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HectorBrando

HectorBrando

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  • Europe has Killer incentives sometimes during nighttime close to midnight.

  • @RoastedGarlic said:

    https://forum.deadbydaylight.com/en/discussion/comment/3283265#Comment_3283265

    I will never understand why people say this all the time. Some people legit quit and don't come back and that just hurts everyone overall as the player base slowly dwindles. Its not even like tc doesn't have valid criticism. Everyone who plays the game should be demanding that we get to see ping in the lobby. It shouldn't even need to be asked for since we already had it and it was taken away from us without a single valid reason as to why.

    I my self am tired of getting killers with massive ping issues and getting hit half way across the map. I am also tired of survivors teleporting away with their red ping shield.

    I think its because "I QUIT!!" threads sometimes are people seeking attention and many users get tired of seeing them, when I played WoW in vanilla seeing people on the forums making those kind of threads only to see them on the server the next week was a bit tiring, eventually the comunity started to taunt them with responses like "see you next patch/reset" or stuff like that.

    Not saying this is the case, OP cites real problems and as you say people quiting over valid concerns should be listened to see if they can be fixed, the "Ok, cya, close the door after you exit" mentality isnt good either, you may end up killing the playerbase by ignoring.

  • But is holding W a choice from the Survivor or is the only viable option left? Maybe the root of the problem is not people playing like that willingly but something forcing them into pressing W.

  • Yeah, sometimes you just happen to tunnel someone because the person sucks at not being spotted and the other three dont.

    For me tunneling is when a Killer targets the same Survivor over and over AND has intent on doing it, if it happens by chance or because the Survivor is very bad I wouldnt call it tunneling.

  • I usually just hook them again because people who want out may become disruptive by spamming fast vaults or go afk and then the crows start spamming notifications. I understand the sentiment about making them stay but in the end is not worth a headache and I play to play, not to police players.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282639#Comment_3282639

    You can, you can slow vault the window.

    You can choose to not drop off a ledge and activate Balanced.

    In any scenario where you're choosing not to activate them, you're not being chased by the killer. You have zero reason to drop off a ledge in chase and not take the speed boost, and if the killer is close enough that a slow vault will result in a hit, then you'll want to trigger Lithe.

    I think he means deciding when to activate them like you are being chased, reach a L/T, start running it and once its time to leave because its exhausted then you decide to activate Lithe and gain the speed burst to exit the tile, at least its how I understand the "on demand" thing.

    If thats the suggestion it would make them superbusted.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282086#Comment_3282086

    So does that mean i can report people for Intentionally killing themselves on the hook, DCing or going AFK as well? Because all 3 of those would be "Refusing to participate in the normal gameplay"

    Thing with the bans is a bit like cops issuing fines, something being worthy of a fine doesnt mean the cops are going to always go with it, for example if you park your car a few cms over the zebra crossing you may get fined but usually cops dont do it if its only a very small space.

    A lot of minor bannable things in most games work a bit like this, you are technically breaking the rules but they just ignore it because its not something THAT heinous.

  • It was a joke about how absurd the entire situation is where the spectator, the Killer and the Mikaela go AFK for 2 hours and come back to find the match exactly where they left it.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282339#Comment_3282339

    They got rid of all that because Blendettes proved to be too good at hiding in plain sight, which is not something devs wanted. It wasn't to curb down on griefing.

    It was two birds with one stone.

  • Right now there are a Steam thread "I hid in this locker to avoid Tombstone 2 hours ago, had dinner and came back and Im still there" and a Reddit thread "this Mikaela hid in the locker to avoid me Tombstoning here 2 hours ago, had dinner and came back and she is still there" each with a similar photo but different perspective.

    P.D. Thats dedication on the Myers side...

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282138#Comment_3282138

    That Claudette example does not hold up IMO. The tactical advantage of Blendette was using it to get the Killer off your tail. "Just find her" is not playing around the tactic.

    I wasnt talking about blendettes juking you with their natural camouflage, more about "tactic" where griefers would enter the game, burn a purple mist offering, go blendette for the entire game with no desire to fix gens, interact with the team or even find the Hatch to waste your time, I had a few back in the days and while it didnt prevent me from ending the game as you eventually found them it made it a slog, luckily they got rid of all that. Pinhead sitting on the box with Ruin, not letting Survivors pick it and not picking it himself is similar and is just "fix gens through chainhunt and Ruin" but come on, there is no reason to play like that unless you want to troll others.

    Both instances the receiving end can technically end the game but its going to take a pointless amount of time, as Edgard said, they really should get rid of these kind of troll "tactics" even if they have counterplay. And there were and still are plenty of these "tactics" where technically people are not breaking the rules but making the game as unpleasant as they can, its like the locker save bully squads or Killers downing the last person, picking, not hooking, downing again, rinse and repeat to avoid bleeding.

  • With how little time the Knight has been live and his sheer amount of bugs I think its a bit early to really say how good/bad he is or going to be, people said Blight was awful at release and just discount Hillbilly and it turned out he is the second strongest Killer in the game after fixing several of his bugs and putting hours.

    Altough I admit it doesnt look like he is going to be better than Clown.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282282#Comment_3282282

    No one bringing up counterplay options to this has stated that this should stay possible in the game. OP made this topic stating that afk pinhead on the box holds the game hostage indefinitely is just simply not true and people are pointing out how that is the case.

    Maybe actually read the topic before you start implying that people want to keep this in the game.

    Well you quoted someone post where he claimed these kind of troll tactics shouldnt be in the game and it would be better if they were eliminated because they are used mostly to grief and I quoted your quote with another argument in favour of getting rid of it even if it has counterplay.

    Now relax, no need to be caustic, Im not implying anything, I was just supporting his argument and quoted you because you were the last person I saw replying to him, its not a personal attack but if you really feel that way dont worry, I can just eliminate you from my message and quote Edgar as a continuation.

  • Where did I said you were making that claim? I was stating things having counterplay as an argument to not getting rid of them is not a valid argument.

  • Yeah I dont think I like these Killer cocktails that much, can I ask for something else?

  • @GentlemanFridge said:

    The patch notes tend to have a lot of grammar and spelling issues. As long as it's clear what they're referring to, it's not that big of a deal, imo.

    This, I think its because the patch notes sometimes use the internal name of stuff, Hag traps were called "Phantom Traps" early in development.

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282142#Comment_3282142

    It hides blood and should hide blood. I mean if it didn’t like obviously the killer would not fall for it. Not that they really do now, but… lol. It’d be another completely useless survivor perk if it didn’t hide blood. It doesn’t hide sounds though and you can still figure out if it was used by whether you hear them in the locker

    Maybe Im mistaking the blood splatter in front of the locker as blood drops, as I said is a perk I barely see and to really notice that someone has to use it while injured too, honest to god I think Ive seen the perk less than 10 times and I myself have never used it. In any case they shoule either update the description or make it show blood (I suppose it will be the later because the perk itself is very bad).

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282119#Comment_3282119

    But that's not your fault.

    I've unhooked someone with We'll Make It, intending to blast out a Renewal off them, but they insist on running halfway across the map to another survivor so we can tag team it. Cheers mate, you just took 5 times as long to lose me a health state.

    I agree the way the perk works its a bit of a problem and should be changed to not have this interaction with two people healing at once but right now I believe more than a nerf the change was a bugfix towards its intended function.

    @ShadowCyrax said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282119#Comment_3282119

    This is kinda my point too. we could get technical about most perks; why does deception hide blood when the perk doesn't mention it?

    Im not sure Deception hides blood, as far as I remember it doesnt but its not a perk I see on a daily basis so now you make me doubt, in any case if Deception is indeed hiding blood its a bug, it should hide only scratch marks. Perks should do what the description says, if it does something else its either a bug on the perk or a mistake on the description.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3280709#Comment_3280709

    If he's just standing on the box, why cant you cleanse his ruin?

    As far as I know cleansing takes 14 seconds and in that time chains will spawn and interrupt you.

    @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3280795#Comment_3280795

    People are pointing out you can play around it, because it means it can't indefinitely hold the game hostage which is the claim being made.

    Claudettes used to be able to blend with the map in a way it was almost impossible to see them, it wasnt a strong tactic because they were doing absolutely nothing and the match was a 3vs1 from the start but it was boring for the Killer to find that ultrainmersed Urban Evading Claudette with a purple mist offering who could prolong the game for an hour, it wasnt holding hostage either because you could play around too, you could always find and kill her but it was an absurd gameplay feature, it had to go.

    Something having counterplay and being weak doesnt mean it should be in the game if its just a boring hassle as big as that was, Pinhead sitting on the box spamming chain hunts to prolong a game for as much as he cans while doing absolutely nothing is absurd too, it should go.

  • Reading the perk description I think the way it works now is the intended one, its very specific about "heal the equivalent of a health state" if you heal someone as two you are only healing half a health state.

  • @ByeByeQ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3281461#Comment_3281461

    While it only has 6 windows, the Game has the strongest TL wall in the game and it has at least 10 godly pallets, 4 being concentrated in 1 corner of the map.

    I can see where the OP is coming from. Bugged Borgo is still a less survivor-sided map than Gideon.

    I think The Game T/L is the worst in the whole game, it has those 2 protuding walls on the inner tile which make fast vaulting harder, its located in a corner and it can spawn with a closed gate making it effectively a dead end, even if it doesnt spawn with the closed gate the Survivor has only 2 posible exits at any given time, if they make a mistake and get hit in certain directions is a guaranteed down because its impossible to leave it with the speed burst.

    Its only advantage is that weird small corner it has but it doesnt make up for all the incoveniences.

  • @LordSturm said:

    I'm surprised the guards trigger Spirit Fury.

    The perk probably checks for "pallet break action" to give a stack and since before Knight there was no way to action break pallets other than the player doing it there was no need to differentiate if its the player doing the action or an NPC. It may be an oversight or not, lets wait if they patch it in the future (shouldnt be hard to patch if its unintended).

    Dissolution does break pallets and was the only way to break pallets without Killer player interacting with them but it isnt input on the Killer end, its triggered by Survivors using a "vault pallet action" and it doesnt give Spirit Fury charges.

  • I think DBD is unique in the sense they created a party game with whacky mechanics and a huge RNG component which could mean stomps from either side out of anyones control unless huge skill differences or throwing and then it evolved into this "thing" trying to be competitive while still being a LANparty game at its core (like Mario Kart or Mario Party). That and the kind of community it attracted is a very weird experiment on videogame world. Those games you cite were born with a very definite purpose in mind so the developers dont really have to change so many stuff to appease their crowd.

    I think it was Scott Jund the one who said something this "DBD is the most fun when both sides dont take the game very seriusly, the problem starts when one side wants to sweat", and he was right, if neither side goes for the most busted stuff the game is much more enjoyable.

    I honestly believe they should call some university social studies/psychology departament and propose them to study this "thing" because I believe they could find very weird interactions between the playerbase, the forums, the moderators and even the developers.

  • As far as I know (havent exoerienced it myself) BHVR lowered the first DC penalty to 1 minute (dont know if the second is still 15 or now you go to 5) so the penalty being more benign and maybe the second one is only 5 (again, no idea) people are getting more liberal with the DCs.

  • I agree with the developers DBD is more of a party game the problem is the sweat on both sides who dont see it like that.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277620#Comment_3277620

    When did I ever argue any of that? I was simply correcting your misinformation.

    You really like to have the last word... I dont know why I even bother sometimes...

  • @JustWhimsical said:

    Look I dislike eruption as much as the next person, but this is a bug fix not a shadow-buff or shadow-nerf, its a bug fix. Can we stop pretending like every little thing is some conspiracy, he is likely just overplaying it to cause outrage, which I don't really understand cause people already hate it a lot so its definitely getting nerfed next balance patch. Though still a bit of a bad move on his part, for promoting this kind of stuff using false information he made up. Even though clearly this was a bug fix to an already overperforming perk, you shouldn't rile people up for no good reason.

    I dont think is a bug fix, in the patch notes dont say anything about the change being intended so it has to be treated as either a bug or a shadow buff and while we can all especulate if its intended or not we already have a judge for this issue and its the developers, if they revert the change then it was a bug, if they leave it then it was a fix/buff and they just forgot to put it on the patch notes.

    @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277585#Comment_3277585

    Again, you literally just went down without getting exhausted. I used the perk religiously at the time. I also remember how the problem started due to the latency involved with checks between the server and clients being unable to sync correctly, as they were no longer a simple binary correction like they were when the system ran p2p off of the killer.

    I have had plenty of times where i thought I dead harded on time but got downed, but again, exhausted on the ground specifically didn't start becoming an issue until it had to do a multi-step reconciliation check.

    Ok, semantics, my bad, now does it really matter if you got exhausted or not? When the Killer was the host DH didnt work, many times you pressed E and still ended up dead because the Killer validated the hit and ignored the Survivor input, sometimes you barely moved from your spot, this was a problem with Killers with higher latency and it was very common to face them.

    DH wasnt a problem before network improvements on dedicated servers and then it became a big problem after hit validation, I suppose we can dig very old pages on this forum and check what people were complaining about during those days but most were about Adrenaline, infinite loops, Self Care, Haddonfield and DS, the perk wasnt a problem for 5 years or even 3.

    Now does it really matter very specific aspects of how the perk behaved on the argument "Two wrongs dont make one right" and "DH wasnt a problem for such amount of time"? Because at this point its just thread derail with whataboutism focused on a boogeyman perk, defending a change because the other side had something you disliked is not a very good argument, Survivor mains can escalate into "well then when they nerf facecamping and petty slugging what are we getting then? Machineguns to shot at the Killer?" which is as absurd.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277554#Comment_3277554

    Exhausted on the ground very specifically started becoming an issue when they did the migration to dedicated servers. Before that it required more timing than it did post-validation, but it didn't have any issues with false negatives. You would simply get downed before it activated if you did it too late.

    When the Killer was the host exhausted on the ground was a very real thing because the game was way more laggy for Survivors and Killer was the one validating everything, it became more aparent because after Balanced landing nerf, dedicated servers and network improvements people migrated to DH and more people using it, more people complaining about it.

  • @Veinslay said:

    Good, I hope it stays this way for 5 years for how long we had to put up with old DH

    Thats not a valid argument, first of all two wrongs dont make one right and second, old DH wasnt a problem for 5 years, it only became a it after dedicated servers and hit validation, when the Killer was the host DH wasnt considered a good perk because it usually ended with exhausted on the ground, the main exhaustion perk back then was either SB or Balanced landing.

  • Guess people still didnt bought enough Nemesis chapters...

  • Hatch is there to stop the last Survivor from holding the game until the end of times, its a benefit for both sides.

    There was a time where Hatch would only spawn after 2 gens were finished and if the Killer managed to kill 3 Survivors before those 2 gens were done the last guy could hold you in the game for hours, Ive been there and I used to slow down if I was stomping too hard to avoid having to look for the last person forever, I think my personal record was around 25 minutes or so.

  • @Pulsar said:

    On God every Killer runs Eruption. Including me.

    It's just a little too good right now.

    I think the only people who dont run it are the people who havent bought buy Nemesis.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277015#Comment_3277015

    Honest question (this isn't meant as snark) but do you think people would be favourable of a six months release schedule interspliced by big cosmetic packs? Like that you'd get a chapter and then a themed cosmetic pack for all characters at that point for a chapter price, and then a chapter etc?

    I think it all depends on how you sell it, most people dont really care about the core of what they are perceiving but at how they perceive it, its all about spinning the story, Ive seen multimillion losing mistakes at my job (enough to fire someone or at least give a demotion) being sold as huge sucesses with the correct wording and selling point, the higherups eating the BS like champs and exiting the reunion with smiles on their faces.

    Now imagine these 2 possible scenarios

    • "Ok people, we had a very bad string of faulty patches so we are going to slow down content release to fix glaring problems, sadly we wont have any new Killer in 6 months but the cosmetic team will work to release skins which you can buy on the store to make it look like its not a content drought"
    • "We have GREAT NEWS!! Our art departament has come with some asskicking designs for some legendary skins, comunity contest, sets AND maybe some colaborations but we have to move staff to it and pour extra resources for their vision so we are giving them the numbers to pull this amazing project but its only temporary and dont worry about the developing team, we are putting them to work on fixes so nobody is losing their job or anything like that, stay tuned on Twitter for upcoming info on this and the upcoming bloodrus... oops I talked too much ;)"

    Which one is probably going to get the "BOOOOOOOS" and which is going to get people hyped? Both are pretty much saying "No new content but skins and bug fixes" but how you spell it changes everything.

  • @Predated said:

    It's probably easy to fix, but it's not game breaking enough to issue a hotfix specifically for that one check, nor is it appearantly gamebreaking enough to disable the map.

    While there are a few that link up that make it danm hard to finish that chase, most killers have ways around most of the spawns.

    As long as the average chase doesn't exceed 60 seconds, and the average killrate doesn't go below 2.5, it's manageable.

    I personally understand people wanting the hotfix or a killswitch, but nothing gamebreaking is happening with it yet.

    Its not one map, is every single of them except some indoor maps, they cant killswitch everything except The Game, RPD and Lerys.

  • As Solo? its brutal, losing pips at Iridiscent ranks is too easy and the game too frustrating to really farm it for 30 days with all the camping, tunneling, suicides, Nurses, etc.

    As SWF I suppose its easier but it can still be very harsh unless your SWF directly helps you get it like always getting the Killer aggro so you are not the first one to drop, letting you get all the unhooks and saves, trading hooks against a camper so you are the one pipping etc.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277007#Comment_3277007

    well, judging by what I know about how they structure killer ability... I'd not be surprised if it's similar here.

    As far as I know they have/had it that ability effects and their animations/sounds etc are not sorted by killer, but in their own parts of the code. which would make sense, too, however atm it seems that there's a dormant collision check (the old version) still being active to call effects, which leads to the situations where e.g. plague's vomit hits a survivor, sound and animation for a hit plays on both ends, but nothing comes of it. Because collision check A said there is a hit, called the effects, but new check B said no and didn't call a status change...

    I remember there was this bug where pallet stuns wouldnt properly work, the pallet dropped and the Killer wouldnt be stunned unless he was right on the middle of the pallet (my guess is something related to pallet hit detection made it being REAAAAAALLY small so you had to be in a very small spot for it to hit you), that bug got patched and in the same fix Freddy fake pallets started to stun him like regular, real ones, so the fix to the hitbox also affected fake pallets.

    My guess is Freddy dream pallets are just regular pallets (which makes sense as using modular code saves TON of time and space) with an exception to set stun hitbox to FALSE or reduced to an area of 0 and after the fix they just forgot to add the exception to Freddy addons or it was there but the fix overrode it.

  • If I have to take a guess Im going with deadlines in software companies are brutal, especially on game software, plenty of modern games have been released with cut content, plenty of gamebreaking bugs or barely working "thanks" to shareholders and higherups imposing a release deadline and not budging a milimeter.

  • Gotta love this bug whenever it appears because this is like the fourth time the debris appearing everywhere bug has poped up, also I believe this is the worst iteration of said bug, Ive never seen so much debris spawn EVERYWHERE.

  • @Veinslay said:

    Ruin/Undying lasted like a month lol. Old MoM, Circle of Healing which is STILL OP as hell, Dead Hard lasted 5 years, old Decisive Strike where you could work on gens in the killer's face and have immortality lasted for years. GTFO lol

    First iteration Undying lasted 5 months from 8 September to 9 February.

  • @Pulsar said:

    Eh, it's one of my most controversial opinions but I do think you should be able to DC without penalty.

    I'd like to see a bot replacement system implemented first though

    I somewhat agree, if Survivors could lobby dodge the same way Killers can when they see something they dont like there wouldnt be as many DCs as there are right now and the DC penalty could be softened a lot or even scrapped, that being said certain Killers would never get to play the game.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274625#Comment_3274625

    Blight hug tech is in line to get removed. Most people want it gone from the game as it dramatically changes how effective blight can be in a chase. Blight felt pretty easy to deal with when he came out because nobody knew that hug tech or j flicks were a thing.

    My argument is a section of the community has this tinfoil conspiracy theory where BHVR only killswitchs and fixes stuff that benefits Killers while leaving bugs benefitting Survivors on and they are using the new bugged map with a gazillon of pallets as an example.

    Im using Blight hug "tech" being left for more than a year with no killswitch or fix in sight (they said its a bug, they didnt even give a supposed ETA on a fix) is a direct counter argument to that, BHVR does leave bugs that benefit the Killers without killswitching of fixing them for long periods of time.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275364#Comment_3275364

    No. When you use The Spirit's power, the TR stays with the Husk until you remanifest. Which is the opposite of what's happening with The Knight.

    The Knight's power behaves like the Dredge's, the TR follows the Dredge, while the remnant you can TP back to does not.

    Both Dredge and Spirit can be used to 'return to the starting point'. Spirit's cannot be used with MYC this way, while the Dredge's can. If you leave your remnant near the hook, but Gloam away from it, MYC can activate.

    Considering the Knight isn't actually moving, he should work like the Spirit, not the Dredge.

    I think you dont understand me.

    First of all, I call a husk something thats identical to the Killer, may or may not have a TR but cant actuate, move, or do anything at all because nobody is controlling it, like an hologram. The Knight kneeling while drawing a patrol is a husk, it cant attack, it cant move, it doesnt give vision, literally there is nobody at the wheel because the driver is moving a green orb around, its just there to give a visual cue the power is being used.

    What Im trying to say is MYC/DH work by checking if the object marked as "Killer player" is inside a fixed radius and if said object isnt it awards a proc for the perks. The problem with Knight may be the game does the check but whats marked as "Killer player" is the green orb, not the Knight kneeling which during the interaction behaves like Spirit husk, an image of the Killer while the real player is somewhere invisible far away, the real problem comes when the phasing part ends, for Spirit it makes her reappear exactly where you are and removes the husk on the original position for the Knight it teleports the "Killer player" back to the husk (the Knight kneeling) and puts you back on the wheel.

    Dredge going back to his husk codewise is more similar to Hag teleporting to her traps, when you activate it you leave a husk but the Killer you are controlling never becomes invisible, you still control Dredge and he is still visible to the Survivors, same as Hag, someone activates a trap, a husk is created but Hag is still visible until she teleports, takes the husk position and destroys it in the process, you still control a perfectly visible "Killer player" object, Knight and Spirit are the exact oposite, they create a husk too and you are controlling becomes invisible (or almost invisible), the problem with Knight and these 2 perks is he reappears where he used his power, like Hag teleporting to an activated trap while Spirit reappears at her coordinates.

    As I said, codewise Spirit phasing and Knight summoning do the same, they create an inmovable copy of the Killer, make what you control invisible while you move around, the key difference is once its over Spirit reappears where she is, Knight goes back to the starting point.

    P.D. I think this should be easy to fix, as far as I know Twins dont get MYC or DH procs if Charlotte is camping the hook so her body has some property which voids the radius check to activate the perks, they just have to add the same property to the Knight kneeling and it should fix the problem.

    P.D.2 IF they did reuse parts of Spirit code wouldnt be surprised in the future tampering with the power of one could bug the other.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274665#Comment_3274665

    His power seems to behave more like Dredge's than the Spirit, which is odd.

    Now that you say it, his power behaves exactly like Spirit and I think thats what makes him get DH/MYC procs while standing still on the hook.

    You start the patrol, you leave a husk (the Knight kneeling) the character you are controlling becomes "invisible" (yeah, you can see the orb, I know) and move far away, if someone unhooks with Spirit husk right there but she is phasing far away she does get MYC/DH procs same as Knight. The base of the action is the same as Spirit, the only differences are once the "phasing" is over Knight returns to his initial position while Spirit reappears where it ended and the Knight summons some dude where it ended.

    Im starting to believe they reused Spirit phase code for Knight patrol setting but changing the reappering point to the coordiantes where you activated it, not where you deactivated it like Spirit, thats probably whats causing the interaction between the perks and his phasing, the game thinks you are far away and you actually are but once the power is over you reappear where your husk was.

  • I think the Killer is way too buggy right now to asses how really performs, he can lose his power entirely for the rest of the match, he can get a speed increase making him faster than Hillbilly, he can get free DH while camping, the pathfinding is busted (minions sometimes just follow the exact same route the Survivor is taking instead of cutting corners) etc.

    Imagine losing your power 10 seconds into the trial, is that 4E valid data? or getting the speed bug where you catch to Survivors in less than 2 seconds, is that 4K valid data? First they should fix most of his bugs, then we can see how bad or good he is.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274508#Comment_3274508

    They aren't going to killswitch the new killer they just released, and the bug is affecting more than MYC, it's also affecting devour hope.

    I know they are not going to do it but I still think they should, a lot of people are starting to get "EW Knight... the Killer SUCKS!!" mindset and its going to push away many people from giving it a try once hes fixed.

  • Im going to post an unpopular opinion here, I do believe the developer team does care about DBD and they actually want to deliver the best possible experience they can craft BUT they work in a corporation and the higherups/shareholders hinder them in ways the product suffers way too much. I said it on another post where someone complained about the QA team being bad, I work in a megacorporation and the amount of red tape, impossible deadlines, absurd request from people with very expensive suits and hindrances to our daily work hinders our ability (and determination, this kind of working enviroment burns you faster than napalm) to deliver the best product we could actually deliver if they didnt put so many sticks on our wheels.

    That being said, I do consider they deserve the award? Hells no, even if I think the developer team puts their heart on DBD giving them the award would only serve to fuel the higherups egos and reassure them in their toxic practices, it doesnt go to the individuals making the game, it goes to the company and I dont think the company deserves it.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274497#Comment_3274497

    https://forum.deadbydaylight.com/en/discussion/comment/3274641#Comment_3274641

    I read somewhere that the reason Laurie doesn't really look like Jamie Lee Curtis is because they only have the rights to the comic book version. Know if there is any truth to this?

    This is pure especulation by me (unlike some license holders being hard to work with which is hearsay) I believe its because Laurie character is part of Halloween license but Jamie Lee Curtis image is something managed by herself (or her agent/agency) so when you get Halloween license you get rights to put Laurie Strode in wathever media you agree with but you dont get the right to use Jamie Lee Curtis image, probably to make Laurie Strode look like her BHVR would have to pay both Halloween owners and Jamie Lee Curtis and maybe thats too much to make it profitable.

    I think this applies to other licensed Survivors/Killers who dont look like the actors portaying them, Tapp-Danny Glover, Quentin-Kyle Gallner, Yoichi-Rikiya Otaka, Sadako-Rie Ino, Jigsaw-Shawnee Smith (Jigsaw has an human female head behind the pig mask). Ash, Nancy and Steve are exceptions to this, for Stranger Things probably Netflix manages their image rights or they being relatively new actors couldnt ask too much for their image and Ash was once in a lifetime thing and maybe they made the stretch to get Bruce Campbell and Evil Dead rights (or they were cheap or wathever).

    The rest look like their other media counterparts because they are from videogames and not based on any actors so they dont have to pay for licenses and image rights.

  • @Aurelle said:

    I mean The Game exists so... Yeah.

    But The Game barely has window vaults and only one very weak jungle gym, the new map has The Game pallet density and still has normal vault spawns and jungle gyms.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274508#Comment_3274508

    Killswitch is for gamebreaking issues, not for little inconviniences.

    The whole Killer is a bugged mess, not only the MYC/DH interaction but myriad of problems, you can lose your power and never be able to use it again during the trial, you can get ~15ms after being stunned, NPC pathing is completely busted, certain interactions dont work and plenty of other stuff.

    Maybe being able to facecamp with MYC isnt worth killswitching as its just Leatherface 2.0 but the whole bugged package mess they released is, Knight doesnt really work and I dont think is good for the Killer itself to be in this state, people are going to play him, see what an horrid state experience he is and stay away from him even if they fix the problems, first impression is the most important one and his is a heavy contender for dethroning Twins as worst first impression of all.

  • @Phasmamain said:

    Also for all the people saying the kill switch is survivor sided remember that Oni was spawning 3x blood for like a month

    He never got kill switched because the bug wasn’t Gamebreaking

    Blight hug "tech" has been considered a bug around... lord knows how long and he is still there hugging and sliding the walls, but clearly the killswitch is only used to benefit Survivors, now... where did I put my tinfoil hat?.

    @Devilishly_Rowdy said:

    Even if you take the kill switch out of the equation, lets not forget that the devs haven't even openly admitted this "bug" in any of the official pages yet, leave alone trying to fix it.

    For a bug to be acknowledge in a the official release patch notes it has to be known before they release, its something they know its not working but decide to go through anyway. They havent acknowledge on the patch notes as "known bugs" the Knight being able to be 15 ms after being stunned or gaining MYC procs and Devour Hope tokens whils standing 1 meter from the hook either.

    They were unaware of all those issues before launching the patch.

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