Jarky
Jarky
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- Jarky
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They changed the way perks unlock a while back to make progression maintainable in the long run.
Now, rather than unlocking teachables via the bloodweb nodes, you unlock teachables by prestiging the character at P1, P2, and P3, which unlocks them at T1, T2 and T3 respectively.
For example, if you want Lithe on Lara, you now get Feng Min to Prestige 1 which will unlock all 3 of her teachable perks at Tier 1 on EVERY character you own - forever. It will also make the T2 version of those perks appear on Lara's bloodweb. You can then either unlock Tier 2 and 3 by either levelling Lithe up on Lara's bloodweb, OR if you prestige Feng Min to P3, you'll unlock Tier 3 Lithe on every character without having to find it on the bloodweb.
This may seem like more work initially, but eventually so long as you have all the characters at P3, you have access to all teachable perks at tier 3 on every character you own, and only have to P3 the new characters coming out to keep up.
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They're handing them out in batches - I got mine this morning, hopefully you've had yours by now? If not, hopefully soon.
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You make a support ticket here https://support.deadbydaylight.com/hc/en-us/requests/new?ticket_form_id=360000942011
Choose Dead By Daylight and 'Reporting a Player' option and fill in the details. Reporting them in-game first is mandatory though, so hopefully you've already done that. -
@DancewithmeKate said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871059#Comment_3871059
I am sorry for saying this but that's terrible decision.
Dead by Daylight is PvP game and i'd like to have real human teammates, not bots. Even it means longer queues, i will take human over bot any day. I really hope the team rethink about this.
I'm in agreement with this.
Even if queues in 2v8 are incredibly long, I'd rather be against and with human team-mates than not. I understand this is there to ease mega long queue times (particularly 2v8), but I feel like that just lessens the experience.
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I think it means if they're close to each other rather than removing the mechanic entirely, so if it's within striking distance of a survivor when it's approaching a window, the guards will now prioritize hitting the survivor rather than reaching the window first.
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It currently only progresses that challenge by 1.
It used to count 2 towards that challenge, but at some point they either changed it or bugged it.
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- Pain res won't notify the killer which gen got blown up even if survivors are on it. They'll hear the scream - but that's it.
- It targets the highest progressed unblocked generator regardless of how many survivors are on it.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866290#Comment_3866290
I haven’t kept up, can you link the confirmation?
I thought dev update is confirmed this week and PTB either this of next
Mandy stated it should be this week here
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@beater15 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865779#Comment_3865779
My point isn't that their opinion doesn't matter, but you have people complaining about things like Xeno being overtuned or too strong when in reality they just need to learn how to play against it. People get stuck with these ideas in their head and refuse to improve, and they blame the game, devs, etc. So in terms of BALANCING, no the less skilled players should not be listened to, they need to just learn. This is why misinformation is so rampant.
Stating that you're not saying their opinion doesn't matter, and then later on saying they shouldn't be listened to isn't making sense to me - sorry. As someone else in this thread has already said, this isn't 'misinformation' - this is people having an opinion on killer design and how balanced or enjoyable they find it to go against.
Otz saying Xenomorph is a 'C Tier killer' isn't an official sealed stamp of approval across the DBD community (nothing against Otz for the record, think he's a great guy). You could ask many high skilled, top tier, great killer/survivor players across DBD and it's highly likely they're going to have many different opinions on Xenomorph's balance state and how BHVR should improve it. Some of which they may share with the 'average' survivor or even a low skilled one. There isn't a homogeneous high mmr opinion in DBD when it comes to balance.
Regardless, I can absolutely see why a lot people find Xenomorph frustrating to go against - a significant chunk of the counterplay is on your team-mates setting up the turrets well in chase, which is something you as an individual cannot always control, especially in a solo q environment. However, against a well organised team of survivors that know what the counterplay is and are communicating - they're probably having a much more enjoyable time and the Xenomorph less so, but it's highly unrealistic to expect average DBD solo q survivors to be able to have 4 people who know how to pull that off to the same degree.
I'd rather they make the 1v1 chase skill in Xeno MORE apparent, and make the team-mate reliance/flamethrowers less so if I were going to have an opinion on that killer - so that the Xenomorph's chase power isn't hindered by really good coordinated teams and likewise the survivor being chased isn't hindered by their own uncoordinated one.
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I completely disagree that people's opinions don't matter just because they're not 'High MMR' when it comes to balancing or design. No game should be purely balanced around the top skilled people.
In an ideal world, this game should be balanced and perks/powers designed so that there is enough depth that highly skilled people can do things better than others and compete, but not so that the mechanic is frustrating, difficult to understand or feel oppressive to those who are of an average or lower skill.
If a noticeable and sizable amount of people are annoyed/frustrated with a killer design, it's not a 'suck it up buttercup' or 'stop spreading misinformation' situation just because high skilled people find it weak - it's an alert that BHVR need to balance numbers or change design so that the killer can skill express in a way that doesn't make the average player's game unenjoyable.
Skull Merchant is a perfect example of this. No she wasn't strong against a coordinated team before her recent nerf, but BHVR can't just keep that design around because it was incredibly frustrating for a sizable chunk of the playerbase. They also can't just 'buff' her because of this either to compete with 'high mmr' because that makes her even more oppressive to those who aren't - it's a complete nightmare in balance and probably why they opted for reworking her entirely.
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Probably a crash/server disconnect. There's been some server issues recently, particularly in the Bone Chill event.
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No - Pentimento can only activate once per cleansed totem (so a max of 5). If a survivor cleanses your Pentimento, you have to activate it on a separate cleansed totem.
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Survivor:
Hatches count for adepts, though I've heard inconsistent reports they can sometimes not work. I did Taurie's via the hatch though and it worked fine.
You can bring any add-ns/offerings.
Killer:
Bleeding out the survivors WILL NOT count. Even one.
Mori the survivors should count, though similar to hatch I've heard inconsistent reports.
I can't confirm for end-game collapse deaths unfortunately.
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I don't think they should change how totems have worked since their introduction just because an overbuffed perk now exists. Nerf Thrill back to an acceptable level, and it'll be fine.
Your suggestion nerfs totems for killers and hex builds across the board and, if anything, makes Thrill even more necessary for builds that run hexes.
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They released mistakenly as purchaseable with iri shards.
The unique cosmetics are meant to be Auric Cell only for 4 weeks, then they'll be available to purchase with Iri Shard after 4 weeks have passed.
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No - it's just a background they've used for the main menu chapter. There isn't a new swamp map.
The new Ormond Map is coming with the Bone Chill event December 12th.
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Looks like they've accidentally put 'days' rather than hours. It's counting down by the hour for me - so doesn't look like it unfortunately.
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It's not a cheat.
They added a finisher mori back in the last mid-chapter which allows the killer to mori (kill by hand) the last survivor in the match at basekit.In 2v8, this rule is the same. If you're the last survivor remaining in the trial, one of the two killers can mori the last survivor.
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You can use it multiple times per trial.
If the killer removes your illusion, the perk will deactivate and it'll go dark, and you can start charging it again.
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@Yekiio said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3839469#Comment_3839469
Yes, I've tried every "by the book" fixes with the support that's why i'm here asking for help.Here's a recap of things i have tried as of now:• Verified that DirectX is up to date• Verified that Windows is up to date• Verified files integrity • Reinstalled the game• Sent a DxDiag and MSinfo to the support• Redownloaded Microsoft Visual C++• Disabled every overlay i have• Redownloaded my graphics driversI don't own Lara so, my gaming experience depends to the whims of fate and the survivor i meet in the realm of the entity
Ah apologies, I misread.
The only thing left I can really possibly suggest is remove every file related to Dead By Daylight from your PC and do a complete fresh install (if you haven't already) rather than just uninstall it from steam. Could be that even when uninstalling, it's leaving behind a corrupt file that's not getting removed and still present when you install it again.
Other than that , I'm unsure how to help.
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They turn it off in certain circumstances, like if maps are boosted. They've potentially turned it off for 2v8, but that's just me guessing.
As others have mentioned though, variants are their own map in the system. You can, for example, get Badham multiple times in a row. I got it 3 times in a row once because I went to Badham 3, Badham 1 and then Badham 4. Map offerings also ignore the system. The MacMillan realm has 2 variants each map, so you can get Ironworks twice in a row.
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Tried verifying your files on steam? (If that's what platform you're on)
Also have you tried changing Lara's cosmetics from the one you're using to something else and seeing if that still crashes the game?
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Your second point is why people are saying this makes Deliverence better, and typically people are referring more to competitive settings where there's rules to limit how many people can run Deliverence in a team (which is 1 unless I'm mistaken). I wouldn't be surprised if they ban this perk in those competitive rulesets though.
If the Deliverence survivor gets hooked first, they still have a chance to use it since Shoulder The Burden allows someone else to rescue the Deliverence survivor and give them another chance to get it.
It's not really a relevant point in pub DBD unless you're playing with some friends and one of you has deliverence and you want to plan around it.
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In terms of fun - probably Leon. Flashbang is a pretty fun perk overall and can be quite uncounterable if setup correctly for flashbang saves. Bite the Bullet can also be used for some pretty memey (albeit unreliable) mid chase healing builds where the killer can't hear where you are mid chase and lose you.
Jill has got a fun perk in Blast Mine - a) because it's quite satisfying to see a killer get blast mined and b) it is useful for delaying the killer for gen kick perks.
Resurgence is also actually quite useful now for quick healing off hooks.
Not an easy choice, because both Blast Mine and Flashbang see play fairly frequently. If I were going purely for the edge on fun, I'd go for Leon.
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You can try verifying your steam files and seeing if that helps: https://help.steampowered.com/en/faqs/view/0C48-FCBD-DA71-93EB
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Do you get any form of error?
Which platform is this?
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Healing others? Healing yourself? Stopping survivors from healing?
If it's healing yourself - you can probably get away with just bringing a medkit with some surgical suture and a self adherent wrap.
If you want perks for healing yourself though:
Resurgence - Jill Valentine. Been buffed to 70%, and fewer killers are running sloppy these days so it's getting good value, and it gets you healed almost immediately from hook which can help if the killer comes back to hook.
Strength in Shadows - Sable Ward. Combine it with Botany Knowledge (Claudette) and you have infinite self caring at a relatively decent speed. Only downside is you have to travel to the basement to do it.
Healing others: Honestly, We'll Make It and it's base kit so you don't need to unlock anything. Very little beats it.
We're Gonna Live Forever - David King - is also good for getting up slugged (bleeding out on the ground) survivors and it gives them endurance. These are both free so.
Slowing survivors healing:
Leverage - Skull Merchant. Recently buffed, pretty decent at slowing healing on rescued survivors
Scourge Hook: Gift of Pain - The Cenobite. Puts the survivor in an annoying situation where they don't want to heal
Other than that, Sloppy Butcher comes basekit and is also pretty decent.
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They bring back some unique rift outfits a year after the rift, but not always. It'll probably come back at some point, but I couldn't tell you when. There's no hard and fast rule/schedule for when rift outfits come to the store unfortunately.
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Hard to say without seeing the entire match but it looks like a bug to me.
Even though the UI and strangely the entity claws are showing as if you're in stage 2, you're also able to attempt unhooking and your survivor model is hanging as if it's in stage 1. Leads me to believe it's a bug, rather than someone intentionally being malicious. Presumably you Deliverenced straight after the clip ended, so I dunno if you'd have stayed hanging in the stage 1 animation for the full 70 seconds.
There's been bugs surrounding hook stages before so it could be a bug, but likewise there's also been hacks in the past that mess with hook stages, so unfortunately, I can't say 100% for sure. I'm leaning towards bug though.
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I can't say 100% until I check this myself, but I think you get fewer technically, since you don't earn the hook score event, just the kill one. I haven't noticed any new score event that compensates for the lack of hooking them.
If it is fewer, it's about a 500 -ish bloodpoint difference.
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@Eelanos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825358#Comment_3825358
It's probably going to be a nerf. Didn't Wake Up also have the hidden benefit of waking you up from Freddy's power? That's probably it.
I'd be very surprised if it was something like "Open gates are revealed to all survivors" or if they change the aura reveal from "while opening" to "while near an exit gate switch".
No, Wake Up has never woken you up from Freddy's power. You're thinking of Adrenaline, but they changed it so it wouldn't in a previous patch.
I will be very surprised if they nerf Wake Up - it's usage rate isn't that high, and barely anyone thinks the effect is worth bringing since it's sacrificing a perk slot for an endgame effect that isn't THAT great and only worthwhile in very niche scenarios. Chances are they'll either give it a secondary effect that makes it usable throughout the match, or change how it functions.
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He can't do it through solid walls or high objects.
He can do it over objects he has line of sight to though, which is hard to visualize, but typically things that are about shoulder-ish height on a male survivor and almost head height on a female one. These can be incredibly small gaps in loop objects, so if you see him raising his hand to use it just be aware that he may be shooting it over a gap in the loop you're in.
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it’s probably to take into account the winter holidays. They now release new tomes with new mid chapters and the next ones not until late january judging by previous years, so it looks about right to me.
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This just happened to me too.
I viewed a Tome Audio Entry for House of Arkham on the latest page, and my audio disappeared. If I then tried to exit to the main menu, my game froze and wouldn't exit without a killing the process via task manager.Logs attached:
DeadByDaylight.log -
It's the latter:
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They haven't made it harder, no - if anything they've made it easier. You can't lose pips anymore.
How well you play a match is still effective in you earning Iridescent Emblems and therefore pipping up faster - that said, certain killers struggle more with certain emblems and being TOO effective can make certain emblems a lower quality.
For example, the Devout emblem can only be Iridescent Quality if you've hooked survivors 9 times, and hooked each individual survivor once. If you camp a survivor, or they all give up on hook, you're not getting it to iridescent level.
Also to be clear, your bloodpoints have nothing to do with whether you pip or don't. It's purely based on the emblem system, which you can read about here: https://deadbydaylight.fandom.com/wiki/Emblems
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I just saw Swamp was re-enabled - has it been re-enabled a day early by accident?
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Ah I see - can you complete them again and see if that fixes it? Not something I've had happen to me strangely.
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I'm unclear what your video is showing, can you elaborate?
You complete the Yui challenge and it completes.
The 'Deadly Race' one you're missing 4 seconds from it so it's not complete yet.
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If you're reporting something in the text chat, it's normally sufficient enough just to report them in-game.
That said, if it's ongoing harassment or some form of dox threat, and you can provide additional context, then you can optionally create a support ticket.
More info here: https://forums.bhvr.com/dead-by-daylight/kb/articles/139-game-rules
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It looks like a blue-gray to me.
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We don't have an answer for this yet, but I imagine it'll work exactly how it works for 1v4. If a survivor disconnects, they'll be replaced with a survivor bot, if a killer disconnects, the game ends since there aren't any bots to replace them.
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Nothing the community can do to help you with this unfortunately, only support can deal with this.
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I can't give you a definitive answer for this since I don't know until we see it and it doesn't seem to specifically be answered, but I imagine that since progression is shared, and is part of your account, even if you can't play the character, you should still have access to the perks once unlocking them on your account.
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When they add the finisher mori system at some point over the next year, that situation is going to be redundant anyway - since they can just mori you where you are.
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There's a video here if it helps:
https://www.youtube.com/watch?v=hlOxdVm2h24 -
@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591372#Comment_3591372
Combos are related to the score events but they now also serve a gameplay purpose, they extend the duration of your main event.
https://us.v-cdn.net/6030815/uploads/WJTJSDPVNRGL/image.png
(this was in the 7.4.0 PTB patch notes)
According to the wiki the hit grace period for combo duration is 5 seconds so that means the auto graph would increase this duration by 0.5 seconds and the fizz spin soda would increase the duration by 0.75 seconds.
Aha I somehow missed that - thanks for the clarification.
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I'm happy with most of this - I just have a question about a certain add-on.
- Fizz-Spin Soda: New Effect – Increases the time before a combo ends by 15%.
So is this now its only effect, or is it with something else? Because, unless I'm misunderstanding what a combo is, it's just the period of time for the score event you can get being extended - and for a green add-on, this effect seems really underwhelming and not worth running.
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Wasn't expecting a Trickster update anytime soon so that's somewhat surprising - don't see him all that frequently so will be interesting to see how these play out. First thoughts - potentially more frustrating to go against just by the changes on paper but I'll have to see how it plays out in reality before I can judge it.
MFT nerf - great, I'm not a huge fan of haste perks on either side, especially ones that have very easy conditions to meet so I'm fine with this. It synergises with itself too so I kind like that side of it.
Both map changes - very welcome.
Player cards - fun bit of customisation and some more variety in the Rift will be good to see.
Overall - mostly very happy.
