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MadDragon

MadDragon

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MadDragon
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  • The bat form isn't considered vaulting.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955554#Comment_3955554

    If it was skill issue I would lose as him, never happened to me.

    You've said you have only a few hours on him (your MMR won't be that great with him), and the only clip you've shown is of you going against survivors that seem fairly new. This isn't a good comeback lol.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955476#Comment_3955476

    Killer should be not updated just because top tier coordinated teams can counter that, I'm sorry.

    Never said high MMR or comp. I'm no where near high MMR and I certainly don't play comp lol. But I do know his counter play and so do my friends, who play even less than I do. Doesn't even take a SWF or anything crazy like that. He's probably the only really strong killer than has room for individual survivor counter play part of his kit. I hate going "hur dur skill issue" but this just sounds more and more like one.

  • @Elan said:

    Okay, as showcase is the best example, I've done it myself.

    Hint: I have 2,5hrs played on him, so I can't even be called a good Sing. They were P52, P9, P1, P11

    Video →

    https://youtu.be/NPvtWsSnt1I

    Remember the part where I said "survivors who know how to play against him"? You didn't get that lol. No discredit to them, if they're newer than they've just never seen Hux before. Any killer you're unfamiliar with will be pretty easy for the killer themselves.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955412#Comment_3955412

    You still don't get the point of what I was saying.

    To hold gens you pretty much need…

    → 3-4 close gens

    → set 2 pods at each at distance that tips the gen but can't be both destroyed with same EMP

    At this point survivors need two emps to work on a single gen for 45s before the pods are reactivated. And at this point you can easily reset the pots resetting whole effort they've done.

    You're kinda assuming that the gen is in a spot where this can happen, or its a great placement for Hux and he has the range addon. Indoor map? This isn't happening. Gen in a tile (where a lot spawn)? Probably not happening. Red Forrest/MacMillan (the trees) and Crotus Pen (gen spawns are pretty open) are the only realms where this could reliably happen. This also just isn't a great use of his power either. For info, sure. But if you're hard focusing gens then this just becomes a who outlasts who, and the killer isn't winning that.

    You're also not accounting for chases Hux takes, EMPs distance to gens (and that they auto print), perks the survivors may have, tiles left, where the gens are, etc.

    This is not some free win.

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955264#Comment_3955264

    Are you seriously suggesting that JRM is in any way shape or form representative? If the first person that comes to your mind when it comes to "not caring much and still having fun" is a pretty darn good 15k+ hours player who very, very solidly falls into that last group I mentioned, idk man.

    But hey, I see you're very set in your opinion and I wasn't even looking for an argument, just throwing in my to cents on the matter.

    I'm not talking about JRM now. Its like he had to get to that point, or something. Weird I know.

  • @SoGo said:

    Not sure if this an actual bug.

    Survivors call it a "tech" and while it is abusing a mechanic, I don't think it's unintended.

    Anyway, the Hag should get a speed boost when teleporting to an activated trap, so this "tech" will stop.

    Tbf almost all of the things we call "techs" are just bugs or exploits.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955259#Comment_3955259

    You need 2 EMPS to work on gen for 40s before they reactivate, what's so hard to understand? In solo q, it's lose-lose strategy and in teams, it buy them not enough time anyway. I think I can't handle more arguments anymore as you simply don't understand what scenarios I'm taking about.

    I main Hux and have since he came out. Breaking a 3 gen against him isn't a full loss. You just need to have some people know how to play against him. If the Singularity is able to wait the full 45s for his cameras to come up and no one's taken chase or worked on a gen together then there's some other issues besides the killer here.

    Also 2 survivors with emps = 90 seconds of EMP time. 2 survivors on a gen don't even take 90 seconds to complete it, more so with perks or toolboxes.

  • @VibranToucan said:

    DBD is the hardest for killers it has been in years. If we look at nightlight killrates, besides maybe Vecna, killrates are down. 10 killers currently have a killrate of below 50%. And this is not just against SWFs, it also counts soloqueue and people going afk and giving up and sabotaging their team and etc.... And it all averages out to under 50%.

    The reason so many killers tryhard so much is that, if you get even a decent team odds are you are going to lose. And you need to counteract that. You can't wait until you have one hook at 3 gens, by then they already have too big of an advantage.

    Nerfing killer would just make the issue worse and force people to pick stronger killers and try hard even more.

    Its impossible to nerf tunneling and slugging only if it's unnecessary. It would also hit situations where it's legit meaning more changes would need to be made.

    A tunneling nerf would require some sort of basket reward to make up for it. Something like Basekit thrilling tremors, but only if all Survivors are still alive.

    Nerfing Slugging would require a nerf to flashlight, sabotage, boil over, flip flop power struggle etc... These strategies are currently weak, but a big part of why is that you can just leave the Survivor on the ground.

    I don't even agree with OP here but hes right that its not the hardest right now. The farther you go back in the games history the harder it gets overall for every killer. Infinites in every map, single perks defining metas (on survivor's who each have 4 perks), old flashlights/medkits, maps were WAYYY worse, lots of killers were much weaker, etc.

    Also, Nightlight is a pretty small sample size, I use it for a general feel of things but you can't rely on it's kill rates or pickrates. Every time BHVR releases stats Nightlight is always way off. If I compare my killer games to Nightlight rates I'd look way better than I am lol.

    I will agree you can't really nerf tunneling or slugging though. If you nerf either because of stronger killers being able to pull it off easier, then 35 other killers suffer greatly and become even worse than they are now.

  • Pally had a pretty good (imo) video about this.

    https://www.youtube.com/watch?v=jynOIUVV3RM
  • @Callahan9116 said:

    Hardly no one runs it already

    Yeah, just me, using Dramaturgy twice in chase because of Vigil. Or Hubris just not being a perk against me. Also buffing my entire teams exhaustion perks and speeding up any of their negative effects. Oh, and it stacks, so me and a buddy running it just means status effects don't do anything.

  • @angrychuck said:

    If only… but I don't think this will ever be added. Survivor bubba will continue to only live in my dreams.

    We have old JRM videos for that, at least.

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955252#Comment_3955252

    up to and from a certain point the "just for the sh and giggles" works. Up to a certain point no one in the match had a particularily good idea of what's going on or what the "best play" is. That's a lot of fun.

    Past that it's pure misery for a good long while; you can't do sh and giggles if you get to move for twenty seconds per match. You can't try anything if you get to participate for all of thirty seconds. You can't learn that way either. — And if until that point you ever tried stuff and learned stuff with the intention to get better you will find yourself in that position before you're "done learning the essentials".

    At some point, from what I gather a few thousand hours in, players tend to move past that; they know so much about the game they can get through the regular gameplay loop on autopilot and can, again, focus on the sh and giggles and create opportunities in that direction cause sure as hell the other side isn't going to give it to them cause chances are they know just as much and can see it coming from a mile away.

    However, most players are stuck in that middle part, from what I see and hear.

    Again, comes with it being a competitive game. Doesn't help DBD is very unintuitive. And there's still plenty of people that goof off even past a few hundred hours in the game. The game is only as miserable as you make it for yourself. I get quick games aren't all that fun, but you're not getting downed by a Blight in 20 seconds and tunneled out every game. Even against a good Blight, you're rarely getting a game like that unless you're running into the killer on purpose. I'm not going to argue about edge cases.

    I can tell you from having nearly 1k hours on survivor and over that on killer, people with that insane amount of hours aren't Gods, they're not on auto-pilot, and most of the time they play like an average player. The people quitting in my lobbies or throwing are usually the thousand hour survivors, too. Everyone fears the p100 8k hour survivor SWF but I'm 100% more afraid of the adepting Nic Cage with far less hours.

    You can be goofy and be good at the game as well. Even while learning. JRM is a perfect, and funny, example of that.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953147#Comment_3953147

    I disagree, Singularity has two things that should be adressed.

    1. His insane at holding gen, even across map… 3 genning with him is pretty ez even with kick limits, EMPs take a while to be printed while reactivating pods not really not even saying that he can reset them on demand with easy.
    2. His potential to hold gates must be also revisited. Running perks like No way out and remember me makes him able to hold gates longer than the entire game, now even with Haywire being a perk.

    Solution:

    → He deserves retriction to how far away from each other the pods can be placed (similiar to drones, traps…)

    → Biopods close hanging on gates need some downside (been deativated for longer or taking longer to tag…)

    1. Not true. One or two survivors have an EMP, if he goes into a biopod you charge the EMP and counter his pods and any slipstream he got. He then has to play m1 and come over to the gen himself and start chase or move on. By the time this all happens another set of EMPs will already be ready to be grabbed.
    2. Some top 1% streamers using Haywire on him doesn't make it good. It's a wasted perk slot. In fact one of the main videos that started this whole idea is Otz's video... where he did the exact same thing with Hag WITHOUT Haywire. If you're biopods get nerfed just for endgame then it's just going to be "Oh cool, we're at the climax of the game and my power doesn't work right." He's going to still be good at holding the gate regardless unless there's 2~3 survivor's and they know how to counter his biopods.
  • @vol4r said:

    I just wish there was more fun in game for people who just come to enjoy their time with friends.

    Coming back to home after work, having full time job and playing dbd feels bad sometimes. I have friends that can't really play as much as I do and they cannot do anything, feel powerless. It makes the experience so bad

    Any competitive game is like this. This hasn't been a party or casual type game for most of its life now.

    I play with friend's who don't know survivor at all and we still have fun. We're not aiming to win (which I think is your issue) we're just playing the game and seeing what we can do, trying builds, learning together, and having some goofy times.

    Most of your suggestions would just destroy the game at its core, too. The game needs to be more beginner friendly and maybe spice up the gameplay besides "touch gen for 90 seconds."

  • @XtremeDBD_YT said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954540#Comment_3954540

    Ik there was another, but i tend to forget these killers since no one plays them. Theres Ōnryo, Xeno and Animatronic off the top of my head

    Wesker, Nemesis, Singularity, Sadako, Xeno, Spring Trap, Pig to a lesser degree. Any future killers as well.

    Both Pig and Singularity could create more chests to actually abuse the system, too. That's why Hoarder and chest offerings have an unusual pickrate on them.

  • @XtremeDBD_YT said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954528#Comment_3954528

    https://us.v-cdn.net/6030815/uploads/H9P1Q3MTEB11/1000013898.jpg

    Thats a translation error. The offering states that it has no capabilities to add chests this time, accordingto the wiki. This is due to a complaint from Ōnryo and Xenomorph players because chest spawns override their power belongings

    Was a bit more than Xeno and Sadako lol.

  • The English version doesn't say this. They probably removed it and forgot to update translations.

  • To fix something here; you don't choose what door to go to as a Survivor. You'll go to the door linked to the one you're entering (shows on the panel on the door).

    Sounds like the old locker bugs that would take your camera if you got downed by the Knight in one. You could still move but your camera and any animation on it just got stuck.

  • I've noticed if I manually level my bloodweb, I'll get basically no cakes. However if I bulk spend my BP and level up the same levels, I'll get an insane amount of cakes. Like one prestige I got about 30 cakes (iirc). Right after I bulk spent the next prestige and got over 100. Been leveling 10 levels at a time, switching between bulk spending and manually leveling. Bulk spending ALWAYS yields more cakes. It would be one thing if it only happened a few times here and there.

    Friend bulk spent 16 levels on a new character and got 36 lmao.

  • @Pharact said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949840#Comment_3949840

    Apologies, while certain it does work the way i stated i had forgotten that i was indeed uninjured

    No worries.
    I wasn't trying to talk down or anything (re-reading that I felt like I sounded kinda mean). Just explaining. :)

  • Scene Partner only activates while you're in the terror radius, a tier 1 Myer's doesn't have a terror radius (he's undetachable). Similarly, Spring Trap is undetectable a lot of the time too. You're "technically" in the terror radius when a chase starts so it's probably procing because of that.

  • @Pharact said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949553#Comment_3949553

    No offense or disrespect but i don't believe you have used mettle of man. This perk works against being chainsawed, myers and the like. While it doesn't say anything about endurance it does state that "the next occasion" (without any specifics given) the dying state is ignored. Assuming the devs intended to phrase it across the board (hits, exposed, abilities etc) my argument makes perfect sense, also if you look the perk up in relation to exposed and that such, reddit and other forums agree with me.

    P.S while I'm sure you're referring to it in a different way, i was injured!

    I watched the video, you were not injured. You have to BE in the injured state, not get injured. Mettle of Man only stops you from going injured → dying. It does give specifics:

    image.png

    You were fully healthy at the exit gate when you had Mettle of Man active, and not injured, so it won't proc and save you. You went from healthy → dying state, not injured state → dying state. It can save you against Bubba or Hillbilly IF you're already injured.

    Here's a bit of an easier read from the wiki:
    After triggering your third Protection Hit, Mettle of Man activates:

    • While injured, Mettle of Man shields you from going down the next time you take damage.
    • Healing back to full health will reveal your Aura to the Killer whenever you are farther than 12/14/16 metres from them.

    Also from the wiki:

    • Mettle of Man will not protect you from being put into the Dying State if you are Healthy.

    The perk has worked like this for years. Whatever people were saying on Reddit is just wrong lol.

  • You're using the offering to increase the chance, it's meant to be consumed. Just like luck offerings or hatch offerings.

  • That was changed in the latest major patch. You can't unhook yourself unless you bring perks that would let you, or have increased luck from offerings/a perk.

  • If you're getting too much of the bloodweb, like in that screenshot, the entity will try to "catch up" and do stuff like this. It's done this for a long time.

  • @WalkingDeadpool said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3944328#Comment_3944328

    I'm getting messed up audio even without touching the cameras. Not AS bad but still ambient sounds drop out every minute or so. Also, This new killer isn't a stealth killer right? Not a single terror radius for him. Just the stomping.

    He gets Undetachable from moving between his doors, which you can remove by spotting him with cameras. Stealth is part of his kit but he's not a stealth killer.

  • Been having this issue on/off on PC through the day, too. Us restarting our games seems to fix it till it happens again.

    DeadByDaylight.log
  • To avoid this, for now, don't touch Spring Trap's cameras. They mess up your audio.

  • That's a bug you get after interacting with Spring Trap's cameras.

  • @Digfish said:

    In the Patchnotes thread @ThatRyanB said:

    "It was indeed addressed in today's update, but didn't quite make it into the patch notes. With this change, Killer Objects will spawn before Chests during the procedural generation of maps."

    Would have been cool if they spawned on the same floor too. Maps like Midwhich or RPD can still hurt a lot. Your power is "near" a gen but on a completely different floor lol.

  • Yeah, but they did in the PTB unless there was chest offerings. They seem a bit awkward in maps other than the Pizzeria still.

  • Didn't see anything in the patch notes about this, did I just miss it?

  • You can report cheaters in the ticket section: https://support.deadbydaylight.com/hc/en-us/requests/new?ticket_form_id=360000942011

  • That's the next update, it hasn't happened yet.

  • @DankWaterCup said:

    I agree with this being a huge issue.

    Even though this only effects ~8 out of our roster of 40 killers, this brings up the following issues :
    - One of the most (if not the most) anticipated new killers (The Animatronic) can have a core piece of his power nerfed at the survivors' whim, which could significantly worsen the wave of new players' experiences, making less stay in Dead by Daylight and enjoy the game for a longer period of time.
    - Several high-pickrate killers (Notably The Onryo, The Singularity, and The Xenomorph) can have extremely important parts of their powers buffed/nerfed by absurd amounts due to the spawning of the things tied to them.
    And arguably the biggest issue of all,
    - The Pig
    (I do say Pig is the biggest issue somewhat sarcastically, but her power is significantly increased in power if her boxes are spread far around the map. This means, with the right addons and scenarios can lead to survivors never having an opportunity to get their boxes off, even if they play absolutely perfectly. 0 counterplay = 0 fun.)

    >high pickrate killers

    >singularity and sadako

    In what world lmao. The only killers this affects with high pickrates is Wesker and Nemesis. Pig and Xeno aren't played all too often, but Sadako has a fairly low pickrate and Hux is one of the least played killers.

  • @Fraankun said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3940658#Comment_3940658

    May i question what and how you know what they do and what they don't do? Or you are supposing everything you think its the truth when its not?
    As far as i know the only way to see if something works or not its to test it. But clearly you have clairvoyance to know what works and what not.

    BHVR has (at least somehwat) clarified measures they take on cheaters in stuff like their livestream Q&A's or Reddit discussions. Trying to hardware ban cheaters is something they've mentioned. I'm not just making random stuff up?

    I'm not going to point out where, but people that use software to cheat in the game all have communities for it. It's not hard to learn what works/what doesn't. Like any other game. :p

  • @Fraankun said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3940594#Comment_3940594

    And making a track system on hardware its also very easy, so no matter how many account they have, its their hardwate that get moved into the pools. And if they move into people lobbies, Ban hammer.

    They already do that, and you can already get around that.

  • @Fraankun said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3939598#Comment_3939598

    Man, the cheaters dev update alongside with the anticheat develop team. If cheaters dont get banned but moved into pools they won't realize their cheats got discorver and they will not update it, or if they do it will be at a slower pace.
    I'd rather wait 5 min in queue for a clean game, that dc and get dc penality for leaving a match where 2 survivors are cheating.

    The someone who has to be moved into the "pool" should still have insane stats(flying moving around faster every time he get into a corner, coz cheaters are bad at the game, but they most of the time aren't stupid to use the cheat on plain sight, and get free boost on loops when you lose line of sight, and i've seen cheaters UI that does that automatically)
    So if you have weird processes running, as long as you get no reports and no ingame weird stats, you'd still remain in the normal pool.
    On the other hand, cheaters will get to fight other cheaters, having insane loooong queues, and eventaully and gratefully stop playing the game and go cheat at CS or COD.

    Not making this pools, and having no way to spec a game during its play its giving them the ego boost they want, and while they break the game, making it look poorly and embarassing the DEV team, the fair and legit players unistall the game out of frustation to not understand what's wrong with them.
    While in High MMR pools basically the 25% of players are cheating since the current system is actually rewarding and welcoming them.

    You're not realzing;
    Making new accounts to avoid these pools (and avoid bans) is very easy in DBD, both on Steam and Epic
    Placing people in pools makes it obvious you're being placed into cheating pools (another reason this isn't used very often)
    Cheaters can already place themselves into other peoples queues, pools aren't going to do anything to them
    Plus everything else I mentioned

    Better anti-cheat does more than a system that will do more harm to normal players than cheaters lol. If DBD had systems that were watching people for their "insane stats" you're much better off just removing their accounts than some wishy-washy queue system.

  • Anything like this is just a bad idea. You would just be punishing people for doing something that someone else doesn't like. It could be as simple as you going down in first chase quickly, or just playing a character that person doesn't like. And punishing people for blocking someone is… just a garbage idea lol. More so when you limit it (why?).

  • @Shadow_Angle said:

    https://us.v-cdn.net/6030815/uploads/8HYSLH6NJR1A/image.png

    I'm sure as ######### more tasteful than a mod ignoring this thread.

    my deleted message was "inb4 lock this thread" that's it.

    ######### you, Jizzo.

    Most mods could realistically do is say something like "Passing it onto the team," or what not. I don't think its really their thing to have a back and forth with us. They're here to moderate. It'd be more of a CM thing to acknowledge the thread.

    Plus Rizzo is pretty respectful (and helpful), they don't deserve the hate here lol.

  • This is (likely) from a cheater. Cheaters can lock you into this animation and it looks exactly like this. Had this happen as survivor and killer with blatant cheaters.

  • @Fraankun said:

    Hello. My name is Fraankun, a small twitch streamer that have been playing your game for 1.5k hours, in the last 2 years. I think there is a big problem about cheaters and subtle one are specifically the worse.
    I know mechs and techs to spot a cheater right away, knowing the exact time it takes to get to a tile to another or how many rounds you can loop at shack, and that came with years and years of gaming experiences beside the big amount of hours i spent in the game.

    I know that the fight against cheater is endless, and as painful as for me a player, it's for you the devs.
    But I literally had cheaters pulling off some insane hacks that once burned my whole CPU, at that costed me 200$+ of repairs, and ofc i didn't get a better cpu knowing the risk that while playing the game this might happen again.

    What I think is the best solution, for this problem, is removing the current MMR system(wich will lead you into encounter this subtle hackers) and make 2 different queues.
    One for people like me that only run system's program and processes(I don't even use Nightlight to change the icons of the game!), and another queue for people who get reported and have suspicious processes and insane stats.
    Instead of banning them just to get a new account/stole it/claim it from free from the past getaway, to just return to mess with honest people like me who has spent lots of money in your game. Keeping them playing in those queues so they can face eachothers without knowing that they are in the "cheaters only pool".

    This in the long run will sort your player base and decrease the amount of annoying subtle cheaters, they will have their fun playing against other cheaters as well, while we, normal and legit players, will have our fun playing a clean game, without the risk of burning our pcs.

    If a cheater already wants to break the games anti-cheat, what stops them from faking the game out and making it think their cheat software is a whitelisted app? The reason stuff like this isn't used in anti-cheats very often is because its not that hard to workaround. All you'd do is punish someone that has some weird CPU application open, putting them into the "cheater" pool. While you would get longer queues because of the short list of acceptable applications that can be running (which, again, isn't really going to prevent anything).

    The anti-cheat on our clients and BHVR server validation should just be their focus. The server seeing an Ace fly in the sky and screaming 500 times a second should probably set off some red flags.

  • @JDecker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3939269#Comment_3939269

    The idea of ​​a "dash that consumes the duration of the Main Event" was inspired by Wesker's Bound Attack, and since Wesker's Bound is accepted, I think it would be fine for the Trickster to be able to dash during the Main Event. Unlike Bound, it cannot be activated if the sufficient conditions are not met, cannot vault windows and pallets, and requires more shots than before to deal damage injured survivors.
    If it still seems too strong, there are ways to balance it. Such us making the Main Event Meter harder to fill, shortening the duration of the Main Event, or more increasing the survivors' Laceration Meter Limit. It might also be a good idea for Main Event to consume the consume the knife remaining (he can barrage while the Main Event regardless of ammo remaining, but he will likely run out of normal knives after the Main Event).
    As long as it's balanced in other areas I don't think it's a problem.

    Tricksters Main Event can easily down groups of survivors if they're close enough, and get very easy hits if the survivor is just in line of sight. Making him some weird dash killer just removes his counterplay outright. It doesn't matter how hard you nerf his Main Event or knives (which kinda just defeats the point of this?), it would just mean popping Main Event is free downs and extremely oppressive. Not comparable to Wesker in any way lol.

    It is an interesting idea at least though. I like the thought of giving him something fun/funny while in his Main Event.

  • @Skillfulstone said:

    MMR is arguably not that bad itself, it's not perfect, sure, but backfilling is the main cause of mismatches since the system will, if a Survivor or Killer leaves the lobby, ignore MMR rating in order to find a replacement quickly and make queues shorter.

    Without backfilling, there would be a lot less mismatches.

    MMR is, in of itself, very flawed though. You're not judged on your actual performance of the game. Its juts judged by if a survivor died or not (or if you sacrificed that survivor or not). That's all we get. I've had teammates loop killers the entire game because that killer REALLY wanted to tunnel them out and it got us an easy 3 man escape, but they die in the endgame so its considered a full loss for them but I won. There's a lot more to the game and everyone's skill levels than killing/escaping. Even in the perfect timeframe where you get a fast queue on both sides and no search criteria is widened, its still not accurate at all.

  • Shoutout to that one guy that's down voted every comment lol.

  • This is one of the main reasons I just don't bother with Sadako (despite really wanting to). I'll either get the most abysmal spawns known to man or offerings from events will spawn in a truck load of more chests and mess up everything.

    Worse off, with a killer I actually do enjoy playing and have put a lot of time into, this can be (somewhat) abused. Singularity. If his items are in far off corners or awkward parts of the map instead of around key points of the map (like they should be), its some good pressure. Though it does make it much more unfair for people that don't know how to go against him or that just don't see him much.

    I also really like Xeno, but half my tunnels just suck. Sadako and Xeno keep taking massive hits with more focus on encouraging survivors to interact with chests/chest offerings, and its really sad since its a simple issue to fix.

  • They were retired when DBD lost the Stranger Things license some years ago, and were never re-instated.

  • Are you blinking on auras or directly into a survivor? This sounds like it could be a blink block issue. If you try blinking on an aura (directly inside a survivor, essentially) it treats it like trying to blink into a solid object, since you have collision with survivors. It can stop your blinks quite easily. It's always better to blink near someone instead of right on top of them (if this is the case, anyways).

  • You can leave and play normally if the axe is attached. The only time the exit gate is blocked is if they have the Loot Bag addon, which gives you the incapacitated status effect and blocks exit gates.

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