Jean_Cobra
Jean_Cobra
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- Jean_Cobra
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Don't worry, after 1 years and half, BHVR will fix this bug by calling this one a FEATURE !
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still on the live after the patch of today
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This bug exist since the ptb, reported and nothing has been made. The most ironic is after the hotfix to counter the issue map of the 2v8, you need to interact 10 tumes with the beartraps. Before it was just 2/3 times. I think it's not a bug but a feature
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It's not a bug, the effect is disabled in the endgame like DS.
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If only theses add-ons was the only issues of the Knight
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@Marc_123 said:
Singularity can catch up to shift+w with his shooting teleport.
Also if you teleport and they drop a pallet on you it breaks.
"WEAK AND INFERIOR."
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I think will just change the curve, add-ons and the % rotation of the chainsaw at the start of the dash i think. It will be completely stupid to revert his old m2 (the boring overheating system). Anyway, this killer is a Yo-yo for BHVR like Pop.
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@Hex_Ignored said:
He is one of the top killers in terms of kill rates, higher than the desired 60%. He will get changes and saying that bhvr shouldn't change anything because it might cause bugs, is silly, because then they couldn't change anything ever again.
The Knight enters the room.
About Pinhead, i think they will just change some mechanic like the Box spawn logic for something much more RNG than before, put some add-ons as basekit and perhaps rework the possessed chain. The Cenobite is fine for me, he doesn't need huge nerf or changements, just some issue about the QoL and the Box/Chains event
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gain token during a chase is a problem.
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@Legendary_deedee said:
Nurse is quite weak in this mode. You’re delusional if you think otherwise.
- 3 blinks when she is near of the second killer (16 M)
- Increases the length of Blink Attack lunges by 30%.
- Increases the range by 30% with each successive Blink.
- Reduces the fatigue duration of Blink by 7%.
- Blinking within a 1-meter radius of a survivor makes them scream.
- Reduces the fatigue of chain Blinks by 65%.
- Increases movement speed during a chain Blink by 30%.
- Increases the duration of the chain Blink window by 0.2 seconds.
- Reduces the fatigue of missed special attacks by 0.5 seconds.
Yeah, she is weak.
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@SleepyWater said:
Idea of 2v8 mode is wonderful. But again, it's super hard to find a game as killers. I dont know how you can solve this problem. But in the future it may kill and 1v4 mode, because of player spreading.
20 min in queue, and sometine, its 1h to start the game because one survivor is missing, and after that, everyone is eject from the lobby
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@TheRealConsent said:
She's fine lol. She only gets the 3rd blink 16 meters near the other killer, and the other buffs are more of QoL. She just doesn't get extra fatigue that much from chain blinks and missing (which are 2 brown add-ons or something from her base version).
No, she is not fine. It's the Nurse and she will always been the Nurse.
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My 2 only problems:
- The powers of the Survivors who are stupid for some of theses
- And the Nurse. I will not explain why the presence of the Nurse in this event is a very, very bad idea.
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@Mandy said:
I'm not quite sure what this is a bug report for - the numbers that you have listed are including the repair speed debuff for more than one survivor working on the same generator at the time, which is correct.
Sometime, 2 survivors can finishing a gen in 42/43 sec, the same duration as 3 people on a generator, that's the point of this report. Etither it is linked to specific maps, or it is dur to the fact that we were against Trapper for theses test. A possible connection related to 2v8 event (and effect that is found in standard mode by accident ?)
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same for singularity, dredge and oni, but i think it's a "feature" :)
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It's a "feature" bro, stop asking :)
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"Meg, why didn't you let yourself get killed on the hook ?"
"Why do you asking me this question ? I want to play the game ?""If you had been killed we would have won thanks to the mechanics of a retired generator, you stupid #########.
Insert personal insult and toxic and very serious comments from all other survivors
This is why we will never get a mechanic like that. It's the open-bar for the toxicity, even more than before. I don't want that.
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Hello, the bug is still here.
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Don't ask for buffs, there is a Monkey's paw, it will end up like the Knight or the Twins, or Trickster.
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These are features bro :)
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My theory is that people who dare to say that "the Knight is doing just fine as he is" are definitely people who hate facing him and just want to influence everyone just to see the very killer they hate just become lame and too easily loopablme and all the time win chase against him.
But guys, PvP games dont work like that. You can't all the time win a chase. -
The Knot
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We told you that the Knight was going to be absolutely a pure garbage when it will be available on the current version after the ptb, because the bug to switch all the time your guard was a bug, and most of the completely lame bugs that harm the knight and guard AI have become "features", as will as the many shadow nerfs like the fact that survivors can now HEAR the sound of your power when you created a path towards them outside of a chase (among others), or we still need the 2 add-on you increased the distance of guard spotting and the increasing their speed during a patrol because the 2 effects has been divided , no one believed us.
You got what you deserved, now enjoy the Knot, the equivalent of what the frustration of playing twins was before their buff -
I forgot, the killer instinct is also activated when someone use an EMP to remove the infection, wich is also very good to know the location of someone
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The time to lock-on someone has been reverted, and if you talk about the gauge who gradually rise when you lock-on someone, it's the same like the old one, but now, instead of losing all the progression at once when you're aiming for a survivovr but lose sight of them in, the bar goes down slowly, and you can move it up again when you find the survivor. It's literally much better than before, you have much less frustration if you miss a lock-on
I'm agree about the biopod near of a hook, the ability to infect someone you're chasing close to someone hooked sould ONLY be enabled when you'rte in chase, otherwise, it would stay active, or yes, maybe reduce the time it takes to infect someone who comes to unhook a survivor, or simply reactivate it instantly RIGHT after unhook. You always have to wait almost 10 ######### sec before having the possiblity to lock on someone with a normal slipstream of 0.6 sec.
for the color, the purple aim on your m2 dont change anything, but help ppl who are unsure whether or not they can target the survivor for x reasons (collision elemnts, invisible walls, etc) and give you information if the survivor is still infected or not.
About the Killer Instinct, na, it's good like that, it give you SO much information if there someone close and infected by the survivor you chase, and above all if you combine it with add-ons like the diagtnostic tool, the crew manifest, or live wires (they scream when they remove the infection), you really, really have a LOT of information during the match.And about the biopod aiming, good news, BHVR have confirmed recently confirmed that they will be adding this option soon: for active it, you will have to hold down a touch (certainly the m2) to activate it when you control a biopod ! it will be a huge qol for console player, and ppl who like this option, without imposing it on players already accustomed to using the biopod manually (like me)
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"The camera and targeting someone has always been a little finicky. Now by increasing the time it takes to lock onto a survivor, it makes using the power even more difficult."
It has been reverted, is now 0.6 sec like before, and it's good. 0.8 sec was too long on the PTB.
For the color, it's change nothing but give information if the survivor you chase is infected or not, and helping you to see if you are able to teleport on him or not. It's purple, not red. The red color it for the desactived biopod.
- For the biopod destroy, maybe switch the time to 0.50 sec instead of 0.75 sec on the current.
- And about the killer instinct, i dont think it will change something, with this adding the information is very very HUGE, and absolutely insane if you use the 2 add-ons who give you the aura of someone who is infected or take an EMP.
- And dont worry, BHVR will add an option to activate the Auto-aim or not when you control an biopod on the next patch/hotfix patch, to activate it, you just need to keep pressing the R2 button to activate that. It will change nothing for ppl like me who dont like the aim, if i dont want use this aim, i just dont need to activate that. It will be a very good qol for Console player like u :)
- And i'm agree, the biopod anti-camp system need to be reactivated ONLY when you are in chase around the hooked survivor.
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It's just to encourage ppl to go on the store, that's the reason why they kept this ugly HUD
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They kept this ugly HUD for encourage ppl to go on the store and buy something. That's all.
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https://forums.bhvr.com/dead-by-daylight/discussion/420434/my-god-this-new-knight-is-atrocious
I said it again and again on Reddit, this forum and everywhere that this rework was going to be crap and a ######### walking pile of garbage, everyone told me "But no the Knight is even better now look he can summon his guards whenever he wants and he can do this and that, you are a ######### idiot", without taking into account that firstly it's a bug that has been removed, secondly that all the bugs linked to the guards' AI are either still there and that's it. It's a horror, classified as a "feature" by BHVR, and tersuo that the ultimate middle finger is to have put half of the add-ons like the map of the kingdom, half instead of completely putting the effect whole on it in basekit and modify the effect of the add-on behind.
Survivors can also now hear the sound your path creation makes BTW. You can no longer surprise them by summoning a guard to interrupt their action on the generators.
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Before:
https://www.youtube.com/watch?v=pzV2MB7MmWwAfter the release of Vecna chapter wich persits even in the 8.1.0:
Nouveau projet -
Its amazing avout the fact ppl dont realize HOW much the knight will be buggy middle B-tier to C-tier because of IA's guards bug...
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You guys are incredible. You complain about Weave Attunement for being too op, but behind that, I remind you that when MFT was available you played it ALL THE TIME during the 7th anniversary event, and you were probably one of this type of player who said "MFT is not op lmao".
Can we also nerf Distorsion please ? This perk is too strong too for survivors. WOO too please. Because if Wave is nerf why not them, particuly distorsion ? :)
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@Orthane said:
Agreed, they way overestimated how many people would be playing.
Especially since the event is separated with the normal mode matchmaking, the half of the community will never help to complete the commu challenge.
Its impossible. We cannot do that. The last chapter is litteraly "get 300k/150k irised medails on x category" lmao. -
Dead by Daylight 2024.06.13 - 03.58.36.01
Here a record of the bug in question
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i Can confirm here
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- Two days since the chapter was released, and the killer is already nerfed.
- Mage's hand cannot be used all the time, because 38 sec CD
- Can still be countered by the survivor when he knows the spell's activation time
- But players don't like learning how to counter a killer, because they're spoiled kids
- BHVR bends the knee
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Up and news: Apparently, this bug is appear after the hotfix of the Unknown in March. Some Ceno player can confirm it.
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Thwack! proc too when a survivor drop a pallet on you when you are in Overclock
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This is not a bug.
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You're just asking for Spine Chill but in another form.
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The rework of stbfl is bad when the chains of pinhead can make loosing stacks for him without the iri add-on. That's all. I will not explain more why this is this is a stupid idea.
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@mikewelk said:
Trapper on Midwich Elementary is a pain to face and playing as Trapper on Eyrie of Crows is a pain to experience, especially if they used map offerings to get that map. I don't know why map offerings exist to be fair.
Live trapper reaction about Eyrie of Crows
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@Skillfulstone said:
The STBFL change is going the wrong direction and now encourages tunnelling further while not fixing the only issues with the perk. It goes against everything that should be wanted out of a chase perk.
STBFL is one of the handful of perks that weaker/M1 Killers can use effectively but that Nurse and Blight can barely use (due to 90% of their attacks being M2, if a Blight or Nurse go out of their way to preserve/gain stacks then they are actively handicapping themselves, even Wesker is actively losing slowdown and chase power if going for M1 during chases for the sake of stacks) which is a good thing.
What can be unhealthy however is it's camping and tunnelling potential when going over 5 stacks. As it was, a Killer with 5+ stacks, if the rescuer and hooked Survivor are NOT the obsession, can hit the rescuer and recover quickly enough to not only force a trade but also might be able to land a hit on the basekit BT before the unhooked gets far.
If the Obsession goes for the save, the Killer effectively has no reason to attack the obsession after the unhook unless they have an M2 attack (which is slower most of the time and gives enough time for the rescued Survivor to leave). Unless the Killer player goes out of their way to tunnel, using an M2 usually is too slow to risk going on a potentially long chase (this is especially true when climbing the MMR ladder where every seconds count). With the current version, the Killer has no incentive to not tunnel as M2 attacks don't make a difference and the perk needs more stacks.
The current "healthiest" scenario is when the Obsession is the one hooked since the Killer has no reason to tunnel as they would lose stacks, however this encourages proxy-camping and will often lead to an unavoidable trade when going past 5+ stacks. This is the closest to healthy gameplay in a STBFL camping scenario (not exactly healthy but common).
By making both M1 and M2 lose 2 stacks when hitting the Obsession, it encourages the Killer to ignore the Obsession completely (making the game rather boring for the Obsession) and instead hard-tunnel when punishing an unsafe unhook to gain/preserve stacks.
The new version of the perk actually encourages tunnelling and camping more than before since any encounter with the obsession will likely take away 4 stacks (or more depending on the Killer). Not to mention that without the coordination of a SWF, there is a good chance that the Obsession won't even be aware of STBFL or even have the initiative/courage to throw themselves at the Killer.
A healthy change could be the following;
When within 10 meters from a hooked Survivor (distance can be tweaked), Save The Best For Last deactivates. The bonus recovery speed does not trigger and no stacks are gained if hitting an unhooked Survivor still affected by Endurance (or within 15 seconds, that's a decent starting point). Everything else should have stayed the same as the previous version.
This change would keep all the good from the perk (good chase perk for weaker/M1 Killers, average for the powerhouses, mitigates Endurance hits unless the Obsession gets in the way but the Killer has options to avoid losing stacks that are in their control alongside a mean to not tunnel) while fixing the bad (too powerful when camping and making attacking Survivors off the hook appealing).
The change is just making the perk much weaker for weaker Killers while not bothering stronger Killers while at the same time making tunnelling and camping more appealing than before. It's everything that could be wrong with a perk.
Bro i love this idea. It could be ######### cool in addition with my suggestions.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643676#Comment_3643676
Hopped in a custom game myself to test it, and you're right-- which means this post should definitely be in the Bug Reporting section, there's no way it's supposed to be working like this.
It's just supposed to be Basic Attack and Special Attack, as it says on the card and as they said in their dev update/patch notes.
Na i can confirm it. I have already report this discoveries as bug on the forum. A dev have closed the thread for "Not a bug".
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@jesterkind said:
Are you sure about those?
Right now it should just be Basic Attack and Special Attack, not any power use. Pinhead's Possessed Chain isn't a Special Attack, and nor is Doctor's Static Shock, but the Knight's guards and Skull Merchant's drones are.
Have you tested these to make sure that the powers you're referring to actually cause token loss?
I can confirm it. I have testin this perk in game on bots. You should look on the dbd reddit, many ppl talk about that.
A perfect exemple who show the disaster of this nerf: each kunai of the trickster on the obsession will instant remove 2 tokens. You have 8 stacks of stbfl ? Good, now you have nothing after a chase against your obsession.
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just put a cd of 7/10 sec. That's all. 15 is too long.
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Bonsoir non.

