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HarlockTaliesin

HarlockTaliesin

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HarlockTaliesin
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  • It's been intermittent for me, and the variables are all different. It's not just while in a trial, either. I had one where I'd just loaded into the game and was sitting on a character screen for about a minute or so while I was doing something else and the game just closed. No errors, just gone.

  • Most chase music is excessive. Add to it when the killer being played has more or less permanent sound effects (Blight/Wraith snarling, Spirit wailing/crystal sounds, etc.), and it is a lot of noise when trying to listen for other things going on.

    It's particularly annoying when playing the killer. I wish the game had an option to turn down the killer sound effects for the person playing the killer.

  • @Remedicist said:

    I've noticed three things recently:

    • I tend to have a connection icon above my portrait in-game in some matches
    • I'm getting into matches in less than 10 seconds on both sides
    • My own internet connection has been great whenever I check on it

    So, the only thing I can assume here is that the game is placing me in servers that are not in my own region in order to place me into matches quicker, which causes me to have poor connection at times within those matches. I've seen myself vault a window and teleport back behind it, as well as save a person off hook and have my animation stop. Has anyone else been experiencing this? It has been making my matches rather unenjoyable when the issues do occur, and I would certainly wait longer personally for a match that is within my region assuming this is the issue.

    This has been happening since summer, not too long after the big perk meta shakeup patch and the game lost a lot of players. To keep matches firing in a timely fashion BHVR seems to have expanded what regional servers players can connect to. Which is very unfortunate, considering the large amount of latency issues it's causing.

    I had a feeling they were doing this when they did the ping meter revamp that took away the ability to see your own ping in the lobby and added generic ping/packet loss icons. Very bad form. The least they could've done was given players the personal option to select in the UI on whether you wanted a faster queue time or not. I'd rather wait longer for a match on a server in my region and with/vs other players closer to my MMR.

  • As @fake said: "If you are hooked at the beginning of the game, you lose one of your three lives. This means you are more likely than other survivors to fail to escape before the end of the game."

    If I'm found w/in the first 60 seconds, I'm out. No time in = no value to me. It's more effective to go immediately to another trial where I can invest in that.

    What the OP said is also true, certain killers are annoying to play against to the point that it's not even worth the effort from the time you spawn in. For me it's mainly Legion and Bubba. Tedious trial where even if you win it wasn't fun and doesn't feel worth it, and insta-down facecamp king to the point where even the devs can't do anything about it.

    With how deliberately bad BHVR has made solo queue, you make of it what you can. Nope out, trial shop until you land in one that's at least got the potential to be fun and fulfilling. That and the occasional tome entry is all solo queue is worth.

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260293#Comment_3260293

    OH pls don't give such advice. If the killer actually does that the other survivor could report that with video proof and both the snitch and the killer can face consequences

    Indeed. Also, if the killer was any good they'd catch the hiding survivor. Hiding survivors are limited by how good the rest of the team is. Since there's only a few places/patterns that can be used to successfully hide on most maps, it doesn't take long to find them. I consider it a subgame when playing killer. Take out one or two survivors, give the rest PTSD, then find the hider. Take them out then let the rest go. If any of the other survivors point out the hider, I hook them too. You do your job, I'll do mine.

  • No one's forcing survivors to bring toolboxes/med kits/flashlights. And yet, here we are.

  • With how prevalent stacked toolboxes/med kits/flashlights have become in every lobby, Franklin's is the go-to to help manage it. I hate having to run it all the time on my killers as there're other perks I'd like to use instead.

    Right now, though, there's no better way around it. Every lobby has become the same. All four survivors are carrying something that will either gen rush, troll, or fast heal. And it's so valuable to the survivors that half the time after knocking something out of their hands, they'll actually stop to pick it up so it doesn't lose charges in exchange for getting downed/hooked.

    The rare instance where the survivor group isn't carrying anything or it's just one with something, and I can run a different perk setup, it feels like Christmas.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260216#Comment_3260216

    How would the player selectable icons work? Would we able able to choose which types of people we want on our team?

    Because if I could choose, I would always want 3 other people that were good at looping and chases with the killer.

    I was thinking each player would select what role they're playing, or specifically what they're good/bad at. This would appear as a menu in any survivor character screen. Could be universal or per survivor, depending on what works best or what most people prefer. UI layout and whatnot would be whatever fits the theme and functionality of the existing UI.

    If it works out to code in a Looking for Group/Looking for Player option, you could select what you/your group needs.

  • @ProfessorDunwich said:

    I firmly believe these remarkable individuals should get an option to activate an icon by their name in the lobby. The icon would be a crying baby (no particular reason, just the first thing that popped in my head). This crying baby icon would say the following.

    "I am true role model of a person who will immediately DC or kill self on the hook if I am the first one downed, regardless of how many gens are done. It is best if you volunteer to be the first chased/downed if you want a chance of winning. Cherrio."

    @Lost_Boy said:

    It's definitely a serious problem with solo queue. I run lethal pursuer in most of my builds & the amount of players that quit after getting downed in like 30-40 seconds at the start is unreal. It's basically 1 perk that allows you to get a fast down and then it's pretty much irrelevant unless you're running more tracking perks. It should be pretty obvious that the killer had that perk when they basically come straight at you. Suck it up and carry on playing, you basically just got unlucky.

    If I have a killer roll up on me in 30-40 seconds or less, before I've had a chance to do much of anything meaningful that would make staying in the trial worthwhile, I'm definitely out.

    But the OP presents an interesting idea. Adding lobby/in-game icons (or even selectable matchmaking options) that would help notify other survivors of your strengths and weaknesses right away, so others know if they can support the needed roll for the group (or the game can match solos up better).

    For example, I suck at looping on survivor. Easily half of the time or more a pallet won't fire for me no matter what I do. However, I can stealth around and ninja both gens and people off of hooks really well, have no difficulty locating/taking out totems, and am down to heal someone anytime. If I can be matched up with someone who's strengths are looping and getting/keeping a killer's attention, it's perfect and I'll stick it out the full trial even if it goes bad in the end.

    Coding in player-selectable icons shouldn't be very difficult at all. Taking it a step further and using these selections to code in secondary matchmaking criteria I wouldn't see as being all that more difficult since they have the base structure for it already with MMR. Player type (Survivor/Killer) > MMR > strengths/weaknesses selections.

    They could set it up the same as MMR to a limited spectrum, so if there's not an exact match it can grab the nearest one. Many online multiplayer games have done this since the inception of online gaming, and it's standard issue for MMO matchmaking.

  • It can be annoying if there's no hook in range to "surf" the survivor's wiggle towards.

    I do get a kick out of it when I'm doing a "Hook X Survivors in the Basement" tome entry and running Iron Grasp and Agitation. Pick up someone running Boil Over and power walk to a hook like it's nothing, with them spam grunting the whole time.

  • It's a pretty obsolete mechanic that can be done away with. It's particularly problematic on certain maps like Midwich, RPD, and Lery's. Some other maps RNG can get wild, too.

  • Were you the obsession at any point, then it switched to someone else being the obsession? It's possible the buffs got stuck on you for some reason, it's not unheard of.

    Otherwise, are you certain you had the buffs (tested it)? After the first (non-obsession) survivor is hooked all survivors will have the Dying Light icon. The obsession has a blue icon indicating the buff, the other survivors have a red icon indicating debuff.

  • @staffilokokk said:

    Not spending bps in bloodweb irritates me the most, but POV killer shadow, what the ######### is this, excuse my language, but its been here forever, what the ######### is wrong with shadows, i know its gilarious to see this goofy ass shadows, but it not been at any topics for discussion, when you going to fix it bhvr and fix it at all?

    ...what?

  • Nurse, Blight, Hag, Artist, mainly. Nurse I'm complete ######### at. I do ok on Blight against low to low-mid range MMR survivors, but above that and I don't have the muscle memory. Hag I've always found annoying to play, but I think it's because I lean towards high-speed killers and don't have much practice setting up a trap web on her, or how best to land a hit after teleport. I like playing Artist to some extent, I just need more practice and to try out some different tactics without eating losses.

    I like playing Deathslinger and Twins, but they're so limited in many matches (particularly at med-high MMR) that I don't use them that often. I'd like to play them just to play them sometimes, and bot games would be decent for it.

  • @tippy2k2 said:

    Yeah, I've never really felt like this before and I'm honestly not sure what it is.

    I've been playing for quite a long time (relatively at two and a half years now) so maybe at this point it's just natural or if all these changes have just made the game very...stale (while the meta change was great, all it did was shift the meta to a bunch of really boring gen slowdown perks that really screws over solo queue players like myself). As a survivor, I'm constantly getting curb stomped but because it's all gen slowdown perks, it's a boring curb stomping (like....death by a thousand paper cuts curb stomping). As killer, I'm finding less and less challenge as either the game thinks I'm bad and keeps putting me against bad survivors or I've somehow hit a point where I'm just really good (unlikely but always possible!).

    The Halloween Event was super fun and I played a bunch of it as the side quests made it so that I could get curb stomped and still have lots of fun but without it, the cracks the game was showing are becoming wider and wider...

    This is the same for me. I had a lot of fun during the Halloween event. To the point that it didn't matter so much which side you were playing and who won, it still felt fun and that you'd accomplished something. Without the side objectives of pumpkins/void energy/going for other event challenges, it's a stark comparison as to just how limited and devoid of interaction the trials are.

    Right after the Halloween event ended I played a few trials on both sides but couldn't get into it. Everything seemed so bland. While the event was on I played at every opportunity, and now I'll pop on to get my dailies done but there's no real motivation beyond that. Even then most dailies I just recycle until something pops up that seems fun, which often takes days to get to show up.

    I'm glad to see it's not just me, both on the forums and in the game. At least half the trials I'm in, no one seems drained of motivation. Last night I had a trial with a Blight that didn't perform a Rush the entire time. Just wandered around letting survivors hit them with pallets and following them while regular running for chase points. Didn't seem to be a new Blight either, based on the cosmetics. Also, having a Blight just low key walk around following you is goddam terrifying. They seem somehow less scary when bursting around snarling.

    TL/DR: The game feels aggressively meh now with the event over. I miss the kicky punkins.

  • I'm still burned out on RPD from the weeks of non-stop spam of it after they released the reworked maps. I hate seeing it on both survivor and killer.

    When playing killer and someone actually brings an offering for it, I make the lives of all survivors a living hell for as long as I can, and try to give them all a bleedout death just to make it suck longer. When playing survivor and someone brings an offering for it, I leave or wander around doing totems/chests then throw pallets until I'm caught.

    Seriously, stop offering this.

  • @FreddyVoorhees said:

    What do you think about them ?

    Some think that only noobs have those so they leave the lobby. But players holding the key might have killer tracking add on, or those with the map might have the add on that makes everybody see the map reveals. I feel like there is some stigma against these items when seen in the lobby..

    If I use these they are mostly of iridescent quality and the addons being mostly the ones mentioned above. And gameplay role depends on the item too. But I rarely use them.

    When playing killer I prefer it. Means they're not holding toolboxes or med kits. When playing survivor it tends to be kinda meh, as they're either going to skulk around waiting for the hatch or they're noobish and think those items are way more useful than they are.


    @Seraphor said:

    I barely even think about it.

    Only time I get 'concerned' is when multiple survivors switch to flashlights fairly late in the lobby. But as long as I'm not playing Wraith or Hag then I'll just play normally and do what I can to avoid flashlight saves.

    It's annoying on Hag, but makes little difference on Wraith. Run Franklin's, smack the flashlights out of their hands. Some will pick them back up right away giving you an easy hook or the opportunity to knock them out of the other survivor's hands who come to save the first survivor. Others will DC or hook suicide immediately because they can't play without it. If needed you can play Wraith as a generic M1 killer until you disarm the survivors or push enough away to get a downed survivor to a hook safely. You can't do that as well with Hag.


    Indeed. Though I wish the meta would change. I'd like to run something other than Franklin's for 4 out of every 5 SWF trials.

  • @drsoontm said:

    https://us.v-cdn.net/6030815/uploads/0P4S0YSE7JIX/gonagai.png

    Somebody can tell me what kind of skin this is? First time I see it.

    Bullseye for killers.

  • A lot of people only play when events or new tomes happen, then afterward they go back to playing something more fun. The ones that stick around for the times in between are usually players who can play decently so each trial isn't a solid crap show for them, or players who have invested enough time/money into the game that they're somewhat anchored to it.

    Happens every event/new tome. Population spikes up, then drops back down. Although it's possible you're just having a string of bad trials, more likely you raised your MMR on the event potato groups and since they're mostly gone you're against the game's regulars at an MMR too high for your newness. As you improve at the game and/or lose more trials your MMR will level out to be somewhere in the range of players you can compete with.

    Though with the way BHVR priorities fast match queues over fair matches, take that with a grain of salt.

  • @IlliterateGenocide said:

    Victor: By Himself

    the nemmy zombies: they frail

    the legion members: assuming they can only come 1 by 1 like the trials

    The Pig

    ghost face: because his advantage is stealth and I know he is here

    the hag realistically she is a frail girl. and unlike dbd I can block her hits if i have a decent reaction time and she needs time to draw her symbols

    not many, and even less if they are with there companions

    "Victor: By Himself"

    Funny and accurate.

  • @Dionysus42 said:

    There it is, friends. The harsh truth. It will make it possible to play the game without dealing with the toxic community, without the cheaters and BMers. After that, Killer bots should be implemented as soon as possible, of course. Playing with three other bots won't be any different from existing soloq anyway.

    Agreed, though maybe a lesser percentage of them vs public matches as it'll usually be harder playing against other people than bots, so the harder aspect should reward more. Something like public matches receive 100% of current rewards, bot matches receive 60%-70% of current rewards.

    Or keep it how it is now and increase the rewards for public matches. Bot matches give 100% of normal, public matches give 130%-140% of normal.

    Could even make it variable based on the rarity of killer or killer/survivor map combo used. The more rare the killer (hence weaker tier) the more rewards you get for playing (ex: playing Twins or Deathslinger gives a reward boost vs Blight or Wesker). Playing Trapper on the Forsaken Boneyard map gives a reward boost.

    I'd tend to think this would be faster and easier to implement right away with the existing game setup, then whenever (if ever) the devs get to revamping the maps for better balance they can remove or readjust the bonus rewards.

    Either way, I can't wait to play around with the bots. There's a bunch of killers I like playing but rarely get to because they're just not viable above a certain MMR.

  • @the_dempsy99 said:

    i hate the ones that make your throw the game, like hide in the killers heart beat for 60 seconds and stun the killer 6 times in one match have one for looping or something like have the killer chase you for x amount of time, like you cant even do hatch challenges anymore use a key to open the hatch and escape i tried that so many times and failed

    For tome challenges, the worst combination of words ever used was "in one trial". It causes more game throwing, trolling, anger and disgust than anything else. Except maybe spawning into a trial and hearing a Nurse's scream.

  • These types are always clueless. In a recent end game chat someone tried to whine at me about not doing anything but locker hopping, as apparently every time they got hooked they saw me leaving a locker. They never bothered to consider that I was leaving a locker, or that one of my perks was Flash Grenade, or how I had three times their BPs. All they had to work with was they were on a hook and needed to project blame on someone else.

    I really wish humans evolved the ability to make stupidity hurt. Like your subconscious is able to evaluate a situation and make general/reasonable calculations and determinations, and if your conscious state doesn't pick up on the same thing or something close to it, it sends a sharp jolt of pain through your body.

  • @EntitySpawn said:

    Some context, was on a map notorious for a 3gen, I forget the name but it has 3 gens 1 side, 3 the other and 1 in the middle (maps like a bone shape)

    We completed 3 gens, the 3 gens competed I had worked on. People was giving up on first hook (had 2 gens done by the time the killer got 1 hook but as soon as people got hooked they instantly killed themselves) I assumed people was killing themselves due to the 1 survivor just crouching in the corner not doing anything, but apparently I'm to blame?

    I'm green block, they're black block in the messages. Resil = resilience

    https://us.v-cdn.net/6030815/uploads/UNBBIU67OMJ7/20221104-201516.jpg

    As you can see I first though they messaged the wrong person, surely cant be messaging me "****** r u doing?" But then they blame the gens on me even though all 3 gens that got done I did 60%+ progress on (more of that in other messages)

    https://us.v-cdn.net/6030815/uploads/EUL4BVYP6HNB/20221104-200745.jpg

    https://us.v-cdn.net/6030815/uploads/6YS7FNXZYZ13/20221104-200810.jpg

    Me explaining all the gen progress I did across the map being efficient, even taking notice of the gen he blocked and running to that asap (even though it was on the smallest amount of progress)

    https://us.v-cdn.net/6030815/uploads/2GCK6AG18XDG/20221104-200846.jpg

    In the end I gave up messaging, versing a killer with no gen defense and I manage to do 235% gen progress and only 3 gens get done is not my fault, this wasnt even a long game but everyone gave up on first hook. I even got their gen they blocked to 90% (didnt include that in the total progress as 2 was dead by this point, if I counted it that's 305%)

    Yet some how, doing that progress on gens and being chased a few times before the killer dropped chase makes me worse than the teammates hiding on a hill... my 22k to the next person on 10k..

    Like really... god its embarrassing calling myself a survivor main at times

    No reason to this post, hope you enjoyed story time lol

    I did the same thing you should have done: didn't read the conversation. Play the game, ignore/relish the salt.

  • White Glyphs are the easiest ones to do. They used to be the worst as you had to escape with them to get credit, but that was changed some time ago. The glyph is always located a short distance from the basement, and there's an icon for it that will be visible to you to find it.

    Also, the Blue ones are easy as well. The debuff you get from them only lasts about 60 seconds.

  • @Hex_Llama said:

    I liked it. Having an extra tome with (mostly) simple challenges; free cosmetics; extra task to do that involved a little strategy but wasn't super difficult; pumpkins to kick -- I will miss it now that it's gone.

    Indeed. I just played my first few matches since the event ended, and they were so boring by comparison. The event gave a nice side objective that was also supportive of the main objective, and even if you lost you still got some nice points. Now that it's back to the same old routine, I really don't feel motivated to play. Think I'm actually going to call it way early tonight and maybe play some this weekend.

  • You can't go through the bloodweb of a killer while waiting for a trial to start unless you're on that killer. You can't swap between killer/survivor to burn through opposing bloodwebs, either. So you have to set aside a chunk of time to do it.

  • @Saitamfed said:

    Hey BHVR, I get it, the mobile version is done by another team but that's not excuse for not improving your game. I mean look at those cool mori's animation.

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

    Wow. Now those are some badass moris and cosmetics. I'm not even into cosmetics (unless it adds to the survivor's stealth) but both the killer and survivor cosmetics on mobile are definitely something I'd consider.

  • @HoodedWildKard said:

    Recently started playing Oni, and I've noticed that his lunge/hitboxes seems smaller than other killers. I'm missing lunges that I swear I would normally hit with demo or ghostie

    Same with doctor as well, feels like their weapons are shorter or something. Anybody else noticed this?

    I don't play Oni that much, but I noticed the issue with the Doctor a long while back. When playing him I have to get closer to the survivor to land a hit vs playing most other killers. Never could find a solid answer as to why.

  • @Satelit said:

    He doesn't look like a deformed turkey-penis thing with a vagina with teeth anymore.

    This.

  • @TDtheDoc said:

    The devout emblem bug might be part of the problem.

    First thing that came to mind.

    There was a bug for a while where the last kill/sacrifice wasn't counting, so your Devout Emblem was always shorted and it was fairly impossible to double pip. Rumor is that's fixed, but I've not tested it.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3244725#Comment_3244725

    You can guess it ingame when you see the Ping. I am on EU and whenever I have a high Ping I am most likely connected to East Coast US (so something from 110-150).

    Sometimes, I guess it happens when Servers in your region are full, you get connected to other Servers. Funny thing is that usually this involves all players, so even if I get connected to the East Coast, I am not playing with US-players, I am playing with and against 4 other EU-players who also have high ping.

    What sucks is BHVR took away your self ping meter in lobbies, so you don't know you're lagging out until you're in the trial. If the lag is bad you either have to try to function with it or AFK until the trial is over/you're dead. Not really worth pulling people from all over the planet together just to have a ######### trial. Would rather wait longer for a better connection/closer MMR setup.

  • There's been an audio bug for ages when survivors DC. It keeps looping the injured sound effects in that spot until the trial is over. The visual bug is a nice touch. I wish I could get a Dwight stuck to my M1 and use him as a melee weapon.

  • There isn't a problem with zombie AI, from a code standpoint. It's that it's tuned way down.

    When Nemesis was first introduced the zombie AI was great. Downright vicious at points. Insert enough whine/#########/moan and it was nerfed. Now it's tuned down so far that they're barely above pieces of environment.

  • @DredgeyEdgey said:

    Title mostly just path logic improvements instead of being a tree hugger


    There isn't a problem with zombie AI, from a code standpoint. It's that it's tuned way down.

    When Nemesis was first introduced the zombie AI was great. Downright vicious at points. Insert enough whine/#########/moan and it was nerfed. Now it's tuned down so far that they're barely above pieces of environment.

  • The percentage multipliers (if they're flat multipliers for all points earned, for example) are added together then calculated against the base amount of points you earned, and then that amount is added to the base points you earned.

    So if you're getting +100% from queue bonus, +100% from the Bloodhunt, and +100% from a BP offering, it'd look like:

    [(100% + 100% + 100%) x (Base Bloodpoints Earned in the Trial)] + (Base Bloodpoints Earned in the Trial) = Grand Total


    So if you made 40k BPs in the trial, in the above scenario it'd be:

    [(100% + 100% + 100%) x 40,000] + 40,000 = 160,000BP

    or

    (300% x 40,000) + 40,000 =160,000BP

  • The last half of the comic is page after page of people mending with ######### repetitive music in the background.

  • @SeannyD115 said:

    Basically 99 the gen then spam vaults or lockers and hope a teammate doesn't come over and finish the gen

    This worked for me. Plus the killer was a Wesker, so I only needed them to take two steps towards me from the other side of the map.

  • Some maps have this issue, particularly if the survivors have a perk loadout specifically to avoid hooks. That map is one of them. It makes matters worse when an artificial hook dead spot is created due to sacrifices, which is an old mechanic that hasn't been removed from the game yet.

    As previously said, bleed them out and/or make other survivors waste their time coming back to heal them back up. You miss out on hook points, but dead's dead.

  • With the recent large drop in player base, BHVR appears to have expanded the region fencing to allow players from outside the typical player areas to mix in to fill lobbies. Some I'm sure are using VPNs, but with the volume and frequency of it happening it can't be everyone.

    I'm based out of the US, and I've had players in lobbies from Europe, Russia, China, India, South America, and other locations. Usually get a few each play session.

  • Would recommend Steam over Epic for pretty much everything. Better service/system/support, and no cross progression BS.

  • I wish there was an option to auto bypass the video that plays every time you start the game, followed by the info about how the game saves. You can hit a key to skip it, but many times I have to finish something up while getting ready to play and I'd prefer it auto skip both so the main menu is up and ready to go.

    Some kind of slash switch you can add to the game's shortcut or an option in-game.

  • It's not delayed. The test that was ran on the PTB for it was mostly just to see if it would work and what major issues would immediately come up. There hasn't been an official release date given yet for it going live. Rough estimate most people are giving it is sometime between now and first quarter of next year.

  • @Volcz said:

    Let me start this by prefacing that I am an aggressive type of player. I like to run the killer & put pressure on them by doing gens. I am the type of player to take protection hits/even go down for you when able so that you can escape. I always try to save at end-game rather than just leave, unless they're face camped with an instant down killer or typically in basement unless I have help. I generally think I am good teammate to have.

    Anyways, I started to experiment with an end-game build and its been awesome so far. This was specifically b/c the quality of my teammates. I would normally never run a build like this.

    The perks are: Wake Up!, Fixated, Adrenaline & Sole Survivor.

    13/13 escapes so far when this end-game situation is forced. May update in the future. Trying this build for the next 2-3 weeks. Loving it so far.

    Adrenaline = never play for hatch, let the killer get hatch. Immediately get on gate, takes about 10 seconds or a little less (never counted but its extremely quick). Depending on the killer and their playstyle though. There were some matches where I knew getting on the gate right away was a death waiting. This was specific to high mobile killers like Blight, Nurse or even Wraith, depending on where hatch spawned. Guarantees you to take a hit if for some reason, you don't power the gate all the way in time. Very strong.

    Fixated = at that point in the match, everyone knows it is over but you have a final say in how it ends. Stealth around the map w/o running and being seen. Big help to moving around the map, esp against the sweaty killers who slug and use slugged person as bait to catch you.

    Wake Up = self explanatory, boosts gate open speed and lets you know where the gates are if for some reason you didn't know.

    Sole Survivor = 50%+ gate open speed and no aura reading within 24 meters (3 survivors dead).

    I have some questions though.

    1. Does Wake Up actually stack w/ Sole Survivor? Wake Up's detail says that 'once all gens are powered, you gain a 25% speed bonus to opening gates'. But obviously in the situations I'm focusing on, not all gens get completed. Whether its 1,2 or 3 gens left, killer closes hatch and I get the gate aura to let me know where they are. What I don't know is if I'm getting a 75% boost to opening gates (50% sole survivor boost, 25% boost from Wake Up!) or just the flat 50% from Sole Survivor. If Wake Up!'s boost didn't come into affect, why would the gate switch's aura show up after hatch gets closed?
    2. Does MMR actually increase with gate opens, regardless of criteria? I believe hatch escapes don't improve your MMR since its a last ditch effort to get out and you have no other option. However I always thought (since SBMM came in w/ MMR) that gate escape = MMR increase. Or does gate escape only increase MMR if all gens are done and the end-game comes naturally?

    B/c my main point in running this build was to get out more often than not in matches where I was otherwise nearly guaranteed to die, however I have no clue on how this type of play affects MMR. Am I increasing it? Or is it not going anywhere? Don't get me wrong, its a very satisfying build to run in those matches where you are doomed to die but you have this card up your sleeve. But if it doesn't increase your MMR by escaping out the gates YOU have powered, then whats the point?

    Sorry about the longer post!

    Also, for Sole Survivor it's no aura reading (outside of killer instinct) outside a max of 72 meters. It's a 24m aura block per survivor killed.

    You'll still want to be leery of killers like Legion and Pyramid Head, as their powers can cause killer instinct and still reveal you.

  • I wish I had the option to go back to the old icons for the RE characters. I don't care for the new ones, particularly Jill's. She looks stern/stoic/badass in the old icon, while in the new icon she looks rather soft/timid/scared, which is not Jill Valentine at all.


    image.png


    vs

    image.png


  • Mine got hung for a long while granting no credit regardless of how many times I escaped. Only got the first credit after being on a team that pissed off a killer so much avoiding every hit they tried to land that they DC'd. That managed to count. After that I was able to get the second credit on the very next escape with no issue. Just another bug in this latest release.

    1. The killer needs to have free void points available. If they have none, or have already maxed and turned in 30, there is nothing to transfer.
    2. You need to have room to accept the points. You cannot have maxed 15/30, or turned in 30.
    3. You need to land a stun on the killer by any means while meeting the above criteria. Pallet stun, Blast Mine, wiggle free, DS, etc.
    4. Develop a nice, deep hatred for the people that came up with challenges like this, reviewed the idea and greenlit it, coded it into the game, and internally tested it, all without a single one saying "this seems excessive".
  • @Maxitolliony said:

    distraction, healing, no tracks, self res. all unlimited with no penalty's and also going through floors is so balanced.

    like people who don't run boons are just throwing since having 4 on all corners of the map is legit toxic since you need to break all 4 and thats wastes so much time and buffs swf.

    Shattered Hope is a General Perk available to all Killers. In the game files, Shattered Hope is called "Boon Destroyer".

    ^^^

  • The game plays differently every trial, depending on map/players, even on PC. With the way the game keeps repeating maps several times in a row lately, I've been noticing more oddities each round. Sometimes the map will run only poorly, other times it's a glitchy lagfest. I've tried it across several different PCs with different hardware (all of it with modern tech and current drivers/firmware) and on different ISPs. There's no real reason other than "non-optimized spaghetti code is <insert fart noise>".

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