Jarky
Jarky
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- Jarky
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If you already had SC unlocked on Mikaela at T2, then you'd find the T3 version of it in her bloodweb. You can still upgrade a survivor's personal unlocked perks to T2/T3 via the BloodWeb. You don't need to get a character to P2/P3.
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This isn't a bug, they limited the catch up mechanic to P9 at max, even if bonuses when calculated together could push you past it.
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The Dedicated servers are shared across platforms as this game is cross platform. As far as I know, there are no XBOX only servers - rather they just have options to restrict you to matchmake with your own platform.
I've not had any problems with the servers. There was a rubberbanding issue recently but that got fixed with today's update, and I've had no problems today with lag or anything else.
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The indicator in the perk itself should be responding to Terror Radius only, but the line of sight buff you get for action speeds will happen if the Killer is stealthed or not so long as they have line of sight with you.
I haven't tested this myself yet as I've just finished work but if the indicator is reacting to no terror radius, then I imagine it's bugged. I'll see if I can test it.
Btw, your English is fantastic.
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It might take a while for the bonus to update compared to the amount of people queueing, so if a bunch of people are suddenly queuing for survivor, it'll increase your queue? That's just my running theory though.
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I'm oddly not against this because that means I now have these immortalised on my old survivors and won't accidentally use them (how I'd do that I dunno, but I've done stranger things). T'is interesting that it wasn't documented though.
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Because you unlocked Monitor and Abuse as a teachable prior to the update, you now have it unlocked and available T1 on every character.
The Shrine of Secrets no longer has teachable rarity and instead will offer you the next Tier you don't have unlocked (Tier 2 in your case) to unlock it at Tier 2 on all your killers, which costs 4k for T2, and 6k for T3.
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They did, albeit this was back in May during an anniversary article and not in the recent developer update blogs (that I can see, anyway), so I appreciate why you may have missed this. They do specifically mention 'teachables' throughout their articles though, and none of the general/universal perks are considered teachables.
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They're no longer tied to the Demo - they're generic perks, which is why they're not Tier 3.
I imagine the reason they're T1 on all characters is because they're registered as 'unlocked teachables' which were given T1 on all characters automatically.
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@Mandy said:
https://us.v-cdn.net/6030815/uploads/XDPJASQMOZHX/releaseinfo.png
RELEASE SCHEDULE
For all platforms the Mid Chapter Update releases at:
11.00am ET
It's releasing today.
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Sure I'm down with this - if it makes the charms more 'valuable'/seen by other killers/survivors. I like looking at the Killer's charms whilst I'm on a hook and passing by so this is a cool little addition if it were on gens too for survivors.
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Teachables as they currently are will disappear from the bloodweb when the patch hits. Teachables will transition to the new system where they'll be unlocked at P1/P2/P3 at each tier respectively.
Any teachables you currently have unlocked will automatically be unlocked at Tier 1 on every character. You will then be able to find their Tier 2/Tier 3 versions in the bloodweb as normal.
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Keep in mind removing this would also just provide confusion from a gameplay perspective - if you attempt to use it on a locker and it doesn't work for some reason, or just does nothing then you have a survivor wondering if their perk even worked/it was a bug/there was someone there.
If someone's using it to sandbag you, I get it, it's frustrating - as is any form of sandbagging in this game, but if they stop Deception from doing this when a user is in the locker, the user sandbagging you is just going to move on to opening your locker constantly, or standing in front of it and pointing at you - they're not going to suddenly stop attempting to sandbag you just because this perk no longer allows it.
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I don't understand why this forces you to smack the survivor if they have it. If that survivor is bodyblocking you to stop you from going after their team-mate, sure - but at that point, they're inviting you to stick to them rather than go for their team-mate, so tunnelling in that instance is something they're somewhat inviting you to do, and even if they have DS at this point, it's nerfed and 3s is hardly going to get them anywhere.
They can't do anything for 80s that progresses the survivor objective if they keep it - even if they decide to walk around for up to 80 seconds and follow you, that's not a bad thing - that's almost an entire generator's worth of time they've not progressed an objective.
We'll have to see it go live to see how it plays, but I'm not expecting that many issues from the killer side if survivors start trying to get aggressive with this perk, especially now that endurance doesn't stack - smack them as soon as they attempt to do it and go after them. If anything, I'm expecting it to lose survivor games more often than win them if they get aggressive with it.
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It's intended - Solidarity doesn't heal you to 50% when you've finished healing a survivor, it constantly gives you half of what you're healing them, so even if you've healed the other survivor to 50% their health, you then have 25%.
Because Hemorrhage is constantly ticking your health down, then it's keeping solidarity at 0% pretty much throughout the health conversion.
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I've not personally noticed any difference - I can hear it when I'm not looking at it, too.
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I can't find the FAQ anymore where they stated this, but you don't get 'brand new' MMR when you play a killer you've not played before if you have experience in this game.
Back in the FAQ they stated that they take an average of your killer MMR in general and apply it to your killer you've not played - they do this because even though it's a killer you don't have experience in, you still have general killer experience in game sense/chase experience from other killers you've played. This FAQ is fairly old though, so I don't know if this is still the way it works, but it makes sense.
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This isn't a bug I've personally encountered on Steam. I've got a mix of survivors, some at P3, some not.
If restarting steam hasn't solved the issue, then I imagine your best bet is to contact their support team: https://support.deadbydaylight.com/hc/en-us
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If you have 5 full pages at Tier 3, then you'll have 75 perks x 3 = 225 (Do double check this for me)
If you have 225 perk tiers, then you'll get 4 Levels from the catch up mechanic when the mid-chapter goes out as per the above. The Prestige cosmetics are now at P4/P5/P6, so you'll get her first prestige reward, which is her weapon.
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Everyone. Twice. Maybe more.
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Been a huge fan of Resident Evil for a long time - I had zero regrets buying all of Jill/Leon's outfits and the Claire/Chris Legendary. It's all going to be down to how much it's worth it to you, but I still find it cool a year+ on that I can play some of my favourite gaming characters in the world of DBD.
As a huge horror fan in general, it still makes me giddy being Claire Redfield being chased by Pyramid Head in Haddonfield.
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I agree with this - I've been able to get 32k on my killers in the past a fair few times, but I can probably count on one hand the amount of times I've got 32k on survivor, and that's typically because the Survival Category is very difficult to get 8k (soon to be 10k) on.
I like the idea of being given survival points based on the length of time you were alive in the trial - which they can perhaps cap to 5k so people don't want to hide excessively to get the max points in - then if you escape , you have 10k in survival.
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It's still a thing - you get awarded catch up mechanics for both prestiging and perk tiers.
It's why they've now newly stipulated in the recent dev update that P9 is the max you can get even if any bonuses would have exceeded P9, and the only way to have exceeded P9 is to combine Prestige level bonuses and Perk Tier catch ups levels.
Going by the above, it is not worth Prestiging your Level 50 character if they have 170+ perk tiers or more, since you'll be P3 from perk tiers regardless.
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That does seem to be the case from their wording yes - if you're P3, and therefore now P9 from the catch up, you won't get any additional levels from perk tiers.
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Yes, the number of perks you have on a Level 50 character still matters if you haven't prestiged them.
It depends on how many perks you have unlocked on your level 50 characters who haven't prestiged yet. The following is how many perk tiers (Each Tier 3 perk counts as 3, Tier 2 counts as 2, Tier 1 counts as 1) it takes to get the amount of prestige levels from the catch up mechanic.
As you can see, it can give you up to 6. Note: It is ONLY possible to get 6 levels from the survivor side by having nearly every perk at Tier 3, it is currently impossible to get 6 levels from the Killer side as they do not have 320 perk tiers. So whether or not you should prestige your level 50 character depends on the above. If you have 170+ perk tiers on them already, it's not worth it since you'll be getting 3+ levels from the catch up anyway.
EDIT: To answer your question further, you can get a combined bonus from the bonus levels granted from Prestiging AND the perks up until P9.
Say for example, you had a P1 Level 50 survivor with every perk unlocked. They would get 2 levels from being P1 and 6 levels from the perk tier catch up, which would take them to P9 (1 + 2 + 6). From what they've stated in the recent blog post, P9 is the MAXIMUM you can get from the catch up now, regardless, so if you happen to be P3 already, you won't get above P9 with perk tiers bonuses.
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I've been playing this game actively since 2016 and have every single perk unlocked on all my killers and a large chunk of my survivors and I'm absolutely perfectly fine with people being able to unlock a bunch of perks with this catch up mechanic. It being grindy for me doesn't mean I want it to be hard for other people - there's now a much more grindy optional part which is getting to P100 that people can pursue if they want to, but for gameplay affecting mechanics, I'm glad people are now able to get more perk variety across more of their characters without having to grind for it.
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I use this on Huntress and it's actually surprisingly effective when it's up. If it wasn't a Hex, I would literally never take it off her. In its current form, it's a surprisingly strong perk on certain killers, so I'm fine with it being a Hex perk - if it weren't, it'd be very oppressive to go against.
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From the 1-100 levels, you get varied amounts of Iridescent Shards, getting a smaller amount in the earlier levels and getting more in the later half. This is because it takes a smaller amount of match XP to get earlier levels than later levels. It ends up working out to be about the same amount of shards per match though overall, as you can see by the Shards/XP ratio on the right side of the below table.
Afaik, it has been this way since they introduced the player level system back with the 2nd anniversary.
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This was their last communication on it: https://twitter.com/DeadByBHVR/status/1519036318264737800?s=20&t=F30wfFc0DaUlS8USLHR9NA
So if you've still not received them, then they've recommended you contact their support team.
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I'm in agreement with Onyx on this - it is a controversial take and it's probably something a lot of people would consider 'too much' to give to the survivors at this point, but I think if you truly want to make tunnelling the absolute WORST option a killer can do then it needs to be a clear and decisive (heh) message to killer players that if you're gonna tunnel this player, not only are you having to deal with endurance, but you're ALSO going to get stunned.
I also think DS in and of itself is in a weird spot for them design wise. They want to shake the meta up, understandably, but DS was taken because tunnelling just isn't fun to go against and it was an extra punishment/protection against that (in its current live form, I appreciate that previous versions of DS were too strong) and subsequently nerfing it to make it less desirable puts survivors in a weird spot.
I also think, consequently, because new DS is now MUCH weaker, survivors are going to run it far less - and from a killer's perspective, tunnelling might actually be stronger in this new patch. If you think of it from a killer's point of view, if you have a healthy survivor unhooking and a survivor unhooked with endurance, that's still both survivors requiring two hits to down with basic attacks (especially now endurance can't stack on top of deep wounds). Logically - if both survivors require the same amount of effort to down with basic attacks, and DS is much much less of a threat than before and even potentially not even being used with much frequency, then why not tunnel the unhooked survivor. You're going to turn it into a 3 v 1 much quicker.
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It's difficult to say without knowing what you want in a killer and what your other potential killers choices in mind are.
Deathslinger can be very fun though, regardless, whilst he's trickier to use than he used to be due to the ADS nerf/terror radius being 32m, you can get some really interesting and dynamic shots once you've practiced him enough due to the small projectile of his spear.
If any of your killers in mind are licensed, I'd generally say pay for them first before paying for an unlicensed killer, since you can earn iridescent shards to pay for an original character like Deathslinger.
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It depends how many perk tiers you have - the catchup mechanic for perks specifically uses perk tiers rather than perks as a whole. Each Tier 3 perk counts as 3 towards the following 'perks' amount, Tier 2s count as 2, and Tier 1 counts as 1.
Currently, on the killer side, it's impossible to get 6 levels from the catch up mechanic by perks alone, and it requires survivors having almost every single perk at Tier 3 (survivors have 107 perks x 3 = 321).
So you will not be at P6 when the mid-chapter comes out unless you're a survivor who has almost every single perk unlocked at Tier 3.
EDIT: To be clear in my answer, I'm specifically talking about perk tier catch up mechanics. The above doesn't include the bonus levels for Prestiging and presumes you haven't prestiged.
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No - being level 50 doesn't count as being prestiged. If you want the bonus levels when the mid-chapter hits, you need to be P1 or more.
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My original response was considering cage auras rather than survivor auras, but yes, it's likely that aura reading perks that reveal all survivors/etc. (such as Floods of Rage if it came to that somehow) would reveal the aura of the survivor currently in the cage if they had yet to be rescued at that point.
It is unlikely though that is what the OP is referring to considering that requires a set of circumstances (i.e. chasing another survivor/hooking them/caging them whilst tormented using an add-on, etc.) and they said this is happening when they go against many PHs who goes straight to the caged survivor and proxies. That's probably more likely to be game sense/map knowledge.
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Considering you don't have Dredge's 9 tiers (3 perks at tier 3 = 9) and Shattered Hope (3 tiers), then you should have 279 perk tiers unlocked (291 - 12).
If you have every single perk unlocked on them all other than the above, then you'll get 5 Prestige levels from the perk tier catchup. This is assuming they haven't adjusted the catch up, which the recent update didn't state, so I assume not. Therefore, it won't be necessary for you to P1 them before the update goes live.
EDIT: Added Shattered Hopes 3 tiers.
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Yes - as per the recent developer update, each prestige level before the mid-chapter will now give you 2 levels once the update goes live.
P1 -> P3
P2 -> P6
P3 -> P9
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It should work how it currently does - which is if you frenzy someone pre 5th hit who's in Deep Wound, you'll go into your power fatigue. If they have endurance, they'll get into Deep wound regardless and If it's a 5th hit chain, it should down them.
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I also had this question so appreciate you making this thread.
I quite enjoyed that some of my characters were P12/P11, so it would be a shame if they've limited it to P9.
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I think a Shapeshifting killer that disguises as a survivor in the trial could work so long as that's a secondary part of their power rather than the sole focus of their power much like you said. If you base their entire strength around it then it gets considerably weaker the moment people realise you're going against that killer (even in solo queue) and when you're against a team in comms.
Effectively, if you do it that way it just becomes another form of toggleable stealth with a twist on it similar to Pig/GhostFace.
I certainly think it could be something BHVR could pull off and I think it would actually be quite fun to go against and play even if playing that killer isn't particularly strong - I can already imagine the types of videos going against it.
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Yes, if you have a checkmark in all 3 it means you have all 3 teachables available, which means they'll appear on the other Killer's Bloodwebs.
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If you skip the teachable at 30, 35, 40 for whatever reason, it should appear in the subsequent bloodweb until you grab it. Could be bugged but I've never heard of this bug appearing.
If you select Billy in the lobby and hit the 'Character Info' button (F1 on PC, but it'll tell you in the top right for other platforms) what does it show here?
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Any teachables you unlocked prior to the mid-chapter going live will unlock the Tier 1 versions on all other characters automatically. Peanits confirmed this in another post.
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No, there's no audio/visual component to the Dredge teleporting to a locker that the survivors can hear/see. They only get an audio cue when you're attempting to leave a locker.
The Dark Mist only appears around the locker if you stay inside the locker for 8 seconds. Chances are they had something like Spine Chill or just suspected you'd teleport towards their gen so made an early run for it or were in a voice call and called out that you were teleporting (as other survivors watching you can tell when you've teleported somewhere).
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They are granted so long as you reach P3 Level 1 before the mid-chapter releases - you do not need to get to P3 50.
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Getting a really long cross map hit as a Huntress never gets old to me - I don't get them that often though, so maybe that's why.
For survivor - pulling off a Power Struggle stun or using Bite the Bullet to just heal in a corner silently whilst the killer looks for you.
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I can do sure - sometimes being a default Dwight is just the vibe I want at that moment.
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There is currently no date announced for the next rift, but they have typically in the past released shortly after the mid-chapter is released.
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@Clueless said:
https://forum.deadbydaylight.com/en/discussion/comment/3049601#Comment_3049601
"the variety of the amount of survivors you see would go down" Why does this matter at all if Survivors are just reskins?
From a gameplay perspective? It doesn't.
From my own personal enjoyment at seeing survivor diversity it does however. I think, personally, BHVR have done a great job at providing a wide variety of diverse survivors in the game that people enjoy for a variety of reasons. I personally think it's a net negative for people to feel like they're at a 'disadvantage' or pressured to not play a particular survivor that they feel represents them well because they don't have a 'meta' or 'strong' passive. I think it'd be a shame if I continuously just saw 4 Megs or 2 Megs 2 Dwights, etc. all the time and we lessened the variety we have today.
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@honestscript said:
I grinded pretty hard and got my Ash and Ace to have all survivor perks at level 3. But now im confused about the new system thats coming out.
So what exactly is going to happen? Am i going to lose all of my hard work?
No you will not lose all your hard work.
In fact, there is a catch-up mechanic in place that will give any survivor you have with prestige/perks unlocked multiple prestige levels. In your case, for Ash and Ace, you'll be Prestige 12 when the mid-chapter goes live (assuming the parameters don't change before release) as per below:
Note the following:
- IMPORTANT: No existing perks, items, or cosmetics will be lost if they are already unlocked on a character, even if having them would contradict the rules of the new system.
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Bloodpoint offerings such as cakes and flans, etc. give you the full equivalent percentage of the main score you earned in the map - they don't stack on each other.
So for example, if you earned 32k in a match, and had 4 stacks of WGLF, and there were Two BPS burned it'd be this:
32k (from the match) + 32k (WGLF) + 32k (Bloody Party Streamer 1) + 32k (Bloody Party Streamer 2).
The medkit offering question I'm not entirely sure tbh - my instinct is it would stack together and take 20% off the heal rather than take 15% and then 5%.











