FireHazard
FireHazard
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1124127#Comment_1124127
Yeah, I was just pointing out it was strange that we didn't see the killer hit her - not only was he nowhere near her, but he was in the middle of a different animation. But as you say, it's hard to tell exactly what did happen there since it is quite odd.
Yeah... it's just speculation now from the limited view we have.
Maybe the OP has more to show, but if they don't than this question doesn't really have much to go off of for an exact answer.
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I don't see anything that lets you disable the autosave in-game. If there was such an option, it would be in the options menu in-game for you to disable and re-enable at anytime.
Since no option exists, it's safe to say the auto-save can't be disabled. Why you'd want to disable it though is odd, since if you crash for example than you might lose a fair bit of save data as a result. The auto-save system ensures this doesn't happen and prevents any harsh progress loss from any unsuspecting crashes.
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You don't have to be injured to complete this, you could easily heal someone to full health by being at full health yourself and using perks like "We'll Make It" to heal a Survivor that you just unhooked.
So, if you just want it out of the way than you can use a Ranger Med-Kit or Green Med-kit with the appropriate add-ons and put on Empathy to see where any injured Survivors are. OR you could just put poised on and We'll Make It and unhook one Survivor and fully heal them, that also works.
You also don't have to do any of that, and just put Poised on and heal someone to one full health state. The challenge doesn't specifically ask for you to be injured, it just asks for you to heal someone to one full health state with Poised in your perk slot.
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There's a spot in the corner of Ormond where a lone Generator sits every game. In that spot, if the hooks spawn correctly you can break the hook next to the Generator and/or another hook nearby to prevent the Killer from hooking you UNTIL they regenerate.
This happens because the Survivor will wiggle off your arm once you grab them in the corner of that map, than run back to that corner and repeat the process. In a scenario like this, you should just 100% down and slug them. This saves you time and it requires someone to go and heal them once they're downed.
But I have some interesting news for you...
As of version 3.6.0 of the PTB (If nothing is changed in the LIVE version...) the hooks now respawn every 20-30 seconds I believe. This was to compensate for the 2.5 seconds it takes to sabotage a hook in the PTB with the new Saboteur perk. If i'm wrong, i'm sure someone will give the exact respawn time the PTB has if they want.
I can't find the exact time it takes for a hook to respawn, but the hook does respawn pretty fast, at least from what I saw in the PTB. At any rate, I wouldn't take that information above as 100% fact, since it could easily be changed before the LIVE version of 3.6.0, but it does give you some awareness of how long the respawn timer will be once this happens.
ending statement
In any rate, i'd just watch out for the corners of the map with lone hooks, since a lot of maps like that spot in Ormond create deadzones that can be bodyblocked and prevent you from hooking. If this happens again (which is rare) than just slug the Survivor and move on, it's more trouble than its worth to attempt and hook them.
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Usually in a conversation that's in a negative light, it's best to censor names and not give direct links to anyone who's responsible for this, since they could be harassed even if you didn't intend for that to happen.
If the conversation is like, a meme or positive, than that's different. But in this case, I wouldn't really tell anyone in this post about who the streamer was and anything associated with that.
as for false reporting itself...
The Game Rules don't explicitly state anything about False Reporting being a bannable or warnable offence. False Reporting or reporting something that isn't bannable is ignored anyways, so the streamer reporting you for tunneling isn't really going to be read and/or taken seriously by the support team, since even the game rules state that tunneling itself is not a bannable offence.
In-general, i'd just ignore it and move on. You didn't do anything wrong and you know this, so it's more effort to get worked up over it than it's actually worth to be honest. I suppose if you want to nitpick it though, this can be seen as "intimidation" under the Harassment section in the Game Rules, but that's a big stretch to be honest. So like I said, it's best to just ignore this and move on.
Besides, when the Streamer DC'ed, they actually got a cool-down penalty from the new DC Penalty System, so they could've gotten a 5 minute cool-down because of that or more depending on if they regularly DC.
One last addition I forgot to add...
False Support Tickets and False In-game Reports are not the same thing, so I wanted to clear that up in-case you see that in the Game Rules post.
Lying to the Support team about crucial details or submitting false support tickets could have the following penalties occur. "Penalties include suspension of your support services, up to a permanent ban of your in-game account." This can all be found in the Game Rules link below.
https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system#latest
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@xWoods831 said:
https://forum.deadbydaylight.com/en/discussion/comment/1123911#Comment_1123911
Hey, doesn't matter if it's essay or anything man. Any information helps. I truly appreciate the information
What videos would you suggest for INDOOR maps. Because my squad struggles with them the most.
(And am i the only one who thinks legion needs a nerf of some sort)
And everyone else as well, thank you guys, truly!
I can't find any videos that' entirely specific on just maps like The Game or Hawkins.
Those maps are a hit or miss, since a few of those tiles are actually just the basic tiles that the video above shows (at least on The Game anyways). The Game actually adapts a few of these tiles into it's map, like the jungle gym tile (altered) and the L-Wall and T-Wall tile (not altered) as well!
Other tiles need trial and error to get used to, but a lot of the tiles on the top floor of that map don't have walls, so it's not entirely hard to learn if you follow the video above to get a better understanding of how to run loops like that. Tiles with walls really need you to depend on the Killers red stain (their red light) a lot of times, but relying on it too much can let the Killer mind-game you and moonwalk around a corner for a free hit, in which case you should assess the loop mid-chase and determine if they're moonwalking around the corner or not by running the opposite side still and than after a few seconds running back to that corner. By doing this, it means that Killer most likely doubled back to the other side, if they moonwalked to your side it would've been quick OR they're sitting there until you walk to that corner.
Some tiles are too small for you to do this though, so you need to focus on learning where you can stand to view both corners, just so you know where they're going if the red light suddenly stops showing up for that side.
In any case, going over all of this would take a lot of writing and it's better to just practice it yourself to get a bearing on these maps. If I could recommend a video, i'd just look for videos with Survivors that're specifically playing on in-door maps like Lery's, The Game, Hawkins, etc.
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@Ace_trainerJosh said:
Yah the original Freddy would mostly be used to slug people, you would even slig the first or two people you downed and then continue, with the added slow down of being asleep and not really ever knowing when Freddy was around and the fact no one knew how to plan against him it made him pretty unstoppable.
I mean, I didn't really slug with him that much and still 4k'ed.
The real threat was not knowing where he was, so people would just hide behind the worst cover imaginable and basically be a free it, after that it's entirely M1 skills from there.
Most if not all first hits are just from people hiding in plain sight and than getting hit because they got slept by a Z + Unicorn block Freddy.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1123876#Comment_1123876
I agree that it was probably latency, but Claudette's position wasn't the weird part, it was the fact that she went down while the killer was 20 metres away placing a portal, and then the killer apparently teleported.
The Killer hit her, as seen from the scream the Demogorgon makes when you hit someone successfully.
Regardless of what happened, it just seems like lag and latency was a factor here, since this body teleportation and Survivors being moved while downed isn't anything new in-game with Dedicated Servers. It does look a bit odd though and up for interpretation, but because of how limited the visibility is... it's not really enough to determine if foul play was a factor or not.
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You might not struggle with chase mechanics since you know the basics already, but this video does cover a lot of base tiles/loops that're seen throughout MOST maps in DBD to this day. The video is fairly dated, but these loops still exist and this information the video gives is 100% still solid and informative for Survivors and even Killers as well.
here's the video i'm referencing on Base tiles/loops
https://www.youtube.com/watch?v=p6QYjInzLeM&t=12sSIDE-NOTE
Some of the maps here have been reworked or don't show these basic tiles in them, such as the maps that came after like Hawkins and the reworked Lery's which never had these tiles in the first place. Other maps have been released as well like Yamaokas Temple of Wrath, so keep that in-mind when you don't see them in this video. Besides that, the video still covers the basic tiles that you'll find on most maps like Cold-Wind, Macmillian Estate, Azarov's, both Yamaoka maps, some parts of Badham Pre-school, etc.
As for other videos and/or content creators you can refer to for information...
I guess I can recommend Otzdrava, since he's fairly informative in all of his videos, but he seems to mostly play Killer and this isn't entirely something that's useful to you as a Survivor. Maybe you could watch these videos to learn what to counter against, but otherwise it's entirely Killer information for the most part.
Anyone else i'd recommend could be OhTofu who actually made the video above, since he's pretty experienced had has been playing since 2016 and beta I believe. Besides that, I don't entirely know who else I could recommend to you, since a lot of information is usually self taught when you start to play more and more and get used to all the patterns in-game that a lot of Killers will do.
some ending info...
I guess I could end off with some useful info you could need. First, don't use a cluster of pallets that're in one area, if you waste all those pallets by sitting at them and waiting for the Killer to be stunned, than you're wasting their full potential and creating deadzones for other Survivors to be instantly downed at. Pallets are not the 100% defense against Killers, but they go hand and hand with windows as well, and deleting them from an area can really make it harder to Survivor as a decent/pro Survivor.
Other bits of information you'll need like not diving for hook saves is a must to know, since if the Killer is still in the area... and you grab that Survivor... they'll most likely be tunneled and/or slugged, which wastes more time and gives them another target, aka you, to chase and down. That's 2 people not on Generators, and that's more time lost for the team to escape and win.
Anything else is say... do generators while someone is being camped/tunneled, if you know they're dead (unless someone comes with Borrowed Time) than it's a waste of time trying to grab them while you could be progressing the match and doing Generators. This is especially important when the Killer has NOED, since going for them without breaking NOED is a for sure death on your part.
Besides that... that's all i'll add without making this a 10 paragraph guide.
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As far as the Dev streams have stated, they hope to make those rewards stay exclusive for a minimum of 6 months, but they also said that "realistically we're looking at more like a year with this" as one answer stated.
They also emphasized that MOST of these items will return, but maybe some will stay exclusive, maybe not. That part is entirely baseless though, as they've never directly stated if some items will stay exclusive... at least not any answers that I found have said this.
But besides that, the skins and/or charms will return to the shop eventually, they just won't return immediately.
If you'd like proof to what I said above, i'll link the dev stream with this answer below
The exact quote for the answer I gave can be found at (32:55) and ends at (33:14).
https://www.youtube.com/watch?v=dmFyEKu2CWc&t=1996s -
If you're still having issues with Adept Plague than you can try grabbing tips from this video that focuses on Adept Plague directly.
https://www.youtube.com/watch?v=tl7zZSKRDrcJust a bit of extra help if you're struggling, since that Adept is specifically difficult to get, especially during this meta AND if you're in Purple/Red Ranks...
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@Oicimau said:
I changed my Ps Network ID and nothing was lost. Only older games may have a problem with the ID change. But none of mine had.
I think during the earlier days of PSN the Network ID change was a bit finicky.
Now-a-days, it's more polished, so I doubt anything will happen to his save file since it's not even on his PS4 directly. When Steam, PS4, Xbox, whatever accesses your save file, it does this by using your account as a key to unlock the cloud that stores this save data. In the past this wasn't the case for Steam users in 2016, but back then there wasn't a cloud to store all this information on, so people had to back up their save files which was directly in your hard-drive at the time.
But now with the luxury of advancements in DBD, we don't have to entirely worry about that stuff anymore.
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a bit of useful information i'd like to pass to you...
If you go on the DBD Wiki and look at add-ons that give a "Moderately" or "Slightly" boost to whatever they're boosting or decreasing, than hover over that with your mouse to see the percentage or meters the add-on gives and/or takes away.
In this case, I can list all the meter increase and decreases below so you don't have to bother (if you don't want to). Also, i'll just be listing the meters that're increased or decreased and the rest for the item is up to you to look into on the DBD Wiki itself.
- ["Calm" - Class l] (Slightly Increases Terror Radius while Static Blast is Ready (+4 Meters). Slightly decreases Terror Radius while Static Blast is on cool-down. (-4 Meters).
- ["Calm" - Class ll] (Moderately Increases Terror Radius while Static Blast is Ready (+6 Meters). Moderately decreases Terror Radius while Static Blast is on cool-down. (-6 Meters).
- ["Calm" - Carters Notes] (Considerably Increases Terror Radius while Static Blast is Ready (+8 Meters). Considerably decreases Terror Radius while Static Blast is on cool-down. (-8 Meters).
So for future reference, if you hover over the "Considerably" for example in an add-on, than you can see the percentage or meters the add-on gives/takes away. Just some side information for you to know during your next journey to the DBD Wiki.
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This just looks like the usual that I see in-game when I down Survivors.
I've never seen it go that extreme, but sometimes when you down a Survivor they'll jut back to a previous position before being downed. Usually when this happens the position is not that far from where you downed them, either behind you or a big side-ways. From the looks of it, it just seems like a latency/dedicated server mishap that happened there, since this is fairly common for me and other Killers when they down a Survivor.
The only difference here is this one was fairly extreme with where that Survivor was placed after they got downed. From the looks of it though, it seems that Claudette was lagging before she was downed, meaning when she was downed she rubber-banded back to a previous position. This too happens sometimes, but more commonly in chases where a Survivor will be moving forward and than all of a sudden teleport behind you or a ways away. From the looks of it though, it seems she rubber-banded back right when she got downed. This too is not a SUPER common thing to happen, but it usually happens because of the Survivors connection to Dedicated Servers, and/or latency.
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@List_of_concerns said:
https://forum.deadbydaylight.com/en/discussion/comment/1123312#Comment_1123312
Thank you for taking the time to answer all of my questions, FireHazard. I think I have a much better understanding now.
Incentives matter. My proposal does not seem overly rewarding or penalizing to you. For you, it simply doesn't matter either way. I can accept that.
I'm glad we met a middle ground at least.
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@Viscontino_99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1122893#Comment_1122893
Yes, I did not see the demogorgon interacting with them, in fact I could cure them both without worry, I will upload the video so you can see what I recorded (sorry for the Capital letters I do not know why I can not remove them)
Use this if you need more information on what to do on the forums
https://forum.deadbydaylight.com/en/discussion/95/forum-guide#latest
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@List_of_concerns said:
https://forum.deadbydaylight.com/en/discussion/comment/1123231#Comment_1123231
If you don't mind, I just want to clear up a few things. As I said before, Memento Mori Kills are important to me. I want to gain more insight into your point of view.
1] "a Mori isn't supposed to be a base-kit feature" & "wasn't it's intentional feature since it's an offering from the get-go"
Isn't Dead by Daylight is a live game where things are constantly changing? Are the Memento Mori untouchable?
2] "Having it as a base-kit feature isn't entirely broken, since it's a Cypress Memento Mori we're talking about"
If it isn't broken, couldn't we allow for such a change?
3] "If it became a base-kit feature, it wouldn't really add anything since you'll still get the same amount of points (probably because of EGC) and/or the same results... The only difference is how you kill them and some players don't really care about that." & "since that's all a Cypress does by design" & "side-option, instead of just hooking them and that's it"
I really like the turn of phrase that someone else used when discussing this topic. It could "end the game with a bit of flair". I'm not concerned with Blood Point values since they've been adjusted many times.
If you'll still have the same results, why would this be a negative change?
Some players may not really care about Memento Mori Kills, but I count myself among those that do.
Let me finish this up so we're 100% clear... i'll answer all three of these below in their own sub-section like before.
- [Number 1] ("a Mori isn't supposed to be a base-kit feature" & "wasn't it's intentional feature since it's an offering from the get-go" Isn't Dead by Daylight is a live game where things are constantly changing? Are the Memento Mori untouchable?)
- [Answer] (The Memento Mori's are not untouchable, since the Ruin change has proven an age old concept can be changed, but the Mori concept is so controversial that it's hard to really touch it without having one side be displeased with the change. Even the Ruin change still has a lot of backlash behind it... Most players agree Ivories are a reasonable alternative to Ebonies, but removing Ebonies would for sure cause a stir somewhere in the community. Is a change possible though? Absolutely. Will we see one soon? I doubt it at this current time.)
- [Number 2] ("Having it as a base-kit feature isn't entirely broken, since it's a Cypress Memento Mori we're talking about" If it isn't broken, couldn't we allow for such a change?)
- [Answer] (My entire point was to show you why it would be pointless to add this as a base-kit feature. If the last Survivor is dead no matter what, where the other Survivors leave them in the end, than having them die on a hook or die by your hands doesn't add anything. If anything, it most likely gives less points since an EGC sacrifice (I believe) gives more points with the other sacrifice bonus than killing them yourself with a base-kit option. Besides that though, the change doesn't add anything except an alternative option to kill the last person. If it's added, than cool. If it isn't, than it doesn't entirely matter since the offering exists to do it anyways.)
- [Number 3] ("If it became a base-kit feature, it wouldn't really add anything since you'll still get the same amount of points (probably because of EGC) and/or the same results... The only difference is how you kill them and some players don't really care about that." & "since that's all a Cypress does by design" & "side-option, instead of just hooking them and that's it" If you'll still have the same results, why would this be a negative change?)
- [Answer] (It wouldn't be a negative change, a negative change isn't the same as a pointless one, that's why I said "If it became a base-kit feature, it wouldn't really add anything since you'll still get the same amount of points" since the concept itself neither takes or gives anything, it just gives an alternative option at the end. I suppose for players like you it would be enjoyable to have it, which in that case it does add something, but for some and/or most who don't care either way, it seems rather... meaningless to add I guess. Like I also said in Number 2 though, if it's added than cool, if it's not than it didn't matter anyways since the offering already exists.)
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@ViciouscirceBU said:
https://forum.deadbydaylight.com/en/discussion/comment/1123196#Comment_1123196
Dude/dudette your awesome thanks so much and do u have to be a PC gamer for the dead by daylight discord? Cuz with call of duty mobile I play with PC gamers all the time. Also if someone if playing dbd on PS4 and I'm playing on Xbox could we play with each other or is there no cross console option
Well, you could find people on that Discord, but I doubt any of them are Xbox players... since I don't entirely know why an Xbox player would use Discord while playing DBD.
I can link you the discord if you want to try it though, so that's up to you. But before I do that, I want to answer the Cross-Platform question. The answer is no, there's no cross-platform between any DBD versions besides the Steam and Windows version of DBD. We have no idea when that will happen for Console though, so I want to get that at out of the way to.
anyways, here's the link to the DBD discord if you want to try out what I said above
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@List_of_concerns said:
https://forum.deadbydaylight.com/en/discussion/comment/1123106#Comment_1123106
May I ask how you arrived at your decision? You disagree with making the Cypress Memento Mori a standardized feature or base-kit feature.
I'm simply trying to gain more insight. Memento Mori Kills are something I have a great interest in. Could you elaborate on the following scenarios?
A] "it just rewards you for a 4k" (The Trial is over.)
B] "... or at least killing the last person alive that you downed yourself"? (The Trial is over if the Gates aren't open and the Hatch is closed.)
I arrived at that decision because a Mori isn't supposed to be a base-kit feature, a Mori, no matter how scenario specific it is, is an offer that Killers can use to have an alternative means of Killing Survivors BESIDES the traditional sacrificial method.
Having it as a base-kit feature isn't entirely broken, since it's a Cypress Memento Mori we're talking about, but that wasn't it's intentional feature since it's an offering from the get-go. If it became a base-kit feature, it wouldn't really add anything since you'll still get the same amount of points (probably because of EGC) and/or the same results... The only difference is how you kill them and some players don't really care about that.
as for the scenarios
- [Scenario A] ("It just rewards you for a 4k") [Answer] (A Cypress Memento Mori is just an alternative way to kill the last Survivor in the match. This can be done by everyone leaving the last Survivor to be mori'ed, which than activates the mori prompt (not before), or as an alternative reward for 4king the entire team. That's what I meant by this, since that's all a Cypress does by design.)
- [Scenario B] ("or at least killing the last person alive that you downed yourself") [Answer] (What I meant was explained in Scenario A, if all the Survivors escape leaving the last Survivor to be hooked, since they need to literally escape for the Cypress to activate, than you're given an alternative option to kill the Survivor that you downed yourself and a sort of "reward" or side-option, instead of just hooking them and that's it.)
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Well, if you were a PC player than I could direct you to the DBD Discord... but you're not. We DO however have a sub-forum specifically made to look for teammates or players, and there's a section that I can link at the end for you to look at!
Before that though, I want to cover some Survivor tips, the best ones I can give is in the form of a video and some side-tips beforehand. As a Survivor, you'll want to focus on the Killers red-stain (Their red light) when you're using loops with high walls that remove visibility to the Killer themselves. The issue with this though, is that if the Killer knows to mind-game around corners than it's a hit or miss on if they're coming around the corner or not. If the loop is long on one side or both, than it doesn't matter if they moonwalk around the corner or not, you can just determine if they doubled back or not by seeing if they round the corner or if they don't they're probably going to the other side to meet you there.
Other important things you'll want to know is when to save Survivors, you'll want to save them when The Killer is a fair distance away, but if it's a scenario where they refuse to leave the hook, than you'll want to save them with another Survivor to help body-block or distract the Killer to attempt the save.
Besides that though, this video on base tiles/loops should cover everything you'll need
https://www.youtube.com/watch?v=p6QYjInzLeM&t=11sSIDE-NOTE
Some of the maps here have been reworked or don't show these basic tiles in them, such as the maps that came after like Hawkins and the reworked Lery's which never had these tiles in the first place. Other maps have been released as well like Yamaokas Temple of Wrath, so keep that in-mind when you don't see them in this video. Besides that, the video still covers the basic tiles that you'll find on most maps like Cold-Wind, Macmillian Estate, Azarov's, both Yamaoka maps, some parts of Badham Pre-school, etc.
Also, here's the link to the "Looking for Players" sub-forum
https://forum.deadbydaylight.com/en/categories/lfp-xbox-one
This link will directly take you to the Xbox One section of that sub-forum!
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@List_of_concerns said:
https://forum.deadbydaylight.com/en/discussion/comment/1123067#Comment_1123067
I'm sure most people can agree that the Ivory Memento Mori (one kill) is more fair than the Ebony Memento Mori (four kills). It's basic math.
I find the Cypress Memento Mori to be nearly perfect from a balance standpoint. People have found instances where the Cypress Memento Mori isn't fair. They are mostly rare edge cases. I believe we could make the Cypress Memento Mori a standard feature in Dead by Daylight.
I... wouldn't push it that far to make Cypress Memento Mori's a standard, or if you mean base-kit than no.
The point of Mori's is an alternative way to Kill Survivors, that's about it. Obviously most people have Ebonies because it's four Killers vs Ivories 1, which is why a lot of people want Ebonies to be removed and Ivories to be the standard. Cypress is the most fair of the 3 because it just rewards you for a 4k or at least killing the last person alive that you downed yourself.
All in all, we don't really know if Ebonies will ever be removed or not. If they don't than it doesn't entirely matter since you rarely see them in-game anyways...
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@List_of_concerns said:
https://forum.deadbydaylight.com/en/discussion/comment/1118403#Comment_1118403
I agree with FireHazard. "We can't really explain or justify why they exist, they just do."
I really like this quote from the OP. "The animation is kinda cool I guess. I just feel the condition for using a Mori is too low."
I think the Memento Mori Kill animations are very cool. I'd like to find a fair way to increase the frequency of Mori Kills.
I mean, a lot of people agree that Ivories are more fair than Ebonies due to 1 dying is better than 4, it's reasonable and lets you kill 1 person at anytime.
It's not entirely balanced but it's better than having 4 Survivors die after their first hook, especially if the Killer is insanely for example.
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@SnakeSound222 said:
That's weird. Are you sure they didn't have Deep Wound? If not then I'd chalk it up to connection problems or cheating. Make sure to report this to the link Boosted_Dwight posted.
If they didn't have the orange bar under their player icon in the bottom left corner in that match, than some foul play or lag might be happening here.
A screenshot only does so much, especially with little detail to boot. Only the OP knows if an orange bar was shown under the Survivors icon or not, and only the OP knows more details to give us. At this point, it's speculation if the OP doesn't give us more to work with.
If they didn't have that bar, than it could be a bug or something suss is happening. Hopefully the OP reported them in-game if this is the case, than an in-game report is mandatory before filing a support ticket.
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Yes, you can blind him and you can flashlight save against the Demogorgon.
When you blind a Survivor, you want to always aim for the face, but you'll mostly want to aim for the eyes. Since a Killer's camera is affixed to The Killers face for the most part, just aim at the Demogorgons face to get a general idea of where to blind him. Imagine him with eyes, and put them where you might think they'd fix on his face.
Once you do that, he's as easy to blind as any other Killer, just aim at the face and you'll be fine. Aiming at the mouth is a hit or miss, so always aim above where the eyes are to make sure you blind them. If you're still confused, than don't be afraid to ask for more details.
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@secretwarlock said:
https://forum.deadbydaylight.com/en/discussion/comment/1122841#Comment_1122841
it says right click on the prompt? i think but if your right i am a massive idiot
You could've had the bind set to right click, if you didn't than the default binds are for the space bar on PC.
As for "hearing and missing when to do the skill-check" you need to be somewhat aware of the middle part of your screen when on a generator, since the Skill-Check could abruptly show up at anytime. When you're holding M1 on a Generator, always pay attention to the middle of your screen somewhat, since that's where the skill-check shows up every time.
Hex: Huntress Lullaby will desync the noise notification from the skill-check for each token the Killer has, so keep that in-mind if you see that Hex in-game. Also, some Killers like The Doctor will move the skill-check around the screen depending on what Tier of Madness you're in. So when facing him, keep in mind that the skill-check won't always be in the middle.
but besides those two things...
Some other things might increase/decrease skill-check sizes, or make it harder to find or hear the skill-check as said above, but as for the BASE GAME the skill-check will always be in the middle for you to keep an eye on while working on Generators, Healing Survivors, Sabotaging Hooks, and other acts that give Skill-Checks like The Pigs Billy boxes, The Demogorgons portals, etc.
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I believe they nerfed his movement speed a tad bit from the PTB and than again changed up his dash in how far you can move side to side and move in which degrees.
Besides that, it's almost as fast as Billies base, if not as fast.
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@onip3 said:
I think the 3rd of march
@List_of_concerns said:
The next Chapter could be released on March 3rd or March 10th.
Almost every Chapter has been released between 13 or 14 weeks apart.
Depends, every chapter has been released 2 weeks after the PTB BUTTTTT that's a rough estimate.
It could come earlier, later, or something might happen to delay it entirely, who knows!
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@angryliven said:
https://forum.deadbydaylight.com/en/discussion/comment/1122054#Comment_1122054
that's all? I don't think it resolves.
You need to focus on other things to prioritize Anti-Genrush.
Using perks like Thanatophobia is good and all, but that's only useful on Killers that're able to keep people injured or put them back into it. Dying Light is somewhat ok to use, but it's not going to evade the issue with good Survivors. Your best option is to honestly use Corrupt Intervention and Pop Goes the Weasel if you REALLY struggle with this issue. Corrupt Intervention will negate any Gen-rush from happening at the start of the game AND it'll give you time to create a snowball by downing people and applying early pressure. It's not a 100% guaranteed thing, but it's something.
PGTW is also useful when paired with Corrupt Intervention, since you can remove 25% progress on any Generator you kick after you hook someone, so you can mitigate more progress being down by continuing the cycle of downing and regressing.
Using Killers like Spirit, Billy, or even Ghostface could help you a lot if you struggle with applying pressure with weaker Killers. If you really want to apply yourself and learn these weaker Killers than you'll have to be more used to the basic and advanced tiles that the game offers to Survivors. I'll link a video below that might be able to help you with that.
here's that video on basic tiles/loops
https://www.youtube.com/watch?v=p6QYjInzLeM&t=10sSIDE-NOTE
Some of the maps here have been reworked or don't show these basic tiles in them, such as the maps that came after like Hawkins and the reworked Lery's which never had these tiles in the first place. Other maps have been released as well like Yamaokas Temple of Wrath, so keep that in-mind when you don't see them in this video. Besides that, the video still covers the basic tiles that you'll find on most maps like Cold-Wind, Macmillian Estate, Azarov's, both Yamaoka maps, some parts of Badham Pre-school, etc.
last bit of details
They're also nerfing, as said above, toolboxes in the next patch. This is to help with the imbalance that a toolbox with BNP can break to the fast acting meta we're not in. They've also said that in the future if Ruin isn't "living up to their expectations" than they plan on beefing it up a bit more to help out with the changes.
Besides that though, no further details have been given on the current meta and any future anti-genrush perks. We know that they don't plan on making anymore gen repair perks that synergize as well as Ruin did, but they've said that it's not impossible that they'll make more of those perks specifically.
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@Kagari_Leha said:
for months now. It's dedicated servers. To be clear, the survivors see you, and go away, but for you with the bit of latency, they still were on the gen (about to go away) when you clicked on that grab button; since the survivor was already "away" on their side, you'll just stand there for a second, see the survivor run, and the game will interrupt the grab.
I don't think Dedicated Servers caused it entirely, but I believe it's a factor that keeps it going.
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Loot-boxes are kind of a controversial topic in the gaming industry at the moment. In some regards it's seen as gambling and an overall tax to a games health.
I personally don't like the concept of a Loot-Box system coming for DBD that can be paid with money, even if it can also be paid with Iridescent Shards or Blood points... I can already see those options being inferior to the buyable option, which usually offers more in exchange. It's a hard no from me, not to sound rude of course.
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It has something to do with latency and the Survivor letting go of the M1 button right at the same time you attempt the grab. They need to be holding the M1 button firmly for this to work, otherwise they can time it and let go right when they know they'll be grabbed.
Sometimes that does work for the Survivor, other times it doesn't and they get grabbed. But if they do let go right when you attempt to M1 grab them than they'll be able to avoid the grab and instead just get hit with a regular M1 attack. (Or in your case, a R1 basic attack I believe).
It's an already known issue, so i'm sure you'll find plenty of people who've experienced it, myself included. The issue isn't also version exclusive, it can happen on PC where I play, PS4 for you, or Xbox players for others, same with Switch I believe but I don't hear much from that version so idk.
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@Todgeweiht said:
Wow, thats amazing and creepy at the same time.
It's his own uh... "enjoyment" that he gets from licking their fingers, I guess.
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@Teddyripper34 said:
https://forum.deadbydaylight.com/en/discussion/comment/1121077#Comment_1121077
Oh thanks! Couldnt find it anywhere from someone else besides my own gameplay so I thought people were unaware of this great change
No problem, glad I could uncover the change for you.
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To clarify, your lunge hitbox is most likely being assisted by aim assist which's directing you into the window instead of hitting the Survivors hitbox.
As the video suggests above, for you to hit the Survivor your lunge needs to connect with their hitbox. Usually when this happens to me, it means the Survivor just barely moved forward to avoid the lunges hitbox. As a result, you hit the windows frame instead and get stunned as a result. So from the sound of it, you either didn't have enough distance to make that lunge due to your hitbox not connecting with theirs during that scenario, or you're lunging too late and instead miss it and hit the frame instead.
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By the way, if you have any other questions related or some-what on topic, than don't be afraid to ask.
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I actually did find this in a Mori video when looking for answers, here's what you're talking about.
here's the video in question
https://www.youtube.com/watch?v=QfLXOKdAbrw -
No problem, glad I could add to this to help you out.
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I'll just answer this in it's own sub-section below to keep everything neat and accessible for you.
- [Question] (Why do survivors wait at the exit gate and just egg you on to hit them. Like do they get more points if they leave injured? And also what describes a toxic killer/survivor.) [Answer] (They do this so you either get extra Brutality points, to essentially be nice, or to just meme at the end. Also, a Toxic Killer/Survivor is a player that actively wants to ruin the experience of the opposite side their playing against for their own amusement. So Survivors that trash talk in Post-Chat, BM, aka bad manners, at every pallet or window by T-bagging, pointing at every pallet stun or t-bagging, and any other acts of being obnoxious is considered "toxic". Some Survivors do this to meme, but others just do this to get the Killer angry. As for Killer, some Killers will "act toxic" by hitting the hooked Survivor, camping/tunneling them because they don't like that Survivor, brind a mori and trash talk in post-chat, etc. Essentially speaking a Survivor/Killer that's trying to ruin your experience in-game is considered "toxic". Don't be fooled into thinking a good looper or Killer is toxic, they're just playing the game and that's all.)
- [Question] (If you hook someone and two other survivors are right next to you and one tries to lead you away but you know the moment you chase that one the one who's hooked would get unhooked is it still considered camping. And I don't mean like face camp the person on the hook but like if you absolutely know for sure that two other survivors are hella close to you so you just wait for them to show themselves. I know I've read that some types of camping can me a gaming strategy but where dose it cross the line from strategy to toxicity) [Answer] (No, if you're aware that two Survivors are at the hook and waiting for you to leave than it's not entirely considered camping for several reasons. One, if you know two Survivors are there than you can either chase one and down them or damage both before chasing one to death. Two, because you know another Survivor will unhooked the hooked Survivor, you can hit one of them and double back to grab or hit the other Survivor that's attempting to unhook that Survivor. Doing this will nab you another down and you can just leave the hooked Survivor to be unhooked in that scenario. Or three, both Survivors can attempt to run to the hook and get an unhook from you, in this scenario you can just sit there and wait until you can grab one of the unhookers or just let the Survivor die on the hook. Because they did this scenario, it's not considered camping and it's entirely their fault for sitting there and letting the timer run out. If you just sit there and wait without anyone nearby, that's camping, if you monitor the area without knowing if someone is there, than that's proxy camping. Camping in itself isn't inherently toxic, but Survivors see it as a cheap tactic that less skilled or new Killers use to get kills. Players have been doing it since 2016, so it's not really anything to be ashamed about if you're new or not experienced enough.)
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I don't personally know a fix for this, you can try contacting support to see what they can do to help you. Otherwise, unless someone here knows than that's what you should honestly do.
Here's the link to the support team
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Usually when a PTB is released, it comes out around 2 weeks or so as a rough estimate for players to prepare for. This is for every PTB and not just this one, so keep that in-mind for the future.
The PTB released on February 18th, last Tuesday. So players speculate that it'll release around March 3rd as said above, but this is just a rough estimate. It could be earlier or a bit later.
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@RobMeister88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1116264#Comment_1116264
Thank you for your regards. I hope the Rank Rework will fix all of this, or at least make things better than they are now. I imagine it won't be easy, because of the pipping system itself, which is how I think the Devs view the skill and capability of the players. As of late, survivor pipping is easy, whereas with killer, it's a challenge, and most emblems getting past silver usually requires on survivors making mistakes and not being good in chases. Then there's also swf to consider. A rank 14 after playing with swf after a 2 weeks or so should manage to get to red ranks, because of how much easier the game is; constant knowledge due to comms, no mind games, etc. What happens when he reaches red ranks and solo queues? Hopefully the Devs can nail the new ranking system, it'd be a huge quality of life and majorly healthy for the game.
Exactly, but we won't know how it's going until the next update on it.
At the moment though, the concept of a skill-based ranking system looks promising. The old ranking system has several issues at the moment as well, so it's good that we're finally upgrading the system for the bigger influx of players.
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@Ursocapitalistaa said:
@FireHazard Thank you but I play on Ps4 amd that link only have solutions for pc players
They can still give you some information, even if the solutions are not entirely for PS4 players.
Plus, the issue was common for PC and Console players, so it's not like they can't give you any information about the issue itself.
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@Boosted_Dwight said:
You shouldn't be affected by a name change. PlayStation released an official list of games that do not have any known issues created by name changes. Dead by Daylight is one of those games.
https://www.playstation.com/en-us/network/onlineid/games-list-home/no-known-tested-issues/#d
From my personal experience, I changed my name to Boosted_Dwight a while ago and lost no progress or DLC however if you do run into a problem, report it to support using the link FireHazard has provided :).
I remember hearing about that actually, thanks for providing a list to confirm that.
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To get adept on Plague you'll need to gain the pesky emblem (the chaser emblem) up to Iridescent quality. How do you do this? Well, if you're going for Adept Plague than you'll actually need to hit every Survivor you're about to infect BEFORE they gain the broken status effect, since you gain points for hitting Survivors and winning chases.
The issue with Plague is that she puts people into the injured state without being rewarded points for doing so. As a result, you'll need to actually hit them Pre-Broken state and than break them and down them, which in itself adds more extra steps to get this Adept achievement. Other important things you'll need to do is play near perfect or perfect in-game to pull off an Adept, which means you'll have to guard your Generators for as long as possible before they start to pop. The more Generators you have that're being repaired/not finished gives you more points towards the Gatekeeper emblem. Less Generators means every minute gives less points for the first 6 minutes I believe. (It could be 9 I don't remember.)
You also gain points for keeping both Exit Gates closed when all the Generators are powered, so also keep that in-mind when you're in-game. As for how to use The Plague effectively, you'll have to get used to the basic tiles that most maps use. I'll link below a video that can help you with that, so please do watch if it you struggle with chasing.
here's the video on basic tiles/loops for Survivors/Killers
https://www.youtube.com/watch?v=p6QYjInzLeM&t=7sSide-note
Some of the maps here have been reworked or don't show these basic tiles in them, such as the maps that came after like Hawkins and the reworked Lery's which never had these tiles in the first place. Other maps have been released as well like Yamaokas Temple of Wrath, so keep that in-mind when you don't see them in this video. Besides that, the video still covers the basic tiles that you'll find on most maps like Cold-Wind, Macmillian Estate, Azarov's, both Yamaoka maps, some parts of Badham Pre-school, etc.
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I don't personally see why there should be one, if this was the case than Survivors could actually abuse the new mechanic and use their Sprint Burst in dire situations, just like Dead Hard but A LOT more effective.
It's never needed an activation, so I don't think it does now. If it had one, it would be a huge buff if you look at it from a Killers perspective.
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If you mean your username, than yes, some people have reported in the past that they've lost progress in some of their games as a result of an ID change.
I'm not certain if the same applies to DBD, since the progress is saved on a cloud and not on the PS4 itself, so as long as you still have the same account with another name, than it should be fine. But if you want a solid confirmation, you can try contacting support to see if they have some more insight for you, i'll give you their link below.
here's the link to the support team
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Yes, it does. It also affects items that you pick up off of dead Survivors, so you could get a Chinese Firecracker or Third Year Party Starter from a Survivor and escape with it, even if you die.
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The game is as fun as you want it to be. By that I mean it's hard to honestly say if this game is fun or not, that's up to each new or old player to decide when going into another trial vs the Killer or Survivors.
For me, I personally like grindy games and the concept of a Killer facing off against weaker roles that can fight back in their own way, I also liked that Michael Myers was in the game, so I instantly bought it when I found that out. But after buying Michael Myers the first day I bought DBD, I came to realize that it's more than just a specific character you're attached too.
To me, I enjoy the concept of stealth Killers and their capabilities within the game itself. I enjoy making the game scary for Survivors and do so with certain builds and/or tactics that work with this. Of course I focus on killing and the general meta of the game, but if there's a chance to genuinely make a situation scary than i'll happily do it, that's why I enjoy the Scratched Mirror Myers build so much on Lery's, it genuinely scares Survivors and makes them go on edge every time they face it. When I use that build, it's not about 4king at that point, it's about having a good time and making the game feel genuinely scary and unpredictable for Survivors in that match (when I use that build, outside of it I use the stealth capability to aid in my objective of course).
Overall, I guess you could say that I like stealth Killers. But personally I enjoy chasing Survivors and gaining a challenge from facing "Pro Survivors" in a SWFs or coordinated team. Of course I don't want to face that every game, but when it happens I welcome it with open arms and enjoy the challenge it brings.
the main point i'm trying to make though...
Deciding if this game is a "great fun game" is ultimately up to you and everyone else that plays this game, if you enjoy it than it's good you do, if you don't than maybe it's not "your cup of tea" I guess.
All in all, whether it's fun or not is your choice and yours alone. So as I said from the start, the game is as fun as you want it to be.
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1119024#Comment_1119024
Okay, thanks for answering.
No problem, glad I could clear it up for you.
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It's a gradual change that they'll be implementing slowly, it's not being implemented all in one patch as the status update implies.
So no, it's not being added in the next patch. If it was, a big update like that would've been mentioned.