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Justalittlepeeck

Justalittlepeeck

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Justalittlepeeck
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  • @JFF said:

    I'll tell you a secret, but don't tell anyone. ...i.r.o.n.m.a.i.d.e.n, no but seriously I run it on billy and it works wonders, if you have trouble with people using lockers, just run iron maiden and they will think twice before jumping into the locker again.

    oh, yeah, I just played iron maiden game and that's amazing. I also run this perk of nurse occasionally since survivors like using them to dodge blinks too

  • If you ask me, I would like to get the following done with SWF:

    Forbid using same perks or at least put some limitation so there can't be 4x4 same perks.

    It's just so annoying to get matched against coordinated groups who take 4 head ons and bully you the whole match or take 4 adrenalines and pop 4 insta heals and so on. Having not to deal with that when facing hive-mind groups (even not very coordinated ones) would be so much help and would greatly reduce amount of stress against SWF.

  • Well, before 4.1.0 (aka lobby-lock patch) if I saw SWF I would just switch to Oni with PWYF and Nemesis + charge&speed addons, ebony mori and would get ready to bash their heads into the ground, but now idk, I would just dodge unless I'm playing said killer or something heavily oppressive like slug king doctor or Nurse or pyramid head. Despite me being demo&gf main, I just don't want to play against survivors who have a lot of information on my movements and who can coordinate their actions too well for me to do much harm to them unless I start tryharding with all these nasty strats like hardcore camping, 3genning and etc.

  • I wouldn't mind character representing 'minorities' cultures as long as this character has some depth in them and is not only "I'm X, I'm proud to be X".

  • @Sunbreaker7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1486289#Comment_1486289

    Yes, windows and lockers are decent escapes against leatherface, which is good, I am not saying he does not have weaknesses. Good thing he has something, but pallet loops are a thing of the past, that's for sure. Running around the rock statement however does not make much sense. You are talking about bad Leatherface players who tend to often make such mistakes, against a good one who knows how to steer the chainsaw to not bump into objects, he can easily chase down around objects using the new chainsaw - I know because I have done it constantly with great success.

    I'm not saying running around rocks is a reliable counter, I'm just saying (and implying) that if you have nothing else to do, you can try these kinds of jukes to try to win time or force a mistake.

  • image.png

    Also, windows. Bubba can do nothing against windows, locker jukes are even easier against him and you can always run him around a rock so he bumps in.

  • @Kira15233 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1486053#Comment_1486053

    Was Halloween brought to promote 2018 movie, what about Freddy? Silent Hill might hinted a new game because of the DLC??

    All these were to grab money in the first place and, in the second place, attract new people to the franchises in one way or the other, so I don't see where the FnaF is different here. The only reason people are hating it is because of their negative bias towards that game

  • @Kira15233 said:

    I'll keep saying it, no, it would just ve a way for Scott to promote his now boring games and gain cash around it, plus the fact that Springtrap basically is just a dead "human" in a bunny suit, we got Legion's legendary skin for a bunny suit, that's enough.

    What collaboration isn't a promotion aimed at bringing new fans in franchise?

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/175725/chance-of-xenomorph

    It would be difficult to make the Xenomorph fit the DBD universe because you're making something that's extremely fast and lethal... Loopable. 😅

    Xenomorph could me made almost blind/unable to see survivors but extremely fast and lethal. So there would be almost no way to run from him and the only counterplay would be to stay hidden from him by preventing some trigger from activating that would reveal you.

  • @Todgeweiht said:

    And bubba?

    I am happy with billy getting a chase theme a lot! But did bubba get a new one as well?

    nope, bubba remained untouched.

  • Just forget, the hype has died and the petition has gathered ~46k and isn't going to get much more.

  • @Xbob42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1481192#Comment_1481192

    Was that a typo? 23k hours? That's over 2 and a half years of playtime!

    Well, it's like 15-16 hours of dbd daily. Nothing impossible LUL

  • @MadLordJack said:

    That was actually a huge complaint people had with Demo when he was first released, and I genuinely have no idea what happened to resolve it.

    I guess demo just became very rare killer and good demogorgons are even rarer.

  • @RandomPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1480892#Comment_1480892

    Fair loss? Fair loss is when he wins normally not leaving survivors for minutes on the ground to get a forced 4k. If you can't win normally without losing 5 gens then fuckoff with the slugging, noed and mori. I'm the 1st to dc as soon as I see someone get moried or those slugging camping killers. By the time he picks me up I'm already in a new match.

    Fair loss is when your opponent didn't use any illegal ######### like dc tech we are talking about, cheats etc. Just because you don't like how killer plays, it doesn't mean killer is playing unfair, quit with that bs, thanks.

  • @RandomPlayer said:

    Depends how you're playing as killer. Are you camping, tunneling everyone? Are you being annoying and slugging everyone? If I see those slugging try hard killers I won't spend 5 min on the ground waiting so the killer can force his 4k, so I dc myself. If it's 2 survivors and you down 1 and the other was close by and you know where he is then it's fine but majority leaves you on the ground searching minutes for the last survivor to force his 4k so smart ppl dc and you can search alone for another 5 min

    Learn to take a fair loss, instead of quitting and using an exploit to get unfair disadvantage for the last survivor.

  • @BigTimeGamer said:

    its really not that common lol

    So what, that means that shouldn't be fixed? Killers taking game hostage by bodyblock weren't common either, but somehow this became a bannable issue and most places for bodyblock were fixed (Coldwind house, basement). Why do you think this should be an exception?

  • Sure, a lunge attack that covers more than 3/4 of a normal loop is nothing compared to slightly faster&longer haunting.

  • @aznfruitboii said:

    I really wouldn't complain about Springtrap being added, but what i'm confused is what his power would be

    He was using ventilation system in FnaF3 to attack protagonist.

    His mechanic could also be something related to inflicting hallucinations to survivors

    I heard an interesting idea that he could slowdown/stun survivors that come too close to him, as they get "petrified".

  • Billy is already a garbage with his recent changes. Oni, well, he is just a slightly better billy.

  • @MusicNerd_TC said:

    Let's hope they don't nerf infectious so it requires a basic attack.

    Believe me, they will. It just won't happen soon because of how slowly they release updates.

  • Ghostface is fine as he is. Perhaps he could use power cooldown reduction and addon pass, but nothing else.

  • I believe the strongest combo is double lunge. It was nerfed, yeah, but it still remains a pretty nasty combination.

    Also, double phasing addons and don't use power, it's a very meme combo.

  • idk, looks pretty good and unique. Much better than most hag skins anyway, this one is somewhere near blight level but without blight

  • @anarchy753 said:

    I get what they're going for with that Hag outfit, but seriously that just comes off as ugly more than anything.

    I mean, isn't that the point of the skin? It's supposed to be an ugly abomination

  • @Emeal said:

    Survivors really hated the Gameplay with Old Legion, that they could continue on and on.

    I really enjoyed the long actionfilled chases, but Survivors seem to not like that as it was, and BHVR did not seem to balance & keep that part.

    I commend any changes to Legion, that:

    1. Remove the boring parts about Deep Wound.
    2. Does anything to make Legion to be less like, "The Killer who hit me and ran away."
    3. Makes chases more action-filled and less M1 oriented.
    4. Makes Legion feel less impotent and helpless.

    You get a gold star for the post above, Good work.

    Perhaps some survivors could share their thoughts on making a Legion we both wants? Im all ears.

    Thanks for your feedback

  • Demogorgon - A creature from another world, able to manipulate electronic devices and feed upon his comrades. His perks - Surge, Feast and Cruel limits allow him to accelerate generator progression, heal by injuring other survivors and limit killer's movement.

    image.png

    Crawling animation -

    When he gets injured he makes a map-wide roar noise.

    When he gets downed, he makes a hissing noice.

    Everytime he stuns a killer, he makes a roar noise and mouth opens,

    Perks:

    1) Surge - Grants an ability to accelerate generator progression by accumulating energy once per trial. Press active ability button while working on a generator with at least 50%/45%/40% of progression to accumulate 15%/20%/25% of generator progression and remove 50%/45%/40% of this generator progression. Press active ability button again while working on generator to surge it with accumulated energy and add extra progression to that generator. The perk deactivates after usage. One generator can be surged only once.

    2) Feast - Their loss is your gain. Press active ability button while healing an injured survivor for at least 3 seconds to put that survivor into dying state and heal yourself by one health state. That survivor is unable to move or recover for 20 seconds and killer cannot pick that survivor up for the duration of the effect. *Demogorgon and other survivors will be using different animations for that perk*

    3) Cruel Limits - Once per trial, if you complete a generator within killer's terror radius, create a circle of energy with a range equal to killer's terror radius that does not allow killer to enter or leave it for 20 seconds.

  • Except countless posts about how "broken" and "op" bubba is.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1473806#Comment_1473806

    Scary Stories is still considered a kids book though, the publisher and editor (author had died) during that fought back saying they were appropriate for kids. It's why they're still in elementary school book fairs and kids sections of book stores.

    Fnaf is already available in elementary schools at the scholastic book fairs - it's where my nephew got his first one. School library I can't vouch for only because my nephew avoided his since he didn't like the librarian. I'd think by now the parents groups that jump at any chance to push censorship for kids would've said something about the books being in kids section instead of teen/young adult in book stores or being in elementary school book fairs but they've been quiet. Until it's moved out of kids section/elementary school book fairs it's going to continue being considered a kids book like Scary Stories.

    A bit offtop, but aren't there action figures and toys of famous killers like Myers (I even have one), Freddy or Bubba. Some of them are collectibles, but others are definitely kids toys, but it doesn't make the OG product something for kids. Same goes for any other merchandise for any other franchise.

  • @NightmareReborn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1473882#Comment_1473882

    This is kind of the reason why I stopped trying to defend the idea of a FNaF chapter. Don't get me wrong, I love the idea, but people in the forums are pretty entitled to their opinions (and that's not restrictive to FNaF), so why even bother trying to change them?

    People can like whatever they so chose, and I'm not here to tell them they shouldn't. I just wish everyone gave the games a fair chance, because when threads like these appear, it's evident who did and who didn't.

    These FnaF discussions where people go against each other remind me of one joke

    Spoiler Spoiler Warning ▲▼

    3 men are arguing ... One against two. The first one exactly knows that he is right, but the other 2 don't want to listen to anything. Then the first man addresses God:

    "God, give them a sign that I'm right!"

    ... here, out of nowhere, clouds are flying, the sky has turned black, the war has begun thunderstorm...

    Two men say: well, this is an accident!

    The first man:

    "Oh, God, give me an even more convincing sign!"

    ... there is a terrible thunder, lightning hits a pine tree, and it burns...

    Two Man:

    "That doesn't mean anything!"

    The first man tears his hair out:

    - AAAAAA!!!! My God! You see, nothing works on them!!! Tell me tell them I'm right!

    ... here the clouds fly away, and a voice from the sky:

    "YOU'RE RIGHT!

    Two men (chorus):

    "Two against two doesn't mean anything!"

    Back to the topic, I believe ANY killer has a chance. As BHVR showed at demogorgon, who is, at least for me, a pinnacle of their visual and sound design, they can make any killer awesome and fitting. If FnaF goes through, I willing to bet money that almost everyone would change their mind once they get to see trailer and Springtrap in actual action in game.

  • Notice how many people who support FnaF are respecting or at least acting like they respect the opinion against FnaF and all their arguments are against stereotypes and negative bias people have and they just generally act like adults, while most people who don't support FnaF in DbD are acting aggressive, using their subjective and significantly incomplete knowledge about the game and act like entitled elitistic kids. Lmao

  • @Khakuate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1472134#Comment_1472134

    The counters you said for spirit are just completely stup*d.

    Spine chill, wont prevent you from getting in a chase, and 99% of spirits use bbq/whispers so that perk is just a waste of slot against her.

    Iron will doesn't work on her, she can use stridor and basically kill 1 of your perk slots.

    Spirit doesn't move grass, and you can't hear her footsteps on maps like swamp, badham etc..

    "Read her moves" literally you're saying we SHOULD guess where she is, THAT DOESN'T HAS COUNTERPLAY.

    "Just waste her time", yeah, let me waste her time when she's using every god damn anti stealth perk with stridor, im sure I can waste her time

    https://www.youtube.com/watch?v=VOHy-NA2qaY

    Let's say you are right and I won't have to waste my time on you since it's impossible to argue with a person who thinks these is no counterplay just because he doesn't want to accept the fact that counterplay for spirit is more unreliable than for other killers.

    By the way, video you included is a bit outdated, considering it was released before patch 3.4.0

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1472253#Comment_1472253

    What severe nerf did she get? If it was so severe why is she still problematic.

    The Spirit changes

    • Removed the collision between The Spirit and other players while she is phasing.
    • Adjusted the speed curve for The Spirit's post phasing speed bonus to drop off more gradually over a longer period of time.
    • Restored visible 3rd person animation while vaulting windows.
    • Prayer Beads Bracelet add-on: Made phasing sounds global instead of removing them. 
    • Katana Tsuba add-on: Decreased the phasing reappearance duration from 0.25 seconds to 0.2 seconds. 
    • Wakizashi Saya add-on: Decreased the phasing reappearance duration from 0.5 seconds to 0.3 seconds. 
    • Yakuyoke Amulet add-on: Increased phasing duration from 1 second to 3.5 seconds. Decreased phasing speed from +10% to -15%.
    • White Hair Ribbon add-on: Decreased the activation charge speed bonus from +30% to +20%.
    • Bloody Hair Brooch add-on: Decreased the activation charge speed bonus from +50% to +30%.

    @PatBrutal said:

    FEATURES & CONTENT

    • Feature - Updated the intro video to The Cursed Legacy trailer.
    • Feature - Disconnection Penalties: Players who disconnect early from games will receive temporary matchmaking bans, with the duration escalating for repeat offenders. Please note that this feature will not be active on launch of the 3.4.0 update, we are planning to enable it on Thursday December 5th.
    • Feature - Re-integrated the chat in the Survivor pre-lobby and in Custom Game lobbies.
    • Content - Added cosmetics to player inventory (Incl. past convention exclusives, Bill’s Ugly Sweater, Frosty Eyes for The Oni & The Plague, and a new Universal Winter Holiday Charm).
    • Content - Added a new Killer (The Oni).
    • Content - Added a new Survivor (Yui Kimura).
    • Content - Added a new map to the Yamaoka Estate theme (Sanctum of Wrath).
    • Content - Added a Japanese thematic lobby for the Cursed Legacy chapter.

    BALANCE

    • Rank Reset: The Rank Reset will now reset players back one rank crest color. Players who end the season in Red Ranks (1-4) will be reset to Purple Ranks (5), Purple Ranks (5-8) get reset to Green Ranks (9), Green Ranks (9-12) get reset to Yellow Ranks (13) and finally Yellow (13-16) gets reset to the Brown Crest Ranks (17).
    • Debuff perks no longer appear on the Survivors in-game HUD until the debuff is applied. This is true for the following perks: Coulrophobia, Overwhelming Presence and Unnerving Presence. 
    • Updated several Killer perks with the Undetectable status effect: Insidious, Beast of Prey, Dark Devotion and Tinkerer. 
    • Protection Hits: The conditions for Protection Hits have been adjusted. To trigger a Protection Hit a Survivor must be within range of a "Survivor in Need" which translates to being close to an Injured Survivor. Players can now trigger Protection Hits each 3 seconds instead of each 20 seconds. Any hit received by a Survivor while the Killer is carrying another Survivor will count as a Protection Hit.
    • Deep Wound: Deep Wound timer will no longer go down when Sprinting or Mending. Deep Wound is no longer connected with the Killers terror radius.

    The Legion changes

    • Mend times for Deep Wound reduced: 12 seconds while mending yourself, 8 seconds while being mended by someone else.
    • Attacking while in Feral Frenzy will no longer be a basic attack. This means that perks that trigger with a basic attack will no longer trigger under this circumstance.
    • Increased Feral Frenzy speed from 5 m/s to 5.2 m/s.
    • Decreased Feral Frenzy window vault duration from 1.1 seconds to 0.9 seconds.
    • Decreased Feral Frenzy pallet vault duration from 1.35 seconds to 0.9 seconds.
    • Mischief List add-on: Increased added Feral Frenzy duration from 0.8 seconds to 1 second.
    • Mural Sketch add-on: Decreased added Feral Frenzy duration from 1.6 seconds to 1.5 seconds.
    • Stolen Sketch Book add-on: Increased added Feral Frenzy duration from 2.4 seconds to 2.5 seconds.
    • Smiley Face Pin add-on: Hitting a Survivor highlighted by Killer Instinct applies the Blindness status effect for 60 seconds.
    • Defaced Smiley Pin add-on: Hitting a Survivor highlighted by Killer Instinct applies the Mangled status effect for 60 seconds.
    • The Legion Pin add-on: Hitting a Survivor highlighted by Killer Instinct applies the Broken status effect for 60 seconds.
    • Filthy Blade add-on: Lowered added mend time to 2.5 seconds from 3.5 seconds.

    The Spirit changes

    • Removed the collision between The Spirit and other players while she is phasing.
    • Adjusted the speed curve for The Spirit's post phasing speed bonus to drop off more gradually over a longer period of time.
    • Restored visible 3rd person animation while vaulting windows.
    • Prayer Beads Bracelet add-on: Made phasing sounds global instead of removing them. 
    • Katana Tsuba add-on: Decreased the phasing reappearance duration from 0.25 seconds to 0.2 seconds. 
    • Wakizashi Saya add-on: Decreased the phasing reappearance duration from 0.5 seconds to 0.3 seconds. 
    • Yakuyoke Amulet add-on: Increased phasing duration from 1 second to 3.5 seconds. Decreased phasing speed from +10% to -15%.
    • White Hair Ribbon add-on: Decreased the activation charge speed bonus from +30% to +20%.
    • Bloody Hair Brooch add-on: Decreased the activation charge speed bonus from +50% to +30%.

    Perk changes

    • Balanced Landing: No longer grants the stagger reduction while Exhausted. Balanced Landing has the additional functionality to muffle grunts from falling by 100% while not Exhausted.
    • Kindred: When another Survivor is on the hook, see the aura of all other Survivors (and Killer if they are in range).
    • No One Left Behind: Once an Exit Gate is opened; gain 50%/75%/100% more Bloodpoints for healing and unhooking other Survivors, healing and unhooking others are performed 30%/40%/50% quicker and auras of other Survivors are shown.

    BUG FIXES

    Killer related

    • Fixed an issue that allowed Killers to hit Survivors through a hooked Survivor.  
    • Fixed an issue that caused The Nurse to snap at the beginning and ending of her blink. Fixing this issue required us to rework how the snapping of characters interacts with the movement systems, and could cause additional side effects.
    • Fixed an issue that caused The Nurse's camera to clip through her arm when attacking while looking down. 
    • Fixed an issue that caused the Classic Ghost Face Shroud customization to block a large portion of the screen when using his power.
    • Fixed an issue that caused the "Stalk" prompt to be displayed for The Ghost Face when first loading into a match.
    • Fixed an issue that caused The Huntress' hatchet to go through walls if she hugged the wall.
    • Fixed an issue that caused Survivors to be misaligned during The Legions mori.
    • Fixed an issue that caused The Nightmares husk to be briefly visible before completely teleporting to a generator.
    • Fixed an issue that caused downed Survivor auras to be visible to The Plague when using the Black Incense add-on.
    • Fixed an issue that caused The Hag's phantasm traps not to have collision when using the Scarred Hand add-on. 
    • Fixed an issue that caused The Shapes camera to become slanted when canceling the mori interaction.
    • Fixed an issue that caused other Survivors RBTs to briefly appear in the air when The Pig placed a RBT on a Survivor.

    Map specific

    • Fixed an issue that caused most rock assets in various maps to be lacking hitbox collision, allowing projectiles and The Cannibals chainsaw not to detect collision.
    • Fixed an issue that caused hooks to disappear depending on the camera angle.
    • Fixed an issue that caused players to get stuck behind a Jigsaw box or an Alarm Clock when spawned next to the lookout building in the Mount Ormond Resort map.
    • Fixed an issue that caused the moon to be visible when at the bottom of stair cases in The Game map.  
    • Fixed an issue that could caused an impassable gap between the water tower and a tree in the Ironworks of Misery map.
    • Fixed an issue that caused Survivors to clip through the locker when entering the right one in the mine of the Suffocation Pit map.
    • Fixed an issue that caused a visible ground seam when walking up the basement stairs in the main building of the Groaning Storehouse map.
    • Fixed an issue that caused a visible ground seam along the edge of the main building in the Groaning Storehouse map.
    • Fixed an issue that caused an impassable gap between a rock and a create in the Groaning Storehouse map.
    • Fixed an issue that caused a floating crow on a maze wall in the Shelter Woods map.
    • Fixed an issue that prevented Killers from lunge attacking on the hay block of the combine harvester in the Coldwind Farm maps.
    • Fixed an issue that allowed players to walk through the wall underneath the slope in the lodge building in the Blood Lodge map.
    • Fixed an issue that caused visible ground seams on the gas station building in the Gas Heaven map.
    • Fixed an issue that caused the air hose to be missing from the gas station tile in the Gas Heaven map.
    • Fixed an issue that cause the cars in the Autohaven Wreckers maps to have incorrect textures. 
    • Fixed an issue that caused the tarp on the maze walls to clip through the walls in the Autohaven Wreckers maps.
    • Fixed an issue that caused flickering textures on the wooden pieces along the inside of the main building in the Family Residence map.
    • Fixed an issue that caused visible ground seams between multiple tiles in the Family Residence map.
    • Fixed an issue that caused projectiles to pass through the hooks in the Family Residence map.
    • Fixed an issue that caused the collision to be too high on certain vines in the Rift Lab of The Underground Complex map.
    • Fixed an issue that allowed the Killer to see out of world when hugging a specific wall in The Underground Complex map.
    • Fixed an issue that caused one of the walls on a Tee tile to have flickering textures in The Underground Complex map.
    • Fixed an issue that caused flickering textures on the stone walls in the Temple of Purgation map. 
    • Fixed an issue that caused the red shipping containers in the Badham Preschool maps to clip through the grass. 
    • Fixed an issue that caused a crow to clip through part of the window of one of the houses in the Badham Preschool maps. 
    • Fixed the shadows on the fire places in the small houses in the Lampkin Lane map.
    • Fixed an issue that caused an invisible collision in front of an exit gate switch in the Lampkin Lane map.
    • Misc LOD fixes and improvements.

    Perks

    • Fixed an issue that caused the visible scratch marks from Fixated to disappear when The Legion used Feral Frenzy. 
    • Fixed an issue that caused generators affected by Surge to visually remain in the damaged state when the perk triggered while a Survivor was actively working on it. 
    • Fixed an issue that caused players being healed with Spine Chill equipped to see the progression speed proficiency icon when another Survivor healed them.
    • Fixed an issue that caused Dying Light not to disable when the Obsession disconnected via cable pull.
    • Fixed an issue that caused toolbox auras to appear incorrectly when shown with the Plunderer's Instinct perk.

    Miscellaneous

    • Fixed an issue that could cause a network timeout disconnection from a public or private lobby.
    • Fixed an issue that could cause multiple error messages to display when attempting to search for a public lobby after having previously failing to join a lobby that was simultaneously destroyed by the host.
    • Fixed an issue that caused the Blood Dance daily ritual not to gain progress when using a medkit.
    • Fixed an issue that caused a fully depleted medkit to give progress to the Appeal to Heal Challenge for all users in the trial if they had it as an active Challenge. 
    • Fixed an issue that allowed multiple daily rituals to be removed from the ritual menu while in an online lobby.
    • Fixed an issue that caused Survivor ranks to be visible in the online lobby to other Survivors.
    • Fixed an issue that caused the "None Shall Survive" Level 1 Challenge to complete if a Survivor got disconnected during the loading. 
    • Fixed an issue that caused the Escape survival points not to be awarded to Survivors if the Killer disconnected by cable pull. 
    • Fixed an issue that caused no points in the Chaser emblem when finding a Survivor in a locker. 
    • Fixed an issue that could cause a crash when starting a Custom Game match as The Hag.
    • Fixed an issue that could cause an infinite loading screen when leaving the tally screen of a Custom Game.
    • Fixed an issue that caused the hooked Survivor location indicator to be missing the golden hook VFX. 
    • Fixed an issue that could sometimes cause player models to darken in the tally screen. 
    • Fixed an issue that caused Killers to perform an obstruction hit when hitting Survivors on a hook on dedicated servers.
    • Added more logs to better help identify an issue that could cause The Plague to get stuck in her vomit stance on dedicated servers.
    • Fixed an issue that caused no loud noise indicator when a Survivor failed a healing skill check. 
    • Fixed an issue that caused medkit healing not to count towards the Wounded Healer achievement.
    • Fixed an issue that caused achievements measured in percentages to reset when the user rebooted the application. 
    • Adjusted the In The Void She Walks achievement description to reflect the proper unlock behavior.
    • Fixed an issue that prevented players from using the end-game chat if the Killer had disconnected.
    • Fixed an issue that caused an incorrect "Chat Offline - Host Disconnected" message when the host of a Custom Game match returned to the lobby. 
    • Fixed an issue that could cause incorrect lighting in various themes in low and medium quality settings.
    • Misc cosmetic clipping fixes and improvements.

    Audio & Localization

    • Fixed an issue that caused no SFX when hovering over the Tome level completion reward icons.
    • Fixed an issue that caused the Archives ambient audio to play during the animatics. 
    • Fixed an issue that caused the wrong sounds when walking on hills in the Coldwind Farm and Crotus Prenn Asylum maps.
    • Misc localization and translation improvements.

    UI & HUD

    • Fixed an issue that caused the invite "+" signs on the lobby silhouettes to disappear when closing the Loadout menu.
    • Fixed an issue that caused Rift Fragment XP to not update in the Archives widget on the tally screen if there was no active challenge.
    • Fixed an issue that caused the Select Challenge button prompt to be disabled when returning to the Play As Killer pre-lobby from a public lobby.  
    • Fixed an issue that caused a drop in FPS when changing levels in the Tome. 
    • Fixed an issue that caused tooltips from cosmetics in the free track to overlap the Rift Tier progress in the Rift.
    • Fixed an issue that caused the level to reload each time the current Archive level was selected.
    • Fixed an issue that caused the lobby UI to reposition itself when selecting any sub-category in the Loadout.
    • Misc UI improvements.

    FIXES & CHANGES FROM 3.4.0 PTB

    BALANCE

    • Deep Wound timer will no longer go down when Sprinting or while Mending. Deep Wound is no longer connected with the Killers terror radius.
    • Added a small buffer for spawning blood orbs when crouching. A blood orb will spawn right when crouching, but can only spawn a maximum of one per second.
    • The Oni will receive blood orbs when pulling a healthy Survivor out of a locker.
    • 2 Blood Orbs spawn when hooking a Survivor.
    • Decreased the number of Blood Orbs spawned when a Survivor vaults to 2 Blood Orbs, down from 3 Blood Orbs.
    • Passive power build-up pauses when reaching a certain threshold (98%) before completely filling. From this point, The Oni needs to absorb at least one Blood Orb to completely fill the power gauge.
    • Picking up a Survivor will cancel Blood Fury, however, now it will not reduce your remaining power gauge. Downing a Survivor will not cancel Blood Fury, however, will remove a small portion of the power gauge.
    • Ending a dash now incurs a 1 second cooldown, increased from 0.5 seconds.
    • Increased the interaction timer of perk, Any Means Necessary, to 4 seconds, up from 3 seconds.
    • Decreased the cooldown timer of perk, Any Means Necessary, to 140/130/120 seconds, down from 160/140/120 seconds.
    • Decreased the aura reveal duration of add-on, Renjiro's Bloody Glove, to 3 seconds, down from 4 seconds.
    • Modified the turn rate ratio of Demon Strike to reduce last moment sharp turns causing the attack to affect a wider arc than intended.
    • Destroying a pallet with Demon Strike now plays the properly timed animation, lasting 2 seconds in total.

    BUG FIXES

    • Fixed an issue that caused the Dead by Daylight logo to appear blurry on the IIS.
    • Fixed an issue that visually caused Killers to get stuck in their fall animation from other players perspectives after falling from a height.
    • Fixed an issue that caused The Nurse not to physically blink until the end of the blink. 
    • Fixed an issue that caused The Pig's weapon wielding arm to be mostly offscreen during her Ambush Dash.
    • Fixed an issue that caused character and prestige levels to be visible to other Survivors in a public lobby.
    • Fixed an issue that prevented The Oni loading tips to appear.
    • Fixed an issue that caused The Oni and Yui's Prestige customization unlock prompts to be missing.
    • Fixed an issue that caused The Oni's horns to block his red stain while Blood Fury is active. 
    • Fixed an issue that caused The Oni's Demon Strike to ignore the effects from the Borrowed Time perk.
    • Fixed an issue that caused The Onis entire screen to fill with blood when using Demon Strike on a hooked Survivor.
    • Fixed an issue that caused The Onis Renjiro's Bloody Glove add-on to remain active while Blood Fury is active.
    • Fixed an issue that caused blood orbs not to appear for all Survivors when using The Onis Renjiro's Bloody Glove add-on.
    • Fixed an issue that caused more blood orbs to spawn when a Survivor crouched while being healed.
    • Fixed an issue that caused Custom Game spectators to see blood orbs each time they swapped between players. 
    • Fixed an issue that caused female Survivors to be missing facial animations when attempting to escape the hook.
    • Fixed an issue that caused Survivor who unhooked themselves after a failed unhook attempt to be stuck in place.
    • Fixed an issue that caused Survivor models not to rotate and become stuck in one direction when being unhooked.
    • Fixed an issue that made it impossible to enter the garage of a closed house in the Lampkin Lane map.
    • Fixed an issue that allowed players to walk through the wall underneath the slope in the lodge building in the Blood Lodge map.
    • Fixed an issue that caused an impassable gap between a Buddha statue and a rock in the Sanctum of Wrath map.
    • Fixed an issue that prevented The Hillbilly from chainsaw sprinting down the stairs of the temple in the Sanctum of Wrath map.
    • Fixed an issue that caused The Demogorgon to jump on top of a hook next to the Shrine in the Sanctum of Wrath map.
    • Fixed an issue that caused bear traps to clip inside some rocks at the base of the Shrine in the Sanctum of Wrath map.
    • Fixed an issue that caused the statues perspective to be different between players and spectator in the Sanctum of Wrath map.
    • Fixed an issue that caused the light posts around the Shrine to be missing collision in the Sanctum of Wrath map.
    • Fixed an issue that allowed players to get on top of a chest when spawned next to the hill in the Sanctum of Wrath map.
    • Fixed an issue that caused fire torches to float on the maze walls in the Yamaoka Estate maps.
    • Fixed an issue that caused a missing texture on the roof of the shrine asset in the Yamaoka Estate maps.
    • Fixed an issue that caused projectiles to pass through hooks in the Yamaoka Estate maps.
    • Fixed an issue that caused the collision to be too big on a plant around the manor building in the Family Residence map.
    • Fixed an issue that caused the Resilience perk to affect Mending.
    • Fixed an issue that caused the Technician perk to be missing the audio cue when failing a skill check.
    • Fixed an issue that caused healing and portal interactions to give half the amount of points when done with coop.  
    • Fixed an issue that caused the Hemorrhage status effect not to be removed when affected by the Blood Echo perk and the Serrated Jaws Trapper add-ons.
    • Fixed an issue that caused the Classic Ghost Face Shroud customization to stretch when getting stunned while carrying a Survivor.
    • Fixed an issue that could cause certain Survivor cosmetics to glow after being picked up by the Killer. 
    • Misc Sanctum of Wrath art/audio tweaks and improvements.
    • Misc The Oni and Yui animation/audio/VFX tweaks and improvements.
    • Misc changes to the Japanese thematic lobby.

    These nerfs significantly increased skill floor of Spirit and most people quit playing her, so only good Spirits remained.

  • When I'm playing Oni, I'm listening to King Crimson.

  • @BigTimeGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1472134#Comment_1472134

    1. Saying to bring X perk isn't counterplay, its guessing its a Spirit
    2. The "change direction" point is null if;
      1. She has Stridor
      2. She stands still and watches you then phases since you have 0 distance
    3. "waste her time" when even a mediocre spirit can end chases within 15-30 seconds

    "killer mains" can try and defend it as much as they like but the truth is Spirit needs to be brought in line with the others, and yes I do like killers who have to chase me, given how that is the point of the game

    >Saying to bring X perk isn't counterplay, its guessing its a Spirit

    Am I saying using X perk is a musthave? It's an option if you are struggling against Spirit. If you feel like you are able to deal with her without that perk, you are not obliged to use it.

    >The "change direction" point is null if;

    1. She has Stridor
    2. She stands still and watches you then phases since you have 0 distance

    1) If she has stridor you still can make her miss her ability, you should just have less space to maneuver, since she has more accurate info on you. Yet you can still apply "move unpredictably" strat to that and succeed, at least for long enough to cut off her momentum.

    2) She still has to waste 1-2 seconds to initiate haunting, then waste same-nearly same amount of time to get near you. During that time you can: 1) Gain distance between you 2) Get in the position near pallet 3) Simply hide, change your position, do anything.

    >"waste her time" when even a mediocre spirit can end chases within 15-30 seconds

    Mediocre spirit can end chases within 15-30 seconds if survivors are even more mediocre. If you understand the way Spirit moves in her power, you'll be able to make her miss at least a few hauntings before she figures out the way you move or will catch you in a bad position. Nonetheless, you goal is to win time and not to run her for 5 gens (which is still possible if you read her like a book) and that can be accomplished.

    > truth is Spirit needs to be brought in line with the others

    She has already been severely nerfed. And what do you suggest to do to "bring her in line with the others"? Tell survivors when she is phasing? Remove any informational gains from her? Perhaps she needs a full rework, but nerfing or downgrading her power even more would be a mistake.

  • Here's a counterplay for every one of these killers:

    Spirit - take spine chill (you can pair it with premonition, but that's up to you, it can help to find spirit in her haunting if you manage to save it for that moment), iron will (you can even combine it with no mither to counter even stridor, but that's questionable since you are one hit). Spine chill gives info whether she is looking at your or not which can save your ass sometimes. Iron will reduces chances of her simply hearing you. As for playstyle, you should be trying to avoid chases in the first place.

    If you were unlucky to be chased, try doing the following things:

    • keep an eye on grass or other surroundings that would be moving if spirit starts using her power.
    • don't do one thing for more than 2-3 seconds. You stood still for 2-3 seconds? Run into one direction for 2-3 seconds, change the direction, walk, stand still again and so on. The more random your behaviour will be, the better. If you are certain that Spirit is in haunting (f/e she's looking into other direction, but spine chill is lit up) and has no info on you for at least 2-3 seconds, try to go where she least expects you to be, for example to her husk or just walk to some corner etc. Yeah, that's difficult. That requires you to read her moves. That requires you to understand timings.
    • Just waste her time. She can't spam haunting, it requires a cooldown. Force her mistakes, make her lose one haunting by another, every time she misses her ability, she loses her precious time and pressure and you get increased chances to come out of that in one piece.

    Deathslinger - Spine chill (and premonition) to counter silent slinger builds. As for general counter, it is obstacles and distance. Just accept the fact the once the following things happen, you inevitable get hit:

    • You are within 18 meters from Deathslinger
    • There are no obstacles between you.

    At this point you already at the point of no returning and you get hit. So, to counter him you do what? Right, don't allow that situation to happen: Drop pallets early, don't stay in open spaces, don't run short low-wall loops, don't vault windows if he gets an opportunity to shoot you. You can try juking right and left and so on, but don't expect this to work on good slingers, so just try not to let them get an opportunity to shoot you in the first place. This killer has no mobility and relies purely and chases which means what? Exactly, your goal is to waste his time. If he spends at least 30-40 seconds chasing you, that means that at least 40%-50% of a gen (or 3 gens if your team isn't awful) would be done. Also, if you still got shot, don't "wiggle" left and right. Wiggle into one direction, which would give you a chance to get stuck in some obstacle and have a chain broken.

    Pyramidhead - Distance. Just. Stay. The. F. Away. Especially if there is a wall between you and Pyramid or you are vaulting within a lethal radius of punishment. Good pyramid head will leave you no chances once you are within the effective range of his ability so you do what? Don't get within that range. Shift+W, pre-drop pallets and vault windows when he has no time and distance to hit you, and just run straight forward around the entire map. Staying within a loop against this killer is basically a death sentence so you would try no to remain in one place for too long.

  • Game would've been much better if people stopped expecting everyone to go easy on them.

    Also, Springtrap is a good fit for dbd.

  • @NinjaDette1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1470547#Comment_1470547

    I equally play on both sides do your research before saying people are one sided.

    Did I say something about you being "biased"?

    @NinjaDette1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1469877#Comment_1469877

    You seem like the type that gets triggered by people pressing to go up and down.Come back and talk to me when you’ve stopped acting mad over buttons being pressed.

    @NinjaDette1 said:

    My favorite debatable one of them all.People who say that pressing buttons to go up and down is toxic.Not toxic at all it’s literally just people pressing to go up and down just like when a killer Is nodding their head at a survivor.

    Like it was said, it's not about buttons being pressed, but about the sign of disrespect shown through "pressing button up and down". You are not winning the game by bming. You get no reward, no points, nothing expect negative reaction. That's toxicity and you can't deny that.

  • @NinjaDette1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1470417#Comment_1470417

    If I was mad don’t you think that I would be using all caps and using colored text in red?.

    I'm just continuing your logic of "why are you mad at survivor pressing a button".

  • @NinjaDette1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1469877#Comment_1469877

    You seem like the type that gets triggered by people pressing to go up and down.Come back and talk to me when you’ve stopped acting mad over buttons being pressed.

    It's just a sound, why are you so mad.

    It's just a combination of letters, why are you so offended?

    There's a quite a noticeable difference between bad manners which is bming and using some certain playstyles or stuff that is allowed.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/1469174#Comment_1469174

    pennywise's true form was described as 'akin to a spider'.... we might very well argue pennywise is a direct avatar of the entity, from a timeframe when it had not roster of killers and survivors, and thus had to go out hunting by itself, and being significantly weaker.

    I suppose Entity didn't have a timeframe where it was weaker. It just existed.

    But it would be cool if Pennywise got retcon`ed to be one of Entity's creations. Same could be done with Slenderman, he just has too many traits that could resemble and Entity - abduction of people, ability to grow spider-like limbs and so on

  • @Terra92 said:

    Pennywise and the Entity are both horrific cosmic beings. I'm not entirely sure it'd work out, I think they exist on the same plane basically.

    Pennywise is far, far weaker than the Entity. Their abilities could seem similar, but they are certainly on different levels.

  • @SloppyKnockout said:

    Lore wise? No. He doesn't fit. He's powerful on the level of the Entity itself.

    Don't really agree. Entity is capable of controlling multiple pocket dimensions, pulling people out of different realities and so on. Pennywise`s reach was limited by Derry and even so it was weaker than Entity's one. From what we saw, he is more likely just a mere creature from alternative reality of nightmares described on other King's books. Extremely dangerous one of course, but not a god.

  • @Khar said:

    Another clown sounds boring. No interest whatsoever.

    Don't we have two ugly dudes with chainsaws, two killers in white masks who stalk their prey and two killers with similar concept behind them (Legion, Ghostface, it might not be very obvious here)?

  • @Cornpopers_Evan said:

    You see, this is how I feel they ultimately decide on licensed content. I feel like it goes like this.

    1) Money, they want to know that whatever license they acquire WILL bring money both for them and the license holder. If they feel like a license could bring in quite a lot of money, they WILL seek it out. They are ultimately a business at the end of the day.

    2) Gameplay, they look to see if whatever license either they or the community has been asking for can fit within the confines of the game. However, they will bend it to make the license fit.

    3) Lore/Story, arguably, the least important. Of course they want to make sure the license will fit lore wise BUT this is the most easily flexible. We have seen them do it before and they WILL do it again for future license content.

    So, yes, Pennywise does fit AND they've even seeked the license before but was basically told "now's not the right time." and, like Jason, IT has a permanent invitation to DBD. It's all up to SK to stop his whole "I don't want partnerships with games." crap to actually begin this process.

    I agree with you here. If they would be sure something would bring money, they will add it.

  • I know it's a bit offtop, but what the heck is that hag skin? Is she two-faced?

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1467980#Comment_1467980

    Fair point, but it's still ruining the game for the person being farmed. Wouldn't that make it toxic?

    That's tricky. On one hand, yes, because you are technically ruining his game. On the other hand, no. That's certainly can and is annoying, yet you are not pursuing a goal of "ruining" the game. After all, many people are salty simply because they lost the game, so what, we should let other people win or play worse just to ensure their fun? Exploiting your opponents' mistakes is a part of any PvP game and DbD is not an exception and if there is a possibility that, in case of facecamping or "baiting" tactics, survivors will go for rescue instead of leaving that person to die, this strategy has its right to live and is not toxic.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1467865#Comment_1467865

    How is facecamping/tunneling the only way to win a game? That just means you're really bad.

    The simplest example - over altruistic survivors. Why play default chase-hook-chase-hook etc and have chances to lose, when you can use their altruism to your advantage? Yeah, it's risky, but it can work, as most survivors just can't let go of a hooked comrade.

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