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FireHazard

FireHazard

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FireHazard
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  • @Mister_Holdout said:

    https://forum.deadbydaylight.com/en/discussion/comment/901456#Comment_901456

    So are you saying if the survivor makes it to a normal loop, I just have to suck it up and break the pallet? Then catch them before they can make it to the next one?

    Because like you were saying, it seems possible to hit survivors when they are having to loop around longer walls.

    No... I'm saying because you forced them to double back on any loop it closes the gap. So if you're good at your aim and predictions of movement, than you can wrap around the corner fast enough with a charged strike and down them...

    At open loops like the ones at azarovs, you might only be able to break the pallet because the loop is so small and they'll make it to drop it... if you're quick enough and they double back in a delayed fashion than you can make the demon strike on them before they drop the pallet.

    Other loops like the jungle gyms can have this be pulled off in a better way... think of it like Billys flicks except you're just charging the strike before you make the full turn around the corner.

    Survivors mostly hug the walls to get to the pallets faster... this makes it easy to hit them if they turn or keep moving normally.

  • @TheTrashMan112

    I don't, but every version has the same patches MINUS a few things that're different.

    @GrootDude might be able to confirm your suspicions IF they're true... he plays on PS4 so it might be different there than it is on PC... but I doubt it is different.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/901413#Comment_901413

    Yes and against good groups, you will lose for leaving them. Potato survivors aren’t going to make use of a god tier perk.

    Slugging a good Survivor won't do anything to me... trust. It actually wastes their time healing them while I chase another Survivor doing gens.

    Regardless, Post-nerf is a lot easier to face... there is no way you can say it isn't. And all those other points as well... (the ones above that you didn't pay mind to...)

  • @Mister_Holdout

    Try doubling back at open loops and than charging demon strike around the corner before they get to the pallet.

    It'll either down them or break the pallet... either way it ends the chase a log faster if they get downed or the loop is destroyed.

    Try also slightly holding down M1 to activate it when you succefully mind-game a Survivor and get on-top of them... once slightly held and released, it still insta-downs them with a mini dash forward...

    You can also dash in loops and press M1 mid-dash to down a Survivor with the hit... or charge at window loops to dash forward mid-vault and hit them... you can either hold down M1 at shack loops window for a down, or follow into shack and hit them mid-fast vault with a slightly held down M1 Demon strike!

  • @Karaage

    If it was removed than yes, it was stealth nerfed. Any aura reading perk doesn't work on Killers like Tier l Myers, GhostFace in Nightshround, Wraith Cloaked, Pig Crouching, Demogorgon emerging from portals, etc... Kindred technically gives an aura reading so... that's why.

    As for Insidious, it does give the undetectable status effect... so it shouldn't have shown his aura. It could actually be bugged, so I suggest you submit a bug report to the "Bug Reports" sub-forum so the dev team is aware... or submit a ticket to the support team through this link.

    Here's the support link: https://support.deadbydaylight.com/hc/en-us

  • @Weasel625

    Each tier bought costs 100 Auric cells each, in my opinion it isn't worth it since some of the challenges are fairly easy or straight forward... that, and if you get 800 XP each time by playing normally, than you'll be rewarded 1 Rift Fragment each time infinitely.

    It isn't worth it in my opinion, but it's your choice of course. So 1 tier is 100 Auric cells, if you bought say... 50 tiers, it would be 5000 Auric Cells spent... so for you, 6 tiers is 600 Auric Cells. The price never changes, it's alays 100 for each new tier bought.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/901332#Comment_901332

    You and most of this community don’t understand counterplay. When most people use that word on the forums, they basically mean a foolproof option that works every time and killers can do nothing about. Using this definition, it is obvious that old DS had better counterplay.

    If I humored it had counter-play than it was still worse than post-nerf DS. Post-nerf isn't seen more than pre-nerf, post-nerf barely works outside of being tunneled or hiding in a locker, post-nerf doesn't activate everywhere and anywhere you're downed outside of being unhooked previously AND being tunneled, post-nerf can easily be circumvented by the exact thing some people hate hearing "don't tunnel."

    People say that because it's true... if you don't tunnel a Survivor with DS than you'll barely EVER be hit by it. Before, you'd be hit by it anywhere and everywhere... it was seen more often AND was the most used perk for any Survivor in-game... you'd never see anyone not use it outside of their build UNLESS they wanted to change things up...

    Why do you think I barely get hit by it besides the few times I somehow lose the unhooker and only find the unhooked Survivor? I either wanted it to hit me or It somehow was on 59 seconds and hit me out of nowhere...

    Even if I find the person who was previously unhooked... 9 times out of 10 I just down and leave them.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/901148#Comment_901148

    Greatly reducing effects= counter. Breaking up dribbling required great coordination, so it was uncommon. DS usually wouldn’t activate for the non obsession because they had to wiggle first.

    I played the game with old DS and I play now; I would rather face the old version.

    It wasn't really greatly... that also isn't countering it. A reduced effect doesn't = it was countered. Breaking up dribbling also didn't require good coordination... you just drop and pick up and if anyone came up near you than you'd get body blocked and wiggled out/DS stunned.

    I also played the game before DS was nerfed, I prefer post-nerf because it's far more tame... but it's your opinion, you can prefer pre-nerf DS if you want.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/899566#Comment_899566

    There is literally no chance that dribbling wasted more time than a survivor running away to a loop or safe point. And yea, enduring significantly cut down the stun time. Now there are no counters. Give me old DS any day.

    I also don’t know what rank you are, but I see an average of 2-3 DS per game as a red rank survivor and killer.

    Red Rank Killer and Survivor, and I see 1 or 2 sometimes but not as much as pre-nerf DS. (I don't see why I have to tell you my rank or main... but if it gets the point across than... sure?)

    You seriously don't know how good you have it from before... As a Killer main I barely get hit by DS AT ALL now, the only times I do is when the Survivor that unhooked the previous hooked Survivor is very well hidden and the hooked Survivor goes into a locker to avoid being downed and slugged... than I just grab them and get stunned and move on from the area. I could of easily just waited there to grab them or leave the area, but instead I humor it because why not? The "unhooker" is long gone anyways... but this happens VERY rarely and the unhooker is usually 90% of the time found nearby the previously hooked Survivor.

    But, most of the time I find the guy who unhooked them and than proceed to chase and down them... so post-nerf DS compared to Pre-nerf DS is FAR easier to avoid 100%. Before, you couldn't avoid it at all... it was always going to happen unless you dribbled.

    And if you dribbled from any hooks that were far away (which was most the time) you were easily body blocked and got wiggled out. Dribbling isn't a counter, it's a band-aid to the actual problem and doesn't stop it from happening...

    Enduring also only cut the stun down a bit, it didn't actually stop them from stunning you... you can't say it's a counter because it didn't actually stop it from happening... they could still stun you and go to any window/pallet loop nearby...

  • @slaya

    Fun fact! (despite the question being answered already...)

    That add-on "Shattered Wakizashi" is one of the only add-ons The Oni has that recharges his Yamaoka's Wrath power passively... he has no other add-ons that does this... Very Rare/Ultra Rare or Uncommon/Common...

    Quite odd, you'd think he had another Uncommon or Common add-on that Slightly did this... but no! This is the only unique add-on that does this...

  • @thesuicidefox said:

    Possibly.

    I know for a fact that med-kit charge add-ons are bugged. I had a green med-kit with +12 and +8 add-ons. I should have been able to fully heal myself twice with 4 charges to spar. Killer had Frankie's and knocked it out of my hand. I got away and went to recover my med-kit, healed and was only able to heal myself about 95%, then the med-kit was used up and vanished.

    I haven't used toolboxes, but if what you say is correct about flashlight batteries that could mean ALL charge add-ons are bugged. I might try a toolbox with some scrap later to see.

    I also tested this on a flashlight and it seems to be that the flashlight batteries are also bugged...

    But the issue was confirmed above so, that's good to know. Feel free to also leave a report above it if you so choose... this can be done through the support team or the "Bug Reports" sub-fourm!

    Here's the support link: https://support.deadbydaylight.com/hc/en-us

  • @thesuicidefox

    Glad you were able to find an answer before having to wait for one!

    It just saves you time for yourself...with waiting.

  • @Popsos360 said:

    https://forum.deadbydaylight.com/en/discussion/comment/899603#Comment_899603

    Of course its fine right now im just saying they could put something completely un-meta into meta that easily

    It is meta though... you admitted that yourself that it's strong...

    It's meta... 100% meta...

  • @Bloodwidow

    https://deadbydaylight.gamepedia.com/Perks

    This site will tell you about every perk that's teachable and non-teachable...

    I know you're asking for a list to see WHICH of these perks you unlocked for your Survivors/Killers... but as said multiple times above... no such list exists for you to find in-game... this link above just tells you above every perk that is or isn't unlockable OR tells you which perks are allocated to which Killers/Survivors on the far right of that perk on said list.

    you can however...!

    You can actually also see which perks you have unlocked by click the "Character info" below your rank on the top right side... and than scrolling through each Survivor... this will show you which perks from that Survivor/Killer are unlocked... if it has a white check mark above it, than it's unlocked! If the perk has a lock on it... than it hasn't been unlocked for every Killer/Survivor yet!

    Hope that helps!... if it wasn't said already...

  • @Devilshibata

    Just do the normal M1 Killer tactics, mind-games at pallets, moonwalk areas to fool them into where you're going, shine your red light (Killer Stain) at doors and windows and than moon walk (walk backwards) to the actual area you want to go, etc.

    Once you have his Wrath ability, don't activate it right away unless you know where Survivors are going to be. Once active in a chase, you can actually slightly hold the M1 button to gain a insta-down charge... this charges lunge is very short though and only good for when you're on-top of the Survivor...

    When you dash with M2 in Yamaoka's Wrath, you can also press M1 when you're right behind a Survivor to hit them with a normal Demon Strike... this will instantly down them as well and allows for some fast and easy downs when being looped at shacks window (inside shack) and other window loops WHEN timed right.

    If you're at a loop, than try backtracking around some parts of the loop with no walls IN Yamaoka's Wrath, this will allow you to shorten the loop and charge Demon Strike around the corner after and either down them or just break the pallet... usually this breaks the pallet instead (despite literally looking like you would've 100% downed them...) but it usually breaks the pallet. This AT LEAST ends the loop and lets you get behind them much quicker afterwards with Demon Dash or just regular chasing...

    Don't also hold down your Demon Strike fully WHEN behind a Survivor... this is only good for really narrow hallways and loops... Holding it down behind a Survivor can easily make you lunge forward after they juke you and going into a cooldown phase for a bit... it's better to just slightly hold it down and than release your M1 when you predict where they'll move or 100% know you'll hit them...

    Remember, you don't have to hold down M1 with Demon Strike completely to gain the insta-down... you can just quickly hold down M1 and than let go to gain a short insta-down charge... pressing M1 when Yamaoka's Wrath is active will only just normally hit them with a regular M1...

  • @Nyaren_Chan

    legion tactics

    You keep applying damage as Legion, he isn't a Killer that just focuses on one chase and than downs them... he's a Killer that focuses on all opportunity to put each Survivor into the injured/mend state.

    Focus more on that, because the more Survivors that're damaged and mending, the more time they'll be wasting healing themselves from you... basically to avoid your M1 for an insta-down. Unlike Plague, Legion can get every Survivor into the injured state a lot quicker! The downside to this is, unlike Legion, the Plague can keep them in that injured state for the whole game afterwards because of the fear of her super vomit.

    Focus on hitting everyone in the game as much as you can before beginning to down them... you don't have to injure EVERY Survivor at the start for this to work... but injuring the most Survivors you can REALLY benefits The Legion in the long run.

    You seem to know most your basics though, so above is the most important ones to follow.

    add-on combos

    As said before, when you starting a match you should always focus on Feral Frenzy hitting as many Survivors as you can... in the past his Speed + Duration add-ons would be the best choice for doing so... but now just using Stolen Sketchbook + Mural Sketch will suffice, as they keep his Feral Frenzy active for much longer...

    Another add-on combo is Cold Dirt + Joey's Mixtape. This combo can easily injure a Survivor and than have you cancel your Feral Frenzy ontop of them for a quick M1 chase, (If there isn't any pallets or windows immediately nearby that is).

    But, those two add-ons focus on his already inherent ability to apply damage... If you're already good at doing this without them, than you can try this really good add-on combo.

    One of the best add-on combos on Legion would be the Iridescent Button + Filthy Blade combo. This combo will eliminate every pallet in and out of a chase when vaulted, and it projects your Terror Radius onto the entire map as well... Filthy Blade also allows you to keep Survivors into the mend state a lot longer... so it wastes a lot more time as well!

    Other combos like Filthy Blade + Nasty Blade also work great with keeping people off generators and mending! (The exploit was patches a long time ago so don't worry about that).

    Or you can combine a Duration build with a mend build and just use Stolen Sketchbook + Filthy Blade... that's also a very good build to use if you want to have a longer Feral Frenzy chain-stab AND keep them off generators longer. This add-on combo could be argued as THE BEST combo.

    perk builds

    Last, one of the important ones. Having the right perks on Legion can make a big difference in-game... so here's the perk build that I use on him... this build focuses on his primary goal (damage) and also rewards the legion for downing people AND keeping them injured.

    This build would be, Thanatophobia, Nurse's Calling, Pop Goes the Weasel, and BBQ & Chili. Now allow me to explain why this build is so effective...

    Thanatophobia rewards the Legion for doing his primary goal, it gives each Survivor a small but noticeable action speed boost to Repairs and Healing... but its primary function on the Legion is why I use it. Thanatophobia when paired with Nurse's Calling can allow for some very good mind-games to be had... Thanatophobia will make Survivors think it's a good idea to heal MORE than without it... this is so the penalty is removed when not fully healed... but if they heal within 24 Meters of me with Nurse's, than I can see them and easily down them.

    Nurse's Calling is also good on its own without Thanatophobia, it allows me to track people that're healing within 24 meters... this makes for some easy downs on unsuspecting players... but with Thanatophobia is where it truly shines! Nurse's Calling is by far a must have on Legion... not so much on Plague because Plagues injured Survivors never heal, and when they do it isn't shown on the fountains.

    Pop Goes the Weasel rewards The Legion for finally proceeding with the down phase. Once a downed Survivor is hooked by his hands, he gains a 25% generator regression bonus on any generators he kicks WITHIN 60 seconds. This covers the other side of the Legions cycle of damage, downing, damage, downing and can keep generators from being repaired for a long time! The less generators that're on the map... the easier it is to monitor and keep them from being completed...

    Last, BBQ & Chili. A Basic meta perk, but it also rewards The Legion with a 100% bonus BP gain during Post-Game AND an Aura reading to any Survivors that're outside of the 40 meter aura reading... This really helps finding Survivors on generators AND any injured Survivors nearby as well.

    other perk builds...

    You can also mix and match perks as well to see what you like... Before I used to run Discordance instead of Pop Goes the Weasel... Discordance will lets you know if the Survivors are gen rushing you AND notifies you if they're actually near you as well with the vague generator aura reading...

    It's best to pair this with PGTW, but that's up to you if you want to remove BBQ & Chili, Thanatophobia, or Nurse's Calling for it...

    Also, I don't use Ruin on Legion despite his post-nerf because it's never needed for me... Ruin isn't always a 100% "I win" perk... it requires a lot of luck to keep up for more than 30 seconds to 1 minute... and for a Killer like Legion... cutting your attention off your primary goal to keep people away or off your totem ONCE found is a hassle.

    So don't use Ruin unless you think not even caring about it once found is... acceptable... if that's the case than just use Corrupt Intervention... Corrupt isn't a Hex perk and turns off 3 generators that're the farthest from you... having to monitor only 2 generators with a Killer like Legion is VERY powerful...

  • @Popsos360 said:

    That would be nuts but they could do it if they added restriction such as "auto only works for 10 seconds after a chase" but during that time you get spine chill skill checks

    I wouldn't use spine chill effects... it could be abused easily.

    Tbh, its fine the way it is imo. Its just a secondary means of healing others without a med-kit... but when all tokens are added onto it, than It can be even better thana med-kit!

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/899566#Comment_899566

    I never said it was a good counter. But as I recall it was the counter people used.

    No I know, I'm just going off of what you said AS if he was saying it...

    Just in case that's what he's referring to... which I could be 100% wrong if it isn't ... but there was only so many things that were considered "counters" to pre-ner DS... so it was either this or enduring that he's referring to.

  • That wasn't a counter either... dribbling would waste more time than it would save it...

    You'd also prolong the DS... so if you messed up the next 2 dribbles or just don't do them... than you spent all that time dribbling them for nothing.

  • @Popsos360 said:

    The devs should make it work with self care so the game can be more survivor sided 😂

    Imagine...

    That wouldn't be Survivor sided, that would just be busted tbh. That's why it doesn't work with self-care... which i'm REALLY GLAD it doesn't...

    Most chases could be won and easily erased if it did work with self-care or jeez... med-kits... that would be insanely OP, it would shake the meta to its core if it worked with med-kits...

    It's not like a free escape but if the Killer decides to not commit for whatever reasons... maybe he/she wants to protect the generators, than that Survivor they left could just heal that damage in barely a few seconds...

    Scary to think about.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/899523#Comment_899523

    If you were to ask me right now (as a killer) which DS I would rather face, it would be the old one 100%. There was at least some counterplay.

    What...

    There was zero counter-play what do you even mean. Pre-nerf DS had no counter and it was essentially a free escape for a Survivor after a long chase...

    Everyone could have it and you only needed to wiggle 40% of your bar to activate it as a non-obsession...

    DS had one "counter" and it was Enduring... enduring cut the stun of DS down a bit... but that still doesn't mean they didn't get a free escape, which they could 100% exploit and extend for an even LONGER chase if possible.

    If you go back to pre-nerf DS you'll see most people ran DS... there wasn't a time where I didn't encounter a DS in my lobbies. It wasn't till the nerf that you'd only see it once or twice... and it was mostly used by 1 or 2 Survivors.

    You very rarely see it on 4 Survivors now, back than that was pretty common/common-ish...

  • Trust me, it was worse Pre-Nerf...

  • @Popsos360 said:

    https://forum.deadbydaylight.com/en/discussion/comment/895783#Comment_895783

    Well obviously it would be op but it says players not others so i it confused me when i didnt work with self care they should change it tbh.

    If it doesn't list it than it usually means it doesn't work with other things like self-care...

    The only things that're not true with this statement are perks like Spine Chill that have hidden unlisted effects...

    Anyways, if it worked with Self-Care than you could just rack up all the tokens through self-care skill checks and heal yourself insanely fast... Imagine healing as fast as a Pre-buff Green med-kit with no charges...

    Jeez...

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/899359#Comment_899359

    I believe Mandy mentioned that they were looking into updating the report system in the near future to make clearer what is and is not reportable so at least there's that.

    That's good to know...

    Now people can understand what is and isn't reportable a TAD bit more...

  • @ASpazNamedSteve said:

    Am I allowed to post here if I'm not red

    Why not? I don't see an issue with that.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/896079#Comment_896079

    well, actually i stopped looking there for unanswered questions, since you are just always there, answering them immediately - in a very detailed way! xD

    sometimes i wonder if you ever leave that subforum lol

    I do, I'm just sneaky...

    I have a life... really... (No seriously I do...)

  • @Esheon said:

    https://forum.deadbydaylight.com/en/discussion/comment/899366#Comment_899366

    That is a very annoying system for bug reports, but it's submitted.

    Glad to hear you did it! It's good to get things out there so BHVR can correct these issues.

    Thank you for the bug report, I do hope it's resolved and we can alllll move on from this problem.

    Anyways, have a nice day!

  • @Esheon said:

    I think it's all charge addons for any items. I was curious about it last night, so i did a game with a brown toolbox and the brown "Scraps" addon (total charges: 95). I finished a gen by myself, losing 5% to one "normal" Ruin skillcheck. Just to be safe, I stopped working for 3 secs after that check to avoid using charges without making progress. It should have taken 84/95 charges to finish, leaving 11 charges on the toolbox. Instead, the toolbox was consumed just before I finished the gen.

    Well if that's the case than please do file a bug report on it in the "Bug Reports" Sub-forum... or file a ticket with the support team at this link.

    Here's the support link: https://support.deadbydaylight.com/hc/en-us

    If this is truly the case than please do send one in for either options... this wasn't listed in the patch notes... so they might not be aware that it's ALL charge add-ons and not just med-kit charge add-ons... (Or they do now but the patch notes are not updated... Or they are, but I didn't see the update if they were).

    Please do run some tests with previous patch charge add-ons... maybe it's true... who knows!

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/899074#Comment_899074

    I meant to say that harassment was only if it were targeting one player specifically, but I realise my comment wasn't worded specifically enough, so my bad.

    However, I disagree that the circumstances outlined in the OP meet the criteria for a report or ban. The only things listed under "Unsportsmanlike Conduct" in the official Game Rules post (which is more up to date than what it says in-game, I believe) are botting, lag switching and disconnects (which are bannable but not reportable, as I mentioned). The only things listed under "Griefing: Intentional Gameplay Abuse" are working with the opposite team, targeting specific users repeatedly, and holding the game hostage. None of those things are what the killer was doing in the OP.

    I agree that it sounds like it should be punishable, but I answered the way I did because I think it's a bad idea to encourage people to report for things that sound reportable or that they think might be reportable if they're not explicitly listed in that Game Rules post, because that creates the potential for a lot of false reports on the basis of how one interprets a loose term like "griefing".

    I'm just going off of the game rules temp ban names, I'd assume that also would count but I guess not.

    Anyways, the in-game report reasons should really be updated tbh... Maybe some of them are still up to date? Who knows, idk why they're still the same if they're not up to date...

    Regardless, he can still report him for those reasons, since it's stated in-game as a report reason... will he be temp-banned for it? Unlikely.

  • @TheTrashMan112

    So, to put this to rest I went into a KYF match with my friend on both the Crotus Prenn maps and Sanctum of Wrath to test the hills for any "wood" sounds...

    The one you seem to reference is the Crotus Prenn maps specifically, so here's a video showing you that they don't make wood sounds when walked/ran on.

    https://www.youtube.com/watch?v=VVBCS6tF9sE

    I go on the hill, normal running sounds, I go into the church and show you what actual wood sounds... sound like.

    If this isn't the specific Crotus Prenn map you meant, than I did the other map as well and recorded it for insurance...

    If you meant the Sanctum of Wrath than I ALSO went to that map and tested it... no out of the ordinary wood sounds... there was one wood sound that came from the Sanctum of Wrath map hills though... it was the roots on the tree... that's normal... that's supposed to happen with the trees that have their roots exposed.

    When you walk on those roots it makes that same wood sound effect you've mentioned.

    at the end of the day...

    Either this was a one time thing for you and your friends or you're just hearing things... idk.

    The proof is right there though and in other videos, there is no wood sound effects coming from those hills... (Except the exposed roots on one of the Trees in the Yamaoka maps... but like I said, that's SUPPOSED to make a wood sound effect when walked/ran on...)

  • @Saikotenshi666 said:

    To being honest I don't know if there is such a big difference about the licenses between gaming and films. I don't really think, that maybe one of these would be a new chapter. But it would be so great!

    A License for a game is usually harder to obtain... the only one that has actually TECHNICALLY been added to DBD is Bills from Left4Dead... but that's from Valve themselves...

    I'm talking like another triple AAA game.

  • @BrendanLeeT said:

    https://forum.deadbydaylight.com/en/discussion/comment/899015#Comment_899015

    Indeed, I don't know why but it just had something to it that makes me want it back.

    It could mostly be because of the lighting... it was kind of unique... I guess.

  • @BrendanLeeT said:

    https://forum.deadbydaylight.com/en/discussion/comment/899015#Comment_899015

    Indeed, I don't know why but it just had something to it that makes me want it back.

    Maybe you liked it because that's the old engine the game used to run on...

    Things looked a lot different before the engine switch and several lighting and aura effects were changed as well. People have adjusted to it though, so it's hard to say if anyone else feels the same way.

    I personally don't mind either way, but I think the new engine brings more possibilities to the table... so... there's that.

  • @Saikotenshi666

    I wouldn't mind either of these Killer suggestions or Survivors... but we've never actually seen another game franchise implement their characters into DBD before...

    It's mostly just movie Killers/Victims and TV Horror shows that have been added to the roster... I think adding other Killers and Survivors into DBD causes a lot of licensing issues... so that's probably why they've never done it.

    I'm not saying it's impossible, but it seems to be that there's a reason we've never seen it happen before...

  • @Andy111777 @Fibijean

    The only thing this falls under is "Unsportsmanlike conduct" or "Griefing" in the report options during post-game... but that's it. (Unless he's specifically targeting one person, than that's harrasment as well, but it doesn't seem to be from how this post was written... if it was than that's also grounds for a possible temp-ban)

    It's not perma-bannable, but you can report for those two reasons above and if the criteria is met than they could be temp-banned for a set amount of time... repeated temp ban offenses can actually result in a perma-ban eventually.

    So actually Fibijean they can get banned if the criteria is met... that's up to BHVR to decide if that is worthy of a temp-ban though... he was technically griefing and abusing game-play through a DC... technically... again it's up to BHVR.

    But you can do those two reports in-game if you haven't done so already... if not it's too late.

  • @Popsos360 said:

    Sorry sk is self care but i did a dumb

    It was either of the two... that's why I made answers for both 😉

  • @ocafghanistan

    What he said above is true, but as for your question yes... it would make Judiths Journal 10xs more useful since the obsession will jump around EACH time you're hit with a head-on stun, pallet, or flashlight blind.

  • @The_Meh_Teh said:

    Okay, thanks!

    No problemo, good luck!

  • @se05239 said:

    Brutal Strength beats shred if you're right next to the pallet and can break it normally. However, I'd claim that Shred beats Brutal Strength in every other scenario since you can Shred a pallet from a distance.

    Yes, that's true.

    But if we're talking which is faster... than Brutal Strength beats Shred in that category...

    Everything else like mind-games to pallet smashing to etc beats Brutal Strength, but they just wanted to know which was faster.

    Tbh, Shred is better since it's IN Demogorgons power and doesn't require a 4th perk slot to gain ALMOST the same speed as Brutal Strength... yes Brutal Strength is faster, but as you can see in the video that "faster percentage" is pretty low enough to hardly even notice.

    The benefits Shred brings to the table makes it clearly superior...

  • @BrendanLeeT said:

    The graphics before the Legion patch because it just seemed so much nicer.

    You mean before the engine change?

  • @B4T5

    I haven't heard any issues with Yamaoka Estate or The Sanctum of Wrath causing frame-drops... (for PC)

    It could just be specific thing happening with your PS4 and it can't handle certain maps like Yamaoka estate or Sanctum of Wrath... this is pretty common for some players.

    However, it's known that PS4 tends to start dropping in frames with certain Killers and maps... so depending on how old your PS4 is or just in-general... than that's most likely why this is happening to you.

    It isn't a secret that PS4 suffers from this still... so I wouldn't be surprised if that's 100% your issue.

  • @BigBubs said:

    https://forum.deadbydaylight.com/en/discussion/comment/895794#Comment_895794

    I see. Thanks. Was suspecting that's the case but wasn't sure.

    I saw some streamer who thought he is entitled to get spared because he "clearly had basement bug" and according to him the killer obviously knew...

    Well, i'm glad that I put your suspicion to rest at least.

  • @Umbrae_pk said:

    https://forum.deadbydaylight.com/en/discussion/comment/896523#Comment_896523

    Yeah, you’re right. But The End Game Pig nerf was necessary.

    What she really needs though aren’t nerfs OR buffs, but a whole rework.

    Or add-on buffs and base-kit buffs...

  • @TheTrashMan112

    It could be DBD just acting up for you... maybe try verifying the files to fix anything that might be messed up?

    Otherwise, that glitching texture thing is on a few maps... but it isn't really noticeable if you're not looking for it. Also, the top of The Sanctum of Wrath has wood on it... if you're talking about the entire map than that's odd.

    As for the hills on Crotus Prenn... that could be an auditory glitch or you might be hearing things... either way, I've never heard it happening to me and I haven't see this issue for anyone else.

    Maybe you're thinking it's a wood SFX when it's just stone you're walking on?... who knows.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/896555#Comment_896555

    I saw survivors do the same with the "Wake Up" bug. It's just bad people being bad.

    I've never seen Wake Up! used in-game in my entire time playing DBD until that bug was revealed by a twitch streamer...

    Once they revealed it than everyone started using it lmao... once it got patched than nobody ever touched Wake Up! Again...

    I bet some people didn't even unlock Wake Up! for all their Survivors until that bug was revealed...

  • @Umbrae_pk

    Hmm... well... I started in October 1st 2018... the only things that changed for me was Old DS, Borrowed Time, Fast Vaults (slightly), Old insta-heals, and NOED... I think?

    Other small nerfs also but idk.

    Personally, i'd really like Legion to be back to the way he was with of course a few things different... like please no to the old add-ons like Franks Mixtape... but I liked the gimmick he had where he relied on damage over hooking while also having a M/S of 4.4...

    To me, he felt like a "Rush down Killer" rather than how he is now with the regular 4.6 movement speed... his power just seems like something that keeps everyone in check now, when before this was a side thing... the real thing he gave off in Pre-Nerf was the "rush down" feel he had... if that makes sense.

    If felt like he was rushing down a certain Survivor (not tunneling...) and was also hitting other Survivors... it added pressure in my eyes and felt like he was unpredictable.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/896472#Comment_896472

    Right but when it launches, will the cross-progress be the overwriting kind or the merging kind? That's what I'd like to find out.

    If it's overwriting, I will wait because I don't want to accidentally overwrite my Xbox progress.

    If it's merging, I'll get the game probably sometime in January and play on it now and again just to practice on PC until cross-platform comes about.

    If it never happens, I'll just buy the compilation game on PC and play sparingly for fun just because I can. I'll still mainly play on Xbox though.

    Well like I said, most Cross-platform systems go off of an "account" system. So it wouldn't really overwrite other save data if that save data is designated to a specific account...

    That's also why I doubt they'll add save data merging to the cross-platform... since I've never seen other games do that and I don't think they even can... it might cause too many issues idk.

    Either way, i'd just wait to be 100% sure OR see if a dev responds to this... or they make an official statement. It's just to be completely sure and not waste any of your time.

    It's up to you though of course!

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/896410#Comment_896410

    I'm getting a new gaming PC, too. I'd love to play DbD on it, but only if all of my PS4 progress/purchases will transfer over. If DbD never has cross-progression, then I will never purchase it for PC.

    Well, Cross-Platform usually has Cross-Progression with it MOST of the time...

    In this case, if it doesn't than you'll only be able to play with other console users and PC players but not have your progression transfer between them.

    I don't see why they wouldn't add Cross-Progression into it, since your "account" is linked to another account/savefile on BHVRs cloud... so they can just create an account system through that system.

    But that doesn't mean it's 100% confirmed or what I said at the end is possible... just take what I say with a grain of salt.

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