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HellDescent

HellDescent

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HellDescent
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  • Happy slug day!

  • It was for me around 45 minutes ago

  • They could if they were to bodyblock last survivor in a corner

  • I don't like playing him because I feel like I don't have time to refill my bottles, unless I have a cork addon the way the games go right now tbh.

  • Map with crystal bead+detectives hunch = op

  • Pretty soon the devs are gonna have to log in and play killer during their regular work hours just to keep the game afloat 😂

  • There is a high probability you'll be out of distortion tokens by the time babysitter activates

  • Pretty sure it's wednesday. I know I'll only be playing Doc games to finish archive challenges


  • @GamingHulk123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1014796#Comment_1014796

    Some people have claimed that mori's are too op, because you don't have to wait for the 3rd hook to kill someone. Some have even gone as far as to say its just like the keys in the game. What do you think about this?

    I don't think moris and keys are fair to either side and shouldn't be a part of the game in their current state

  • Survivor bias. Due to hatch escape being possible before gates are powered. Doctor was annoying to play against for survivors - he got nerfed, instead of them fixing other issues like sound. Survivors couldn't land great skillchecks - ruin got nerfed. Pig got nerfed - she already was one of the weaker killers. The game still has windows that can be nearly infinites vs certain killers. Most of the maps are survivor sided. Ds - killer can't hook survivor for a minute, while he's working on the gen next to him. Survivor related bugs are instantly fixed, while killer bugs just stay in the game.


  • @Almo said:

    We're aware of the problem and working on it. The fix turned out to be more complex than expected, so it's not slated for the imminent release. As usual, I can't comment on when it will be fixed, but we will definitely fix it.

    I remember one of the mods saying saying it was a legitimate technique to help survivors get a rescue in a hard situation.

  • @TheHippo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1014608#Comment_1014608

    True, but the upwards angle won't ever reach a full blind. I'm saying that it should eventually blind, even at a slowed rate.

    I've played since the June launch, 800 hours.

    It does.

  • @TheHippo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1014569#Comment_1014569

    Yes, and it's still blinding, just not as much. I'm not saying to remove any effects of looking up, just make it a gradual blind.

    Just like in the game. Even if you look at your feet while standing next to the survivor who is trying to blind you, you will get blinded. It's the angle. You will get slightly blinded if survivor pointing flashlight beam at your face, but not looking directly at it. Quick question. How long have you been playing the game?

  • @TheHippo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1014541#Comment_1014541

    The beam is still hitting their face and eyes, just indirectly. The only time you dont have an angle is when the beam isn't hitting their face/eyes

    Have you ever looked at something bright on the horizon?

  • @TheHippo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1014489#Comment_1014489

    The beam of light is still going in the face, in their eyes. Perhaps they get blinded slower for looking up, but becoming impossible to blind by tilting up makes little sense.

    you don't have an angle to shine it into their eyes anymore if they tilt their head up or down in order to blind them

  • @Mrwood204 said:

    Tomorrow? Or no official date yet?

    https://twitter.com/leaksbydaylight/status/1216362106985046017 probably on Wednesday

  • @TheHippo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1014471#Comment_1014471

    The difference is it makes no sense if someone is shining a light directly at your face, but just because you're tilting up you suddenly aren't affected. It adds realism to actually have to turn away.

    Makes perfect sense - you're not looking directly at the source of the light, so you're not blinded by it.

  • down/up, left/right what's the difference? And how do you suggest "dodging" flashlight should be removed?

  • You should double pip in low ranks and I think it's only 3 pips in each grey rank. So it shouldn't take you too long. And I think the lowest you can get is rank 17 with new rank reset.

  • But there are gens to rush and 6 minute games to play

  • That could be their goal. 20 minute survivor queue into 6-8 minute game will ensure quicker killer rotation for the other players waiting for a lobby 😂

  • @PatBrutal said:

    FEATURES & CONTENT

    • Feature - Added a Compendium page in the Archives. This page allows users to go back to previous Tomes and complete challenges. Completing challenges from a previous Tome will not give the user Rift Fragments.
    • Feature - Added a new Rift and Challenges for Tome II in the Archives. A new popup will display once a new Tome & Rift are active. Note: Only Level I of Tome II will be accessible during the PTB.
    • Feature - Showing/Hiding the tally screen chat is persistent after every match. This feature has been added to each type of chat (party, online and tally) and is independent for each chat.
    • Feature - Removed the invert camera in-game keybinding and from the Controls menu. This option is still available in the Settings menu.
    • Feature - Movement Extrapolation: Testing a system to make player positions more consistent between clients under normal latency conditions. This should reduce cases of Survivors getting hit by Killers who appear too far away. Note: This is only a test for PTB. This feature is not currently planned to be enabled for release.
    • Content - Updated the Treatment Theatre map (see details below in the BALANCE section).
    • Content - Removed Dutch & Swedish language support.
    • Content - Disabled the Cursed Legacy Japanese thematic lobby.

    BALANCE

    • Gatekeeper Emblem: Flattened score value of all remaining generators so now all generators are worth the same amount (1 point per minute) regardless of the duration that they remain in the match. Also added an additional score for both gate remaining unopened at the end of the match.
    • Hex: Ruin: All generators are affected by Hex: Ruin; if a generator is not being worked on, it regresses at 100/150/200% the normal regression rate. The Hex effect persists as long as the related Hex totem is standing.
    • Rainbow maps will track chests if revealed by a perk that shows chests (ie: Detective's Hunch).
    • The Oni: Removed turn speed limitation on Demon Strike. Implemented a hard cap on the turn angle during Demon Strike.

    The Doctor changes

    • Removed Treatment Mode and the Static Field VFX. The Doctor will no longer need to switch stances to use Shock Therapy, or to use a regular attack.
    • Added Doctor-specific chase music. 
    • Added a new special ability, Static Blast, as the secondary power (see below for more information).
    • Added a 3 second cooldown to Shock Therapy. This means it will take 3 seconds before The Doctor can hit with his primary weapon, use Shock Therapy or use Static Blast.
    • Increased the base range of Shock Therapy by 10%.
    • Range increasing add-ons no longer increase the width of the Shock Therapy, only the length. See the add-on changes below for more information.
    • Reduce charging move speed to 67% normal from 70% normal to keep the speed the same at 3.08 m/s.
    • Madness regresses while outside the Terror Radius, and does not regress while inside it. 
    • "Order" - Class I add-on: Slightly increases the Madness inflicted by Static Blast. 
    • "Order" - Class II add-on: Moderately increases the Madness inflicted by Static Blast.
    • "Order" - Carter's Notes add-on: Considerably increases the Madness inflicted by Static Blast.
    • "Calm" - Class I add-on: Slightly increases terror radius while Static Blast is ready. Slightly decreases terror radius while Static Blast is on cooldown.
    • "Calm" - Class II add-on: Moderately increases terror radius while Static Blast is ready. Moderately decreases terror radius while Static Blast is on cooldown.
    • "Calm" - Carter's Notes add-on: Considerably increases terror radius while Static Blast is ready. Considerably decreases terror radius while Static Blast is on cooldown.
    • Moldy Electrode add-on: Slightly increases charge time and attack range of Shock Therapy.
    • Polished Electrode add-on: Moderately increases charge time and attack range of Shock Therapy.
    • High-Stimulus add-on: Considerably increases charge time and attack range of Shock Therapy.
    • Interview Tape add-on: Rarity changed from Uncommon to Rare.
    • "Obedience" - Carter's Notes add-on: Rarity changed from Very Rare to Rare. Skill checks have a considerable chance to turn counter-clockwise for Survivors with Madness 2/3.
    • Scrapped Tape: Name changed to Iridescent Queen. Rarity changed from Uncommon to Ultra Rare. Survivors hit with Shock Therapy or Static Blast acquire a lingering Static Charge. If a Survivor with Static Charge is within 4 meters of another Survivor, the Survivor receives a shock with identical effects as the Shock Therapy and Static Blast. 
    • Iridescent King add-on: Shock Therapy and Static Blast cause the Survivor to gain a random Madness affliction.
    • Renamed the Shock Therapy score event to Pacified.
    • Added a score event for hitting Survivors with Static Blast (Tranquilized - 300 Bloodpoints).

    Static Blast

    Static Blast is a new mechanic for The Doctor. We removed the Treatment Mode and the ability to switch between modes. The Doctor will always be able to hit with his primary weapon, use Shock Therapy (which now has a 3 second cooldown), and can use Static Blast. Static Blast takes 2 seconds to activate, and has a 60 second cooldown. Effects:

    • The Doctors Static Blast causes all Survivors within his terror radius to gain 50 Madness points.
    • The Doctor will laugh if the Static Blast affects any Survivor.
    • Affected Survivors will scream; they give away their location if their Madness level increases.
    • Survivors outside the Terror Radius hear a direction-neutral audio cue when the ability is being charged and when it fires.
    • Survivors inside the Terror Radius hear direction-revealing audio cues for the charge and fire of the ability.
    • Scoring event for hitting Survivors.

    Snap Out Of It adjustments

    • Missing a skill check will regress the progression bar by 1/4th instead of all the way.
    • Skill checks will trigger at every quadrant of the progress bar.
    • Releasing the Snap Out Of It action will keep the progress made instead of resetting.
    • Snapping Out Of It sends Survivors to Madness Tier 1 instead of Tier 2.

    Treatment Theatre map update

    • Completely reworked the visual look and feel of the map.
    • Made the map darker.
    • Changed the layout to be more rectangular than square.
    • Added flickering signs in the hallways near rooms that spawn generators.
    • Hid totems better.
    • Balanced the distribution and safety of pallets.
    • Balanced the distribution of hooks.
    • Balanced the distribution and safety of vaults.

    UI Improvements

    • Progress bars for Killer powers will now show the Killer's power icon.
    • Added platform prompts when accepting / claiming a Challenge node in the Archives.
    • Changed the level icon shapes in the Tome from squares to diamonds.
    • The level navigation menu becomes golden when a Tome is mastered.

    BUG FIXES

    Killer related

    • Fixed an issue that caused not all Survivors to see blood orbs when The Oni had the Renjiro's Bloody Glove add-on equipped.
    • Fixed an issue that caused The Wraith and The Spirit not to have their re-appearance lunge speed burst.
    • Fixed an issue that could cause The Nightmare to be unable to place Dream Snares if stunned while placing one.
    • Fixed an issue that caused The Trapper not to properly trigger his own bear traps when set by the Iridescent Stone add-on.
    • Fixed an issue that caused The Doctor's Iridescent King add-on not to always apply its 5 afflictions within 5 shocks. In addition to this bug fix, we also added scoring events for feedback on which afflictions were applied.
    • Fixed an issue that caused Survivors to block a part of The Hags screen when performing a basic attack while carrying a Survivor. 
    • Fixed an issue that allowed The Hag, The Hillbilly and The Demogorgon to interact with cleansed totem debris.
    • Fixed an issue that caused The Ghost Face to see inside assets when attacking while having a Survivor on their shoulder.

    Map specific

    • Fixed an issue that made it impossible to interact with a specific chest or Jigsaw box when in front of a tree in the Temple of Purgation map.
    • Fixed an issue that caused the camera to clip through walls when being sacrificed on specific hooks in the Hawkins National Laboratory map.
    • Fixed an issue that caused some of the flags inside the manor building to have missing textures on one side in the Family Residence map.
    • Fixed an issue that made it impossible to interact with a specific chest of Jigsaw box when it spawned facing a Buddha statue in the Sanctum of Wrath map.
    • Fixed an issue that made it difficult for The Nurse to blink in or around the gazebo tile in the Yamaoka Estate maps.
    • Fixed an issue that cause the small boats in the Backwater Swamp maps to have incorrect textures.
    • Fixed an issue that caused the tops of the corn to appear black in the Coldwind Farm maps.
    • Fixed an issue that caused the railing just in front of the basement in the farm house to partially lack collision in the Thompson House map.
    • Fixed an issue that caused a visible ground seam in the lodge of the Blood Lodge map.
    • Fixed an issue that could cause a placeholder tile to spawn in the Wrecker's Yard map. 
    • Fixed an issue that caused the chandelier in the chapel to be floating unattached to anything in the Father Campbell's Chapel map.
    • Fixed an issue that allowed players to climb on top of a rock in the Father Campbell's Chapel map. 
    • Fixed an issue that caused an impassable gap for Killers when a tree spawned too close to the asylum building in the Disturbed Ward map.
    • Fixed an issue that caused the windows and walls to be misaligned in the 2 story house in the Badham Preschool maps.
    • Fixed an issue that caused players to be floating above the ground on most tiles in the Mount Ormond Resort map.
    • Fixed an issue that caused a log pile to be lacking hitbox collision, allowing projectiles and The Cannibals chainsaw not to detect collision in the Lampkin Lane map.
    • Moved the generator on the top floor of a 2 story house that caused players to undesirably vault the window instead of repair.
    • Darkened the grass texture in the Lampkin Lane map.
    • Misc LOD fixes and improvements.

    Perks

    • Fixed an issue that caused the Kindred perk to stay active when the perk owner disconnected while it was active.
    • Fixed an issue that caused Sprint Burst to trigger when the button was pressed during specific interactions where the player moves but cannot sprint (vaulting, entering/exiting locker).

    Miscellaneous 

    • Fixed an issue that could cause the 4th Survivor slot in the public lobby not to fill.  
    • Potentially fixed an issue that could cause Survivors to have a permanent Haste effect from perks or when getting hit.  
    • Fixed an issue that caused a loud noise notification to trigger on the exit gates when they were powered.
    • Fixed an issue that could cause players to become stuck between a hooked Survivor and a wall when canceling an unhook action.
    • Fixed an issue that caused Survivors to snap backwards when picking up and dropping an item without moving.
    • Fixed an issue that could cause the Killer to crash when loading into the match as The Nurse with the Mother Mercy outfit.  
    • Fixed an issue that caused male Survivors hands to be floating above the Pool of Devotion when cleansing their sickness.
    • Fixed an issue that caused the bear trap in the beginning of the Killer Tutorial to appear closed.
    • Misc cosmetic and VFX fixes, improvements and optimizations.

    Audio & Localization

    • Misc localization and translation improvements.

    UI & HUD

    • Fixed an issue that caused tooltips for items in the free track to overlap on the Tier progress.
    • Fixed an issue that caused Survivors killed by the End Game Collapse not to count towards the Reverent Challenge in Tome 1.
    • Fixed an issue that caused the Broken status effect to stay displayed on the portrait in the HUD of a Survivor that is sacrificed, killed or disconnected.
    • Fixed an issue that caused the Doctor's Madness effect to stay displayed on the portrait in the HUD of a Survivor that is sacrificed, killed or disconnected.
    • Fixed an issue that caused the Archives widget to disappear from the tally screen when returning to it after spectating the match.
    • Fixed an issue that caused players rank to display inconsistently in the tally screen across all players if pips were lost or gained.
    • Fixed an issue that caused the spectate button to appear briefly despite not being able to spectate when leaving the tally screen.
    • Fixed an issue that caused The Clown's Reload progress bar to behave incorrectly when the Kill prompt was present in the HUD.
    • Fixed an issue that caused certain tooltips not to update when switching pages or characters.
    • Fixed an issue that caused the Character Info to disappear when searching for a match as a Survivor.
    • Fixed an issue that allowed non-host players in a Play As Survivor lobby to open the Archives while searching for a match.
    • Fixed an issue that caused the item tooltip to stay displayed when interacting with a node as a new Bloodweb level generates.
    • Fixed an issue that caused the banner to refresh each time when attempting to cycle through the new content when only 1 banner was available.
    • Fixed an issue that caused the switch role tooltip in Custom Game lobbies to display when the button was disabled.
    • Misc UI improvements.

    KNOWN ISSUES

    • Users are unable to lose pips at any rank.
    • The Distortion perk does not lose tokens.
    • The Doctor's Power tooltip is slightly cut off.
    • The cooldown of Shock Therapy is not currently working as intended.
    • Madness regresses while hiding in a locker and within The Doctor's terror radius.
    • Some times the Doctor's Static Blast animation does not play.
    • Survivors have no screaming animation when getting hit by The Doctor's Static Blast.
    • Loud whispers are heard after performing the Snap Out Of It action.
    • Public matches persist if a user gets disconnected while loading into the match.
    • Some walls and assets have no projectile collision in the Treatment Theatre map.
    • Some generators cannot be damaged from one side in the Treatment Theatre map.
    • A pallet cannot be Frenzy vaulted by The Legion in the Treatment Theatre map.

    Basically they are saying ruin is extremely powerful endgame (my personal favorite). While disregarding the fact the the reason killers used is because they have 0 pressure when the game starts and there is nothing they can do to stop a gen or two while walking from their spawn to where survivors are

  • I don't mind head on. Since most of the times it's used for memes and just a wasted perk slot and exhausted status effect for survivors who don't use it properly

  • Oni. I like his concept and power.

  • 4 bbq stacks is all that matters

  • All lunges the same except Myers in tier 1 or 3

  • I guess the only times people will see Doc now is during his archive challenges. RIP.

  • they should just remove deep wound from it and revert it back to healing

  • Trapper and freddy

  • Do you not consider that the sound and scratchmarks are broken? They were not on the list of known issues in ptb.

  • I run infectious fright on Billy so I slug whenever I see survivors with this perk, doesn't matter how many gens are done, if they are within my tr I'll go for them. Other instances is when I have 1 or 2 gens left and all 4 are alive. Slugging 1 while not knowing where the other 3 are at 3-5 gens is overkill imo

  • Spending money on this game back in the day

  • Playing a game without bugs once in a blue moon

  • resilience and spine chill both make vault speed faster

  • People taking the time to add me to the party and send some salt my way

  • @CakeDuty said:

    Killers don't have gestures cause they don't need to have them. Survivors can wave and point as their only way of communicating with each other. Killers don't have any teammate they need to communicate with.

    Except it's barely used the the way it was intended

  • @shadowman0105 said:

    What kind of gestures are you thinking? For me it would be giving the bird to the survivors

    Taunt and threaten maybe

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/995698#Comment_995698

    And I said t-bagging, not moving

    An actual emote of Trapper T-bagging would be the most terrifying thing in history

    Crouching is moving

  • @Hoodied said:

    Its so we don't see trapper t-bagging

    I said gesture, not movement

  • You should be able to see red light through wall, if not you probably need to adjust your tv/monitor

  • Freddy. He's the only one who can have a different ability by equipping a brown addon

  • Well they wanted to appeal to new players...I guess it worked 😂

  • bbq, pgtw, infectious fright, whispers on Billy; ds, lithe, dance with me, iron will

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