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Mandy

Mandy

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Mandy
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  • I have always been against voice chat and I always will be against voice chat!

    What people don't realise to a large degree is that Europe has a lot of languages in it, so you want to penalise the people who are playing solo and are matched with people who don't speak the same language as them? Which will make the gap for solo survivors far worse than it is now.

  • @HealsBadMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1162573#Comment_1162573

    Respectfully, I call bull. You have an ingame option to report players who are trolling- which is what this killer(s) were doing. IDC if a killer slugs, that a viable tactic- I'm not reporting for that, and neither should anyone.

    What I will report is when the killer downs everyone and never hooks a survivor. Even if we all bleed out and give the killer their victory, if they proceed to taunt and show that they're doing it on purpose- that they're not some noob that doesn't know the game- then I'm reporting that. If you're saying I'm 'wasting the time of people who have to deal with these reports', maybe reevaluate what your rules say is and isn't allowed.

    Our rules are perfectly clear and that killer who is leaving everyone bleed out, is playing within the rules.

    The game ended, regardless of whether or not you bled out the entire game or that the killer chose not to hook anyone - there is nothing to report, so again, I will respectfully remind you not to waste people's time in making false reports to Support.

  • Can you make sure your monitor resolution is set to 100% please.

  • @HealsBadMan said:

    I'm trying not to be salty, but the last few days I've been having really bad matches as survivor- not so much that I had a good killer or bad teammates, but that the killer never hooks any survivors- its constant slugging. At first I thought it was just a newbie mistake, but I've seen 5-6 different players downing all the survivors and never hooking. This is terrible- there's almost never a no mither or unbreakable to save the game. The killers let all the survivors bleed out and die on the ground- it was a terrible few games. I've reported them all, but wanted to know if anyone else has come across this problem- and if any mods see this, what is/are a realisitc response to this? I don't want to wait 2-3 minutes of crawling on the ground while the killer walks around and BMs me.

    Please do not report players that slug - which is what you are saying you are doing, it's irrelevant how long a killer chooses to slug a survivor, it's not reportable as they are not holding the game hostage and the eventually the survivor will bleed out and/or the EGC will kill the survivor (depending on the point in the match). Please do not waste the time of the people who have to deal with these reports.

  • No, I don't believe this should be a thing. DS is a perk that you can use when carried, that's the whole design of the perk - to be able to use it when you've been downed at any point would make it even more frustrating than it can be now.

  • Sorry you feel this game is no longer for you, hope you find something else you enjoy playing.

  • I agree, I rarely use the basement - it just loses too much time. I don't camp or tunnel, so there's absolutely no need for me to return to the basement, so I'd rather get to the nearest hook as fast as possible and then continue to pressure the map.

  • @Karaage I've messaged you.

    Closing this thread, because IF there is an exploit, I don't want it posted on the forums.

  • This is a ping indicator - it's described in the patch notes.

    @PatBrutal said:

    FEATURES & CONTENT

    • Content - Added a new Survivor (Zarina Kassir)
    • Content - Added a new Killer (The Deathslinger)
    • Content - Added a new map (Dead Dawg Saloon - Grave of Glenvale)
    • Content - Added a high-ping indicator to the HUD, displayed when the local ping to the server is above a certain threshold (white icon for 150ms, red icon for 300ms).

    BALANCE

    Hooks and Sabotage

    • Removed skill checks for Hook sabotage.
    • Survivors will no longer be able to sabotage a Bear Trap with a Toolbox or the Perk Saboteur.
    • Killers may not hook a Survivor on a hook that is currently being sabotaged.
    • Dropping a Survivor now increases the Wiggle progression by 25% (down from 33%).

    Toolboxes, items and add-ons

    • Survivors will no longer be able to sabotage a Bear Trap with a Toolbox.
    • Toolboxes now repair fewer charges of a generator, but have a greater speed boost.
    • Doubled the chance to trigger a skill check when repairing a Generator with a Toolbox.
    • When a Survivor item reaches zero charges, they may keep it. If they escape with that item, it will be automatically refilled for the next trial.
    • Dropped items with zero charge behave the same way as items with charges; they can be picked up again later.
    • When a Survivor escapes a trial with an item, that item loses its addons.
    • Removed the possibility for all Splinter Offerings to spawn in the Bloodweb.  
    • Disabled all Splinter Offerings.

    Killer Changes

    • The Plague now starts with one Corrupted Fountain.
    • The Trapper's Bear Traps can no longer be sabotaged.
    • The Trapper's Bear Traps can now be reset without needing to pick them up first.

    The Doctor Changes

    With the update The Doctor received in the last mid-chapter, there are now two ways to inflict Madness: Shock Therapy, and Static Blast. To make it clearer what is required to increase a Survivor’s Madness level, we are making the following changes:

    • Madness no longer decays passively over time.
    • Shock Therapy will add half of a Madness level to any Survivors hit.
    • Static Blast will add a full Madness level to any Survivors hit.
    • Reverse skill checks now happen 2/3 of the time an insane skill check is triggered by default.

    In numbers:

    Previously, the thresholds for madness tier 1, 2 and 3 were 5, 55, and 105 points respectively.

    Shock therapy granted 30 points of madness and static blast granted 50.

    While outside the terror radius, madness would decay by 0.5 points per second.

    These thresholds were based on how much passive madness gain the Doctor used to have. Without that mechanic, the madness thresholds can be simplified.

    The new tiers for madness 1, 2 and 3 are 1, 2 and 3 points respectively.

    Shock therapy grants 0.5 points of madness and static blast grants 1

    There is no passive madness decay. The only way to reduce madness is to Snap Out Of It.

    Previously, the "Order" add-ons increased the amount of madness inflicted by Static blast. They now reduce Static Blast's cooldown instead.

    Previously, the "Discipline" add-ons increased the amount of madness inflicted by Shock Therapy. They now reduce the detonation delay of Shock Therapy instead.

    Further add-on changes:

    The Doctor's madness can be customized by using his "Affliction" add-ons: Order, Discipline, Calm, Restraint and Obedience. Add-ons of the same type granted similar debuffs, but each one varied slightly in magnitude or madness threshold. The end result was that it was often unclear which add-on did what, and the lower rarity add-ons often seemed very unappealing in comparison to the higher rarity ones.

    The "Afflictions" have now been standardized to be the same across all rarities. Only the passive bonus is different.

    Order (Illusionary Pallets)

    • Order - Class 1/2/3: Reduces the cooldown of Static Blast by 2/4/6 seconds

    The Affliction of Order used to vary in terms of what madness tier was required to show pallets, and how far away from the doctor pallets could spawn. These variables are now the same across Order - Class 1, Order - Class 2 and Order - Carter's Notes

    Survivors with Madness suffer from the Affliction of Order:

    • Broken pallets may appear to be replaced with Illusionary Pallets that persist until approached.
    • A new Illusionary Pallet is generated at the location of a random broken pallet very 20 seconds.
    • The Doctor shares in his patients' Madness in order to read the auras of Illusionary Pallets.

    Discipline (Illusionary Killer Stain):

    • Discipline - Class 1/2/3: Now reduces the detonation delay of Shock Therapy by -0.1 seconds, -0.2 seconds and -0.3 seconds.

    The Affliction of Discipline used to vary in terms of how long the effect would stay active and whether they required a chase to activate. These variables are now the same across Discipline - Class 2, Discipline - Class 3 and Discipline - Carter's Notes

    Survivors with Madness suffer from the Affliction of Discipline:

    • Madness II: While in a chase, survivors perceive an Illusionary Red Stain and Terror Radius as though The Doctor were right behind them. This effect persists for 6 seconds after the chase ends.
    • Madness III: Illusionary Red Stain and Terror Radius are constantly active.
    • The Doctor shares in his patients' Madness in order to see the Illusionary Red Stain.

    Restraint (Illusionary Doctor):

    • Restraint - Class 1,2,3: Now reveals Survivors' auras for 1/2/3 seconds.

    The Affliction of Restraint used to vary in terms of how much extra duration would be granted to illusionary doctor hallucinations. These variables are now the same across Restraint - Class 2, Restraint - Class 3 and Restraint - Carter's Notes.

    The passive bonuses of the restraint add-ons have not been changed.

    Survivors with Madness suffer from the Affliction of Restraint:

    • Increased Illusionary Doctor duration to 8 seconds (These hallucinations normally last 1 second)
    • The Doctor shares in his patients' Madness in order to read the Auras of Illusionary Doctors at any level. (This effect is normally only active in madness 3)

    Calm (Illusionary Terror Radius)

    • Calm - Class 1,2,3: Terror radius increased/decreased by 4/6/8 meters

    Additive modifiers for Terror Radius are clearer and the result of stacking multiple modifiers is simpler to calculate. This is a slight increase in the effect for Class 1 and 2, and Carter's Notes are equivalent (25% of 32 is 8)

    The Affliction of Calm used to vary in terms of what madness tier was required to activate it, how long it stayed active, and how long it took between activations. These variables are now the same across Calm - Class 1, Calm - Class 2 and Calm - Carter's Notes

    Survivors with Madness suffer from the Affliction of Calm:

    • Madness II: Intermittently causes survivors to hear a distant illusionary Heartbeat (10-15 seconds active, 30-45 seconds inactive)
    • Madness III: Constantly causes survivors to hear a distant illusionary Heartbeat

    Obedience (Reverse Skill Checks)

    Obedience broke the pattern of affliction add-ons and has been removed. Reverse skill checks have been integrated into the Doctor's base ability.

    When afflicted by a Madness Skill Check, there is a 33% chance of an off-center skill check, a 33% chance of a reverse skill check, and a 33% chance of a reverse off-center skill check. This is baseline and requires no add-ons.

    Scrapped Tape, which was previously removed, has returned to take Obedience - Class III's place.

    Iridescent King

    Previously, this add-on would inflict a random affliction on a survivor every time they were shocked. These afflictions would stack, until a survivor had all 5 afflictions after 5 shocks. However, this was mostly unnecessary, as these afflictions still had the same madness thresholds for activation. In light of the changes to the afflictions, Iridescent King has been simplified and the need to shock survivors to inflict afflictions has been removed:

    Survivors with Madness suffer from the Afflictions of Calm, Discipline, Order, and Restraint:

    • Intermittently causes survivors to hear a distant illusionary Heartbeat.
    • While in a chase, survivors perceive an Illusionary Red Stain and Terror Radius as though The Doctor were right behind them. This effect persists for 6 seconds after the chase ends and is constantly active in Madness III.
    • Broken pallets may appear to be replaced with Illusionary Pallets that persist until approached. A new Ilusionary Pallet is generated at the location of a random broken pallet every 20 seconds.
    • Increases Illusionary Doctor duration to 8 seconds and grants the ability to read their auras at any level of madness.

    Electrodes:

    The electrode add-ons increased shock therapy range by a percentage at the cost of a small penalty to shock therapy charge speed. This has been changed to grant extra range (in meters) with no penalty.

    (The base range of Shock Therapy is 10 meters)

    Mouldy Electrode: Increases the range of Shock Therapy by 2 meters (previously +15% range, -5% charge speed)

    Polished Electrode: Increases the range of Shock Therapy by 3 meters (previously +25% range, -10% charge speed)

    High-Stimulus Electrode: Increases the range of Shock Therapy 4 meters (previously +35% range, -15% charge speed)

    Interview Tape: Range increased from 20 meters to 24 meters

    Survivor Perks

    • Saboteur: See Hook auras in a 56 meters radius from the pickup spot if a Survivor is being carried. Sabotaging a Hook without a toolbox takes 2.5 seconds. The Sabotage action has a 60 seconds cooldown.
    • The Perk Ace in the Hole now adds the ability to keep the addons when escaping a trial with an item.

    Killer Perks

    • Hangman's Trick: Reduce the Perk range to 2, 4 and 6 meters.

    BUG FIXES

    • Fixed an issue that would notify the Survivors of the Hex: No One Escapes Death when certain Killers use their power while the exit gates are powered.
    • Fixed an issue that caused Survivors to be hit by projectiles that visually appear to pass over their head while performing various interaction's animations.
    • Fixed an issue that wouldn't award Malicious and Devout emblem progress when a Survivor disconnects.
    • Fixed an issue that caused the Chaser emblem to not acquire any points when catching a Survivor in a Trapper trap (in or out of chase).
    • Fixed an issue that wouldn't grant a Coop Action score event when mending or sealing a Demogorgon's portal with another Survivor.
    • Fixed an issue that caused the Nurse's Spasmodic breath to infinitely increases base movement speed if the killer lunges as the timer runs out.
    • Fixed an issue that would sometimes fail to award a protection hit score event to a Survivor when another healthy Survivor is near the injured Survivor.
    • Fixed an issue that caused a Spectator to be unable to switch Role if at least one user is ready in a Custom Game Lobby.
    • Fixed an issue that prevented starting a match in Custom Game when there is having a spectator.
    • Fixed an issue that caused the Doctor to have his view partially blocked by the Survivor's body for a brief moment when performing an attack while carrying a Survivor.  
    • Fixed The Doctor view blocked by the Survivor's body when performing an attack while carrying a Survivor.
    • Fixed an issue that caused players to be unable to select the 'Ready' option when returning to the Custom Game Lobby.
    • Fixed an issue that caused the Blood drops from failing a healing skillcheck while asleep pass through certain ground tiles and any elevated tile.  
    • Fixed an issue that caused the Blood VFX to be missing from the screen when a survivor is affected by Deep Wounds from Borrowed time.
    • Fixed an issue that caused the Prompt text to be missing upon leveling up in the Bloodweb Menu.
    • Fixed an issue that caused the Killer to jitter erraticaly when moving the cursor after interrupting a Survivor vaulting over a pallet.
    • Fixed an issue that caused other Survivors to have the Ready button grayed out in a Custom Game Lobby when a Survivor comes back to the Lobby after having closed the application during the Loading Screen.
    • Fixed an issue that could cause Trials to start in public matches with an incomplete Lobby.
    • Fixed an issue that caused The Mad House achievement to fail to trigger when 4 survivors are brought to Madness tier 3.
    • Fixed an issue that caused the Wraith to be stuck between two states after being Lightburned or Stunned while Uncloaking.
    • Fixed an issue that caused various killers animations to be corrupted or misalinged when performing a Mori.
    • Fixed an issue that allowed Killers to break a pallet while a survivor is resetting the pallet from the same side.
    • Fixed an issue that caused players to be unable to click the unlock tiers button in The Rift if the current tier reward unlock overlaps with the button.
    • Fixed an issue that caused Survivors to be unable to gain token with the perk Autodidact.
    • Fixed an issue that caused parts of the Oni's sound effect when absorbing blood orbs to loop when stunned after striking a Survivor.
    • Fixed an issue that briefly caused the Shape's unique music to trigger upon exiting the Archives to the Main Menu.
    • Fixed an issue that caused the Boil Over Perk to not immediately hide hook auras when the pickup animation begins.
    • Fixed an issue that caused Hex: Huntress Lullaby to fail to apply to Brand New Part installations when 5 tokens are earned.
    • Fixed an issue that caused the extra points awarded for healing a survivor with No One Left Behind to not properly show in the score event.
    • Fixed the Hag's post-wiggle animation when a Survivor wiggles out.

    Map Specific

    • Treatment Theatre: Fixed an issue in Lery's long shower room that caused a hatch to not allow Survivors to open it with a Key
    • Treatment Theatre: Fixed an issue that displayed a floating book next to a Desk.
    • Treatment Theatre: Fixed missing collision issues on various assets and ceiling.
    • Fixed the SFX on some tall grass when walking on them inside The Backwater Swamp theme.
    • Autohaven Wreckers: Fixed an issue that allowed Survivors to use Dead Hard to get onto tires near a crane
    • Gas Heaven: Fixed an issue that allowed survivors to go through the ground near the gas pumps.
    • Gas Heaven: Fixed an issue that displayed a seam near the Gas Station.
    • Disturbed Ward: Fixed an issue that caused the LOD to be seen updating on the second floor of the Asylum.
    • Mount Ormond Resort: Fixed a collision issue that blocked the movement of both Survivors and Killer near a broken lift.
    • Mount Ormond Resort: Fixed an issue that caused Killers to get stuck on a vault point in Mount Ormond Resort after increasing their vault speed.
    • Mount Ormond Resort: Fixed an issue that caused Survivors and Killers to be unable to move freely when walking at a specific corner exterior of the main building.
    • Mount Ormond Resort: Fixed the collision on the railing on the second floor of the main building.
    • The Thompson House: Fixed an issue that caused A survivor to get stuck when collecting the item in a chest that spawns close to the combine harvester.
    • Sanctum of Wrath: Fixed an issue that caused Killers to be unable to chase Survivors between Buddha statues and a rock.
    • Fractured Cowshed: Fixed an issue that displayed a seam on the ground when walking around the map.
    • Mother's Dwelling: Fixed a Lighting issue that caused a wall to appear completely shadowed and then brightens when approached.
    • Fixed the collision on several hill tiles that could cause the Survivor or the Killer to bounce up and down repeatedly when near a rock formation.
    • Yamaoka Estate: Fixed a texture at any exit gate to disappear as the Survivor or the Killer walks away.
    • Yamaoka Estate: Fixed a missing collision at the bottom of the stairs of the Family Residence.
    • Coldwind Farm: Fixed an issue that could cause a Survivor to get stuck when collecting the item in a chest that spawns close to the combine harvester.

    Cosmetics

    • Spirit: Added a texture to the Spirit's bandages on her left leg on the Cursed Silk Kimono from the Tattered Tradition Outfit.
    • Fixed The Doctor’s “Metal Therapy Bat” with the proper texture 
    • Fixed a display issue when viewing The Huntress wearing the Hunting Hitatare Torso.
    • Fixed an issue that could cause a crash when viewing a Huntress wearing the Winter Hearth Torso.
    • Fixed an issue that caused various Huntress Masks to clip through her neck.
    • Fixed an issue that displayed distorted legs when viewing the Doctor's Ladykiller Frock Coat from a distance.
    • Fixed an issue that caused the hanging piece of cloth on the Doctor's Straight Jacket Torso to be clipping through his body.
    • Fixed a clipping issue when viewing all of Nea's shirt models.
    • Fixed a graphic issue when viewing The Clown’s “Mr. Puddles’ Disembodied Head” on the tally screen.
    • Fixed a graphic issue when viewing the Trapper's Neptune's Failure Torso on the tally screen.
    • Fixed an issue that caused the Wraith's Glowing Vigil head customization to clip through the Evening Wear Body.

    Audio & Loc

    • Fixed an issue that caused the wrong language to be displayed when viewing the result screen in Brazilian Portuguese after a match.
    • Fixed an issue that caused a superfluous grunt when a survivor lands after falling from any height.
    • Fixed an issue that caused the font color and size of the Head On Perk to be different than usual when viewed with the game language set to Spanish. 
    • Polished The Trapper's Mori SFX.
    • Polished The Hag's Mori SFX.
    • Fixed an issue that caused Survivors carrying a toolbox when injured while running to make the Survivors' footsteps play more often.
    • The Underground Complex: Fixed some floors that would trigger a wet footprint sound.
    • Father Campbell's Chapel: Polished the audio when inside the chapel.

    Fixes & changes from 3.6.0 PTB

    • Breakable Walls now take 2.6 seconds to destroy instead of 3 seconds.
    • Survivor Emotes are now canceled when hit by the harpoon.
    • Reduced the duration of the Perk Gearhead to 20/25/30 seconds (down from 35/40/45) and now only affects Good Skill Checks.
    • Breakable Walls now have a colour scheme similar to the pallet.
    • Increased the Harpoon Hit score event from 150 to 200 BP.
    • Increased the Harpoon Hit Long Range score event from 350 to 400 BP.
    • Increased the score event from 100 to 150 BP when a Survivor breaks free from the Harpoon.
    • Dead Dawg Saloon: added crows and hidebushes. Updated various textures.
    • Dead Dawg Saloon: Fixed a Flickering Light source above the Exit Gates.
    • Dead Dawg Saloong: Optimized the tower smoke at the Exit Gates.
    • Dead Dawg Saloon: Fixed an issue that prevented the Demogorgon from placing Portals on the Porch.
    • Dead Dawg Saloon: Fixed an issue that caused Survivors to get stuck when climbing on a specific asset.
    • Dead Dawg Saloon: Added SFX to gallow trap and breakable walls.
    • Dead Dawg Saloon: Updated the map setting for the hook distance and counts.
    • Dead Dawg Saloon: Fixed the collision on various assets.
    • Dead Dawg Saloon: Changed the orientation of the bar in the Saloon.
    • Dead Dawg Saloon: Fixed an issue that caused the Survivors to remain in falling animation upon jumping on the cash register.
    • Dead Dawg Saloon: Fixed an issue that caused Survivors to be unable to interact with a specific Totem.
    • Fixed an issue that caused various Survivor animation issues when downed or grabbed off a generator while the killer is using the perk Dead Man's Switch.
    • Fixed an issue that considered that Survivors won their chase when harpooned by the Deathslinger.
    • Fixed an issue that caused Survivors to be unable to be healed or use items after being hit by the Redeemer if the Deathslinger attacks another survivor during the reel-in action.
    • Fixed an issue that caused the perk For The People to give a Protection score event when used near the killer.
    • Adjusted various Trapper attack animations and first person weapon placement.
    • The Deathslinger: Adjusted the menu idle animation vfx.
    • The Deathslinger: Changed placement and timing of mouth blood VFX while performing a Mori.
    • The Deathslinger: Added dust VFX when a Survivor is pulling away while being dragged by the harpoon.
    • The Deathslinger: Fixed an issue that caused the Deathslinger's harpoon to get stuck when shot and interrupted at the same time.
    • The Deathslinger: Fixed the animation when damaging a generator.
    • The Deathslinger: Adjusted the vertical camera sensitvity when aiming.
    • The Deathslinger: The aura of generators do not show through gun rifle when aiming.
    • The Deathslinger: Fixed an issue where The Deathslinger could not shoot through windows or door frames from up close or at steep angle.
    • The Deathslinger: Added a subtle hit confirmation sound for the Killer when landing a shot.
    • The Deathslinger: Crows within 24 meters are now disturbed when the Deathslinger shoots.
    • Fixed an issue that caused the Deathslinger to be stuck if a survivor disconnects while hooked on the spear gun.
    • Fixed a Rock asset that could be seen floating on multiple tiles.
    • Added a missing Obsession SFX at the start of the match.
    • Fixed various Zarina cosmetics.
    • Fixed missing icons for Zarina's perk Red Herring and For The People.
    • Added audio to the Red Herring Perk.
    • Reduced the cooldown of Red Herring to 60/50/40 seconds (down from 100/80/60 seconds).
    • Fixed the Hag's animation when breaking through a breakable wall.
    • Fixed an issue that caused the Harpoon to pass through a hooked Survivor.
    • Fixed an issue that caused the perk Saboteur to not be put on cooldown when depleting a toolbox while sabotaging a hook.
    hHeFnq0[1].png


  • There is a Perk in game that does exactly what you describe -- Flip Flop, a teachable Ash perk.

  • Please can you follow the correct procedure for reporting a bug - as outlined in the pinned post.

    @jb_bhvr said:

    Here's an example of the issues we write internally at Behaviour. Following this template will greatly speed up our initial investigation of your issue.

    Summary:

    When the Spirit cancels her mori she is invisible for the rest of the match.

    Description:

    When the Spirit cancels her mori interaction while she is invisible, she will stay invisible for the rest of the match from Killer and Survivor perspectives. Only a portion of her katana remains visible, and she re-appears during her passive phase walk.

    Occurs in both public and private matches. The Spirit re-appears normally when completing the memento mori.

    Steps to Reproduce:

    1. Install and launch build 2.2.0

    2. Create a lobby as the Spirit and equip a memento mori offering and have at least 2 Survivors join.

    3. Proceed to any map and locate Survivor1 and put them on a hook.

    4. Have the Survivor2 unhook Survivor1.

    5. Down the Survivor1 again.

    6. Start the mori interaction, but stop while the Spirit is invisible.

    Occurs on:

    All platforms

    Attachments:

    A. FullMori.mp4

    B. MoriScreenshot.jpg

    This will help us to assist you better.

  • This section is for reporting in game bugs only, please use Forum Feedback for anything forum related.

  • Closing this, because it's going the same way as the other threads on the same subjects - people have their own preference as to who they believe are good and sadly, that always turns into an argument.

  • This is not a bug, please post in the Technical Sub Forum for assistance.


    https://forum.deadbydaylight.com/en/categories/technical-issues

  • Great I'll go ahead an close this thread now.

  • Can you try to restart your games - the bug appears to be visual and the reset shows on a restart

  • As you said, this is not actually a bug, but a matter of scaling with Windows, the windows resolution needs to be 100% for this not to occur.

  • You're using the Pussy Willow Catkins add-on on your Hag - this shows you the aura's of survivors when they trigger your trap, so I'm naturally wondering whether they triggered your trap and you saw the aura at that point? Without a video it's pretty hard to tell.

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1158370#Comment_1158370

    Oh, that's one of the things Freddy can do. Because the survivor on the hook is awake, they only get the lullaby and not the actual terror radius. Consequently, they don't get Borrowed Time which requires a terror radius.

    I think in that comment you quoted @PrettyFaceKate is saying that the unhooker was awake, and Freddy didn't hit them so they didn't get put to sleep, so therefore didn't have the Oblivious status effect, so BT should have worked. It doesn't matter what the situation is with regards to the hooked survivor.

  • This is usually a visual error, can you try restarting to see if that fixes the issue please.

  • Yes, as the description is listed on the perk itself, the description only refers to the perk. So the cooldown only applies to using Sabo perk and not sabotage in general.

  • There's no need to tag anyone in your post, please post in the Creations section of the forum though.

  • You now do not lose your item fully, they do not get fully consumed. Add Ons however do not get kept. So survivors will retain their item if they escape the trial even if all of that item has been consumed in a match.

  • Not a bug, you need to "Snap Out of it" first, this is by design.

  • Hi, this is not a bug - this is by design. Survivor add ons are now used in the same way as killer ones are.

    Ace in the Hole (perk from Ace) does prevent the loss of Add ons for a survivor, so there is an option to retain if you wish.

  • This section is for reporting in game bugs.

  • @xOMNISCIENTx said:

    I only report fellow survivors when they DC after 1 hook or down. Other than that, can't blame the next guy in the game that rages and lets the killer get them. It'll be a lost game but someone started the chain of hate. On the flipside, Its good to be a killer in that situation I suppose.

    Just play till you die, right?

    Please do not report DC's - this is a waste of peoples time who have to deal with the reports. DC's have never been dealt with on a manual reporting basis. It takes time away from dealing with correct reports.

    Please remember that in a lot of cases, we will need video evidence to support the report - this makes the report a lot more actionable in many cases as the team can actually see what's happening then, it's proof of what occured.

  • We didn't give an actual date for this to go live yet...when it's ready more information will be given to the community at that time.

    in MMR? Comment by Mandy
  • Glad it's worked for you. I'll go ahead and close this now as the issue has been resolved.

  • Please verify your game files via Steam if you see this message. Usually your game will then download further files, possibly replacing those that have corrupted previously.

  • No problem, glad it's resolved. I'll close this report now.

  • Any alteration to your own files is not something we promote on the forums, these are done purely at your own risk - if you do receive a ban for any altered files there's nothing that we can do to unban you.

  • What do you mean exactly by Token?

    in Token Comment by Mandy
  • We don't discuss bans on the forums, and Social Media bans are not able to be appealed.

  • Can you try to verify your game files to see if it fixes this?

  • Is this happening every match or was it just a one off incident?

  • You would need to post this in the technical sub forum.

  • This is known about, and will be dealt with in due course.

  • I do this as well, I lunge forward and I've been known to duck when I've got pallet stunned :)

  • Whilst Bond doesn't show other survivors your aura - it will show you other survivors so then you can see their aura, you should quite clearly be able to tell if they are being chased or not, so you have enough time to get away from them.

  • It's not difficult to reach Rank 1 and no the reward of getting the achievement should be enough.

  • https://i.imgur.com/f77TQyQ.png Please notice this on the game rules section of the forum. It is something we are very aware of.

    https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system#latest

  • As editing your files like this is totally done at your own risk - there is a risk of a ban.

    It's not something we will assist with on the forum.

  • Sorry DC bans are not able to be lifted or appealed.

  • As this would get abused a lot, I think I can safely say that it isn't something we will implement.

  • Dream snares definitely feel stronger, and those are the ones that I dislike playing against more.

    When playing as Freddy I like using the Fake Pallets as I find them more fun to play with rather than the snares.

  • One DC due to a game bug will not give you that length of time on a DC timeout - you must have DC'd a lot previously to get a 24 hour ban.

  • Please don't put the video link here @yukairi please forward it to Support as Peanits suggested above.

  • Please keep this discussion on track and avoid the personal insults thanks!

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