Jacknalls_Paw
Jacknalls_Paw
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- Jacknalls_Paw
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Any update? It's been a week and I can't literally play the game cause it keep crashing at the end of every trial.
DeadByDaylight.log
Here are my LOGS : -
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976805#Comment_3976805
They shouldn’t be blocking 3 entire killer tracking methods.
If they want to block scratchmarks, and have a partial visual obscuring effect (that doesn’t block line of sight), that’s fine.
But having a partial visual obscuring effect, AND blocks scratchmarks, AND blocks survivor noises, AND blocks auras, is way too much.
And no, I don’t care if it blocks auras on both sides.
Tracking issue, that's on you, I recommend improving your orientation sense.
When I play Killer, I have no problems and I almost never lose sight of the survivors, If I can do it, why can't you? -
This map is disgusting in every way: to begin with, it has an annoying green filter for some unknown reason, and it is also far too small to play on, which in my opinion is a sign that it was not intended to be released because it was simply meant to be a test area for the new tile, which is the only decent thing about it.
It has a series of useless fillers with ridiculous pallets and, to top it all off, given its size, a problematic case of 3-gen (supporting video : https://x.com/alranican/status/1950313860407361916).
In my honest opinion, it should definitely be removed to be modified and then re-added when it is ready because in its current state it makes no sense at all. -
@AdamZ said:
Well maybe bc:
U cant see 1m in front of u
Cant see scratch marks
Cant see auras
Cant hear anything
All this while survivors still has other tools to make it even more busted for example:
They can use sprint burst and any other exhaustion perk to run away/annoy u like head on etc.
Tracking issue, they're barely useful.
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Same here, I keep getting this error message at the end of like 1 out of 3 trials since the TWD update.
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Addiction.
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Honestly, If you're having trouble locating survivors in the fog, it's a tracking issue on your part, since the effect is so harmless unless the visceral add-on is used.
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Because I believe that this wasn't even supposed to be considered a map in the first place, and it shows.
The map is terrible in every aspect.
In my opinion, it was simply supposed to be a testing area to try out the spawn of the new TWD-themed tile, but at the last minute they decided to turn it into a map because they didn't know what else to do with it. -
The killer currently has 3 fairly significant issues:
- His grab attack after performing a leap has a hitbox that is too large, allowing him to hit you behind walls and obstacles.
- The kidnap tech has to go. It hasn't been confirmed as a bug, but it's definitely unintentional, so I think the devs are already aware of the problem.
- His power cancel into M1 is too generous, a problem already seen with other killers such as the old Billy, who had no cooldown after missing a chainsaw attack.
Other than that, I don't think there's anything else that needs to be addressed.
- His grab attack after performing a leap has a hitbox that is too large, allowing him to hit you behind walls and obstacles.
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They're okay, if not downright underwhelming compared to the PTB.
I've never had any trouble tracking survivors in the fog, while as a survivor, the value of this item is practically non-existent unless you use the visceral add-on.
Can we please stop complaining about every single thing, especially just two days after they've been introduced?
For years, people have been asking for a change in the gameplay for survivors, which is now considered too stagnant, and as soon as a minor change is introduced, everyone overreacts as if they've seen something extraordinary.Let's give people time to adapt and figure out how to play around it.
I think it's time that many here start growing a backbone instead of crying like babies over everything. -
They got nerfed even before hitting live servers and they decided to butcher the visceral add-on as well which was the only thing that could make the item minimally useful.
If you're being fooled by fog vials right now, it means you don't have the slightest gameplay awareness, but as usual, we have to overreact to every little thing. -
It's incredible how it took something like three years for these threads to pop up, proving that survivors have been eating crap during this period.
Let's also pretend to forget once again that killers have received buffs in this patch too, between add-ons, base kits and perks.
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Oh yeah let's nerf Fog Vials, nerf Medkits, nerf Toolboxes, nerf flashlights.
Have you ever considered that maybe the problem could be you? -
So what? Do you prefer those brown rubbish offerings which only result in a waste of bloodpoints?
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The Fog Vial's red add-on was the only thing that could make this item minimally functional, but not only has it been nerfed in a way that is ridiculous to call it visceral, but the item itself has been butched even before it could hit the live server, and now it's practically useless.
Please complain again when survivors continue to use Medkits and Toolboxes.
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I think it may be problematic when paired with Grim Embrace, but not on its own.
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I have never used a map offering, and I certainly won't use it even after the rework, since it's practically useless as it is now.
The problem is that, unfortunately, more and more junk is accumulating in the inventory and bloodweb because of this change and it's so frustrating. -
Coldwind has been killed exactly two years ago, with the Cage's chapter and never been touched since then.
Every map is now a giant deadzone with some garbage pallets scattered here and there. Tiles and main buildings have been weakened as well leaving this realm in a sad state making it unattractive also from an aesthetic point of view, because useless objects are placed randomly without any reason.
Despite the many feedbacks received after the rework, nothing has changed; in fact, it seems to have gotten worse. -
They are milking this cow for all it's worth, trying to sell as many units as possible before proceeding with the nerfs.
I am also convinced that this scenario (Kaneki vaulting a pallet while Locking a survivor in place) is currently being deliberately labelled as fair for the same reason, only to be retracted in the future and classified as a bug, because something like this is beyond the limits of what is conceivable.
Here is the footage:
https://x.com/VectorASpecter/status/1948227637689610257 -
Nightlight treats abandons as escapes so a game with 4 bots (4 kills) automatically becomes 4 escapes, I have personally tested it.
It has nothing to do with Go-Next Prevention because the drop is there on all killers since 8.6.0 when it had not yet been implemented. -
The only issue I've noticed so far is that security doors tend to spawn way too close to generators leading to free hits on survivors who do not have material time to move away.
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I think they can remove them completely at this point so as not to fill the bloodweb with more junk (there is already enough of that).
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9 years old a(ss) game btw
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No changes for the new AFK system? Are you serious?
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Out of all the buffs he's going to receive , you are obviously focusing on the only needed nerf.
Vecna is not weak and not is not a bad state, and it will certainly not be this adjustment that will plunge him into a F tier. -
This game is looking more and more like a free-to-play mobile game from 2017 and that's so depressing man
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In fact, The Blight should receive the same treatment
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Exact, also not counting match as completed trial would affect Killrates and MMR causing total imbalance
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3919938#Comment_3919938
The Killrate would be as many Kills as the Killer kills in the end. The game does not end, if a Survivor abandons, they leave a Bot. If the Killer decides to stick around, they get a 4K. If they abandon, they dont get anything. But the Killrate would not really matter anyway, since it is not used for Stats.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3919937#Comment_3919937
Does it actually matter what the outcome of the match is for the Survivor? Most likely only for people who want to make the game miserable for Survivors (which aligns perfectly with someone who is going for a 4 man-Slug).
It's more problematic than it actually seems.
Imagine 1 hooked survivor and the other 3 slugged. Everyone, including killers abandon, turning a 4k into a 0k which would lead to a drastic drop in killrate for all killers (which is used to balance them).
I actually believe that even these games are not counted at all because when an abandonment occurs: ‘Games are not counted as completed trials’, so all stats (gen completed, hooks, kills etc.) are not stored in the database because we know that when someone DCs in the middle of the game, that game is as if it never existed.
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4 survivors in the dying state, they abandon and the game is counted as a DRAW?
What'd be the kill rate in this match? -
@CrypticGirl said:
Surrendering should never count as a win or loss for the Killer, in my opinion. A loss for Survivors, sure. To the argument that you can't raise your MMR that way, I would ask, why would you want to raise your MMR? One, it's a score that you can't see, and two, it certainly doesn't get you any equally-skilled opponents.
I am not referring to the increase/decrease of the MMR, but rather to the skewing of the escape rate / kill rate of the various killers, because if a survivor surrenders the game might not be counted and a hypothetical 4k for the killer might become a draw.
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He needs a longer cooldown after canceling the slide because it's a totally joke right now.
The vault speed, which is far too high, also needs to be reviewed. -
God forbid survivors can have at least ONE useful perk when a new DLC comes out
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The first hit is practically always guaranteed and feels quite unrewarding, is it skillfull to hit from 30 metres with the indicator of the open mouth acting as an auto-aim? Not to mention the fact that the hitbox is tremendously large enough to catch is survivors behind walls.
I also don't understand why the devs always fall into the same mistake: the killer has very little cooldown after using the leap, it's a scenario we've seen dozens of times with other killers. So far the survivor side fun is not expected.
I honestly thought 3 weeks was enough time to certify that this killer was already strong enough during the PTB, the fact that he even came out with buffs and 0 nerfs is quite worrying. -
His hitbox definitely deserves some adjustment because I think it's slightly too big.
https://x.com/HunnyNot/status/1907534649884028974
I've already been grabbed behind walls or obstacles more than once.
I also don't understand why targeting a survivor shows the open/closed mouth symbol, it's basically a crazy auto-aim. -
Sounds great, honestly I was never a fan of those variations, partly because they added very little to the gameplay and seemed to be done far too loosely and without real purpose, only risking further confusion among even the most experienced players.
However, I didn't understand whether they were removed indefinitely, and also why this decision was made? -
I'm sorry but you have to take the whole package, also nowadays Mirror Myers is mostly used with the purpose of camping with wallhacks, long gone are the days when people enjoyed jumpscare and catching survivors by surprise, now simply Myers will injure you and then return to the hook using the aura build. There's nothing fun about this.
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Check on SethKills, he has an almost perfect ability to play the killer. It takes time and spatial knowledge to play loops well and win mindgames because revving the chainsaw brainlessly at every tile doesn't accomplish nothing.
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@xGodSendDeath said:
Did you ever play against a SWF with a strong looper using the original Object of Obsession? It sounds like you didn't
This game doesn't revolve around fully coordinated SWFs, just stop demand to balance everything around a pool of 2% players and castrate the potential of survivors accordingly, get over it.
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Imagine flexing a 4k as a killer in 2025
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Forgotted Ruins and Shattered Square are respectively the 1st and 5th deadliest maps of the entire game.
SS has been poorly reworked, the map now spawns huge deadzones and terrible loops everywhere, many tiles lack of pallets/windows and there aren't many vaults in general. The main building is also a joke because it is unsafe itself and placed in a corner with nothing in its proximity.
FR is the most killer-sided map, it has barely nothing for survivors to work with expecially on the top part. The castle is hardly accessible except through portals that have also been nerfed, also they slapped edge pallets on both maps to compensate but it's a laughable band-aid. The back of the castle has a generator that guarantees a 100% hook stage as there is absolutely nothing there, apart from the problem of exit gates that are always positioned in the same way and totally impossible to get through if you are the last survivor alive. -
Yeah, where are the perk changes?
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There hasn't been a single rework that has been done in a decent way, it's really unbelievable how we can't reach a point of balance.
Especially the coldwinds have become unplayable, not to mention the crotus asylum that has been shadownerfied without any reason or warning lately. -
Waiting for paint to dry on the wall is more productive than playing Solo Survivor, there is no longer any point in playing this mode.
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She's overtuned, I guess they went too far with the buffs (dog vault speed is crazy) so much so her zoning potential is insane.
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That smile really gives uncanny valley vibes 😨
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That's not even a Coldwind problem per se.
All the reworks to the maps have been terrible, with the latest being Haddonfield and the shadow one of the Disturbed Ward.
The problem is that not only are the maps being reduced in size, but they are also being defaced from the point of view of survivor safety by replacing tiles and jungle-gyms with completely useless structures or pallets at the edge of the map, not to mention huge deadzones scattered everywhere.
Whoever is in charge of this work is certainly not doing a good job. -
His scamper time just got buffed to 1s, stop whining
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They already nerfed it just before hitting live server by increasing exposed duration to 40s, why should it be changed again?
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The problem with this is that weak killers need slugging.
Dude he just said he went against 8 Blights/Nurses in a row… and actually no, most of the time killers don't really need slugging to win a game.
