Mandy
Mandy
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- Mandy
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There have already been plenty of comments and threads on this forum regarding this exact thing. We've said it's something that we're aware is a community wish but we don't have information right now if this will happen.
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@That_One_Friend said:
Annoying 'she' killers?
Well: Pig, Plauge, and Twins can come off as annoying, as well as Hag. If the killer was humming; it was Huntress. If the killer was 'teleporting' and 'flickering' while walking around it was Spirit. Those are the only female killers I can think of off the top of my head.
nurse
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@fiorefe said:
https://forum.deadbydaylight.com/en/discussion/comment/2609572#Comment_2609572
Noo...
Im talking about the new mori changes... like this month or next month update.
They said they were making a huge change.
We've not released any further information about that.
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The Event ends on November 11th and no, this tome is specific to this Event.
Edited to add: the finishing time will be 11am EST - please remember that daylight savings happens prior to then so it may be a different time difference than what you are currently experiencing.
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@PsychoTron said:
https://forum.deadbydaylight.com/en/discussion/comment/2609234#Comment_2609234
what patch note was this from because I know i did NOT read anything like this, and i read patch notes.
It's in the FAQ on the Knowledge Base on the forums.
https://forum.deadbydaylight.com/en/kb/articles/292-f-a-q-stranger-things-last-chance-sale
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We have a bug report section for bugs, please refer there and see if the bug has already been reported - if not, make a new report. If it has been reported then please upvote it and add any further information that you feel is relevant. Thank you.
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Think of it this way, if you have a player attempting to save another player from being hooked - that's one less player that's working on generators and also another player that you can easily injure, then chase as soon as you have hooked the original player. Or failing that - drop the person you are carrying and chase the bodyblocker, now someone will come to get the person in dying state up, that's 3 people that's not working on generators.
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Was this before or after the update today?
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Maps are only going to be disabled for game breaking issues - not balance issues. The killswitch is there purely for issues that need to be addressed urgently.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2609005#Comment_2609005
What about the disappearing offerings?
I put that information on the updated FAQ with regards to the offerings.
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Another vote for SteelSeries, although I don't use the mic part because I use my external mic....but the quality of them is so good.
Razor Blackshark Pro are also really good.
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@coolmacc said:
Any word on if they’re gonna re work the map to keep it in the playlist. Just remove the stuff that relates to the show and call it the lab?
no, we have said the map is being removed.
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@gatsby said:
My default Survivor build went from:
Iron Will/Inner Strength/Dead Hard/Spine Chill
to
Iron Will/Circle of Healing/Dead Hard/Windows of Opportunity
My default Killer build went from:
BBQ/Hex Ruin/Hex Undying/Corrupt Intervention
to
BBQ/Deadlock/No Way Out/Corrupt Intervention
The buffed perks and the new boon meta actually shifted how I play now, which is pretty cool. Usually the new patches just introduce new cosmetics with no meaningful gameplay changes.
I've actually had quite a few people telling me that they've changed their "meta" for playing, which I think is a great thing.
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Yes I'm afraid that we don't have a date we can share for this yet, there are still things being ironed out. When we do have a confirmed date, we will be sure to share it.
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Maps are available to all players, irrespective of whether the DLC is owned or not...I hope that helps answer your question.
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yes I would say the Wiki (providing it doesn't break their terms of use) or the game files are the only way to get these. We do not give them out.
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You've done a fantastic job with that cosplay!
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2606650#Comment_2606650
So if u tap u didnt got the skillcheck before?
I actually don't remember because it was so long ago!
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@UkilledLegion said:
@MandyTalk look at this,i found old bug but of course ur sweet survivor's community will keep silence that abuse it,its bug overcharge perk! Survivor can run from gen and use skill check :D Really,hogwarts school
https://us.v-cdn.net/6030815/uploads/7HPOI3WJW85O/20211101024140-1.jpg
and about difficult?U really think that its very hard skill check?lol
not a bug, that's by design to avoid Survivors tapping the gen to avoid the skill checks. It guarantees that the skill check will always appear.
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If you are close enough to the window you can still get hit - the killer can strike through windows as well as over some low objects (Haddonfield fences by example).
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DbD mobile is a completely separate team, hence they are not going to see any feedback from this forum.
https://discord.gg/dbdmobile if you have any issues with the mobile version of the game, please post on their official Discord, thank you.
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@UkilledLegion said:
@MandyTalk this post not about only hard dead! This post about hug walls when survivors lick walls and killer see survivor but not begin chase or lose chase very fast.This post about totems because ur uptade make a killers hex absolutely useless especially autohaven map, where totem spawn in front of gen,and survivors can abuse boon 100000000 times,this post about broken bloodlust because not understand why stop or why not increase,this post about broken pinhead chains,survivor can solve 1 sec coub and kill pinhead's chains.U HAVE MORE TROUBLES WITH GAME AND TELL PLEASE DEVS THAT THEY GET DOWN TO WORK!!!!!!!!!!!!!!!!!!!!
None of this was mentioned in your initial post - only Dead Hard, which is why that's been addressed in this thread.
I have no idea what you mean by Bloodlust being broken because there's no a single report of bloodlust not working as it should.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2598509#Comment_2598509
Thanks :)
While you are at it, buy them a box of donuts from me and tell them to killswitch RPD for a while (or fix the office quasi-infinite). I kid, I kid
All the best.
where's my donuts then????
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2598498#Comment_2598498
Shrug. Fair enough, I understand that you can't comment on balance and that's not your purpose here.
I'm just getting in my 2c regarding how this fix feels from the other end, particularly with the various miseries of killers at present.
Pre dedicated-servers is quite some time ago, back when the game was more of a 'Wild West' balance wise. It's a very different, and much more sophisticated game now.
Regardless, I appreciate you coming forward to explain this.
no problem and thank you for understanding...I will (and have) taken back the feedback about Dead Hard from a balance point of view and for the way it "feels" with regards to the scream etc.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2598480#Comment_2598480
Sure.
But the thing is - DH felt balanced around these quirks, with a pretty short exhaustion timer. Remember - even before this fix, it was probably the most meta of meta perks. It was strong.
This fix was probably needed, but it has definitely make this perk significantly stronger as a result, to the point where, no hyperbole, it's unhealthily overpowered. It's not hard to time, offers an incredible mistake correction ability and now has the potential to completely throw off the killer due to the wrongly applied FX.
At the very least it needs another balance pass. Probably aimed at it's exhaustion length.
As I said, I'm not discussing the balance of the perk and no it was not "balanced around it not working" it hasn't been changed since release as far as I can remember, and it was released well before the game was on Dedicated Servers.
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@zombitehdeath said:
https://forum.deadbydaylight.com/en/discussion/comment/2597531#Comment_2597531
The perk was fine before the fix and many people have complained about how bs dead hard was. If it needed a fix why was is still used and why was there many people complaing about it?
Killers were complaining about Dead Hard for distance and Survivors were complaining that the perk didn't work in the way it was intended - leaving them exhausted on the ground, which shouldn't happen as they have that initial period where they can't be hit. Since dedicated servers were implemented the perk didn't work properly because it was dependent on the killers ping - now it's server sided so it's dependent on the person who did the action first - the server decides whether the hit should have connected prior to E being pressed or if the Survivor pressed the button in time.
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@zombitehdeath said:
https://forum.deadbydaylight.com/en/discussion/comment/2597423#Comment_2597423
Shouldn't that problem take priority then fixing a perk that doesn't even need the fix in the first place?
it more annoying to when it happens on pallets but is more frustrating when it happens to a perk that is too strong for it own good.
it wierd that the dev haven't done anything to dead hard when people have been telling them that it too strong and it has no counter (you can't bait out dead hard for distance)
i wouldn't consider the fix on dead hard a fix as it wasn't a detrimental to the perk itself which is why people say the surveillance fix was a nerf as it wasn't to strong of a bug to make the fix as a fix.
The perk definitely did need a fix, because it hadn't worked under dedicated servers at all - why should it be reliant on the killers connection for example, so that 100% did need to be changed.
With regards to the balance questions you brought up, sorry but I'm not addressing anything that we've not discussed publicly. I do pass on the feedback with regards to what's been discussed here, but it's not up to me to decide what gets changed or not.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2597330#Comment_2597330
The screaming bit is probably what pisses of killers more than the validation itself. For pallets and now Dead Hard, THINKING you got a down changes your mindset as killer. Now the killer has to account for the developer’s oversight on the Sound FX triggers to determine if they actually got a hit or not. These few seconds can be the difference in a survivor getting back to a safe position.
It’s incredibly frustrating to deal with a strong perk and now have to deal with incorrect audio feedback.
yepp, that's my understanding as well - that instant notification.
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/2597330#Comment_2597330
So is that scream and blood after validated hit considered a bug?
not a bug exactly...it's because the killer receives instant feedback instead of having a delay in waiting for the server to respond. It's something that I will bring up again because I appreciate how frustrating it is to have the feedback prior to the hit being rejected.
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Dead Hard is not buffed first of all, it's now working as intended - it hasn't worked under dedicated servers as it was still reliant on the killers connection, whereas now it's reliant on the players connection to the server, so again whoever did the action first.
Also the blade wipe animations are not present etc so no time is lost. The only thing that I can see as a possible issue is that teh player screams as if hit, whereby they are not actually hit, and that's feedback that's already been sent back to the team (it's similar to the pallet validation feedback in that instance).
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@Miles said:
https://forum.deadbydaylight.com/en/discussion/comment/2597106#Comment_2597106
The first time i saw you i thought you were a bot
a bot? not even an advanced AI - I'm so disappointed :(
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@brizzyne if this happens again and you're on PC, please can you grab your game logs for me. Thank you.
1. Press Windows Key + R to bring up "Run".
2. Type this in the "Run" prompt: %USERPROFILE%\AppData\Local\DeadByDaylight\Saved\Logs
3. The file called "DeadByDaylight.log" is your log file. Please attach it in your reply.
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@Lycidas said:
You know that before queueing up you need to click "READY", right?
Why did you queue up if you weren't ready to play?
I agree with you here.
A player has to click "ready" to search for a match initially - if you're not committed to playing that match why search for a lobby in the first place? The reason that the game readies up automatically is to avoid trolling, those that would wait until the last few seconds and then unready so the rest of the players are waiting all over again. The countdown gives ample notice of the game about to start.
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:) there was no "I work here" option
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Please keep your comments towards one another civil on this thread. If you are unable to discuss this topic in a mature manner, please move along to a thread where you are able to contain yourself in discussing.
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Whilst I appreciate the attempt at sarcasm, please keep threads relevant and none "baity" thank you.
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@Tr1nity said:
Its just a bugfix though right? I have no problem with that, or am I missing something?
yepp it's just a bug fix to make the perk work on dedicated servers, as you know it's been an issue for quite some time that the perk didn't work correctly cos it was dependent on the killers latency, that's no longer an issue.
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@UkilledLegion said:
@MandyTalk then change description because i think this must help survivor run from killer for example to pallet or window,then this perk typical abusing or usual second chance that killer cant hit survivor
I don't think the description needs to be changed, there's plenty of times when you'd need to run in the direction of the killer to get to a loop or window and using Dead Hard helps in those circumstances. The perk is doing exactly what it's designed to do.
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@UkilledLegion said:
@MandyTalk lets read description hard dead :D You can take a beating.When Injured, tap into your adrenaline bank and dash forward quickly to avoid damage.DASH FORWARD!!!!DASH FOOOOOOORWARD QUICKLY FOOOORWARD but why ur ######### dead hard work when survivor not RUN FOOOOORWARD BUT RUUUUN TO KILLER!!!!! FACE 2 FACE and killer of course cant hit :D not amazing! THIS PERK MUST WORK WHEN SURVIVOR RUN FROM KILLER BUT NOT TO!!!!!!!!!!!!!!!!!!!!!!!!!!
Because even running to the killer, the survivor is still running forwards!
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When we announced the removal of Stranger Things, we did say that we would not be adding any extra cosmetics etc for any of the characters involved in the Chapter, prior and after their removal from the Store.
:(
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@DrFruityLoops said:
https://forum.deadbydaylight.com/en/discussion/comment/2492052#Comment_2492052
So Mandy, wanna issue a apology about your inability to understand how you failed to see what was wrong here? since bhvr fixed it today
"Fixed an issue that caused the Power Struggle perk not to reliably stun the killer since the same side pallet stuns were removed."
:)
In some cases where it was not working correctly it's been fixed, hence the wording on the patch notes (the added "reliably") because many players have managed to do it many times with no issues, it was edge cases that weren't working.
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@TheMadCat said:
I have 1500 hours, and I still didn't prestige any Killer. I prestiged a dozen of Survivors but only one of them have all the perks available to me. (I don't own Ash, Quentin nor Tapp.)
It's a long process. If I'm not mistaken, the developpers said in a recent stream that the grind (or it was only about prestige...) will be less hard soon. But that is what I remember, I could have a bad memory there.
I don't even Prestige anymore tbh. I did it for the achievements way back in the early days and have 3 characters Prestiged, that's it. These days I just concentrate on all perks on my characters.
There is a lot of grind especially for new players and it is something we are looking into.
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@bm33 said:
I just finished downloading the hotfix on ps4, haven't hopped on yet to see how it plays. Checked out the Update History to see what was different between patch notes on ps4 and the patch notes on forums. On ps4 the hot fix had 2 new versions within the hot fix - version 2.33 and 2.34 (for reference the mid-chapter patch was version 2.32). Also the update history only lists 6 fixes, so not sure if all the fixes are missing from the notes or if the issues people are experiencing are because not all the fixes listed on patch notes on forums were actually included in the ps4 hotfix.
https://us.v-cdn.net/6030815/uploads/XEPRS73OQOPG/20211026-150855-jpg.jpg
https://us.v-cdn.net/6030815/uploads/QQP3QWYQG44T/20211026-150905-jpg.jpg
To clear up the issue with the Patch Notes, everything that's listed in the forum patch notes are on all platforms unless stated as otherwise within the patch notes. These patch notes effectively combined 2 separate updates in one (hence the 2 sets of numbers), because one was a specific fix to the loading issues, the other was the regular patch. So no, nothing has been left out of the console patches. They just do not get the full patch notes listed.
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@jacindazs thank you so much for doing that, I really do appreciate it - I will get those to the team <3
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@Kava said:
https://forum.deadbydaylight.com/en/discussion/comment/2592658#Comment_2592658
it's the swamp map, the boon is at the small boat part
Thank you
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Can you tell me the location of that Totem please?
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Hi, do you have a screenshot showing that Plague is still showing as 500 AC's - we are aware of the issue with Oni.
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I'm checking on this now for you.
Edited to add - yes, the reduction in AC's should apply. We will update this shortly - very sorry for the inconvenience and thank you for bringing it to our attention.
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@ggallinftw said:
Ah great. Today's "bugfix" patch seems to have dealt with my desync issue but brought back all the massive framedrops and freezes that came with the Resident Evil chapter. Still unplayable, thanks a lot BHVR!
Is this something you're all experiencing?
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@Dehitay said:
https://forum.deadbydaylight.com/en/discussion/comment/2591869#Comment_2591869
Did they ever fix the issue with 3 survivors being able to heal each other faster than the killer can damage them inside the boon area?
That was caused by a specific set of circumstances, with the boons stacking....that was adjusted before the perks went live.
![k8Xgv07[1].png](https://forumcdn.deadbyqueue.com/6030815/uploads/B4TCA9J8FBB8/k8xgv07-5b1-5d.png)