied.
If that's the case than no, you're fine.
If you were talking about being downed in the first 30 seconds and than dying on the hook, than that's where the debate begins on whether it's the same as DCing or not. If you intentionally died on the hook to make the Killer feel better, than that's your choice. Even if you did it in the first 30 seconds of the match, it's still not bannable as far as the Game Rules are concerned.
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Thankfully this isn't a guide request, so I can make this "short and sweet."
No, The Oni moves a lot more fluently than The Hillbilly does. The Oni can actually run into objects without the risk of going into a cool-down. He also has the ability to move vertically, horizontally, and a combination of both when in his Demon Dash! Billy can of course move vertically as well, but he's only affixed to moving from right to left when he's in his full sprint.
The Oni however can move left to right by pressing A for left and D for right, if you combine the movement keys that most Billies use (which is Q to move left while dashing and E to move right while dashing) than you can actually move around loops like Cow Tree, Jungle Gyms, etc! The only downside to this is that you can only move slowly while turning around these loops, so you have to choose wisely on where you can Demon Strike while going around a big loop.
The Oni can also flick again, but it's not as strong as it's original release, so do keep that in mind when you hold down M1 while Demon Dashing at your target. You will automatically lock on to them of course, but they can juke it sometimes... depending on how well you time the Demon Strike.
here's a pretty good guide on the oni if you're interested in reviewing him some more!
https://www.youtube.com/watch?v=KfvciT6nnB8&t=400s -
Most Patch notes have a sub-section called "bugs". This sub-section usually goes over the various bug fixes that the patch fixed. It's usually titled "Bug Fixes" but it can also be paired with Balance changes as well, so it's sometimes called "Balance and Bug fixes".
As for any current bugs that have been reported, you'll have to go to the Bug Report sub-forum to check that out.
here's the link to the bug reports sub-forum
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Short answer, no.
All Luck does is increase the chance of getting out of Bear-Traps and unhooking yourself. Luck does not increase the percentages of any perks, nor does it increase the chance of finding rarer items in chests. So this means that percentage based perks like Ace in the Hole and Technician are not affected by Luck in anyway.
As the DBD Wiki puts it, it's only valid for actions that can result in failure, so unhooking yourself and escaping from a Bear-Trap are the only two things that this system contributes towards. If you'd like to learn more about how Luck works in DBD, than you can click the link below and check out what else Luck does. Spoiler alert, it unfortunately doesn't do much else...
here's the link to the DBD wiki on Luck
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1163147#Comment_1163147
Yeah, I like killer more so I did the killer stuff first. Not even sure if I'll get the survivor.
Well it's entirely optional if you do or not, it's your choice of course.
@Kebek said:
Cheers, I´ve finished my P3 on Deathslinger 15.3.2020. Had ton of BP stockpiled in dailies, BP limit and all non main path challenges. His P3 is so pretty, I´m glad I managed to get it this soon.
Same, I like getting the new DLC's P3 over with to be honest. That, and I just like documenting it each time.
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@Junebug said:
Unless it's for the purpose of giving the last survivor hatch escape, it's the same as DCing, so I don't see why it shouldn't be. Killer misses out on emblems, might have their obsession-based perk set foiled - survivors have to play with 3 from the start of the game. It sucks for both parties. If you play survivor, there's always a chance to pull something off. At least one of you can try to escape, bare minimum. There's no justification for survivor suicide or DCs.
Well the difference between DCing and dying on the hook is that the Killer gets more valuable scoring than the former.
Let me explain, you can always get more brutality points from hitting a Survivor about 2 times... but sacrificial points are more important and harder to come by. If you let go on the hook, the Killer will get points for this in that category, which some players think is a lot better than the quitters bonus from a DC.
It's a tough debate to really pin-point if it's the same as DCing, since both follow the same concept of quitting from the match, but as I said above it's not 100% clear at the moment. Should it be bannable? That's hard to say... DCing has it's own system to take care of that, suiciding on the hook doesn't.
So the question still remains, should it be bannable in-general? That's not really something I can personally answer i'm afraid. At the end of the day, it's still something that has to be decided by BHVR, if they haven't already that is.
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I personally don't share your issue, but I can understand what you mean.
If you're not into the cosmetics that Prestige l, ll, and lll brings or the small item rarity boost... than there isn't really a big reason to even bother. For me personally, I P3-50 because Prestige 3 is the last Prestige before it caps at P3-50. Being at Prestige 3 erases any worries of losing perks, offerings/old offerings, and add-ons/items from my inventory... since there isn't a prestige after 3.
Besides not worrying about losing that stuff, it also gives me a sense of accomplishment, since that's honestly our one main objective to grind for. Some players only seek to get every perk and that's all, but to others that love grinding it's an alternative option to seek out. It's a long and sometimes tedious task, but it's indeed a goal that gives each player something to strive for!
Personally, if there wasn't a Prestige system than my grinds would be a lot shorter... in the time it took to get my 14 P3-50s, I could've easily maxed out every character on both sides. But because this system exists, it keeps me from losing interest in the grind itself. Don't get me wrong, I enjoy the game as much as everyone else! But if I didn't have an objective (this goes for any game I play), than I wouldn't have a reason to play at all. I would of course play from time to time for fun, but having no objective would cause me to play a lot less.
For players like me, it's not about the cosmetics or keeping your items safe, it's more-so about having something to work for.
as for prestiging itself...
Being at P1, P2, or P3 only boosts your chances of getting more items, rarer items, etc... that's about it. Many players have compiled that these changes are only minor, so it's not really a big change in itself.
As for Prestiging as a whole, it's just a goal for some players, as said above. If you worry about losing perks, items, etc from it, than you should prestige to the max prestige to qualm that issue. But that's up to you, P3ing in-general takes a lot of time and dedication, it's not as simple as playing a few games in one day, that's probably why some players like it, like me for example.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1163125#Comment_1163125
No worries, I assumed everyone would think killer only, not all of them. : P
Right, some players will only focus on one side, rather than the other as well.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1163122#Comment_1163122
That's true I suppose...
Until I find a better way I'm just staying away from the building.
That's probably your best option at the moment.
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As far as the Game Rules are concerned, no.
If a player is harassing you for it in post-chat, than you can report them in-game for "Harassment: Communications Abuse". Players have argued that DCing and dying on the hook (intentionally) is one in the same, but that's still being debated and isn't 100% clear at the moment. As far as I can see though, the Game Rules doesn't mention it as a bannable offense.
If you have any concerns about what is and isn't bannable, than don't be afraid to make another post to ask about it OR review the Game Rules post, i'll link below for you if you need it.
here's the link to the Game rules post
https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system#latest
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1162663#Comment_1162663
I mean, it would be pretty weird if they suddenly changed the release date of the skins tbh.
It's not like it hasn't happened before with other things.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1162620#Comment_1162620
Isn't that a survivor achievement? The one that's bugged?
I am referring to the Old West Oasis, because isn't that the one that was bugged?
I got Bound and Downed, Quick Draw, and Adept Deathslinger. The three killer achievements. I dont have the survivor ones yet.
My bad, I didn't read your comment too carefully.
You said the Deathslingers achievements, in my mind I thought you meant EVERY achievement. And yes, the Old West Oasis achievement is still bugged, I was originally confused by your comment because I thought you said you got every achievement, but in reality you didn't, just the Deathslingers achievements.
So never-mind, the Old West Oasis achievement is still not unlocked by anyone because it's still bugged. Unless... someone got it randomly through some weird obscure bug, which could've happened idk.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1162585#Comment_1162585
Well, I'm just going off my general experience with it so far... mostly as the Deathslinger (90% of my games ever since I got him with shards has been as him). That building is a nightmare to go through, since there are at least 2 walls that must be broken to shorten those from infinites to manageable. The one next to the window at the back (opposite the street), and the window on the side facing the wall.
Those two must be broken if you want to work with that building. Otherwise it's way too safe. But thats from my experience on Xbox. Perhaps PC is better and I don't realize it.
Well the loop is still fairly new, so not many players know how to utilize it to it's fullest potential yet.
With that being said, it really depends on who you're facing to be honest. If the Survivor isn't a "god" for example, than breaking the walls isn't really needed. If they're in-face a "pro" than it's in your best interest to break them. That's what the breakable wall option really boils down to, but I personally would prefer this choice to not be necessary for more skilled Survivors.
But the mechanic is still new and being monitored, so of course it's not yet refined for every map or scenario yet.