Jarky
Jarky
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- Jarky
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45 seconds seems too low from a first read/reaction but I'm eager to see how it plays in the PTB. I am really glad BHVR are trying this out in PTB first and giving themselves more time to react and fine tune it rather than push it out with this upcoming update. I think that's a really good idea.
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Depends on your definition of 'good'. Can you get a 4k with him? Sure. Will he get a 4K as easily as a lot of other killers? Probably not.
Freddy is one of those killers that when you're newer at the game, he can seem quite strong, but against more experienced survivors, he starts becoming much harder to be effective. That doesn't mean he can't kill all 4 survivors even if they're experienced, he'll just struggle a lot more than a chunk of other killers on the roster. This is due to the nature of his power - whilst he has pretty good map mobility with his gen teleport (and therefore synergises well with Generator perks), he's also reliant on survivors being in the dream world for his snares/dream pallets to be effective so if you're chasing an awake survivor, he's got no power to use against them yet. His add-ons are also not overly strong.
That said, he's also a fairly simple killer to understand, so you can become effective with him fairly quickly. I'd suggest watching some gameplay of him and see if you enjoy his playstyle - if so, go for it - but I'd say there's much stronger killers on the roster available if you have limited shards/money and want a killer who is more powerful.
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Yes - either with this add-on on a medkit: https://deadbydaylight.fandom.com/wiki/Anti-Haemorrhagic_Syringe
Or this perk: https://deadbydaylight.fandom.com/wiki/Renewal
There may be others I'm forgetting, but the syringe is the most likely candidate. You'll know if it's a syringe if their medkit suddenly disappears from their hand and they heal 16 seconds later as it consumes the medkit entirely. This could also be https://deadbydaylight.fandom.com/wiki/Styptic_Agent though, so sometimes you have to weigh up hitting them or not.
It is also possible that they 99'd their heal (kept their heal bar to 99%) and finished it off mid chase with a medkit/self-care.
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The new RPD is split into two maps - the East Wing and the West Wing.
The East wing contains the roof with the helicopter that's on fire, and the area underneath that but DOESN'T include the Showers and the offices.
The West Wing is the broken showers with the hole drop down and the offices, and the area beneath them but DOESN'T include the roof with the burning helicopter and the area beneath that.
The wiki has further info on both:
East: https://deadbydaylight.fandom.com/wiki/Raccoon_City_Police_Station_East_Wing
West: https://deadbydaylight.fandom.com/wiki/Raccoon_City_Police_Station_West_Wing
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Correct. If you have 2 tokens and bound over a pallet/vault with your first, you cannot bound again and will be put into cooldown - this is intentional and for balance reasons.
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I'm bias as a lifelong fan of the franchise but Resident Evil. The first one with Nemesis/Jill/Leon just because it gave me that hype and nostalgia to see characters I'd loved since the 90s join a game I'd also come to love 20-odd years later.
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If you mean skill checks - yes. Healing downed survivors gives the same skill checks as healing an injured survivor.
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It's people using the new Streamer Options in the settings. People's names become the character name with a number after it. From the patch notes:
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I wouldn't say it's 'hard', it's just....time consuming. You will get this eventually over time, but yeah, I would have rather they'd gone for something like '5', or just change the condition to 'escape RPD 20 times'.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3161938#Comment_3161938
Little confused here:
1. Your own ping/packet loss is displayed above the survivor list.
2. Players are notified when another player is experiencing server connnection issues... for killer issues... above the survivor list.
So what exactly does the thing above the survivor list show? Mine or the killers?
Both. It shows both side by side if they happen to be bad at the same time - the killer ping has a little knife icon next to it so you can tell they're showing the killer's ping instead of your own.
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This is intentional - they fixed this in 5.5.0
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Mega. My favourite horror franchise with a 2nd chapter in my favourite multiplayer game? How can I not be?
Also very eager to see how the new basekit BT buffs play out.
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Yes you can. You can buy T1 perks from the shrine and the T2/T3 versions of the perks will appear in your character's bloodwebs.
Source: https://forum.deadbydaylight.com/en/kb/articles/337-developer-update-june-2022
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It comes down to who can earn Deviousness the best really, and that's killers like Doctor/Legion/Demo/Clown/Blight. Killers who basically actively use their power a lot in chase and it earns them a lot of points.
It's more who to avoid really in terms of Deviousness, and that's killers like Plague/Pig who really struggle and other killers that rely on the survivors interacting with your power like Trapper.
Overall though, just play whoever you enjoy that has the cakes, BPs, puddings - they're gonna net gain you the most in the long run.
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Yes you do need to double pip. If you want an easier time of doing it, attempt Adepts during the Grade reset, since double pipping at Ash grade is easier than double pipping at Iridescent.
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Dredge is up there as having some of the best just in general - the 'many voices' in one feeling about Dredge is really cool.
Sadako and her orchestra that follow her around are great, too.
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Typically if you're going to buy killers with money, I'd recommend licensed killers first, since you can always earn in-game iridescent shards to unlock non-licensed killers.
The next question comes down to whether you want their perks or the killer itself or a mix of both.
The Mastermind (Albert Wesker) should be releasing relatively soon, and from the PTB, he was a lot of fun to play and pretty effective. From their recent dev blog, they've stated they've made his awkward issues in the PTB better, so he should be even more enjoyable to play than he was in the PTB. That said, if you're new at the game, he may be a bit more 'advanced' for a new person. His perks have their uses, but I can't see them being meta defining or too powerful, though it is too early to say.
If you're new at the game, Bubba (The Cannibal) is a fairly easy to understand killer who can do pretty well against most survivors. He instadowns with his chainsaw, and he chews through pallets. Whilst his perks aren't particularly 'meta' or 'powerful', BBQ and Chili is still a useful perk for aura reading if you're limited at perks.
The Onryo (Sadako) is also a potentially good choice if you're looking for a very easy killer to play and understand who comes with some decent perks (Call of Brine and Floods of Rage). Do be warned though, that she falls into the weaker side out of the killer roster unless you know how to stack her condemned very well, as you go against more experienced survivors, you won't do as well as you could do with other killers.
The Cenobite (Pinhead) - This killer requires some skill shots to use with his power (as you summon the chain point then have to hit the chain at a survivor), but also comes with some passive slowdown which helps against the survivors. He's not easy to understand and will require some practice, but he's pretty effective once you know how to play him. All 3 of his perks actually have found their use into builds of mine, so he has got some good value perk wise. Deadlock is good for some gen slowdown, Hex:Plaything is great for passive slowdown/oblivious and synergises well with Pentimento from the Artist, and Gift of Pain is also a very decent slowdown perk on Scourge builds.
The Nemesis is another fairly decent choice, though his whip is a skill shot, so you need to be patient and practice with it - and he's very reliant on infecting survivors to become more powerful. When you reach Tier 2, you can start breaking downed pallets with his whip, so he can become a very decent chase killer. He also gets 2 passive AI controlled zombies that roam around the map and cause grief to the survivors, though they can be sometimes very useful and very not useful depending on their AI/map. He has two very decent perks as of this patch, which is Lethal Pursuer and Eruption. Lethal synergises very well with most aura reading perks and add-ons, and Eruption pairs exceptionally well with gen kicking builds.
I could go on and on - and I've almost listed every single licensed killer at this point, so I don't want to overwhelm you further, but ideally we'd need to know more about what type of playstyle you enjoy and what you're looking for out of a killer. Ultimately I'd say if you're very new to the game, and just want a killer you can enjoy that's simple to understand, you can't really go wrong with Bubba. If you enjoy a more sneaky playstyle, then Michael Myers and Ghost Face may also be more up your alley.
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Its been with the game since basically launch - its purpose is mostly there to provide a marker for the other survivors in the map, so you could mark a generator, mark the hatch (back when it spawned in view to everyone), mark a chest, etc. Very few people have used it in my 6 years playing this other than to meme by spamming it, but that's basically its intended purpose - to mark some point of interest to your team-mates.
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Whilst sure, this may sometimes be the case, it is not anywhere near 98% of the reason why killers tunnel. It's probably the 'minority' of the reason why killers tunnel. They tunnel because it's the most efficient way to 4k (even more so now that DS is nerfed), since you turn a 1 v 4 into a 1 v 3 ASAP.
That doesn't mean there isn't reasons where the survivors CAN cause tunnelling (i.e. when they unhook a team-mate and hide leaving the injured survivor the only one the killer can find, or when a survivor follows a killer around when injured with endurance), but 'toxicity' is not the majority reason why killers tunnel - at all.
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From the dev update:
For the release, we have changed this to include any time you are the only Survivor who is not dying, hooked, or dead as well, allowing it to activate throughout the match.
Basically it will activate if you are the only survivor in the team NOT in the dying state/hooked/dead. So for example:
Scenario 1:
Survivor A is on the hook
Survivor B is slugged/bleeding out
Survivor C is sacrificed
Scenario 2:
Survivor A/B/C are bleeding out on the ground.
You will now get Low Profile activated. If you unhook Survivor A in scenario 1, it will deactivate. If you pick up any of the survivors in scenario 2, it will deactivate. It can then activate again if you are once again the only survivor NOT dying/hooked/dead.
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@TheArbiter said:
But my question is are the BP bonuses they promised to bring back for the side with less people still coming???
Yes hopefully with the chapter release. They tested the fix in the Resident Evil PTB.
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Agreed - very happy about this. Appreciate them listening to feedback so soon after the mid-chapter.
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I think this makes tunnelling less appealing for sure to a degree, and I agree with them buffing it. I still think it'll happen though, unfortunately - hitting the survivor immediately as they come off the hook is something a killer can do with a 5/10/20/80, etc. second endurance, so whilst it may make them less likely to want to, when a lot of killers weigh up a healthy survivor vs an unhooked survivor, they're both 2 hits to down and one can get removed from the game quicker. After DS got nerfed, I think killers just don't find tunnelling AS threatening anymore.
I still don't agree that this solves camping at all either. They've put it under a 'Camping and Tunelling' subheading but this unhook BT doesn't discourage camping.
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*ichorous tentacles dilate wetly* when the Demo climbs into its portal
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If that's the case, it's outdated information.
Since the last midchapter where they updated the progression system, you now earn the bloody cosmetics at P4/P5/P6 respectively. P1/P2/P3 is now the Tier 1/Tier 2/Tier 3 versions of that character's teachables unlocked on all your other characters automatically.
In the Stranger Things' characters cases, their teachables are now general perks, so unfortunately T1/T2/T3 on them doesn't do anything. You can still unlock their bloody clothing at P4/P5/P6 though.
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I can see why a survivor player would miss it, sure. It was a lot of fun to use - in the same way that I'm sure some killer players miss old Undying.
Was it healthy for the game though? No, absolutely not, and its current iteration is much much healthier for the game as a whole.
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If you are the only person who has this challenge active in the match, you have to be the one that finishes the generator. 1 Green Glyph spawns per generator YOU personally complete. Note: This doesn't mean do 100% of a gen, you can finish a 99% gen and it'll still spawn one.
If multiple people have it, it gets confusing, but I think they spawn for you, too, i.e. when the killer hooks a survivor if they have it active/another survivor who has the challenge active completes a gen.
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When you're solving the box with a chain hunt starting:
1) Don't break chains on the environment. It spawns another one even without the add-on, the add-on just increases the amount to 2.
2) There's a small break between the 3 chains spawning before another set of 3 spawn - this is when you want to solve it. Wait for the third to spawn, dodge it, and then solve it.
3) If you struggle with 2, then just let all 3 chains hit you, break them (not on the environment), and then solve it.
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1) Yes, they include the 2.5% regression you get from kicking.
2) Yes, it can apply to multiple gens, the perk icon timer just resets when you kick a 2nd gen.
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I'm fine with them.
They're a bit jarring to listen to just because you know how they sound in the games, but considering they only happen in the lobby (for the survivors) and I'll get used to them, I'm really pleased they even did it in the first place. I was only hoping for Wesker to talk and now that we have additional voices for all the RE characters, I think that's really cool.
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Suppose it depends - launch DBD feels like an entirely different game just due to it being fresh/no one knew how to play well/the devs didn't know what would be too powerful and not, etc. so by that very nature some of those are ridiculously overpowered by today's standards. Sprint Burst, for example, was a 20 second recharge at launch AND recharged as you were running, so you just got sprint burst every 20 seconds in chase. If that was released in today's version of the game, it'd probably be considered the most overpowered perk.
Taking after knowing how the game was played though, I'd probably agree with launch Mettle of Man like others have mentioned. That perk was so decent, you could quite literally AFK and it would still activate.
Honourable mention probably has to go to launch Decisive Strike too - that caused killers to basically 4 man slug and bleed out everyone just by its nature.
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@ShinobuSK said:
Theres a exposed challenge in the tome
It's likely this yes. Whenever there's an 'exposed' challenge in the Tome, Michael is my go to. He's one of the easiest killers to get this done with. That or Ghostface, depends on my mood.
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Not particularly anymore, I just want the game itself to be a good one.
I find the chase aspect of the game the more interesting part on both sides, so having decent chases is all that I really want. I can be tunnelled the entire game, but so long as each of my chases were all enjoyable (i.e. I didn't get unhooked and downed in the first 6 seconds) then that's fine. I'd rather go against a bunch of fun chases as killer and be chased the entire game as survivor than not see the killer the entire game/not see a survivor the entire game - win or lose.
I'd also rather save a team-mate and die, than leave them to escape (unless I have a particular challenge).
That's just me, though - other people who wanna stealth/escape is fine, everyone has their own definition of what's 'fun'.
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Yeah absolutely - been playing the RE games since the 90s. It's an easy buy for me. Wesker's power looks like a lot of fun, too, and more RE characters being on the survivor side is all I want.
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The only thing they've announced that has gotten delayed is the new wiggle system (full release) and the game flow (being able to change the rift while queueing/look at the store, etc.) as per the below announcement:
Other than those, what's listed above, the bots have not been announced as having a delay yet.
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I don't think it's 'awful' per say, but I think there are some things that can be improved.
On the killer side:
Some maps can have situations where there's exceptionally strong chained tiles. Cowshed is a good example of this where you can get a jungle gym, which leads into a long lane loop, which leads into the killer shack, which connects to another long lane loop on the other side, which can then connect into another jungle gym. If a survivor knows how to chain those together and you're an M1 killer, there isn't a lot you can do other than just brute force the tiles down or leave and go pressure elsewhere and hope the next survivor you face doesn't reach it.
There are also some buildings that can have exceptionally strong windows you can't mindgame well. New Haddonfield has an example of this where there are two open windows that exist on the same wall in one of the buildings that are spaced apart that no matter how you loop it (counter or clockwise) the survivor can safely vault the window if they're paying attention. This is an example of a window that you either have to leave if you're an M1 killer or have bamboozle for.
Then there's some maps that have exceptionally strong pallets in a lot of places. The Game is probably the most egregious example of this where there's a lot of safe pallets. The downside, of course, is that once those pallets are gone, there's not a lot for the survivors to work with - however there's such an abundance of them that the game is mostly over before you've gotten through most of them.
On the survivor side:
Deadzones is primarily the big issue some maps have. The centre of Haddonfield can have this problem where the street is. If I had feedback for Haddonfield in general it'd be to weaken some of the building windows, but strengthen the middle of the map where the street is so there are more pallets they can work with to chain the sides together.
Shelter Woods can also be an example of the above if the killer doesn't have mobility, but it's also such a large map (I think the 2nd largest still?) that spreading out on gens on that map will probably get you a win. That said, its RNG can just create lots of unsafe areas and not a lot for survivors to work with.
I think summarily if I had to give feedback to BHVR on maps, it'd be to not make them too large because that makes your non-mobile killers weaker, and spread out 'strong' tiles/pallets across the map as a whole but in between the stronger tiles put unsafe/weaker tiles that the killer can play around so there's always something for the survivor to work with, but so it doesn't feel like they're just chaining together tiles/safe pallets you just have to brute force.
I don't think it's possible for them to create a brand new map that feels 'fresh' every time that'll always be really balanced and always be viable on every killer, but I think if they addressed some of the above, it'd make some maps feel better.
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They do indeed stack together yes. You open a gate in about 12 seconds if you have them together.
EDIT: To answer your question further, buffs stack additively, so I believe (someone can correct me if I'm wrong on this because maths and DBD calculations aren't my strong suit).
1 + 0.25 + 0.50 = 1.75.
20 charges to open an exit gate, so it'd be 20/1.75 = 11.42 seconds to open the exit gate.
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Are you talking about in-game? If so, typically it's if something about their status has changed, i.e. they've been injured, become broken, got hooked, unhooked, healed, etc. It goes red name -> white -> fades to gray.
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One of the things I've always agreed with that BHVR don't do is sell progression currency packs, i.e. bloodpoints because typically when businesses do that, they generally want to starve their core non-paying audience of said currency to encourage them or incentivise them to pay for the packs.
I agree that the starting user experience is quite overwhelming with choices to prestige at the moment, but I'd rather they, personally, just improve Bloodpoint gains across the board with some form of basekit game mechanic that doubles bloodpoints on both sides, or/and other methods. I understand they've cut the perk grind down for players who've played for a chunk of time, but there's lots of optional goals that people can still go for that are fairly bloodpoint heavy like getting to P9/P100 so I think people will still always WANT bloodpoints even when they've got all their perks.
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Baiting Dead Hard out, whilst annoying, was not the main reason it was a vastly frustrating perk to go against - it was it being used for distance, which the killer could not do anything about (in most killer's cases anyway). So no, in my opinion it was not fine - it was used on basically all 4 survivors every match for a reason, and that reason was it was too strong and had very little counter play when it was used for distance.
I do empathise with you having no nearby servers to get as decent ping though, that must be frustrating - but that's not a reason to bring old Dead Hard back.
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I can't see the list of rewards anywhere, but if today's is Rift Fragments, they don't provide any form of pop up/notification, they just automatically get applied to your progress.
EDIT: Just found the list of rewards in-game - today's should be 50k, since the 13ths won't typically start for another 2 hours from this edit, so yes, you should have received a pop-up. I wonder if the monthly grade rewards has caused it to not appear as a pop-up or not applied for some reason.
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"I was thinking about the issues lobby dodging causes for matchmaking (i.e. increased queue times and forcing the algorithm to ignore ratings to fill gaps)"
I was under the impression that it doesn't do this anymore and they changed it so that it still attempted to bring in someone who was within the MMR range it was looking for?
Regardless, I don't think 60-90 seconds is a good idea for this. Sometimes you get matched into a dedicated server that is yellow/red ping and it's perfectly reasonable for a person to want to back out of that lobby. A minute and a half isn't a long time when that happens once but if the matchmaker decides to do that 2-3 times in a row (which has happened to me), that just causes frustration.
I understand wanting to mitigate lobby dodging but honestly getting replacement survivors/killers has never felt that long if someone does decide to dodge.
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Your video doesn't show this so I can't confirm for sure, but this is intentional if you walk past a dull totem since Undying reveals your aura to the killer when you walk near a dull totem. Chances are, there was a dull totem behind that rock you walked past at 10 seconds.
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Other than trying to restart steam entirely (right click it in your taskbar and clicking exit), and seeing if it appears, I'm unsure why that's happening for you.
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How is it not working specifically?
There's a guide here that BHVR have provided: https://forum.deadbydaylight.com/en/discussion/26/ but it should just be as simple as right clicking Dead By Daylight -> Properties and clicking the following:
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You shouldn't have lost anything. Any teachables you unlocked pre update (i.e. your level 40 characters) will be T1 on all your other characters (unless they were T2/T3 already, in which case they'll stay that tier), and you can find the T2 and T3 versions of those perks still in the bloodweb of those characters. You do not need to get characters to P2/P3 to get their T2/T3 perks on other characters - you can still choose to get their T2/T3 versions in the bloodweb.
If you have lost progress, then that's potentially a bug some people have experienced.
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Basekit BT is 5 seconds - if they're blocking you, then you can wait 5 seconds and down them - if you then choose to pick them up/tunnel them well - they had the opportunity to run away rather than bodyblock you.
Also teamplay strategies are not toxic - there's nothing toxic about trying to take an extra hit for your team-mate in a chase or use your endurance strategically.
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Worry Stone reveals auras of a survivor when they lock a locker, not when you teleport to locked lockers.
EDIT: If you're saying you've not seen the auras of those survivors near the beginning of the game, there could be a number of reasons for this, such as them using Distortion (which was recently buffed), they've setup a Shadow Step boon, etc.
I've used this recently and it worked okay for me personally. Is it happening every game for you if so?





