Iron_Cutlass
Iron_Cutlass
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- Iron_Cutlass
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Comments
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"M1lly" or any other term used to make fun of Billy players for M1ing is outdated in 2023, and I really think people should stop caring if a Killer uses their power or not.
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@solarjin1 said:
whatttttttttt! no way.... how???
some of the vet forum users was telling me it was stronger than before. How is it not stronger with it highly situational activation requirement?? topsy turvy man
Stronger... with the right build... kinda? Standalone, the perk is really bad.
I use it a bit, it isnt too bad, but it's a noticeable decline since you have to use multiple perks to get valuable use from it.
I will admit that I did contribute to that mindset at the time, I was horribly mistaken.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606230#Comment_3606230
Moving generators farther apart, means that survivors that are purposely targeting the easy generators, don't get punished as much.
No, it means that you camping generators from the start as killer becomes less effective due to walking distances to kick said gens.
The 3 gen solution shouldn't punish killers, in games where the survivors are literally targeting the easy generators, and purposely leaving the most difficult generators until the end of the game.
the 3 gen problem has 0 things to do with survivor and has everything to do with how killer is playing the game. That problem being to spawn on the map, look at 3 closest gens and begin camping them from very start. The strategy is not that effective in terms of winning in most instances because electing to just kick gens over and over will lose eventually because killer regression is worse than survivor progression but it makes game take a long time to complete as survivor because your constantly being pushed off generators. For some reason, dev think that this a problem generator speed which is why they have this weird deja vu perk but it is not about speed. It is the fact the gameplay loop is like repair gen for 10% progression, killer comes to kick gen, knocks off 2.5%, regresses 1-2%, killer goes away, rince repeat. your gaining like 5-6% regression every minute. you have to do this like 15+ times to get gen from 0%->100%. @Iron_Cutlass post with generator distances is big factor to why that gameplay is occurring.
I am not sure what dev will do in regards to this gameplay.but apparently they'll do something to address this gameplay of excessively long 3 gen games.
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606185#Comment_3606185
That person literally said "There is no reason for 3 whole Generators to spawn within 16-meters of one another, sometimes even closer depending on the structure". As in, the issue is how close together the generators are. Moving generators farther apart, means that survivors that are purposely targeting the easy generators, don't get punished as much.
The 3 gen solution shouldn't punish killers, in games where the survivors are literally targeting the easy generators, and purposely leaving the most difficult generators until the end of the game.
We also don't know how many people were stalling the game, as the survivors could have been excessively pre-leaving generators, excessively hiding, or running super far away to heal whenever they got hit. At which point, they were stalling the game too. We also don't know if the killer was purposely stalling for the purpose of griefing the survivors, or if they were defending a 3 gen because it's was the optimal strategy at the time, at which point they're just shaming killers for trying to win the game, and telling killers that 100% of the burden is on them to keep the game moving.
Just so people dont misconstrued my point (I noticed that Ive been @ a lot in the process so Im just going to explain a bit more).
Im not talking about situations in which the Survivors do Generators that result in a 3-Gen situation; since that is entirely the Survivors fault. Im talking about situations in which the Killer can easily camp a 3-Gen from the start because the spawns are way too close together.
I dont blame people for using this playstyle, it's effective, it's easy, it's strong; my issue is that I dont think BHVR's attempts to address the issue will change much since giving all Survivors basekit Deja Vu does not change the Generator spawn locations, yes Generators might be faster but the issue isnt the Generator speed but rather the Generator locations.
Likewise, I think Generator spreads should also be looked at for being too far away, since there are many maps where Generators are simply just not worth defending, most notably Garden of Joy/Dead Dawg's main building Generator is notorious for being too difficult to defend since they are put inside such safe structures while also being really out of the way.
Generator spawn locations are a delicate thing, you dont want them too close, nor do you want them too far away, you have to strike a balance with it.
Maybe it is a personal bias, but if they were to lean into either too close or too far away, I would prefer them being too far away since it leads to situations in which the match ends faster instead of 40-60 minute stalemates; of course, ideally things shouldnt be too far away or too close, but we are not in an ideal situation seeing how this is a topic we are discussing to begin with.
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Id say this is pretty accurate when compared to my matches.
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@RpTheHotrod said:
Fair. They need to change them to yellow. I'd say red, but then we'd have issues in the borgo.
If they were Yellow, it would make them hard to see on Coldwind.
Instead I think it needs to be dynamic and change to directly contrast the environment/map.
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@CorvusCorax86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605962#Comment_3605962
But you don't have to? I mean you can just approach the hook or DC. I did the former 2 days ago on Badham where Merchant was doing the 3-genning.
Other than that the issue really requires addressing.
If your solution is to "DC" or take a DC Penalty to avoid being in a match with something then there is objectively an issue there that must be addressed.
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@Coffeecrashing said:
There's also no reason for generators to spawn so far away, or in such survivor-sided places, that they aren't worth defending at all. That needs to be addressed too.
Yes, both should be addressed of course, but I would prefer if 3-Gen situations are addressed first because I dont want to sit in 40 - 60 minute stalemates that accomplish nothing.
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I think my main issue is just her gameplay. I really dont care if she is attractive or not, I want them to be fun to play as/against.
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@Devil_hit11 said:
it is funny because Ohtofu has had that opinion on hag for 2-3 years. granted Ohtofu hates hag in general but he has said that Hag would be better if she was 4.6 and her play-style of proxy camping hooks was less incentives. I don't see proxy camping hook as effective strategy for hag because the main strategy of playing vs hag is leaving people on 2nd stage. this is because hag no threat-level as 4.4 killer. by saving people from hook, you empower hag by allowing her traps to work. if you just ignore her traps and rush gens and save people at last few seconds, then hag no power or any good chase. If she commit anyone, then a player can just run forward outside of her trap teleport range. I think that is why nobody plays hag on killer side. her strategy of proxy camping hook is ineffective while simultaneously being too predictable.
that is why only way to have any consistent with hag is be good at 3 gens with her but 3 gens are also extremely boring and hag much worse at them because survivor can now wipe traps manually.
The issue is map control.
Hag has a limited teleport range, which requires her to play into it by sticking into a small area.
Making Hag a 4.6 m/s Killer wont fix that issue, granted it will make her chases better, it wont solve the issue with traps being placed across the map basically being pointless.
At the same time, you also cant really change the teleport range too much because it means the 3-gen playstyle can basically be done from across the map with no downsides.
I think it would be interesting to see the Hex part of her abilities extended further, giving her new Hexes that interact with Survivors in different ways. It solves her lack not really having too much in chase and gives more incentive to take chases.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604672#Comment_3604672
Can he see the aura of his box?
Pinhead cannot see the Box Location's Aura.
Though, they can predict the spawn location, since it normally spawns the furthest (reasonable) distance from the Survivors and Pinhead; it's why having a few information perks on Pinhead can easily cause them to snowball by starting Chain Hunt after Chain Hunt.
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@[Deleted User] said:
It works really well on Knight because you can either send a guard straight to the crow or make a path blocking off an escape route.
The only thing I dislike about it is that the notification noise is the same as all notification noises. It should sound distinct in some way, like a unique crow caw and/or a ruffle of feathers. This and Bloodhound are two perks people should not ignore.
I mostly use it on Demogorgan, but I think the Stealth Killers or any chase-oriented Killers also make amazing use of it.
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@Xendritch said:
I feel like this doesn't have anything to do with distortion and is just soloQ life.
Again for every distortion thread I see I have to ask where we're these complaints a year ago? Distortion isn't a problem, selfish soloQ players are but technically they're not breaking the rules. If you wanna make a build and play in a way where you only look out for yourself not only are you allowed but some perks like Self-preservation actively encourage playing in this way.
Honestly the only reason this isn't even more common in soloQ is I think most people kinda realize you need the other survivors to escape otherwise soloQ would just be a massive free for all.
When Distortion got buffed, I pointed out this issue, Ive been saying this for years and nobody cared until recently.
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I think the main issue a lot of players have is that being tunneled as a Survivor effectively puts them in a time-out corner where they cant play the game.
Meanwhile focusing on Generators progresses the match in a way that is not seen as obstructing anyone's ability to play the game.
I think the easiest solution to stop complaints about tunneling is allowing Survivors to do something while being dead so it does not feel like they are being excluded from the game.
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I personally dont struggle with that aspect of Decimated Borgo; I think the main issue with the map is the colors, seeing auras on both sides is just really frustrating.
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@GeneralV said:
I would constantly switch between survivor and killer, trying to go up the ranks. It felt nice to reach Rank 1 with both.
I prefer to just get one out of the way.
It also gives me time to work on Archive Challenges since I can normally clear out all challenges for a specific role while I work on getting my Grade for that role.
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@HPhoenix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604487#Comment_3604487
https://us.v-cdn.net/6030815/uploads/1AP2ITZGRSTN/whaaaa.png
Someone told me that and I did like 3 times, I still got nothing.
I got it with no issues whatsoever.
Have you tried turning it off and on again? Have you tried putting it in a bag of rice?
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@Mooks said:
It’s available now as a log in reward, isn’t it?
maybe you need to restart your game to get it
^ This
Event stuff usually releases past 10 AM Central Standard Time (USA); It's 11:45 AM CST, so you probably should restart your game.
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Anytime I play Ghostface I get that map, and every time I weep.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/399632/the-airlock-doors-offering-makes-no-sense
I mean... It could just be a coin that has that kind of image on it...
I dont think so since Coin addons specifically state that they are a Coin; e.g. Cut Coin.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604238#Comment_3604238
I'm similar in that regard. I stripped my Billy down to Shadowborn, Lightborn and Off-Brand Motor Oil because I felt like I was getting too used to my usual builds. The surprising part is that I somehow manage. I need to play a lot more on point because I don't have Bamboozle and Engravings to help me out around loops but many survivors struggle when I play more "ambush focused".
The reason I don't think Spies From The Shadows holds up well once you start going against better survivors is that the information is quite inaccurate and you still need to invest more time to actually find whoever set off that crow. That is all time that you don't really have in a lot of your games. That and obviously that it is outclassed by different perks.
Depends on the map and Crow density;
Open maps have worse accuracy in terms of tracking. Indoor maps has a larger amount of Crows in a tighter proximity to one another which makes them insanely accurate, RPD is unironically the best map for this perk, you have constant and accurate information.
While people prefer more consistency, but you dont really need pinpoint accuracy on open maps anyways, and the areas it fills in for indoor maps is amazing for me personally.
Also as someone with colorblind issues, I find this perk to help a lot, especially if I get lost in a chase from my colorblindness.
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@Xernoton said:
It's a great perk for beginners. I used it a lot when I started playing and it's pretty good but once you have a bit more experience, the simple convenience of Spies From The Shadows isn't enough to warrant a perk slot anymore and chances are you'll use different perks to help you get into the next chase. BBQ, Friends Til The End, UW and Nowhere To Hide are more reliable.
I personally find Spies From The Shadows to be enough to warrant a perk slot, though to be fair, I also use a lot of "off-meta" stuff, so my standards might be different compared to your average player, since I take advantage of a lot of perks that hardly see the light of day.
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Both sides have busted perks and their own set of meta perks.
And while I feel like pointing out the issues and criticizing them are completely valid, there are better ways to approach the topic that does not lead to an "Us VS Them" argument.
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It takes awhile before things roll over into the next day, mainly since DBD has to wait for certain timezones and such.
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Killer's Instinct is incredibly niche and I honestly dont see it being changed since not many Killer have it and the ones that do have limitations and restrictions to it.
In example:
- Legion can use Feral Frenzy to get Killer's Instinct, the restriction is that it is based on the Terror Radius and limits a lot of perks that can be used due to it's anti-synergy.
- When (Twins) Victor is idle, nearby Survivors are revealed with Killer's Instinct, but crouching removes that detection.
- Demogorgan only gets it for Active Portals, meaning you have to activate it. Also it only applies to Survivors nearby a Portal when your Shred is charged, requiring a lot of work just to only get the affect in a small radius.
- Etc.
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@iymo said:
It has been confirmed that among the killer characters, Blight, Demogorgon, and Hillbilly attack with a charge, and the survivor becomes invincible when the survivor sits down. There is also a YouTuber who conducted an experiment. Was this the developer's intention? Is this a bug? If this is intentional, how would you explain the setting of not taking damage when charging with a weapon?
Survivors cannot be hit when crouching in certain places, mostly involving different elevations such as the shack flooring vs normal flooring difference, since crouching reduces the Survivor's hitbox size lower than the Killer's hurtbox when different elevations are present.
On certain Killers like Billy and Demogorgan, crouching actually makes it harder for the edges of the Killer's hurtbox to connect to the hitbox due to the weird hurtbox shape, and can easily turn an otherwise down into a complete waste of time and distance for the Survivor.
Of course a lot of people see this as "techs", I personally cant be bothered to argue for/against it since it leans a bit more into the exploitative territory and rides a very thin line of being fair/unfair as a result.
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@TheycallmeLix said:
Like why? What is it this time…
And before anyone says ‘toxic survivor main clicking every game’ no I’m not one of those, I just like to go for beam saves
Flashlights have never been disabled because of "toxicity" before, why would they suddenly do that now?
Killswitches are used for gamebreaking bugs/glitches, or at least that is the intention of the Killswitch.
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People have always given up in DbD, it’s nothing new.
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@Astel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603595#Comment_3603595
Why is it specially good for the Deathslinger?
You can pull Survivors trying to run away, which helps with proc’ing since you get a bit more control over the Survivor’s position.
It’s also a menace when paired with Starstruck since Deathslinger has a larger Terror Radius after his needs and his anti-loop works with Exposed perks.
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I like Skull Merchant’s cosmetics.
That’s about it really.
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603215#Comment_3603215
You do get the indicator at the survivor’s position with DCB.
It’s often easy to not notice it because it’s at your feet or behind you, but I assure you it is there. I just tested it to confirm.
I’ve played many many games and never saw it, and it’s not that I wasn’t paying attention, I used it in 50+ games to test it and used all of the DCB’s that I have.
The only time I have seen it is whenever I end my phasing and it’s when the Heartbeat pulses because of the awkward timing, but never during my phasing.
Perhaps that is a bug? Because looking at older videos and even some clips from my gameplay it just straight up never showed. And realistically it doesn’t make sense to have it show their position during phasing since it completely removes the entire aspect of not seeing the Survivor.
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You can just force the Survivors out of the Exit Gates; If they aren’t opening the Exit Gates intentionally, you can open them yourself to force EGC to force them to eventually leave.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603146#Comment_3603146
Do you understand that killer instinct appears where the survivor is?
You're talking as if killer instinct is so inaccurate, that the survivor could be ...ANYWHERE... in DCB's range. And that the 4 meter DCB was weaker because the survivor could literally be ANYWHERE in the 4 meter range.
That's not what killer instinct does. If you see killer instinct, that's where the survivor is. It's not "somewhere in a 3 meter radius circle" and it's not "somewhere in a 4 meter radius circle".
I’m not talking about Killer Instinct by itself, I have thousands of hours in the game, I am more than familiar with how this mechanic works. I’m trying to say that Killer’s Instinct for Spirit works DIFFERENTLY because she is mechanically DIFFERENT and they want to keep this addon “balanced”.
The Killer’s Instinct marker does not show since you physically cannot see the Survivor WHILE PHASING, instead you get the Killer’s Instinct audio cue since it is the only thing that works while Phasing.
It’s not the same as other Killer Instinct effects, with Legion you have a marker telling you where the Survivors in your TR are, with Twins you get a constant marker telling you where the Survivors are near Victor (as long as they aren’t crouching).
SPIRIT WORKS DIFFERENTLY WITH KILLER INSTINCT.
You DO NOT see a marker at the Survivor’s position. You DO NOT get a direction heartbeat. It only lets you know that a Survivor is within a 3-meter radius of you, which puts them easily with lunge range with little to no downsides to this addon.
(Also CAPS are not me yelling, just using caps to put emphasis on certain parts.)
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603141#Comment_3603141
Any hits you could have gotten with the 3-meter DCB, you still would have gotten with the 4-meter DCB.
Depends;
You can easily just stop phasing but an extra meter of distance in certain loops makes a huge difference between getting a hit and not (specifically when near pallets/windows).
My point is that the addon was already strong to begin with, but BHVR didn’t nerf the addon, they just made it stronger.
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@Coffeecrashing said:
Killer instinct is very accurate. It's not a literal outline of the survivor, but Spirit doesn't need the literal outline of the survivor because she doesn't have a skillshot power. Therefore, Dried cherry blossom was nerfed when its range was reduced.
Do you honestly think killer instinct is so inaccurate, that the survivor might literally be over 4 meters away from where killer instinct shows up?
You realize that you don’t physically see the Killer’s Instinct while phasing, this addon acts as an audio que saying “YOU ARE NEAR A SURVIVOR” while phasing.
I’ve used this addon a lot and I can say for certain that it’s “nerf” was a massive “buff” and this addon makes Spirit INSANELY easy, I have a hearing impairment and I was still consistently getting hits on Survivors that I would realistically be unable to know their location without this addon.
To put it bluntly, this addon is insanely busted, I think it needs to be looked at.
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- Nemesis; has nothing to do with the tunneling stereotype of Nemesis, I really just don’t like how buggy his power it, there are many times when I don’t get audio for him pulling up his whip or he just straight up doesn’t pull it up visually but still can whip. It’s just frustrating, and if it wasn’t an issue, they wouldn’t be a Killer I hate going against.
- Artist; not a fan of their gameplay, just setting up a crow and effectively creating an entire area that you can’t even enter, I enjoy the ranged Killer aspect, but the set-up part I don’t enjoy.
- Knight; Knight.
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@mikewelk said:
No, that isn't tunneling. The other survivors may have been solo queue and didn't realize how dumb the Nick was and just saw them getting downed quickly after getting unhooked. You played your part as best as you could with the stupid situation he put you in - don't sweat it.
They were a SWF, their Steam account had one another added and many comments from one another on each other's profile.
Not like it matters anyways, SWF or not, I still got mobbed for just playing the game.
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@averagemikaelamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600117#Comment_3600117
brb making distance versus the nurse and blights moving at high speeds with their lethal extended aura duration.
Oh wait
Notice how I never mentioned Nurse or Blight in my original post.
Also, ya know, those are only two Killers out of the entire Killer pool.
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@Coordi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600041#Comment_3600041
The pinned post in the Bug Reporting forums explains how to get a copy of the log.
I am aware.
My reply was asking what to do if there is not a Log File, we followed the steps correctly and the DeadByDaylight.log File just does not exist at all on his computer.
We tried uninstalling and reinstalling the game and the DeadByDaylight.log File still wasnt there for them.
We even checked out areas in the files to see if we had gotten it wrong and even then we still found nothing, the file just doesnt exist for them.
My friend does not have a Forums account, and they said that they do wish to create a Forum account, so it's really hard to communicate this issue my friend is having to get it resolved.
They are having the "Dedicated Server Not Responding" issue like many other players, and they are physically unable to play the game and have been unable to play for over 3 months now and missed the Halloween Event as a result; I would send over a copy of his Log File but I physically cannot since it literally doesnt even exist for them.
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Duration: Buffed from 60 seconds to 80 seconds.
Stun: (Unchanged.)
New Effect: After stunning the Killer with Decisive Strike, movement speed is increased by 150% for 3 seconds.
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@The_Sniper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600079#Comment_3600079
Ok. I'm gonna screenshoot tomorrow then compare to the day after that and make sure I'm not crazy, because I havent noticed any additional BP/Shards
Today (12/2/2023) gave Rift Fragments which is why you probably didnt notice it.
https://twitter.com/DeadbyDaylight/status/1730617819471958446 -
@Hunkulese said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600140#Comment_3600140
You fell for the bait.
Well, yea, actually you are probably right.
Kind of makes me miss Sluzzy a bit... only a bit.
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I dont quite understand what answer you are expecting from this tbh.
It's a perk that shows what pallets have and havent been used; in SoloQ it helps you from running into complete deadzones created by teammates wasting pallets.
It's a good perk, not necessarily OP or too strong, but it has a utility many people see as necessary, kind of like old Borrowed Time.
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With Distortion being the way it is, I hardly ever see NTH.
Also like, if the Killer is kicking the Generator, use the time to make distance.
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Making them Purple would help me so much, I really struggle with Scratchmarks due to my Colorblindness, I do use the Colorblind settings but they only help so much.
I use to have Filters but people got upset at me over it so I stopped using them.
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Some of the Daily Logins wont show that you received them, you still receive them you just dont get notified that you did.
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I feel like with certain perks/builds, like Hyperfocus, it would be insanely strong on experienced Survivors, but for the most part, I wouldnt really mind luck increasing Skill Check odds since it would also make perks like Autodidact better.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600047#Comment_3600047
Bring it on. With this new feature many are saying the post scoreboard screen now looks to cluttered. Any opinion on that?
(Sorry for a late response, got into a match.)
I think the new UI it a bit cluttered as well.
I think BHVR should introduce an introduction screen like DBD Mobile has and move the Banners to that, the Badges can stay in the post-screen.
My main gripe is that I have to click so many buttons to see my Grades compared to before.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600044#Comment_3600044
Nice. I want a Singularity banner.
I think as time progresses they will start to role out banners for older characters or Prestige rewards.
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@[Deleted User] said:
Kinda sad Chucky one is all we have if you buy a cosmetic for him. Kind of a rushed feature for no reason.
Later this month we will be getting a Campfire and some Banner that is really hard to see in the promo image.
https://twitter.com/DeadbyDaylight/status/1730617819471958446/photo/1 -
@Coordi said:
Good morning, if this is happening on PC, can you please follow these steps if it happens so that we can have your logs?
HOW TO GET YOUR LOGS (THIS PART ONLY APPLY TO PC PLAYERS):
When you get the issue, close your game and do not reopen it until you get your logs.
- Press Win+R
- Type in appdata
- Press OK
- In opened window navigate to: \Local\DeadByDaylight\Saved\Logs
- Usually you would need to attach the DeadByDaylight.log file.
- Add the file to your bug report
https://us.v-cdn.net/6030815/uploads/202/HZA3HR4ZEEGB.png
Note: copy/paste the template and add your information. if you are not following the template, you will be ask to add the missing info. After the second strike, we will close your thread.
These information will greatly help us to give us a bit of information of what is happening.
I have a friend who keeps getting this issue, and when we went to check the game files, there was no DeadByDaylight.log file.
