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FireHazard

FireHazard

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FireHazard
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  • @Fjielsonson said:

    Ok thanks, I wrote a mail to the devs. I'll update their answer here to share it with u guys.

    Greetings from germany.

    Good to know, keep us posted if you'd like!

  • @Player35

    I mean, a lot of players do that to keep their builds fresh, it gives variety and keeps things from getting stale.

    Most players like to run with a plan though, so they usually center builds around their play-style and use that build as their primary build for most if not all games, so it's not uncommon for someone to use the same build or use different builds every game.

    It's not really odd no, if you can use different builds and get the same or better results than someone who uses the same build than go for it, it gives you variety and you can even make a game out of it.

  • @TruthfullyGrim said:

    Good catch!

    Eh, mostly just a small nit-pick ha ha.

    Either pants will do though if you're not picky on color schemes.

  • @MutaTirsat said:

    Thank you for your answers. I know the game is in a better state than it was as i was playing back then but i just hate that people don't understand how much the game has changed for the better. Its just that i would like to show that to the people that i play with and who don't trust the dev team at all.

    Yes, some players like to live in the past, but that's with any game I suppose.

    I'm the same way with another game that has been running for almost 2 decades now, the past was the past and the present has highly improved over such trivial concepts, but it's nice to remember the good old days and remember the charm that the "old times" brought.

    I can see why some Survivors/Killers feel that way when they mention the old days, despite it being highly inferior to todays mechanics and content, the good old days can really be a fond memory for a lot of players in many games.

    If you played the game in 2016 NOW, than you probably wouldn't understand how they feel, it's essentially a nostalgia filter, if you want to look at it in a broader way.

  • @batmanscar said:

    I followed your tips and in most games I got all of the survivors so its going great , but I was wandering what the power gauge is and what the add does to recharge it faster .

    Fibijean explained it above, so i'll keep it "brief".

    Only two add-ons exist to increase your Power Gauge recovery speed, the Etched Ruler and the Scratched Ruler, those are the only two that do this and one does it Moderately while the other only does it Slightly.

    I'm going to be honest and say to not use those add-ons for a few reasons. One, it's better to use duration add-ons like Mural Sketch and Stolen Sketch Book, these add-ons allow you to have more time to Feral Frenzy chain-stab Survivors AND have a better chance to do this on longer maps that require more distance, Two, you could combine Stolen Sketch Book for a Considerably longer duration AND throw in FIlthy Blade to increase mend times Moderately.

    There are other reasons, but i'll just summarize it here. In a sense, it's best to use add-ons that focus on duration and mend times to maximize your potential in chain-stabbing Survivors, using power recovery add-ons is ok, but they're not better than duration or mend time add-ons, at least not on The Legion anyways.

    So if you choose to use recovery add-ons on The Legion, than you'll be fine, but if you want to have a better chance at chain-stabbing Survivors, especially on big maps, than i'd recommend you use duration add-ons and maybe mix in mend time add-ons as well to make Legions Feral Frenzy even more time consuming to mend and than heal.

  • @gungle

    It's actually on the announcements above in a yellow box, i'll give a summary of the description below if you can't find it.

    "We are aware and looking into the issue which caused players to have their rank reset further than intended. If your rank was not reset at all this month, this is a visual bug and closing and re-opening the game should fix it."

    I doubt it'll happen again since almost everyone was affected by this bug, so I wouldn't worry about it if you're.

  • @AbsoluteUnit said:

    Those are the "Starry Undercut" head, and the "Disco Ball Tank Top" torso from "End of Semester" outfit. (Both are available in the ingame store)

    I'm not sure about this one, but i think that the pants are "Mauve Presentation Pants" from the The 80's Suitcase DLC. (Pretty sure that if you are playing on console, you already have that DLC by default, otherwise it can be acquired from the steam store for 2.99$).

    The pants are actually the Retro Sneakers outfit from the "Street Meg" code.

    You can tell because the shoes match the Retro Sneakers pants and don't match with the Mauve Presentation Pants, also the Mauve Presentation Pants are a bit off-color. It's easy to mistake the two since they both look basically the same almost...

    here's a picture to compare with the image above

    image.png image.png


  • @Raven9 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1098003#Comment_1098003

    I think you're saying that plugins that increase frenzy time are buffing 0.1%? Legion ate nerf again.

    BHVR is making fun of this issue. I tried to make my voice heard by saying that Legion needs buff in every match. I was really happy when the change came to Legion, but you know? It is a frustration I have had, and Legion was better if it never changed.

    THE LEGION: REWORK IDEA FOR 'NO NAMER TOXIC'| BALANCE

    I offered such an idea, but BHVR's reading is no longer important to me. If Legion changes again, I believe that it will eat nerf again. So I don't want them to touch that Legion anymore. I can feel that they will sink even more...

    Plugins?

    It was a small buff to vaulting speed and other such add-ons, that's about it. I doubt BHVR is "having a laugh" about The Legion situation, it's hard to really help out a Killer that got flak from the start of their release, so they do the best they can to balance them out and than schedule a rework/buff for the future.

    The fact they may or may not buff/rework a Killer means that they care, otherwise they would just let them "rot" in a sense.

    Also, I was fairly supportive of The Legion when they first released back in December 2018, and the Killer itself, at least to me, was unique in how their power focused on a "rush down" concept rather than a one on one chase. Despite this, and the changes he had which I don't fully agree with, the nerf was necessary due to The Legion not being fun to face as a Survivor, which he wasn't.

    The same thing happened to The Spirit, she wasn't nerfed because she was OP, she was nerfed because she wasn't fun to face and some of her Add-ons we fundamentally broken... just like some of The Legions mechanics and/or his add-ons like Franks Mixtape for example.

    I doubt another look at The Legion will result in a nerf, since The Legion doesn't really need a nerf, they're relatively fine where they're at the moment but a buff is always welcomed.

  • @Fibijean said:

    @FireHazard They're talking about the Unbroken emblem.

    @Aureljung The reason why you only got Gold Unbroken was because you must have been downed at some stage during the trial. Iridescent Unbroken is not awarded for escaping healthy, it's awarded for escaping without having been downed at any point. So it's not a bug, just a misunderstanding about how the emblem works 😊

    If you want more information about emblems and what is required for each tier, you can check out the Emblems page on the Gamepedia wiki: https://deadbydaylight.gamepedia.com/Emblems

    Ah makes sense, there are many challenges that specifically talk about the Unbroken state so it could've meant anything tbh.

  • @batmanscar

    With all that said above, i'll provide a few small tips that you'll find of use when playing The Legion. For one, as said the "detect-range" or "Killers Instinct" is activated when The Legion his a Survivor during his Feral Frenzy mode, during this Killer Instinct phase, The Legion regains his meter when hitting a Survivor that's highlighted in a Red Aura and loses his meter if he hits a Survivor that was already put into the mend state BY the Feral Frenzy mode.

    When you're in the Killer Instinct mode after hitting a Survivor with FF, than you should 100% search for any other Survivors that come up on your radar, you'll know if a Survivor is nearby when you gain an auditory notification AND visual notifications on screen that I call "Spider-Web Aura's"

    These Aura's are unique to The Legion and another Killer named Ghostface, but for Legion it's an integral piece of information he uses to continue his Feral Frenzy mode by chain-stabbing Survivors left and right in this mode.

    You goal as The Legion is to focus on damage over downing, which means applying damage to the team and keeping them in the injured state is more important than downing a single Survivor while the entire team is fully healed.

    In a sense, once you FF chain-stab the team enough times, they'll stop healing all together and leave themselves open for 1-hit downs with your basic attack, or M1 for short. If the entire team is not injured but some of the team is, and you find an injured Survivor, than for sure chase and down that Survivor! But if the entire team is healed and you chain-stab the first Survivor you see, than it's in your best interest to leave that Survivor and continue your Feral Frenzy mode by chain-stabbing more healthy/injured Survivors to keep them in a constant state of healing, which in turn keeps them OFF Generators and wastes more of their time to heal.

    side-note

    It's in your best interest to use perks like Pop Goes the Weasel, Thanatophobia, Nurse's Calling, Brutal Strength, BBQ & Chili, and even Corrupt Intervention if you want to mix it up.

    My build for Legion at Red Ranks is Pop, Thanatophobia, Nurse's Calling, and BBQ, which usually works well with Legions gimmick BECAUSE it focuses on his power. Nurse's lets me see anyone who heals within 28 meters for a quick down, Thanatophobia encourages more healing to avoid the repair penalty it gives, BBQ gives me an aura reading of anyone who's 40 meters away from the hook Survivor for more chain-stab/downing, and Pop rewards downing and hooking with a 25% regression penalty to any Generator that you kick, it goes off of it's total progress by the way when applying this reduction penalty.

    Hope this... helps, seems kind of confusing so do let me know if you have questions.

  • @FichteHiro said:

    https://forum.deadbydaylight.com/en/discussion/comment/1097987#Comment_1097987

    It did read as a complaint, even if you apparently did not intend it to be one. I understand your reasoning for not contributing to the Wiki, but we would then very much prefer it, if you'd stop putting the blame on those that do contribute to it. In regards to the Exit Gate points, the editor in question does not know more than you do. As was pointed out previously, interpreting DbD's code is not an easy thing to do and it's often ambiguous at best. That information can then only be put on the Wiki in as good faith as possible and being blamed for possible inaccuracies or things remaining unclear for that is not nice at all.

    As an ending statement of ourselves: we're only humans and doing this voluntarily in the best interest of providing information about the game, please keep that in mind whenever you reference the Wiki.

    I understand that completely, but again, our intention wasn't to belittle the intelligence of the editor in anyway, we just pointed out that the information from the editor either clashed with a previous editors write up or it was, like you said, the best interpretation that they could give.

    No blame was put on this person, so I don't see where you're getting that from. Also again, I understand that you're only humans and that's why I said "Not everything will be correct, especially on a collective site like the DBD Wiki".

    So this is why we don't treat this information as 100% fact, but we will review it before accepting that it as the answer for any player that asks a question on the Ask The Community sub-forum.

    It was not our intention to attack, belittle, or blame anyone from the DBD Wiki that doesn't give 100% accurate information, you guys do your best and that's all anyone can ask for. I'm sorry that it came off that way, but I can assure you that this isn't the case. To clarify, we weren't complaining about what was written in the description, we were just debating the contradictions and/or statements that the description gives so we could determine the right information for the OP, which is entirely what me and @Fibijean strive to do in this sub-forum, as do you for the DBD Wiki. Not everything will be correct and even we have gotten things wrong before.

    But again, we don't know which part of the description is correct or not for Exit Gates, so that's why we were debating if it was or not, which we still don't entirely know.

  • @UntilValhalla13 said:

    You have to use the killer's three unique perks only though, I thought.

    Eh, I didn't really have that much time to fully read the entire post at the time of my write up, just follow Fibijeans instructions and you and anyone else should be fine.

  • @Raven9 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1096161#Comment_1096161

    As in my old days, I want to play 30-40 minutes with TOXIC players, which is generally called hard match. Of course, Legion again caused too much trouble for its strength, and her power no longer works! I usually play Legion as m1 but BHVR said it would bring a rework? I'm sure he'll bring the nerf again because I see they don't intend to buff. There is only one thing left to do. I can't jump rank anyway, and there is no balance in the game anyway.

    KILLER AFK TIME.

    DBD's meta is constantly changing and progressing, balance is hard to keep when such a meta exists on a game as unique as DBD.

    They actually did buff Legion a bit with his vault and a few of his add-ons, but a full scale change is still to be determined. I personally don't know if they will rework him anytime soon, but when they do i'm sure they've got ENOUGH information from the community to know what to change.

    Some Killers don't need to be reworked either, so Legion could actually receive a buff instead. But again, I personally don't know when that will be.

    It's up to you on what you'll do next, but I wouldn't give up hope on the Killer side of things just yet, i'm sure we'll see some development on the maps and/or other Killer related things soon. Something fair for both sides of course.

  • @FichteHiro said:

    https://forum.deadbydaylight.com/en/discussion/comment/1095294#Comment_1095294

    Hi @Fibijean, hi @FireHazard. The information regarding Emblems featured on the Wiki was deduced from the code and interpreting that is not an easy task. If you are unhappy with the wording or think there is a mistake, you are welcome to improve said information yourself. That would be more helpful than complaining about it on here. If the Wiki doesn't receive direct feedback on what information is supposedly wrong/inaccurate/poorly worded and how it is that, we are naturally going to assume that everything's alright and not adjust it.

    Actually, we weren't complaining at all about the information, we were debating which side of the write up for that emblem was true or not.

    I personally won't change said information because I don't want to. I take what's given to us on the DBD Wiki and other reliable sources and use that to answer questions, that's all. We also still don't know if some of that info is incorrectly written or not, so it's best that we don't rewrite it and make it worse.

    You're more than welcome to edit it yourself, but I personally won't because I don't know which side is correct or not. I would assume the Exit Gates being powered and rewarding everyone 15 points is accurate, but again I don't know. I also don't know if opening the Exit Gates rewards a score to the emblem as the description claims, so I can't exactly erase information that could be right or wrong.

    and as an ending statement...

    Not everything will be correct, especially on a collective site like the DBD Wiki, some things will be inaccurate and that's OK. If something is wrong than someone like Me or Fibijean will find this information else-where or gather it ourselves.

  • @batmanscar

    The DC Penalty System was implemented to counter-act the growing issue that DCing in-game possesses.

    I don't see how DCing twice would give you a 1 hour ban, if it did than yes please do file it as a bug in the Bug Reports sub-forum, i'll link it below at the end of my write up.

    And for the second question, the "Clown Level" is called "Father Campbell's Chapel", which is also a part of the "Crotus Prenn Asylum" map category, the other map that's in this category is the Disturbed Ward.

    anyways, here's the bug report sub-forum link

    https://forum.deadbydaylight.com/en/categories/bug-reports

  • @MutaTirsat

    Players have claimed that you can in the past, but I doubt it's something you can do without being banned.

    In-general I wouldn't worry about playing the game during it's Beta/Early years, since most of the meta consisted of several oddities and broken mechanics. Killers would use Iron Grasp and Agitation to bring people to the basement (since hooks perma broken when sabo'ed back then), Survivors would use loops that were literally infinites (since there was no blood-lust mechanic back then), Flashlights were fairly OP, etc.

    I could list a lot of the mechanics 2016 had, but it's best to focus on the here and now of DBD. It's good you're curious about it's past though, so i'd recommend looking up old game-play to see how it really ways during the "Wild West" era of DBD.

    i'll link a video below to get you started

    https://www.youtube.com/watch?v=GfEbuGXt1_8
  • @AlpayTr58 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1096551#Comment_1096551

    Oh man i feel sorry for that guys who payed so much for it

    A lot of people payed money for skins like Dweard, Golden Feng, etc.

    It was to counter-act the blackmarket that kept cropping up with these skins for sale, but that wasn't entirely why it was released for everyone.

  • @Witas

    I just watch videos, that's about it, queue times as a KIller are insanely fast sometimes so I barely get enough time to watch even half or a quarter of a video sometimes.

    I'd recommend just tabbing out and watch a video with your mouse over the DBD Tab to pop up a small window, just so you know if you got a lobby early or later on.

  • @ThisGuuy83 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1096049#Comment_1096049

    So what am I suppose to do with them then? Collect them like antique coins and never use them? And just because I run a Mori, doesn't mean I even use it. If someone's playing toxic AF, I'll tunnel and Mori there ass, because that's enjoyment for me. I don't care if the rest of there team gets away, and if there team is dumb enough to hang around, then that's on them. Mori's are a dime a dozen if you play enough...

    That's not what i'm saying at all lol.

    I'm saying that a mori isn't necessary for an issue like this, and if the team is good enough than they'll avoid the mori all together and escape. Usually when a really good team sees a mori, they'll go extra hard on you just because of it, which makes sense, since nobody wants to be taken out of the game after 1 hook.

    The point is though, a mori isn't the answer to this solution, at least to me anyways. If he wants he can MAKE IT the answer to his issue, but it still won't counter Head-On... a mori is just used for the sake of using it, it's not a means to ignore a perks core mechanics.

  • @Aureljung

    Please clarify what you mean by "Unbroken Medal", is this a challenge? An Achievement?

    Also, if the challenge specifically asks you to escape while broken but you heal right before escaping than the game must of bugged out and accepted that you escaped despite previously healing before hand, meaning it could just accept an escape whether you escape broken or not, despite asking that you escape while being broken.

    In a sense, the game bugged out and completed the challenge or achievement, despite asking that you escape WHILE being broken. Also, it makes no sense that you healed from the broken stated because unless the status effect has a timer on it, than you CAN'T heal from it with a perk like "No Mither".

    Unless you used Deliverance or it was a Legion with the Broken Pin, than I don't see how you healed from the broken stated.

    basically what i'm saying is...

    I and by extension anyone else who comes here needs more information and/or clarification on what you're saying, since nobody is going to really know what the "Unbroken Medal" is unless they've seen it before under another name.

  • Understandable with how the meta has progress at the moment, but unfortunately Old Ruin will not make a return and perks like Ruin will not be made, they will consider making more gen reduction perks in the future, but they won't synergize like Old Ruin did with a lot of other Gen Stopping perks or "Anti-Gen perks".

    I understand how you feel, especially with this reset bringing back a lot of skilled Survivors that're so used to every loop and map, but we can only hope for a map rework that's reasonable for both sides.

  • @mareng

    I don't have much time unfortunately to go over everything, so i'll keep it brief.

    You can try using perks like Distressing to boost your Static Blasts range and also mix in perks like Brutal Strength to create a lot of dead-zones for your basic attack chases.

    Also add in Corrupt Intervention to stop any gen-rushing off the bat AND use something like Pop Goes the Weasel or Enduring to either reduce Generator progress by 25% (Pop) or you can eat pallets with Brutal Strength and reduce the stun they cause by 50% if you get hit, effectively making it childs play to just go through pallets.

    If you don't have DLC to use Corrupt Intervention or Pop, than you can try using Ruin with Surveillance or try something like Whispers to identify any Survivors within a set Radius and add something like Nurse's Calling to see any healing within 28 meters, or just use something else.

    ask for reference to help with loops

    Use this video as your reference, it covers a lot of basic tiles/loops in-game and it's still up to date with these tiles despite the game adding in new maps and or reworking other maps.

    https://www.youtube.com/watch?v=p6QYjInzLeM&t=5s
  • I think what he means is that the perk would be broken in 30 seconds or less a lot of times, making it essentially useless for most of the game ONCE broken.

    Which he's right, even Post Ruin still gets broken within 30 seconds if the Survivor is lucky and finds it, or spawns on it...

  • Not everyone has a stock-pile of Mori's at the ready, and Mori's in-general won't do much against an insanely optimized SWFs/Solo Queue team.

    Head-On requires a bit more strategy to face than just throwing a Mori at it... You also won't even know if they have the perk on them, so knowing this, you're just using a mori for the sake of using a mori.

  • @Raven9

    I have to agree that since the Reset it's been very hard to 4k or even 3k, I feel a lot of the optimized players have come back to get their ranks up and in a sense it's extremely hard to face Survivors that know every trick in the book.

    Ruin was used to minimize this, especially with gen-times being so fast in comparison, but Survivors like that would find Ruin anyways and destroy it OR work right through it, so the perk itself didn't solve that issue.

    I'm a firm believer that the maps really do need to be reworked to fit this fast pace meta that we're in right now, we should hopefully see something like that in the future. I've used Ruin Post and Pre rework and it still would break sometimes in 30 seconds of the match, even soon sometimes!

    I feel Ruin's rework isn't the issue here, it's mostly got to do with the structure of the maps and some of the loops that're in said maps, but that's just my opinion.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1095206#Comment_1095206

    In that case, it's either contradicting itself, or whoever wrote the wiki page failed to note how many points are granted for opening gates compared to when they are powered. Personally, I think the former is more likely, and I would guess that "powering" is just a bad word choice here and it's actually referring to when a gate is opened, just based on various context clues as well as the devs' "design habits".

    However, as you say, it's actually not extremely clear so we can't say for sure. The only thing that is clear is that some points are granted with relation to the Exit Gates, but not a large enough amount that it would likely make a substantial difference to emblem scoring in OP's case.

    I mean, the DBD Wiki hasn't always been 100% accurate with information through text and or tests provided, so it makes sense if this was an error on whoever wrote it or it's a contradiction to something someone else wrote before.

    So in the case for the Exit Gates it's easy to just assume one or the other, which either way can be test in-game to confirm or just by powering them is enough. The scoring for this is fairly small too, considering the Generators take up most of the scoring for that Emblem, that and the dull/hex totems, depending on how many you do.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1095178#Comment_1095178

    Generally the best situation, but sometimes you gotta call the bluff. If i say anything else or start delving deeper into unhook's into chase i'll start getting off topic.

    Have tried using head-on myself though since i saw this topic, is rather fun and is somewhat nasty with dance with me, have had my fair share of mess ups though.

    Alternative method not mentioned is using a stealth killer, have had a few games where i know they have head-on but i manage to get them because of the invisibility.

    Well yeah, the hitbox lingers when you're mid-animation so going into it for a lunge still stuns you regardless.

    But yeah, we'll refrain from off-topic discussions. The point is though, Head-On is counter-able but countering it is quite limited since the perk itself is fairly straight forward. The perk is also fun yeah, I've used it before during a Challenge to Stun an Oni mid-demon rush, and other times as well.

    Facing it however gives you options to do so, like stealth Killers reducing their Terror Radius for a sneak up, or baiting it out for a Head-On rush.

  • @Raven9 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1095193#Comment_1095193

    thanks, but i will refer to it if i lose my progress. It's not just a game to be played at all and progress is hard to make. Dedicated server, hitbox etc. I hope you understand what I said.

    I don't, are you saying that "progress" loss equates to the 9k Shards you spent for early access to a Killer you willingly bought?

    Since if that's what you mean, than it doesn't, and spending those 9k Shards won't be refunded since you willingly spent them to gain early access to that character before you bought the DLC. If this isn't what you mean than i'm missing the part where you lost progress in all this, if you could clarify that'd be great.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1095185#Comment_1095185

    Correct. Except for the Exit Gates part - that's why I said above that opening Exit Gates doesn't actually grant points, because apparently the only Lightbringer points you get from Exit Gates are those granted to all survivors when the gates are powered.

    Sorry to be so nitpicky, I just want to make sure we're completely clear for OP's sake on exactly what does and does not grant emblem points.

    It says on the DBD Wiki that you get scored for opening Exit Gates, whether you or someone else does it is not specifically said though, so that's where i'm getting my information from. It would make sense if you're given a score for opening one or both of the Exit Gates, but I couldn't tell you if everyone gains a score towards it if they're open and not just you, you do however get the BPs yourself if YOU open them.

    It does say that you gain 15 points to all Survivors when they're powered, but that small bit of information "Successfully cleansing both dull and Hex Totems and opening Exit Gates also grants points towards this emblem." leads me to believe that it isn't the only thing that the Exit Gates offer. You could argue that it means BPs and not score, but it specifically said "towards this emblem" at the end.

    Whether that information is accurate isn't know, at least I don't know, also it's good to be consistent with your information but being hyper specific isn't entirely necessary. But at the end of the day, specific information like if Co-op or Solo Gen repairs give more or less score to this emblem is important to know, so I will agree on that.

    All in all, less work towards the emblem rewards less score, knowing what to do to increase that score is essentially all i'm after when providing the information above.

  • @Fjielsonson

    As said above, that's unknown.

    For PC it could last until everyone leaves that lobby, the Killer leaves the lobby, or a set amount of time closes the chat. We don't know if inactivity causes the chat to close, since mid-conversations were closed before, and we don't know if there's a set time in-general for when the chat/match closes.

    Xbox and PS4 don't have post-chats, so it doesn't entirely matter if they close or not since the match should still be open for review until you manually leave by yourself. So because of this, i'm only referencing the PC version.

    We do know that if the Killer or every Survivor leaves the post-game window, than the chat will close. We don't know when the chat closes automatically or if there's a specific scenario that causes it to close, that has yet to be confirmed by BHVR and or the Devs.

  • @Raven9

    It essentially works like this, if you use shards to buy a Killer and than buy their DLC you will not be compensated for the loss of the shards you used to previously purchase that character. In a sense, you paid for early access to that character and that's what it was used on, if you buy the DLC after than that's your choice.

    If you lose ANY progress in-game, depending on what that progress is, than it'll be compensated by the Support Team through BPs or on the rare case Auric Cells for skins and/or the original skins. Some exceptions to this are exclusive skins, but that's another topic which is off-topic to this one.

    The point is, any lost progress can be compensated with enough proof and a visit to the Support Team to check it out, if you want the link to the Support Team to file a ticket about lost progress, than I can provide the link below to the Support Team so you can do just that.

    [Here's the link to the Support Team if needed]:

    https://support.deadbydaylight.com/hc/en-us

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1095175#Comment_1095175

    For the record, it actually does matter whether generator repairs are solo or cooperative when it comes to how many Lightbringer points are rewarded. As I explained above, emblem points are granted for how much progress each player personally contributes to generator repairs. If you repair a whole generator by yourself, you get 100 points, but if you repair it with another player, you only get 50 points because each of you contributed equally to the repairs. So it is actually far more efficient to repair generators solo if you're trying to do well in Lightbringer.

    Ok, than that and whatever I said above.

    The point was that if he just does co-op Generator repairs (which you explained isn't efficient) than he would get a lower Lightbringer emblem score because he didn't also do it himself, break dull/hex totems, and/or get chased while people did gens which is also a means to get side-points while you can't get them yourself.

    In the most efficient way, he should've broken as many dull/hex totems as he could, do a few or all Generators solo (which is rare to do 2+ yourself, especially when the Killers AFK), and open one or both Exit Gates. But he did it semi-efficiently so he was rewarded less points as a result.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1092614#Comment_1092614

    There's also that silly DS into Head-on combo that survivors tend to force themselves to use. It's a good 8 second stun but i havn't encountered a survivor that successfully pulled it off without immediately going back on the hook. It seems rather counter productive since the survivor tends to in most cases, seek the killer out to perform it, and then become the next chase since a 5 second head start is traded for a 3 second head start, 8 seconds were also wasted, so now the killers pretty much better off chasing that survivor.

    Not really related to the topic at hand but it was an instance of when head-on would be used outside of an actual chase.

    Well if you know someone was previous unhooked than you naturally don't pick them up or grab them out of a locker UNLESS you know it won't waste much time or it still hasn't been 60 seconds.

    Also, most Killers know not to tunnel Survivors unless they naturally do it by default, so the "don't tunnel" mentality would apply to this scenario. So in a sense, unless the Killer really wants to get hit by this combo... than it most likely won't occur in or out of a chase.

    And you're better off slugging that Survivor or just leaving them in that locker while you go off to chase someone else, which imo is a better option for the Killer than eating two stuns.

  • @laharl_scarf

    If The Wraith was cloaked than Dark Sense wouldn't reveal their aura because of the Undetectable Status Effect.

    Also, Lightbringer only counters a few things towards the emblem, gaining points in that category won't exactly raise the score of the emblem itself, even though it should in my opinion. You gain points towards the Lightbringer emblem by working on Generators (doesn't matter if it's co-op), cleansing Dull and Hex totems, opening Exit Gates, and being chased by the Killer while your teammates work on/complete Generators (except this last part only gives a small amount).

    If you want to educate yourself more on how the Emblems count your score towards them, than i'll link you the DBD Wiki's mock up on each emblem. This was updated 3 months ago on December of 2019, so it should be fairly up to date since we haven't see anything drastic in emblem changes since the Gatekeeper emblem rework.

    [Here's the link to the DBD Wiki for the emblem system]:

    https://deadbydaylight.gamepedia.com/Emblems

  • It was changed in the 3.4.0 patch

    https://forum.deadbydaylight.com/en/discussion/108852/

    image.png

    This topic was heavily debated in a post called [Unnerving Presence Nerf?] and in this post I discovered that the HUD change for Unnerving Presence, and other perks, also changed how the perk activates.

    It doesn't explicitly say this in the patch notes, but the perk now only applies when the debuff is active, which means the HUD display for UP only activates when you're working on Generators, Saboing hooks, healing, things that would naturally activate many Skill-checks.

    And since it was changed to only be active during those actions, it no longer works with DS as a result. In the same post it was debated if this was a bug or an unintentional nerf, but since it hasn't been changed for several patches now... it's safe to say it's intentional, at least in my eyes anyways.

    Besides semantics and what-not, UP no longer affects DS as a result from this change. It was also argued that the perk is constantly active all the time but applies itself to specific actions, etc, etc, but the point is that UP doesn't work on DS anymore since this change was made.

  • @Kees_T said:

    Not me, but yersterday at night I was playing solo and some matchs most people DC without any reason. They could just had leaved the match of course, but what intrigues me is that in some games, two people instantly disconnected at the same time, then in my next matchs, people randomly would disconnect too for no reason, in one match I was doing an generator with another survivor and he suddenly disconnect too, for no reason, I would say that 60% of my 30 played matchs yesterday I had someone DC randomly.

    If a player DC's without making any noise like it usually would when someone DCs... than that player crashed.

    That's why sometimes in-game a player will start lagging randomly, or in this case teleport to previous spots, and than randomly leave the match with the DC icon... but make no noise to indicate this.

    It does seem to be an issue that everyone is having, but not constantly which is good, so we should eventually see a fix on this in the next patch and/or hotfix.

  • @stufoot99

    Some side information if you're interest

    Each box, as explained above, is randomized with which one unlocks YOUR or another players RBT (Reverse Bear Trap). You could in theory have all 4 of your RBTs give the same key in the same box for each of the 4 Survivors, but the odds of that are quite high since by default it's a 1 in 4 chance to get the key out of one of the Jigsaw boxes when your RBT is active or not.

    Each Jigsaw Box by default takes 12 seconds to search, so with 4 boxes to search it could take 48 seconds to completely search every Jigsaw box to get your key, each RBT when active can take 2 minutes and 30 seconds to cause the Survivor to "expire".

    Now in theory this sounds like a cake walk, but if the map is fairly spread out or has a lot of hallways to get to each Jigsaw box, than it can take quite awhile to search each box, hopefully the Killer doesn't find you, and than run to the next box to search all over again for your key.

    Also, if you have to heal yourself while the trap is active than it could take LONGER to get your key, which is why the RBTs can be deadly if you don't look for the key off the bat, even if it isn't active.

    For example, if a Survivor is being chased around the last Jigsaw box you need to search and you have say, 30 seconds left, than you could in-fact die because The Killer will most likely down you if they hear/see you searching in that box, if you take too long to go to the box than you could die, if you have 2 boxes left and THAT isn't the one with the key AND you have only 30 seconds left... than, wait for it, you could die.

    So keep that in-mind when a RBT is placed on you and automatically gets activated, once a Generator pops while you have the RBT on than it'll active off the bat, even if you're downed with the RBT on with the Generator poping afterwards. So, once you get picked up or unhooked than you'll have to decide if you need to heal, which box to go to first, etc.

  • @katoptris said:

    Yes it also make ds more harder to hit as well.

    Actually it doesn't, not anymore anyways.

    Since the Unnerving Hud Update, Unnerving Presence no longer decreases the Skill-Check size of DS due to Unnerving Presence not being active until you work on a Generator, and Heal to name a few.

  • @Oicimau said:

    Yeah! Its a one time thing/survivor. :)

    I laugh a lot when it happens. ;)

    Ah, usually you'd see it when facing a Huntress but in this case it's quite odd to see it outside of that Killer.

    Either way, I doubt we'll see much of it in the future, if at all.

  • @MrsMaliciousX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093305#Comment_1093305

    Yes I had that as well but i didn't catch it on recording.

    By the way, during a game I did encounter someone "teleporting" mid-chase behind me when they were in front of me, but that was because their connection was bad, so it could've been because of their connection and not yours specifically, and since it wasn't connecting well to DS's, than that's probably what happened.

    So, it could be because of that, or another reason, either way Support will let you know.

  • No problem, hope your issue is resolved!

  • @Oicimau said:

    I use to hit a lot thru windows when survivors are crouching by the other side, close to it.

    So, its a no, you cant avoid a hit that way.

    I assume nobody tried doing it again after awhile huh?

  • @Zypnix1234

    For reference, this is how big the skill-check would be with Overcharge, Unnerving Presence, and Spine-Chill.

    Without Spine-Chill it would be a bit bigger, but not by much and i'm unfortunately not able to get a proper image to show just Unnerving Presence and Overcharge at this time.

    20191219150607_1.jpg

    It's slightly bigger than that without Spine-Chill, but not by much since Spine-Chill only reduces it's size by 10%. Hopefully this gives you an idea on how big it would be with just Overcharge and Unnerving Presence, but add in Spine-Chill on the Survivor and it's even smaller.

  • @YourFather

    I've had a few people do that in the past (None in the past 2 years except for when I use Huntress) and it only really works when it comes to Huntresses hatchets, mainly because the hitbox shrinks when you crouch, after that it turns into a 50/50 on if it'll hit the window or the Survivor when that happens.

    I haven't see many people attempt to do this in a regular M1 chase, but the people that have still get hit anyways because the lunge extends outwards over the window unless the Killer literally hits the rime of the window that you vault on as a Survivor.

    So no, I personally don't think it'll block a hit with the window or make the Killer miss, but you're welcomed to try and prove me wrong ha ha. I doubt this for many reasons, but I mainly doubt this because the hitbox should still be able to hit you during the lunge if they're able to make it post-vault, even if you crouch.

  • @[Deleted User] said:

    Head-on's into the forum.

    All the options have pretty much been listed. Its kind of funny since most survivors i have had that get a head on stun are one's when i wasn't chasing anybody and didn't know they were there.

    That's usually where it stems from for the most part tbh, rarely do you get Head-On stunned in a chase. If the Survivor is good enough with Head-On than they'll usually pull it off MOST the time, since they know the hitbox's length and the mind-games Killers use to try and avoid it.

  • @MrsMaliciousX

    No, I haven't experienced lag like that since my old internet, now a days I rarely lag at all.

    I haven't seen anyone else experiencing extreme lag at the moment, except some console users here and there due to The Doctor or just having old hardware.

    I don't personally know what's causing you to lag, it seems like your connection to the DBD Dedicated Servers just cuts out from time to time, at least that's my best guess on the issue.

    this is the best advice I can give...

    Try contacting support and see what they say, I know it's cliche to ask you to do that... but the Support Team really can help you when it comes to certain issues like this, they usually get tickets about lag or crashing quite often (or so I believe), so it's in your best interest to contact them and see what they say, give them some information like when this started to happen, what your internet plan is for how many MGBs you have, etc.

    [Here's the link to the Support Team]:

    https://support.deadbydaylight.com/hc/en-us

  • @InnCognito said:

    Thank you.

    No problem, glad we could help you out.

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