FrauZockinsky
FrauZockinsky
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- FrauZockinsky
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I can confirm this bug. Seems to be in the game since yesterdays update. we had one game yesterday and one today against franklins + wa and both games all of us started to see the symbol constantly. first game we were a 4 man and had dropped all items in the corner of the map. seems to be only the symbol, the killer didnt seem to be able to see us all the time.
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They broke DMS and made SHPR behavior really weird (killer doesnt get visual feedback of which gen exploded, but survivors still scream (if they didn't let go beforehand) and screams are directional, so basicllly still a noise notifictaion, if a weaker one). All to avoid a perk combo that is A) fairly unlikely to happen in the first place, B) could even be kinda fun when it happens and C) once you know that the killer runs SHPR and merciless storm you can still decide to let go before 90% when a survivor gets downed (not extremely likely that a surv gets downed, picked up and carried to a scourge hook all while MS is already active). In short: I don't get why these changes where made at all. (For context: I play both roles though more surv than killer).
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The german city names Frankfurt and Leipzig are censored. Not that I need those very often, but ######### XD How does that even happen. If you need another argument why content filters are bad news, there you go.
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@HagathaSimmons said:
https://forum.deadbydaylight.com/en/discussion/comment/2817149#Comment_2817149
it’s a Hex perk for gen slow down, like Ruin the killer doesn’t need to directly do anything and shouldn’t have to. 5 chances because 5 gens and 5 totems. At 5 hex’s it won’t do anything but that doesn’t really matter. plus, technically having it this way prevents no-Ed because either all totems are occupied or cleansed.
survivor counter would be like they’ve always been for dealing with other hex’s and no-Ed. Preemptively cleansing dull totems or having a boon up. Easy.
I agree with Milo. Ruin does not do a thing if the killer can't manage to pressure survivors of gens. Also it's only one totem to cleanse, not 5. What you are suggesting would probably be similarly frustrating to noed (rewards killers that play badly).
I know that gens tend to fly by frustratingly quickly in the early game. But to address that we need to slow down early game, not late game.
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I mean, sounds nice from a killer perspective but it is never going to happen. At least not with those numbers (10-40%)*. The killer doesn't have to lift a finger for a very strong effect. Bc the effect starts/increases when survivors do gens. It's totally free gen pressure bc either gen speed gets super slow or survivors have to search and destroy totems, while the killer can fully concentrate on chase. For Play thing and Pentimento, the killer has to put in some work to get the effect (hook different suvivors/rekindle totems). And their effects aren't as good as what you are describing (unless you get 5 stacks of Pentimento maybe, but that never happens).
*) Make it 4 max. The 5th doesnt do anything anyway (bc all gens are done at this point).
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this is a screenshot from the doorway, when you go any further inside its pretty much pitch black. this was on torment creek just today.
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Possible Alternative:
Only apply the broken status after the perk has been used once (aka recovered from dying state). In addition, there is no reason for the killer to see the broken status effect. It only lets the killer know about various perks which they a) don't need to know and can b) still figure out when they pay attention. So don't show it to the killer.
That way, the perk is still fairly high risk but (at least possibly) also high reward. Whereas right now it's high risk and no reward. Plus, the player doesn't get punished with the broken effect if they can't use their perk all game.
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Experienced the same issue today. Pig appeared to be crouched all through second half of the game. normal speed and terror radius but no red stain. Addons were video tape and john's medical file. Asked the killer afterwards, they said everything lokked normal on their screen. My teammate saw the bug aswell though.
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Same thing happened to me just now. Iron will, injured, two unhooks (I'm sure they were safe). No progress. (I'm on PC.)
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Not sure why this thread exists. Who thinks wraith is op (apart for very new players)? He has gotten a lot stronger, but not thinking he is op is the opposite of an "unpopular opinion".
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Well, since they just did that without giving a reason, we can only speculate, but on the whole, this seems like a pretty ######### move, ngl.
I get why they need some sets to actually be sets. But these (and some others) work perfectly fine separately. And even if they had to sell them as sets for licencing reasons, they could at least let us mix and match the stuff we paid for (if it works separately). (3rd category in addition to separates and sets maybe?).
I'm usually not to fussed about expensive cosmetics, bc they are just cosmetics and no one forces anyone to buy them. But this seems really low.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2073409#Comment_2073409
https://forum.deadbydaylight.com/en/discussion/comment/2073415#Comment_2073415
Yeah, Trickster could keep you at a 1-hit down the entire match until he slugs someone and gets the rest with just 1 blade. That's the point of the decay. If you take away the DECAY, it'll be like IRI HUNTRESS.
Didn't read what you quoted did ya ^^ Not asking to get rid of the decay, just the passive nature of it. Obviously survivors should be able to rid themselves of laceration once they escaped a chase. Similar to mending or snapping out of it.
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I only played 1 survivor game today but I really think this is a bug. Seems to have something to do with either luck or chest spawns. In that 1 game I opened 2 chest and found a rainbow map and a purple key. Without any perks or anything that affects luck.
Also, yesterday my teammate tried to jump of the hook one time and got it. Which could obviously very well have been a coincidence but the stuff we pulled out of chest does not seem to be that.
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@BubbaDredge said:
Because more than 80% of the playerbase is surivors, and survivors hate it when killers can hurt them.
Can we not make this the tired survivors vs killers debate like everything else... That doesn't even make sense bc survivor times in lobbies are really bad, so if anything, they would want to motivate ppl to play killer. Which it seems they tried to do by creating a fun killer. And I'm sure trickster can be really fun, if he is balanced better.
@AVoiceOfReason said:
Because 99% someone then 1-shotting everyone wouldn't be fun. That's why. Unlike Plague who has to rely on fountains and cleansing, the Trickster doesn't have to rely on that. Being able to 99 everyone and then just 1-shot 4k would cause so much outrage, they would never hear the end of it. It's like Iri Huntress. No one wants to face that.
I didn't say that laceration decay should not exist. The problem is that it happens passively. Survivors should have to heal (or smth similar) for it to happen. Not just magically lose laceration while still in chase.
@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2067546#Comment_2067546
https://forum.deadbydaylight.com/en/discussion/comment/2067986#Comment_2067986
I'll answer them both at the same time. I told you the reason. 1 blade to down someone, specially a full team with 60 blades to waste would be overbearing. Yes, they could heal but if you manage to get them all to 1 hit, you could just pelt each one with 1 knife to down them after slugging someone. That's why. No one wants that. It's a really bad idea since he ignores loops. Ghost Face is affected by loops and pallets, Trickster is not so much.
Honestly, if a killer manages to 99% every survivor in the game, he probably deserves to snowball some damage. And if they made the heal for laceration smth that every survivor can do for themselves (like mending or snapping out of it) I don't see how that would even happen, other than by a giant misplay on the survivors side (in which case, again, the killer would prbbly have earned the win).
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still bugged. 4K 10 hooks (all died on hook, no dcs). silver emblem. it's hard enough to get gold devout and this challenge is blocking all the other killer challenges. this is really frustrating.
(p.s. matchmaking...)
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Honestly, WIP UI already looks a lot better. But that's prbbly bc it's a lot closer to the old one which was great ^^
Not sure why power/item and addons get so much space, bc they generally don't change much. just put them by the perks -> more space on the bottom left.
Here are some points that worked well on the old UI and don't so much on the new one:
- spectator nav! why can't i use arrow keys and esc key anymore?
- status effects used to pop up in the center of the screen when first applied (aka, where players would actually notice them). who looks at the top righ? first time i got cursed with smth other then ruin or devour it def took me a while to realize ^^ (if survivors should be notified about the exact curse at all is a whole other topic for discussion, but if you give notification about whatever, it would be nice to receive them in a manner that doesn't go completely unnoticed 90% of the time).
- readability of bleeding and deep wound meters. the size of those and the color contrast of the survivor status element in general needs to be improved. its arguably the most important UI element and its unfortunately a lot worse than it was before.
- edit after 4.5.2: it's much better when the survivor is "in focus" or whatever, but most of the time its greyed out -> really bad contrast. why does it get greyed out at all?
- struggle key animation. i know its a tiny thing and i know i already posted about it. BUT. visual feedback is lying to us rn! the struggle on hook key used to be only animated, when the indicated key was actually being pressed. now it always looks like its being pressed. sometimes its late and i'm tired and stupid slip ups happen ^^
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@Milo said:
I kinda don't understand how you pressing the wrong key, had anything to do with the struggle key animation.
bc before the update it would have been still (as in NOT animated) when you did not press the indicated key -> visual feedback didn't lie to you -> less likely to die because of stupid slip up
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redacted
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same on lery's. these are regular bp.
(also, what is up with fengs hair in this screenshot XD)
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Just had the same problem. I got 2/15 emblems in a survivor game. Next survivor game I had 1 gold, 2 irridescent, but zero progress on the challenge. I'm on PC.
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There seems to be similar problem with the corresponding survivor challenge (20,000 bp in objective category). sometimes it gives little to no points, although i got a lot more during the match.
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Just had this happen to 2 survivors and the killer on suffocation pit (PC).
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This is not okay. I get frustrated often enough because as a green/purple rank killer I get matched more often than not with primarily red ranks. Can't even imagine how discouraging this must be to new players.
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It is way too loud and also completely unnecessary. Who needs a 2nd audio cue signalling their madness went up besides the screaming? It's already pretty obvious I think.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/478283#Comment_478283
Why do you think the scale is tipped too far in the killers' favor? The killer did their job, killed 3 survivors and got to the hatch before the fourth one, while the survivors failed every step of the way, ending in a 1v1. Is the scale not simply the natural result of the trial?
I mean that IF they give the last surv a chance to escape it should be feasible. If I have lost and am dead anyway (which is basically the case right now once the killer has closed the hatch unless the killer ######### up), kill me and end the game. Not give toxic killers the opportunity to keep me hostage for 2-4 minutes.
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@NuclearBurrito I haven't played a lot of killer in the past week but I have seen a few interesting situations in streams, thats true. I have nothing against the ecg as such, it can add an interesting element for both killer and survivor.
But they need to address the situations were the killer basically holds the survivor hostage during the whole ecg when they could just easily hook them and end the game. At least if it keeps happening anywhere near as frequently as it does now. If the other player was doing a hatch standoff at least I could concede the game by jumping into the hatch or hitting the surv.
I also think, that the killer deserves to win if the survs don't manage to finish the objective. Still, I feel like the scale is tipped a little too far in favor of the killers right now. In my experience it's next to impossible to get out as the last surv. But maybe other players fair better and the statistics prove me wrong. Who knows. It just feels like it would be better right now if they just skipped the endgame timer and killed me instantly when the killer closes the hatch because its pointless anyway.
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The thing is, I haven't seen a big difference so far if the survs win. No one is afraid and 12 year old survs are still tea bagging at the exit gates. Because tea bagging doesn't take 2 minutes. ecg is anti hatch standoff only. and those have always been both players fault. Surv won't jump until killer hits and killer won't hit until surv jumps.
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of course there is a difference. at the very least there is a huge difference in frequency. killers would sometimes slug survs to death before (and I've always hated that aswell, but I could live with it bc at least it was relatively rare). now its happening all the time. and there is no "as it should be" about it. when i lose fine, but let me out of the game.
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Yes, there are survivors that tea bag at the exit gates. But you can just chase them out as killer, it's a matter of seconds. Personally, I leave when there is nothing else to do, never saw the point of waiting around at the gates. Also never did hatch stand offs. Because I'm playing games to have fun, not to get bored to death. And I'm fine with having lost, when the killer closes the hatch. But please give me an option to suicide after that when I'm down or something. Because I havent managed to open an exit gate in that situation once so far. But I have been downed and held hostage until the end of the ecg plenty of times. And I also don't believe that this is something that will end. it's ######### behavior and a boring waste of time.
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@BoxingRouge said:
I thought the lunar event was bad...well, at least there are no non stop fireworks.
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I don't understand why this discussion turned into "who's got it harder". My experience is similar to Fibijean's, but that is NOT the point. The point is, that survivors can't get anything out of this event once their 30 vials are filled and it seems that killers can still get the extra bp. Which makes the experience worse for survivors AND killers because many players will switch to killer (= more time to fill a lobby) and fewer survivors will play offerings (= more games to fill vials for killers and not as many extra bp possible per game). If both sides could participate in the event for it's whole run time, it seems to me, everybody would benefit.
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Unfortunately, a lot of the randoms I played with so far just farm nektar and don't seem to care about playing the actual game. Some suicide, and even if they don't, by the time 1 or 2 gens are done, most survs have been hooked a couple of times and there no palettes left on the map. I like the halloween skins a lot and that we can unlock two of them via this event ist great, but unfortunately, the event mechanics are ruining the majority of the games for me. That is at least my experience so far.
(And no, I'm not whining because the game got harder or something. You win some, you lose some. As long as the game is fun, I don't mind losing (much ^^). But the majority of games right now are just pointless and frustrating.)
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@TheBean said:
Not sure if someone said this or not... Didn't read all the responses.Once you fill your vial you don't gain anymore bonus points for hooking survivors on event hooks.
So once you fill all your vials... Will you still be able to fill vials?.. I don't think so. So you won't be able to get any more bonus points for hooking on event hooks once you fill all 30.
So same problem for killers? Well, that decision just sucks than. If I rembember correctly (and I'm reasonably sure I do) in the other events you could still collect the extra bp when you had all the coins (or whatever). Why would they take that away...
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@Spicybarbecue said:
why not play killer once you have your survivor vials done?
ppl that 'main' either killer or survivor are the cancer of this game.
It takes 4 times as many survivors than killers to fill lobbies. The more survs switch to killer (what they likely will) the longer it takes to fill lobbies. You rather wait around in lobbies than play the game?
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In my opinion the thread createor is hitting the nail on the head. A lot of people have their vials full already and its been 1 weekend. This event is supposed to run for 2 weeks. If survivors can't get anything out of their offerings anymore (or hardly anything if they're lucky) then they will at the very least stop playing offerings and a lot of them will switch to killer games. From what I'm seeing in streams, its hard to fill a killer lobby already. Think one week ahead. The problem will only get worse.




