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FireHazard

FireHazard

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FireHazard
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  • @Levitika said:

    @FireHazard I know how many charges they have, sorry. What I'm asking is: How many charges do they use per second of use?

    I don't think anyone would know that unless they go in-game to measure each toolboxes default time themselves.

    I can't find any information on how much 1 charge is either, i'm guess half a second but that's a guess. When I used the Worn-out Tools in-game they were used up insanely fast, so I personally don't know, maybe 8 seconds for 16 charges?

  • @Oicimau

    Hours give a more accurate depiction of "skill" rather than Devotion levels, which wasn't added until years later like Snake said above.

    Eventually, neither of these will be a depiction of skill anymore and instead just a measurement of your time played in-game, I say this because the new ranking system will be more based around skill, rather than ranks that're very vague on how skilled a Survivor/Killer is.

  • @TheeOPgod

    That's currently unknown, we don't even know if cross-platform play is possible with Console and PC yet.

    Until we get an update on Cross-Platform and Cross-Progression, we know as much as you do, it's entirely guess work until than. Other games have done it before, but not every game is designed the same and works the same way, it takes time to have systems like that made.

  • @Raven9 said:

    I have come across this issue again and again. I repeat for the last time. If there was an unfortunate incident due to the dedicated server or if you have an urgent job, ######### in the hook immediately.

    I don't think dying on the hook will stop this issue for this player, that's the main issue he's facing, that the periodic crashing is met with penalties, regardless if they're intentional or not.

  • @deadnoob187

    First to clarify if this is fair or not, I need to go back to where the issue of DCing all came from in the first place and why the system was added to counter-act said issue.

    the origins of DCing...

    For one, there's a lot of reasons for why someone DCs, it could be because of a crash, the game "didn't go their way" or the match was "unfun", and in some cases, the game drops their connection due to their service provider.

    "The game didn't go my way so why should I play?"

    Now, for the case of DCing because "the game didn't go their way" is why this system was added in the first place. You might know this already, but some players don't stay in a match for a variety of reasons that "didn't go their way"

    [For this reason to DC, they DC because]:

    • They were found first
    • They got downed first
    • The Survivor lost the first chase and got downed fairly easily
    • Their teammates are not "god tier"
    • They know the match will result in their death/loss
    • The specific Killer they're facing is a Killer they dislike
    • The add-ons and/or Offerings that Killer uses are OP and unfair

    And other reasons too, but these are the main focus to this "sub-section of DCing". Now, because DCing used to be so easy to do and players learned after years how to work around it, it eventually got out of hand and causes mass DCing to occur throughout the games earlier days.

    Sometimes DCing would get so bad, it would happen in multiple games as the Killer! This actually happened to me at one point, where I was amassing 8 games in a row at one time with 1+ DCs in it! Because of this growing issue that was literally "killing" the match-making in a sense, it started to get out of hand. As such, BHVR stepped in and created the new DC Penalty System to counter-act this big issue. The system isn't perfect of course, but it did solve a massive problem that has been plaguing DBD for literal years.

    For context, some Survivors also DC because the game wasn't fun or the Killer was sweating too hard to something. While understandable it isn't fun to face a Pre-Prayer Beads Spirit for example, DCing against her isn't really making you the better person in that scenario...

    my story about a similar situation I used to have...

    The description for this part is weird, so allow me to elaborate a bit. As said above, the new DC Penalty System isn't perfect and some issues come from it in the form of players, like you, who crash due to their internet not being 400+ MBS and/or near perfect.

    As the title suggests, I used to have this issue as well before we finally upgraded our internet to 400+ MBS, my internet would crash periodically due to having 3 MBS of download speed! After awhile, I thought I was going to get in trouble for DCing so much in-game (Obviously unintentionally) because my internet constantly crashed and than sometimes didn't for a while.

    Sometimes in-game my internet would also randomly lag spike, which made players automatically assume I was lag-switching (which I obviously wasn't), so after awhile we were lucky enough to have new poles installed prior to here I live (which is about 300 feet from the nearest road surrounded by trees) and got our internet to be upgraded to 400+ MBS. After that, my internet has never had drops, crashes, and downloads things insanely fast!

    But that's just my story on a similar situation you have, I was fortunate to have this issue resolved... but your story indicates otherwise. For players that also had my past issues, they're more prone to be punished by the system because their internet causes the crashing. After awhile, the issue of "is this fair to those players?" comes into question, and thus the debate begins.

    Is this fair for players with sub-par/bad internet?

    In my honest 100% opinion, I don't think it's fair, but allow me to say this. The System was added to prevent a years long battle with DCing, as such, the system is necessary to stop this issue and improve the match-making overall with players that refuse to play against certain "obstacles".

    For players that can't help but crash, it's understandable why this isn't fair to players like you. I can only hope that the system will detect crashing as not DCing soon, but obviously this would open avenues for abuse if it did. It's not easy to have a system detect certain crashing, since I don't think that's even possible... but I honestly believe players like you shouldn't have to suffer because of a year long battle of players abusing the DCing system.

    Again, the DCing System is a necessary system that fights constant DCing in-game, and while it's not perfect and causes issues for players with worse internet, it's a "necessary evil" if you want to look at it that way.

    to be 100% clear on what i'm saying...

    Personally, I enjoy the new system since it stops constant DCing and punishes players for intentionally leaving mid-match, but to be 100% clear, I don't think it's entirely fair to players that suffer from constant crashing like you, and hopefully this issue is resolved in the future since, as of late, a fair bit of players have come forward about this issue, even if their internet doesn't constantly crash BUT crashes mid-match unintentionally.

  • @Oreo7 said:

    Okay, thank you. I didn't realize there was difference between letting it go by and actually missing lol

    Understandable, it can seem misleading when people tell you there's a way to re-use it and don't give details on how to do that.

  • @Luigifan64 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1108140#Comment_1108140

    I know what the times are already, but my goal is not to DC at all. Unfortunately there’s always 1 match that ######### that up due to a number of different factors that make a match super unfun. I could play a whole day (12 hrs) of matches, DC once and I’d still get the next penalty. It appears I have just been unlucky and been DCing too soon before the 24 hour mark.

    The idea is to prevent DCing at all, as you said yourself.

    The DC penalty system is made to deter DCing all together, despite the match not being fun for a Survivor or Killer, since if they DC they'll be given a penalty to reflect an early leave of the match.

    I understand that not every match is fun to face with Killers using Ebony Mori's or OP add-ons, but DCing from the issue is why the Penalty system was created, it's to prevent MASS DCing from an issue that Survivors refuse to face.

    Again, it's not really fun to face these things but it's not ok either to just DC from them, so it's a bit of a back and forth here.

  • @Raven9 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1104755#Comment_1104755

    Forget what I said. At least there is still a reason for my product and add-on farm.

    Survivor Perks (Patch Notes 3.6.0)

    • The Perk Ace in the Hole now adds the ability to keep the addons when escaping a trial with an item.

    However, the game is still in poor condition.

    At the moment, the game does suffer from match-making issues and other such things, but it's not like it'll be like that forever...

  • @Oreo7 said:

    Ah, okay. I thought I remembered being able to use it again after that in different matches but I cant recall any specific time that actually happened. I didnt know missing it deactivates it permanently lol. Thanks!

    When you miss the Skill-Check by actively pressing the space bar to hit it, than it deactivates and ceases any future functions.

    You can "Miss" the skill-check by simply not pressing anything and letting it go by, which afterwards it should still be usable in a future chase when it's active, otherwise that's about it, if you miss the skill-check by willingly pressing space bar than the perk will deactivate.

    @Mang_Anwar said:

    Hmmm, I also remember that you can still use DS if you missed it the first time. I am not sure if they changed it, haven't played much of survivors recently.

    I don't know either, but I know what you mean. In the past, Survivors would save their DS for a precise moment to use, so they would keep it until Exit Gates were open (Since EGC didn't exist back then) and than DS to escape.

    If you just let the Skill-Check go by on the skill-check screen, than it'll still be usable for the next 40% wiggle (as a non-obsession) or next down (as the obsession). I personally don't know if they changed it to not be able to do this anymore, but if they didn't than yes, it would still be possible to save for later use.

    But if you literally miss it, like miss the skill-check by pressing space and missing the spot to hit it, than it would deactivate for the rest of the game.

  • @ThisGuuy83 said:

    They seriously NEED a PTB just for console too. The game plays a lot different there then it does on PC...

    Hopefully you guys will see something like that in the future, but it's been years since console was release... so I personally think it has something to do with the current consoles limitations at the moment.

    We don't entirely know why a PTB isn't in console, but I believe it has something to do with not being able to access it on console from a beta tab, which steam has because it's on a PC and not console.

    But we'll have to wait and see, a lot of console players want this but it's unknown if it can even be done.

  • @Luigifan64

    I wouldn't worry about the times anyways, if you don't DC than you won't have issues with it. The first DC is 5 minutes, but that's all I can say.

    I don't know the other times anyways, and even if I did, I wouldn't say it publicly for obvious reasons.

  • @th3

    No it's not, but a lot of things are not entirely fun to go against when you look deeper into it.

    Some Killers might be annoying to face to you, but to others it's a fun challenge! The same goes for that set-up, it's a neat challenge to face if you're bored, but to others (most it would seem) it's not so fun to face.

    I agree with the idea above that makes the Iridescent Heads require a 15 meter distance or so to apply the exposed effect to it, it would require more precision to pull off and it would still be a strong add-on to use.

    Think of it like this though...

    Not everything in this game is fun to go against, but that's the case with any game that has meta concepts to it.

    Eventually we will see changes to the add-on, or at least that's just a prediction of mine, since the Deathslinger promotes a similar concept but with conditions to use said concept, so maybe we'll see the same thing happen to Iridescent Hatchets?

    Who knows, we'll have to see.

  • @Fibijean said:

    Only certain walls can be destroyed. The destructible walls are easily identifiable by the red and blue coloured boards nailed to them. In order to destroy them, you just walk up to them and use the same button you would use to destroy a pallet.

    Here is a picture of what the destructible walls look like - it's not a very good one, but hopefully it gives you enough of an idea:

    https://us.v-cdn.net/6030815/uploads/072/NOH5KVF477FH.png

    Personally, I wish this concept would see more development in future and/or reworked maps, it's an interesting concept that rewards set-up time for the cost of literal time to do so.

    It's a neat idea and maybe it can be expanded upon in the future.

  • @Levitika

    You're in luck, i'm still in the PTB so I can list all the tool-box variants and charges below in a compiled list for you to use.

    here's every toolbox and the charges it now has (PTB)

    Please note that these numbers are subject to change in the final LIVE release of the PTB's content and updates, if this does happen than all the data below could become slightly inaccurate or worse.

    • [Engineers Toolbox] (16 Charges, Tremendously increases repair speed, Moderately decreases sabotage speed.)
    • [Alex's Toolbox] (24 Charges, Slightly increases repair speed, Considerably increases sabotage speed.)
    • [Commodious Toolbox] (32 Charges, Moderately increases repair speed.)
    • [Mechanic's Toolbox] (16 Charges, Considerably increases repair speed, Slightly decreases sabotage speed.)
    • [Toolbox] (20 Charges, Moderately increases repair speed, Slightly increases sabotage speed.)
    • [Worn-out Tools] (16 Charges, Moderately increases repair speed, Slightly decreases Skill-Check success zones.)

    For context, the toolboxes listed above are going from Purple Rarity to Grey Rarity, so keep that in-mind when you read this list!

  • @lolbananas

    Well, for one I can assure you the the match-making will see future updates and an entire overhaul to counter-act this issue.

    As for the other, the current match-making is plagued with several issues and inconsistencies like Fibijean has said, the "Rainbow Rank issue" is currently still a prominent one within the current match making, which pairs you with ranks far above your own when the match-making can't find others of your rank to play with. Sometimes though, it bugs out and has a hard time finding players of your skill-set in-general, so it pairs you with higher or lower ranks, which is the main issue that new players like yourself face at this current time.

    The term "Rainbow Ranks" comes form the various colored ranks you'd be paired with, like the Red Ranks (the highest rank you can be) to Grey Ranks (The lowest rank you start with), so at the moment the match-making still suffers from this issue. Eventually, as the link shows above, it will be overhauled to reflect a more skill-based match-making system, rather than a ranked one.

    for context, here's the link to the rework below

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

    This status update covers what we should be seeing in the future. This isn't an immediate update, so we will see it gradually be improved and worked on for a final and more polished released to the LIVE version of the game.

    I'm truly sorry that you're not enjoying your first few games in DBD, and I do hope you can endure this issue until the rank rework is implemented. We will eventually see improvements in the ranking system so new players no longer suffer from this issue.

  • @Spogg said:

    Thanks for answering so quickly.

    That makes sense. I can only imagine that the only way this could be possible for consoles would be if PSN had a beta list for each game in which the developers can add/remove gamertags to allow testers to access and install a beta version of the game. I'm guessing someone has already thought of this idea maybe? :)

    That concept is hard to really say for sure, since we don't know how limiting consoles are to do something like this.

    We don't know for sure, and since the console version hasn't done anything like this, it's safe to assume it's not possible... at least right now. There could also be a reason behind the scenes as to why the Steam version on PC only gets beta testing, probably because of it's ease of access to set-up, but it could be something else.

  • @Nutty_Professor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1105178#Comment_1105178

    Thank you, i was actually a rank 1 killer before rank reset. For nearly two years I just played Hillbilly and Leatherface, occassionally Myers and Hag. Only recently I started to try and get adept with the other killers.

    I've gotten good with new Doctor (He's my new main) and Freddy, but Spirit is by far the hardest killer I've tried learning. I'm currently deranking so I can practice phase tracking against bad survivors, rather then trying to learn how to play her at rank 1.

    I wouldn't really say "i'm deranking", especially on the forums...

    But I wish you the best of luck in your practice!

  • @The_Daydreamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1105562#Comment_1105562

    That's is not what I asked for, but okay, thanks I guess.

    We all now how dead by daylight works and I don't want "Officially Information". Most people now that dead by daylight patches new outfits with the ptb. So I just want to see those outfits even tho "THEY ARE NOT OFFICIALL".

    But yeah, I already have found them so, bye honey.

    What you asked for was very vague, so I wasn't really sure if it was one or the other.

    At least you got what you were looking for, I guess. But again, the way you wrote your post made it sound like you were asking for leaked content, which is why I said "If you weren't, than I couldn't find any official information on these future cosmetics for you at this time, sorry." in my previous post, also as an edited edition I couldn't give you that information anyways for obvious reasons.

  • Yes, because that's the case ha ha.

    If you found the information (officially) than all the more to ya, but we can't really post leaked information if that's what you're asking for. If you weren't, than I couldn't find any official information on these future cosmetics for you at this time, sorry.

    Again, posting leaked content is forbidden on the forums, as the Forums Rules state, which I can link below for you to review.

    here's the forum rules for reference

    https://forum.deadbydaylight.com/en/discussion/87004/forum-rules#latest

  • @The_Daydreamer

    There are no official outfits for you to reference.

    Any outfits you see through a leaked tweet or 3rd party site is entirely unofficial, so there's unfortunately nothing to be shared with at this time.

  • @[Deleted User] said:

    There isn't a code - try restarting your steam to see the PTB drop down :)

    Yeah that's usually how it'll show up in his beta tab.

    @ThatNerdyGuyHD

    For context, close out Steam and make sure it's fully closed, re-open steam and than right click on Dead By Daylight in your Library, once you right click than go down on the tab and click properties, once a new tab is open go to beta and than click on the drop down, it'll give you two options to join the public test build or not.

    Restarting Steam SHOULD bring up the player test build for you to join, if you have any other issues than please re-@ me to this post, or quote my comment to mention me back here.

  • Well 2 weeks is usually a rough estimate of when it will come out, so if it's early than possible, but if it's 2 weeks or more than no it won't.

    But again, that's just an estimate since PTBs usually release a rough estimate, which is 2 weeks, so players can prepare for the LIVE version. So in a sense, it should be around that time in March but if it's not on that exact day than it should be soon after or possible earlier, no promises though!

  • @Walker_of_the_fog_96

    Usually when a PTB is released the LIVE version comes out 2 weeks after, give or take. This is subject to change though and 2 weeks is just a rough estimate.

    But yes, 2 weeks is usually when the LIVE version releases, as past Chapters has shown. But again, that's just a rough estimate, not a 100% confirmed date.

  • @Nutty_Professor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1057307#Comment_1057307

    I've started to play Spirit since rank reset, I'm currently really struggling going against good survivors. I'm losing the majority of my mind games and struggling with tracking when against good survivors.

    Although dominate and steam roll against average/medicore average survivors.

    My biggest challenge at the moment is that I'm a very competitive person and I hate losing, so losing games when I know would probably would have won if I was playing as one of my mains is frustrating (I use to be a semi professional hockey player when I was at University, I'm naturally a competitive person).

    EDIT: I'm really liking save the best for last on spirit though. I'm going to try and unlock Stridor as I think I'll need it.

    Practice makes perfect my man, sometimes a game is just unwinnable with what you're given and the skill-set of the Survivors you face, but that doesn't mean you can't 1k, 2k, or even 3k if you pull of some omega brain plays.

    I understand how you feel though, I too take pride as a Killer main and loath getting a 4 man escape on me, a 1k is good enough to me but a 4 man escape lets me know that I still have much to learn, even with 1.7k hours almost.

    After this weeks Rank Reset with the influx of old insanely good players coming in, I learned that the meta has changed since the Ruin rework and requires a lot more fast paced game-play to stand on-top, sometimes losing 3 gens at once is unnerving and makes you waver as the Killer, but it's actually good to monitor less Generator on the map, especially if those Generators are fairly close to each other.

    Overall, with the guides I gave and videos with enough practice, you should start to get the hang of it eventually. We were all new at some point in-game, nobody starts out as a god-tier Survivor/Killer.

  • @Raven9 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1104411#Comment_1104411

    I want to ask a single question on this topic.

    Give reason to use Ace in the Hole and coin.

    It's good for an item hunter build, if you add Plunderers Instinct to both Ace in the Hole and a Shiny coin and you'll have a lot better odds in finding the items you want to keep!

    Ace in the Hole gives you a 50% (At Tier lll) to find a 2nd add-on of Uncommon Rarity or lower and there's a 100% chance of an add-on of Very Rare Rarity or lower will be added to the item you pick up, so in a sense you could use Plunderer's Instinct to get better items out of the box AND get better add-ons to keep with that item when searching through boxes.

    The coin just increases your odds of finding the item you want, or an item that's close to what you're looking for.

  • @joeysixdemon said:

    The disconnect is ridiculous. Yesterday I was somehow linked to the killer so every single time a killer disconnected it showed I also disconnected. 1 time I was literally opening a door another unhooking a survivor. I send a message to dbd about it and their response is a completely generic message about how the DC works. I agree with people being penalized for rage quitting and trolling but seriously this game has gotten worse and worse each patch update. I worked my butt off to get to a level 8 and got reset to a 14. REALLY?!? SO now I'm playing with people who are 17 18 19 who don't even try to play as a team who leave your a** on the hook, hide near the exit door, hide next to the hatch. This whole game is getting unenjoyable.

    Understandable, I can see why the new DC penalty system would cause harm in areas like that, but the system is very much needed for the huge DC issue that has been plaguing DBD for years.

    The DC Penalty System is still experimental and subject to change, hopefully we'll see some fine tuning to it to counter-act this issue for players like you.

  • @ShooterKnight

    Only possible through Steam as said above, plans to make it possible for the Windows version is currently unknown, if it can be done at all that is.

    As for console I personally doubt something like that would be possible due to how limiting the console version is with this type of stuff.

  • @Raven9 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1103932#Comment_1103932

    * sigh * I guess I will not talk about this update any more, it is the same disappointment and another update that will frustrate players ... I am sure that other than me, I am sure that others will react about this issue....

    It's best to look at things more optimistically than negatively, especially if you look at all updates like this that don't immediately address and issue you're concerned with.

    It's ok to be concerned or unhappy with a change, that's why we all have opinions, but if you just look at everything in a negative light than you're only setting yourself up for failure. Food for thought, this wasn't to attack you if it came off that way...

  • @batmanscar

    It honestly depends on how severe the issue is, if the Devs can get to it at a quick pace, and other small things as well.

    Usually if an issue is game breaking than the Devs will have it fixed within a few days or weeks (depending on the severity and difficulty of locating the issue, but it's entirely subjective on how long it takes), if the issue is minor than it usually gets fixed within a hot-fix or patch that's released as an undisclosed date.

    For game-play issues it could be different, if the game-play issues revolve around an OP Killer or perk than it usually gets taken care of in a future patch/hot-fix like anything else, since game-play issues that revolve around OP Killers are not really a top priority thing to take care of (I could guess).

    If you mean a game-play issue that's severely busted like uh... a game-play issue that makes the game borderline unplayable, than it really does depend on what the Devs do in that situation. It's easy for me to say "It's done within a few hours, days, or weeks" like above, but I honestly don't know in the case of game-breaking issues, it could take a few hours or a few days, it entirely depends on how severe the issue is and how difficult it is to fix it, and this goes for the rest of what I said above.

  • @batmanscar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1102472#Comment_1102472

    I have those two add ons but I am not sure if the stack since they do not have the "stack" in their description but I can equip them both at the same time , do they stack or not ?

    They stack yes, they've been said to stack since Legion was implemented into the PTB and LIVE.

    Like Fibijean said, unless the add-on or perk says "This perk/Add-on does not stack with others" than it's safe to assume it does, some exceptions are made for some perks and add-ons, so it's good to consult the DBD Wiki if you're not sure, or other reliable sources.

  • Also for the sake of context, any Killer/Survivor can do this (obviously) with their own perks, but nobody else outside of them can really fall under this criteria for obvious reasons.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1102278#Comment_1102278

    I see, so what you meant was it would decrease the odds of seeing Dead Hard in the blood web. The word you used confused me.

    EDIT: I should edit this, because I realise I didn't make myself quite clear, and you'll probably think I'm just not understanding you. Mathematically speaking, as I understand it, increased odds mean that there is a higher probability of something happening, while decreased odds mean a lower probability.

    I still understood it regardless of the edit, saying the odds change can go either way, but using it in the right context can still be understood.

    But yes, the odds decrease when more perks are in the pool, so more perks means less of a chance to see Dead Hard show up with the teachable in the early Blood-Webs. Due to how the Blood-Webs work, you'll eventually see the two get paired together though.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1100304#Comment_1100304

    What do you mean about the odds increasing the more perks there are in the pool?

    What I said is exactly what I mean...?

    More perks in the pool = more chances that Dead Hard will NOT appear alongside the teachable perk for the first time, or second time, or third, or even fourth. The teachable will be there until you unlock it or go into P1 to avoid it, so eventually you will get Dead Hard to show up with the teachable version of Dead Hard... but with so many perks in this game now it only increases these odds of it showing up early.

  • @Nobsyde said:

    https://forum.deadbydaylight.com/en/discussion/comment/1102144#Comment_1102144

    this change happened after the first big nerf to Legion, you've been out of the loop for a while :P.

    Legion play very differently than their first iteration. You used to be able to apply status debuffs with your FF hits as well in the past (e.g. Mangled and gain tokens of STBFL)

    I never noticed it because after he was nerfed Legions FF didn't 4 hit down by default anymore, so it just became a moot point after awhile.

    It's hard to notice that change when you're not really paying attention to small details like that, the FF downing mechanic was only good with Franks Mixtape and since that was nerfed it wasn't really important to note that change.

    And yes, the power did work different back then, but the principles were still the same. Legion was all about damage over one on one chasing, the DW status effect was just a bonus if anyone actually got downed by it, which was rare in itself unless Franks Mixtape was involved.

  • @Nobsyde said:

    https://forum.deadbydaylight.com/en/discussion/comment/1102094#Comment_1102094

    Only hits with the Frank's Mixtape add-on decrease DW timer, every other hit will not affect it, and yes, it will decrease "BT's" DW as well - not that I ever tried it, but they are basically the same thing now, so I would be very surprised if that's not the case.

    So they changed it from universal FF downing with the DW status effect to only being able to FF down with the Franks Mixtape add-on?

    An odd change, but it really just makes the old concept of FF downing kind of dead now, plus other add-ons are infinitely better for the apply damage over downing strategy that Legion follows by default.

  • @Nobsyde said:

    https://forum.deadbydaylight.com/en/discussion/comment/1101991#Comment_1101991

    I tried to summarise everything in my first reply in the thread if you want to go into more details, but I'll try to explain it more briefly:

    the mending action is the action that you make to get out from the DW state.

    Every time you are in the DW state (FF hits, borrowed time, styptic agent..), you need to mend to get out from DW, and after you do that you can heal. Once you are in DW you can't go into another DW, until you mend - in other words Deep Wounds do not stack one onto the other.

    It's similar to the Snap Out Of It action and the Madness status effect:

    Snap Out : Madness = Mending : Deep Wound

    Oh is that what you meant?

    Than yeah, that sounds about right. My argument was that BT's DW status effect could still be decreased with FF chain-stabs, but they changed it around so much that I don't even think you can do FF DW downs anymore, if you can its insanely hard to pull off and not worth it.

  • @Nobsyde said:

    https://forum.deadbydaylight.com/en/discussion/comment/1101806#Comment_1101806

    DW stands for Deep Wound. It's a status effect (like Mangled, Exhausted, Exposed...) that gives you a timer that goes down over time if you are not running nor mending, once it reaches 0 you go into the dying state.

    Feral Frenzy hits apply Deep Wound, exactly like hitting a survivor that has Borrowed Time still not triggered on them (regardless on what kind of hit it is: basic hit, FF hit, chainsaw...). The styptic agent will do the same thing.

    Because of this there aren't two different mending progress bar - you can go into DW state only once, hence you mend only once.

    Yes, I just asked for what DW stands for thank you.

    Anyways, I think i'll hop out of this conversation since it's confusing, and now the misconception before made it more confusing, unless you want to explain it again.

    What I took away from this is that the "Mending" action is different from the Deep Wound status effect, or something.

  • @WRussoW said:

    Yes, just do gens. I had played as the Spirit on the Swamp, I was hooking people every 30-40 seconds but I managed to get only 1 kill by the end. I immediately found survivors each time after hooking someone but that didn't really matter. Oh, by the way, they weren't using toolboxes and one of them even had No Mither.

    I assume this is some low-key shade that's being thrown to the gen times that the current meta has?

    I can agree that gen times go by fairly quick if you spend too much time on one survivor, but I mostly blame the maps for causing this issue. even the most optimal games have been kind of hard as of late, so I can't say i'm having no issues with it.

    Hopefully we'll see something develop from this issue soon, but right now it's kind of hard to adapt to the Post-Ruin change, that i'll admit.

  • @Nobsyde said:

    https://forum.deadbydaylight.com/en/discussion/comment/1101614#Comment_1101614

    I never said DW is worthless, I said that Frank's Mixtape is :).

    I don't understand what you mean with "it's odd that both mending progress bars are completely different", are you referring to DW timer and the mending progress or something else?

    Because in the former case, they are very different in concept, it's like the difference between the Reverse Bear Trap Timer and the Removing Bear Trap progress bar.

    Perhaps I mistook DW for BT, I don't really know what DW is, you'll have to run that by me in a reply.

    In the case of BT and FF Mending, they'ed naturally be different to counter-act the FF downing potential that Pre-Legion had, and if it doesn't than I don't know what i'm talking about I guess.

    In-general, my entire reply is meaningless since it's just utter non-sense that was strewn from a misunderstanding, so forget about it.

  • @Evokans said:

    Thanks for the fast replies! I'll continue leveling him and hope I get lucky.

    No problem, i'm glad we were able to help you out.

  • @Nobsyde said:

    https://forum.deadbydaylight.com/en/discussion/comment/1101030#Comment_1101030

    No.

    the mending progress bar and the deep wound timer are two distinct things:

    • Deep Wound Timer: the orange bar on the bottom of a survivor icon
    • Mending Progress Bar: when you mend, you take some time. While you do it, you'll see the progress of the mending (like when you repair a generator / heal etc). Once it's complete, you are not affected by Deep Wound anymore (but you remain injured).

    Hitting a second time with FF will reset the mending progress bar, but the Deep Wound Timer will be unaffected.

    (there's an add-on, Frank's Mix Tape, that slightly decrease the DW timer, but it's worthless)

    I think since the first nerf all Feral Frenzy down attempts have become a pointless endeavor, that doesn't mean the power is worthless though.

    The power itself can be really effective and it keeps Survivors from healing since it's a waste of time to do so on The Legion. If they do heal it just punishes them and wastes their time.

    But it's odd that both mending progress bars are completely different, since they're both functionally the same thing at it's core. Perhaps they made it this way so Legions don't auto down anyone with a BT timer, since the change WAS made before Legion was nerfed.

  • @FreeDoobies said:

    I did that, but let’s be real it doesn’t do anything

    It does actually do something, for most reports an in-game report is MANDATORY if you follow up with a support ticket afterwards.

    For something like this, an in-game report should suffice. I know the memes about "In-game reports do nothing" is commonly used in this community, but I can assure you that they do something indeed, just because they didn't let you know that the issue was being looked into/resolved doesn't mean the opposite.

  • @Tombstone218

    Besides the memes above, your best option when facing The Spirit is to run perks like Iron Will to avoid making noise while being injured, and also to counter the perk that most Spirits use, Stridor.

    When facing the Spirit during her phase walk, you simply need to focus on what routes she might take during this phase walk. Walking while she phases and not going into grass is your best option when facing her phase walk, but you can also try walking directly into her main route to walk right through her, since her collision was removed in the nerf.

    Also, if you decide to run against The Spirit than don't walk or run in grass, it just gives The Spirit another indication of where you're so she can jump out of her phase walk and hit you.

  • @batmanscar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1099060#Comment_1099060

    Ok so you said , " hitting a survivor that already has DW while in FF will regress to 0 the mending progress bar, but it will not down them " so if their mending bar reduces to 0 after being hit twice during FF is active ( causing 4 seconds of fatigue ) , does that mean that if they stop running they will go into the dying state since their repair bar will reduce to 0 ? thanks

    If they don't mend before it reduces to 0 than it'll put them into the Dying State yes.

    Hitting them twice with Feral Frenzy will not do this though, you'd need to hit them multiple times before the bar goes down enough to cause a Feral Frenzy down.

    If a Survivor is hit while using FF with their bar almost depleted than yes, they'll go into the dying state as a result, or "down" as some say.

  • @Trial_By_Scythe

    In theory yes, since you didn't purchase the teachables on the Blood-Web. So because you didn't do this, it'll be unlocked for the next 30, 35, and 40 until you hit P3 and have no choice but to buy the teachables, or just let them stick around in the Blood-Web and cripple your pool.

  • @CrescentGent said:

    https://forum.deadbydaylight.com/en/discussion/comment/1100270#Comment_1100270

    Ooo, buys me a whole 2 minutes. Still leaves the others wide open to be gen rushed :) Game is balanced btw

    It actually helps a lot for the start of the game, especially for Killers that need to set-up like Trapper, The Hag, or Demogorgon.

    It also stops any immediate gen-rushing that will occur when the match begins, so you won't instantly lose a few Generators when you find your first Survivor.

    Corrupt Intervention might not be Pre-Ruin, but it gets the job done in it's own way. The game wasn't meant to be centered around one perk that slows down Gen times and can be combo'ed into other perks like Corrupt or Pop...

    If you seek balance than we'll have to wait and see what the future holds, at the moment the Rank Rework is something that's desperately needed at the moment.

  • @MysticMusician

    It honestly depends on which Killer you enjoy the most out of the ones you play, and who you're willing to experiment with to "git gud" in a sense.

    I'd like to recommend a Killer that's fairly versatile, balanced, and can be devastating if used properly, that Killer would be Hillbilly and here's why.

    my reason for going with hillbilly...

    For one, Hillbilly in the right circumstances can be a devastating force in the trial. Hillbilly has a chain-saw that allows him to break pallets quickly, traverse vast stretches of the map, apply massive pressure when you down people a lot with it (since it's a one hit down with the chain-saw sprint), and overall his presence on the map is very "scary", in the sense that he can easily 1 hit down you if you're good enough.

    Also, hes fairly versatile and (in my opinion) the most balanced Killer in the entire game because of how his mechanics work, if you "git gud" enough with Billy than you can be a real threat in-game, but he isn't extremely OP and he is counter-able as well, which is pretty good.

    If you'd like to know more about Billy than i'll link a few videos below to get your started, one is kind of long so i'll link an alternative version below if you want a "shorter" version.

    https://www.youtube.com/watch?v=Vn1Znvdifx8&t=146s

    I'll also link below an in-depth guide on his add-ons, perks, etc. The guide also focuses on some tips that you can use as well that the video above might not of covered.

    https://www.youtube.com/watch?v=PgUk1f8BYUo&t=1205s

    next, i'd like to go over basic loops/tiles

    Tiles or more commonly known as "loops" are the most important thing Survivors use to avoid being downed by The Killer, loops can be classed as basic, intermediate, or advanced, but the ones we'll be covering are the basic tiles.

    Well, for clarify i'll link you a video that covers these tiles, but I will explain myself a bit more before doing so. You see, most maps have what's known as "common tiles" that spawn in almost every map in the game. Some maps that're the exception to this are maps like Hawkins, Badham Pre-School, the new Lerys Post and Pre rework, The Game, and a few other maps that show these tiles less.

    The maps I listed though either don't show these tiles AT ALL or some of them like Badham and The Game have basic tiles like The Shack loop for Badham or the L-Wall and T-Wall loop on The Game, while the other maps don't show these tiles at all and show different tile sets that're unique to that map (for the most part).

    However, these maps don't make up the majority of the maps that're put into the pool for RNG to decide, so you'll more commonly see maps like Cold-Wind, Yamaoka, Macmillan Estate, maps with a lot of variants and/or basic tiles like the ones that'll show up in this video.

    anyways, here's the video i'd like to link below

    https://www.youtube.com/watch?v=p6QYjInzLeM&t=6s

    (Side-Note) before I go any further, i'd like to say that some of the maps that might be shown here are subject for reworks and/or change in the future. This video was made before maps like Hawkins and Sanctum of Wrath were added, and maps like Lery's were reworked, but besides that it still covers the important fundamentals that're still present in-game, and the tips are still solid for todays meta.

    Anyways, the reason I recommend you watch this video as a Killer/Survivor is for many reasons, but the main reason is to just learn these tiles and know how to face them as a Killer and/or use them as a Survivor in-game.

    This video covers how you can effectively use them as a Survivor, and with your own common sense you can deduce how to face them with said information. The video also covers some tricks The Killers will use in these tiles, so you can integrate this into your play-style or make up your own counter to these tiles in-game, it's really up to you and that's the beauty of experimentation and practice.

    as for any other Killers you might want try...

    plague & Legion

    Killers like Legion and Plague are fairly decent, they focus on damage over downing, so don't focus on one person too much as The Legion and make sure you focus on putting everyone in the broken state whenever you chase a new healthy Survivor.

    Myers & Ghostface

    Killers like Myers are fairly versatile and focus on stealth as their primary means of going around the map undetected, perks like Monitor & Abuse can really help with Myers gimmick and overall improve his stealth capabilities outside of chases for easy grabs, hits, and downs. Ghostface follows the same principles as Myers for the most part, but his Terror Radius can be reduced to 0 because of his power. The only downside to this is that Myers Terror Radius is passive while Ghostfaces is integrated into his power, meaning it can be broken if a Survivor looks at you for a fair amount of time to knock you out of it.

    Trapper & huntress

    Trapper is a pretty decent threat if used correctly, you need to focus on trapping key areas and loops that Survivors will use and try to use your environment to hide said traps in loops, so using grass to hide your traps or just sneak spots around the loop will make it easy to trap and grab any Survivors that're causing issues or just unsuspectingly walking around the map. Trapper is fairly versatile, but perks like Corrupt Intervention (a Plague perk) are essential for set-up time, just so you don't get insta-genrushed for 3 gens while you set up traps at the start of the game.

    Huntress is also another Killer that you can become a monster with in-game, if used right you can learn where to throw your hatchets and even close off a lot of loops by simply using a charged hatchet and throwing it through windows, over pallets, and over loops that're fairly low to the ground. The Huntress is a good Killer to master and it really shows once you start to get the hang of her, even a decent Huntress can make a fool of a lot of Survivors, so it's really a good option for you to learn her and look up guides to get the hang of her.

    essentially speaking, if you can "go pro" with Huntress than you can easily stop any Survivor from using most loops, if the Survivor is good enough than it can go both ways, but it honestly depends on the Huntresses skill, prior knowledge to the loop, and just overall muscle memory when facing Survivors that use a common loop all the time, like the Killer Shack for example.

    clown

    The issue with Clown is that he struggles heavily with map-pressure and overall downing potential, if you want to try and learn him than you'll have to practice with M1 chasing mechanics first and get used to most if not all the loops in-game to be decently effective with him.

    Use perks like Corrupt Intervention and one of his teachables Pop Goes the Weasel to mitigate gen progress and overall prevent any fast gen-rushing from happening in-game. Like all M1 Killers, Clown suffers from a lot of loops in-game, so if you can learn to effectively cut off these loops with your Tonic and use these loops to your advantage than you'll probably do alright or pretty well.

    Also, using perks like Brutal Strength, Enduring, or both helps a lot with creating dead-zones in the map and saving time on "respecting pallets" since with Enduring the stun is cut down to 50%, so you don't really have to worry about being stunned and just full sending a chase.

    conclusion

    There's a lot more to cover for basics and such, but this should help for the most part. If you have any questions than don't be afraid to @ me by using the @ symbol and typing my name to notify me back to this post, or you can click on the "quote" button that's below the comment itself (it's in-between the Flag and Vote Up Buttons), once you quote my comment in your comment, than just type out the comment and i'll also be notified to come back to the post.

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

  • @Evokans

    It should be possible yes, since the perk is unlocked by default for David and can be tiered up in the Blood-Web without unlocked the teachable. So, you could technically get the perk Dead Hard Tier l in the same Blood-Web as the Teachable perk for Dead Hard.

    The odds increase if more perks have been previously unlocked for other Survivors, so if you have more perks in the pool than the odds increase more and more, which is why players like me have never seen this happen, since I leveled every Killer up to level 50 and than P3-50 them afterwards as I choose, one by one.

    So in short yes, it's possible to get Davids Dead Hard and his teachable version of Dead Hard in the same Blood-Web, the odds increase if more perks are in the pool.

  • @CrescentGent said:

    Ruin is actually pointless now. Unless they make it a non-hex perk or make it so that the totem can't be destroyed for the first 5 minutes of the game, there's no point in it even being in the game.

    *Corrupt Intervention joins the chat*

  • @Raven9 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1098967#Comment_1098967

    * facepalm * I noticed that I made a mistake in my message. When I look at the location again, I see that I make mistakes even in small places. Sorry I don't get into the forum very much these days and there is no time.

    Understandable, we all make mistakes sometimes, even in what we write on a daily basis.

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