HPhoenix
HPhoenix
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- HPhoenix
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Comments
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@Rizzo said:
This is already a thing, when a new map gets released, the map repeat prevention is disabled temporarily and the new map has an increased chance to appear.
And if memory serves me right, it's disable for the whole week or two weeks?
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yea, me and my friends are having the same issue.
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@Annso_x said:
If you have them unlocked but not other licenced characters they won't be there. I think when you have all characters it just defaults back to them (or keep showing them if you don't have them) because they were the first licence added to the game. I'm not sure it's intentional but it's a nice reminder of how far the game has come.
Hmmm...you might be up to something. I'll see if it change next week when the new chapter drops.
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As for Clown being next to Trapper, Nooooot really, in my opinion.
He's somewhere bottom C tier last time I checked.
But I guess people have different opinion on where he is.
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@Evan_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523498#Comment_3523498
Oh yeah, Cigar Box is damn addictive, but... Clown ruined by Made for This? You mean the killer who gives himself 10% Haste while giving survivors 15% Hindered (19% with Bleach)? The toughest part is the 6s Endurance you never expect because MFT users go down like anybody else.
Clown shoun't be able to have little to any issues with MFT players if they are running Bleach. And yes, with bleach is 19%.
If you're running basekit gas then there might be a small chance of them making it to the next loop, pallet, window, ect, in my opinion.
Now, let's not forget that Rapid Brutality is around the corner, which will make Clown go from 10% haste with 5 second duration to 15 % haste, 15 Sec! (17 sec with Garnish) (This is assuming the Devs doesn't change value or decide NOT to stack with Clown's power) And if you guys want to see how that looks like, here you go!
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@Zeon_99 said:
Clown got nerfed like crazy after his "rework". Losing his exhaustion bottles was the nail in the coffin for him.
You forgot that Bleach got slap with a nerf to boot! (Was 5% slowdown)
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Somewhere this week, possibly Friday. If not, near the end of the month.
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Unbreakable exist btw.
Also, the last time I got slapped by Knock out was....
forever ago? The perk is fine.
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@Triplehoo said:
No, you're not tripping. It seems to be at least NA and EU servers that are down
Somehow Epic's DbD work just fine. So this must be a Steam issue.
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They are aware of these 3 gens being a problem. Give them time to fix this issue as things do take time.
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Its at 100% on survivor. It's 7 am EST and it goes 100% on killer around 6 or 8 PM EST.
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@Mandy said:
The 3 gen situation as a whole is being looked into, we are also going to revisit Skull Merchant, she has had some updates but we do want to address the 3 gen potential. Unfortunately neither of these things are quick fixes and with limited time and bandwidth it's not something that can be rushed out. However, we have not forgotten about these two things and they are actually being worked on.
Hmmm, I do have a feeling that one thing will get address first while the other thing will be address on a later date.
Like, "Hey, were droping the 3 gen update but we're going to bring a rework to Skull Merchant in a future Mid-chapter patch (or vice versa."
Either way, I am looking forward to both changes regardless how long it takes <3.
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@CorvusCorax86 said:
I have just returned to DbD after a couple of months hiatus. I've been enjoying the BBQ event and while the survivor experience is pretty solid for me I've been struggling with my Clown.
I use the following perks:
1) Nowhere to hide
2) Blood favor
3) Bamboozle
4) Lightborn
Any tips, advice? I noticed when there is a 3 or 4-player escape survivors have Prove thyself or Deja vu. Lots of perks that enhance gen progression. My chases are fine but in case the hex is found I have a difficult time.
Is Lightborn a "weakness"? Should I learn playing with the risk of a flash stun?
Any tips are welcome.
Corrupt, Nowhere to Hide, Jolt, Deadlock. Is what I am running.
Lightborn is not needed unless you're going against a squad of flashlight, as in more than 2 surivvors that have them. Blood flavor is a decent perk on him and Clown shoun't be vaulting windowns, in my opinion. But if that perk works for you then by all means! As for Nowhere to hide, it can come in handy since surivvors like to hide near generators. Just keep in mind that Distortion counters it.
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@Jay_Whyask said:
Killswitch Red head's pinky finger too.
Such a mind numbing ultra rare for no reason.
Leave Clown out of this conversation plz <3.
It's an add-on that I haven't touched since the Hatch changes. If anything, they can give it the Iri head treatment of NOT being paired with Gin bottle (Adds 2 bottles, making it 3 in total) and Soda pop (Adds 1, which makes it 2 in total)
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507952#Comment_3507952
no there was a bug on that map that required the kill switch, it wasn't switched off because it was being reworked.
What kind of bug was it? I know that you could hit people though fences, which was funny.
....
wait, didn't you used to get stuck somewhere in old Haddonfield? Was it that one? It's been two years so I am not sure.
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@Mandy said:
The simple answer is some addons can be reworked quicker than others without factoring programming time, QA time etc. Simple changes can be done by the Design team with little to no resources from other teams. Larger changes made to addons (or anything else), requires substantially more resources which need to be factored in and slot into the production calendar.
I am just going to assume that there is going to be an add-on shake up on Blight's kit in the works in some point in time.
Understandable never the less! Thanks Mandy <3.
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When you main Clown and I still get a stack by just walking normally out of range.
Pretty sure I still get three stack of Devour from time to time as Clown. The simple answer is to look for Devour or have someone hook dive before the killer get out of range. Even with that, killers are still going to get a stack one way or another. And if you still have a problem with Devour. Maps, anti-totem perk exist.
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Distortion exist btw.
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Here to remind you why the Devs won't remove DC penalties.
Basekit Kindred would be nice thou.
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And this is why the DC penalty will never be removed from the game.
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Doing Peanits a favor by posting this and why DC penalty won't be removed.
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@C3Tooth said:
I have this idea for long now, but as basekit instead of a perk. EGC starts the moment 3rd survivor dies, hatch closed by default. A chest spawn at a random place that guarantee a key.
This is also a solid idea, in my opinion.
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@Devil_hit11 said:
Add effect to bill's perk. Left behind.
then it will make Left Behind even less useful. If anything, maybe you can see the hatch within 12 to 16 meters. BUT it will rapidly drain the key's charges as a result if you use it.
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@brokedownpalace said:
I think this is a neat idea. I would love some kind of secondary effect, though. I don't think there needs to be a stipulation that you're the last one left for it work because you can only use a key when you're the last one left anyway. Plus if you could get the key anytime then it's a nice little bonus if you end up dying and a teammate can still benefit from your key.
Seems like a good idea then. So let's have it where you can get the key any time during the trial and if someone dies with the key, the key stays on the round.
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I wonder if bots are going to be 2x smarter vs a 3 gen merchant. 🤔
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@ReverseVelocity said:
Yeah, I think something along those lines would be cool. A perk that lets you open the hatch with your bare hands and/or rummage for a key would be neat, considering keys are so hit or miss now.
I think it could do with a secondary effect that benefits the user during the trial, though, even if it is small. If it only had the key effect then that might give it a reputation akin to Left Behind.
The only thing that I can think off as a secondary effect is giving it add-ons. However, Ace in the Hole does just that.
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@DrKetchup said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488943#Comment_3488943
Correction: You get a WAY stronger killer. Statistically speaking a killer confident in their ability to win will decide to stay with the lobby, while the other would dodge.
Solution 1: Lobby dodging will incur DC penalty.
Solution 2: Hide prestige until the end match score screen and hide items until the last 5 seconds of the lobby, where dodging is impossible anyway. Add DC penalty when ALT+F4 during the match loading screen.
But how would you know that you'll get a stronger killer? If you can find me prof in the form of a video that you'll get a stronger killer after you doge the lobby multiple time then I'll believe you.
about Solution 1: No, giving a DC penalty if you leave a lobby will never happen and that will cause killer mains to complain to the devs which will end up being reverted.
About Solution 2: There is already plans on making prestige levels being hidden. Survivors already can do that in the form on switching last second. The only thing that I'll agree with you is installing a DC penalty while in the offering screen, something that DbD Mobile.
But if you truly want killers to get punished for leaving lobbies then it would be fair for survivors to get punished if they leave lobbies as well and among other things.
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Problem with this is that the dev are planning on fixing her and this might take either the next chapter or mid-chapter. Is crazy that she get a pass on this upcoming update but surely they have a reason for it. For now, let just deal with this strats for the next three month.
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You're very welcome! :D
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No, they don't plan to nerf MfT any time soon. My prediction is that they might touch the perk later this year and if not, in the near future.
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@Peanits said:
We dove into this when we removed the Bloodpoint bonuses from BBQ & Chilli and We're Gonna Live Forever, but the gist is: We do not want Bloodpoints to dictate which perks you decide to use. Extra Bloodpoints, especially when the bonus is large, causes a lot of people to use a perk that they otherwise wouldn't have. This creates a situation where people feel the need to run that perk because if they don't, they aren't progressing as fast as they could be. This is not ideal, we want everyone to feel free to use the perks they want- whether they are the ones they consider the most useful or the most fun- not the ones that they need to in order to progress quickly.
This was a different story before the progression overhaul, but these days progression is much faster even without these bonuses. We're gradually phasing them out from various perks as they are updated.
I did notice that Prove Thyself's BP bonus will be removed next week. Will that be the case for the killer perks such as Distressing, Beast of Pray and Hex: Thrill of the hunt in the near future or will those killer perk keep their BP Bonus?
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Reasons why killers doge lobbies
-P100s
-multiple same items
Otherwise, queue times are less than a minute and you'll get another killer within seconds if someone doge your lobby.
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Pretty sure Mandy said that they wont change that perk.
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This have been floating around my tweeter feed early this week. This should give you guys a clear answer.
So expect this perk to get touched in the next chapter if anything, unless they tweak it for this upcoming mid-chapter.
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His old self?
Let's not bring his old self back. I remember the nightmares of him slowing down whenever he tosses a bottle. Let's not forget his 5 second reload as well!
If you mean old self add-on wise? Then sure. I'll gladly welcome his 5% slowdown on Bleach (currently at 4%) and Solvet Jug having exhaustion effect, even if it's worthless now. And by old self, you also want old pinky finger where the add-on didn't have any compensation. As in, run pinky with Gin bottle and it's back to 6 bottles.
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Sorry for being that guy but they already stated in the Dev Update that they are reverting that buff as it would have lead to tunneling.
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Questions:
-What killer were you?
-Which map?
-Did they bring toolbox?
-what perks did they have?
-what perk and add-ons did you brougth to the game?
I mean, that hella unfortunate that happen to you but I would love more info plz <3.
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I completed a rift challenge and automatically completed the rift.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3435947#Comment_3435947
Any chance you can share what some of the longer term options being looked at are?
I'm sure all of us, one way or another, are curious
Surely they will tell us in late June-early July's Dev update that will lead ot the mid-chapter. If not, then later down the line.
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Space/sky billy.
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Did one of these survivors used a hatch offering? Or pure RNG?
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Yup, it's happening on everyone as I am speaking to a few live TTVs. I though it was me but it seems that everyone is having issues.
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Yea I can see it now
Loop the killer near the hook survivors while two people work on gens.
We have two perks that counters camping, in a way, which is Kingship and Reassurance.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377578#Comment_3377578
Furtive Chase and Territorial Imperative are worse, if you ask me.
Oh yea....I forgot about those two perks.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376129#Comment_3376129
Beast of Prey would at least make sense on Huntress if they fixed a bug thats been in the game for years now. When she was first released her Lullaby worked a bit differently. Firstly it was directional, meaning you could tell which direction she was coming from based on her Lullaby alone. Secondly, she would stop singing her Lullaby if ever she was chasing a Survivor, and would instead start breathing very heavily, similar to what you hear in the lobby.
I think that aspect of her should return, it was thematic and would make her synergize with more obscure perks like Furtive Chase
EDIT: Or her own teachable, Beast of Prey
Yoooo, good times, I remember that since I started playing way back in 2018 during their BBQ event where gens were slushy machines, lol. In any case, Beast of Pray is the only perk I could think of that was horrible, unless there is another one out there that is wort of them all.
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I guess you never heard of Beast of Pray AND Buckle-up!
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I have no problem getting BP since I came up with, in my opinion, the best BP Famring build for 2023.
Which is Prove-thyself, Sabotaur, For the People and CoH.
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@Peanits said:
I hate to be that guy, but being able to win without even trying is the very definition of a matchmaking system not working. You're not being punished by having to try, you're being matched against people of your skill level. And if you really do want to relax and not take it too seriously, you can do that and your rating will adjust to where you can relax and still do reasonably well after some losses.
And as others have pointed out, a better matchmaking system was a very common request. The old rank system was not as unanimously loved as you might remember.
I remember the old days withouth MMR, lots of shenanigans among other things.
good times, lol.
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Here you go:
@Menowa1801 said:
First Bug: After complete gen with merciless storm the skill check won't disappear, and you can't wiggle cause there is no wiggle bar if you're on toggle mode. It only disappears when i got to phase 2 on hook and have to do my struggle skill check.
Second Bug: After being hooked by The Onryo you got stuck on the wiggle animation (both on and off hook) and you can't vault window.
Additional information: This happened to me on Red Forest - Temple Of Purgation
https://us.v-cdn.net/6030815/uploads/WE4UA4NE1R2L/floating-while-being-heal.png
https://us.v-cdn.net/6030815/uploads/6MWM92E12503/floating-healing.png
https://us.v-cdn.net/6030815/uploads/QBXOLZGICFFU/floating-on-hook.png
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This is how it looks like btw:








