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Nobsyde

Nobsyde

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Nobsyde
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  • @Peanits I do love these stats, the only issue I have with the "avg kill rate" is that the difference between a 3k and a 4k is negligible, considering it all comes down to "do I want to try hard and slug or just play the next game?" for the killer.

    I would be interested to see stats that instead of showing the "kill rates" show the percentage of games with at least a 3K.

  • the best thing about this thread is the title. A very nice and effective click bait, well done!

  • @TheWheelOfCheese said:

    IIRC you have to slam into something after grabbing them in order to automatically pick them up. Yes, it works on healthy survivors.

    oh ok, so I will grab them even if full health but I first need to slam them, gotcha.

    In fact this is what happened to me: getting a critically injured survivor out in the open, but just slamming them on the ground because there were no obstacles.

    Thank you for the answer!

  • I did make an All Seeing Dredge build myself a few weeks ago, but instead of sloppy and bbq I used make your choice and gift of pain, the former for lethality, the latter for a bit of game delay and, in a way, a Sloppy with extra steps.

    It's honestly my favourite build at the moment

    https://youtu.be/oq7XtpJEp04


  • @TheWheelOfCheese said:

    ITT: People trying to argue with the devs over the definition of a term that the devs themselves defined.

    https://c.tenor.com/jn4AXeNIkH8AAAAd/john-krasinski-amused.gif

    I mean I get you like arguing semantics on the internet, but the reality is that it's bannable. Arguing about what category it falls under (hostage vs griefing) is just bikeshedding.

    it's not "arguing", it's trying to understand EXACTLY what is bannable, especially because in the past a different answer was given :)

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3128847#Comment_3128847

    No whilst I understand your reasoning - that killer shown in the video is holding those two survivors hostage, those survivors cannot do anything to progress the game, the killer is holding their game hostage. It is clearly a hostage situation, and a bannable offence in game.

    I can't see the video because the file is unreachable atm, but what you say makes me think that the situation is:

    • 2 survivors alive that can work on gens and open the exit gates
    • 2 survivors body blocked

    If that is the case, this is the first time I hear that this is considered a "holding the game hostage" - the game can finish, it's not hostage at all.

    Now, if the game just started (or at least, it's still in the early stage) then I might understand why this is still a bannable offence (for griefing though, more than holding the game hostage...), but what if there's only one gen to go? what if the doors are open? Where's the line?

    Because I refuse to believe that bodyblocking one, two, three or even 4 survivors with the gates open is considered "holding the game hostage", so, if the line is not "actions that prevent the game to come to an end", what is it?

    "a survivor cannot do anything to progress" cannot be enough, otherwise even bodyblocking a survivor in a corner in the last 30 seconds before the EGC timer reaches zero would be bannable.


    ...again, I was not able to see the video, so if the scenario depicted is different (e.g. NO SURVIVOR can progress the game) then everything is different of course.

  • @StibbityStabbity said:

    Why not create a new identifier (that is clearly labeled on the Perks) called "Slowdown" that causes the effects of the Perk to diminish if they are stacked? For every Slowdown Perk that is stacked, decrease the efficacy of the Perks by 3/4/5%, which would make stacking slowdown perks still viable but nowhere near as rewarding as it currently it.

    it already works like this btw - for slowdown perks the stacking is not "additive", but multiplicative on the outcome:

    let's say 4 stacks of thana (22% slowdown) + pentimento (30%). The total is not 52% slowdown (22+30), but ≈45% (100 - 100*(0.78 * 0.7))


    If anything I think BHVR should nerf a lot of numbers now that gen speed has been changed.

  • imho the reason why legion is so oppressive at the moment is all due to the dead hard nerf.

    since you will be injured most of the time, dead hard was the only thing preventing a legion from closing a chase extremely quickly (well, aside for bad map rng). With dead hard gone, survivors play with one single health state against Legion (or, if they heal up, they'll never finish the gens anyway)

  • @Bardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3077537#Comment_3077537

    If it's a known bug then why isn't it listed in the Bug Reporting list?

    The description clearly states "When the Killer is within 36 metres of your location, Spine Chill activates, lighting up its icon."

    Sounds like they intended it to be this way.

    IE Broken AF.

    it is reported, last point in the "known issue" of the patch note

    Screenshot 2022-07-23 at 03.51.58.png


    I haven't used SC since the patch, but I have to assume that if you are undetectable the perk will never "light up" (aside for when they are looking at you with no obstacles)

  • @Darkwraith13 said:

    There seems to be some performance issues with the PS5? My cursor is super laggy and so is the blood web. Anyone else notice?

    yes cursor lags/stutters.

    At the moment this doesn't seem to be an issue ingame, luckily

  • Me too, DbD is broken on PS5.

    EDIT’ it seems to be something unrelated to DbD, but a psn issue

  • @some_guy1 said:

    I suppose mettle's "endurance" is completely unique to mettle, it acts differently compared to normal endurance (which is why it says it prevents getting into the dying state from the injured state instead of "it applies endurance")

    normal endurance will prevent you going to dying state from both injured state or healthy state

    but it will apply you deep wounds once that happens(which is not stated in the perk/addon descriptions anymore, maybe the in game tutorial manual clarifies that?) and it will deactivate if you get into deep wounds IF you got that deep wound from other sources other than endurance preventing you getting into the dying state

    mettle's endurance will only activate on the occasion of you getting into dying state from the injured state and it wont apply deep wound and it wont get disabled during deep wound

    for "legion tech", I guess the game gets confused when hitting a survivor with normal endurance with the 5th frenzy hit, you get put into the deep wound instead of the you getting downed or tanking the hit with mettle endurance, so the frenzy restarts and applies the spped bonus and intensified HUD effect as if it didn't reach the requirment for the feenzy down yet and should be reported as a bug

    the "normal" endurance and "MoM" endurance explanation that you are giving are correct (as in: you are correctly describing what actually happens), but I'm curious to know if it's working as intended.

    For example, are we sure that it's by design that Endurance works only for hits that would down you? And if yes, why the strange interaction with Deep Wound?

    Also, I'm ok with MoM working differently from normal endurance, but the mismatch with Feral Frenzy interaction still doesn't make sense to me.

  • @Remedicist said:

    Does the 5th hit being an endurance hit actually reset the count to 0? I recall a time that I got a 6th hit due to the 5th hit being an endurance one and the 6th hit still downed them. Although this could either be a bug or intended which is why I am confused.

    as I show at the end of the video, currently it resets to "0" the counter.

    It's possible that in your case either you somehow miscounted, the 5th hit after the borrowed time wasn't registered (if you hit a survivor immediately off the hook you don't lose feral frenzy, but it doesn't count as a hit either), or... there's some other bug going on I'm not aware of!

    With my method I was able to go on with a SINGLE FERAL FRENZY for over 4 minutes, and the only reason why I stopped was because one of the survivors lagged and recovered too quickly, not allowing me to chain correctly the 5th hit.

  • @ZVom said:

    Situation the game is in basically looks as the following one:

    You think whether you should go to work by car or by foot. You decide you want to drive by car because you'd have to walk 10km otherwise. Then you go to your garage and notice your car got stolen. You happily accept your fate and are thankful to the thief for caring for your health. You will improve your heart condition after all!

    I think the correct example should be:

    you live 10 km away from work and don't have a car, so you need to go by foot.

    One day the company you work for (which we'll call BHVR) gifts you a car, on one condition: you can only park it in our parking lot.

    The parking lot is at 11 km.

  • It was already explained that endurance doesn’t technically stack, it’s just that in specific circumstances you can activate another endurance effect after you already activated one.

    however, if you have multiple endurance effect active at the same time, they ALL get burnt (hence them not “stacking”)

  • I play on console so I can't use filters on my TV, but I stream using a capture card, and I can tell you that on the darker maps I activate an OBS filter to make it easier to see for viewers (e.g. on autohaven wrackers).

    I don't know what other streamers do, if they activate filters for themselves or just for the stream, but the latter should honestly be good practice for the viewers pleasure.

  • @Mozic said:

    https://forum.deadbydaylight.com/en/discussion/comment/3037733#Comment_3037733

    Yup that's correct - I had the same misconception. (Although personally I think that being under deep wounds should prevent the ability to gain the endurance effect. Mettle of Man would retain its unique status of circumventing this requirement while all other sources of endurance exist on a level playing field)

    Considering dead hard would be worthless with a tunnelling killer I'm ok with this behaviour. However I hope they will not add more perks along the way that could allow you to activate this effect in other ways. Like, imagine a "if you vault a window or a pallet 10 times in a chase you activate the endurance status effect for 10 seconds" :P

  • @Mozic said:

    https://forum.deadbydaylight.com/en/discussion/comment/3037721#Comment_3037721

    Endurance stacking shouldn't be possible (multiple active effects of endurance resolve simultaneously on hit)

    Endurance chaining is currently possible so long as there are means to continuously tee up new forms of endurance to replace the used up effects.

    yeah this makes sense and I'm ok with that.

    I guess I always thought endurance effects could not be activated on an already mending person because the only way to do it in the past would have been to use a styptic agent... but you can't use a med-kit while you have endurance active.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3037708#Comment_3037708

    If you used Dead Hard while another Endurance effect is active, it would deactivate both. Though since Dead Hard is controllable, you normally wouldn't use it until the first Endurance effect is either expired or used.

    ok, so what I'm understanding is that you are not stacking potential endurance effects, but, given the chance, you can activate endurance effects a virtually infinite amount of time before mending (even if at the moment this is not a possibility), correct?

    To put this in another form:

    it's like if you were in madness tier 3, almost done with your snap out, then you get shocked again and you get your snap out timer reset (this is not how it works, but it's a bit like endurance is working at the moment)?

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3037689#Comment_3037689

    You don’t lose them though when you prestige any iridescent addons will stay

    it doesn't matter, because I never prestiged any character and didn't intend to do it anyway, but now you NEED to prestige in order to proceed to the next bloodweb - or am I missing something?

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3037054#Comment_3037054

    https://forum.deadbydaylight.com/en/discussion/comment/3037057#Comment_3037057

    We've just tested this internally and I can confirm that it does indeed deactivate both Borrowed Time and Off the Record in a single hit. Anything that grants multiple Endurance effects at the same time should only extend the Endurance effect to the longest duration, not allow you to take multiple hits.

    However, using Dead Hard to block another hit afterwards is expected since the Endurance effect only begins once you use it, so the Endurance effects are not stacking.

    If you do notice that two Endurance effects stack (as in they're active at the same time and allow you to take multiple hits, like with Borrowed Time and Off the Record), please be sure to report this as a bug. This is not the intended behaviour.

    I'm a bit confused about your explanation for Dead Hard:

    let's say you currently have endurance activated (for whatever reason aside MoM, so let's say borrowed time or feral frenzy). If you use dead hard and time it correctly you don't get downed because you are activating again an Endurance effect, but the first endurance was never removed in the first place.

    Is this an intended behaviour? If that is the case, then yes, endurance effects stack, but not all of them, which is extremely confusing and goes a bit in the opposite direction of the "normalisation" of perks/variables you guys are striving for in the last few years.

  • @Peanits said:

    I hate to sneak in again and ruin all your hard work (huge kudos for going through the effort of putting together the spreadsheet!), but there's another big oversight here: Prestiging resets you to level 1, meaning you get the super tiny levels again. The overall bloodpoints required ends up being ~75% lower, not the number of levels. You spend way more BP per level on the old system by repeating the huge level 50 bloodwebs.

    doesn't this mean that in order to get iridiscent add-ons the grind will actually be more now, though?

  • @SMitchell8 said:

    Really enjoyed my 2 games as dredge, feels good to be a monster running around in the dark being flashlight clicked in match 1 😉

    Anyways, the biggest issue I'm having as a console player is the L1 button. It's a proper handful having to hold down the L2 to teleport, L stick to move between each locker only to then have to press L1. It genuinely feels really akward and not console friendly at all, R1 would have been ideal for it.

    Also got a breaking animation issue in which the sound is well ahead of the animation.

    Apart from that, a nice killer to play as.

    there's a little grace period after you release L2 in which you can still teleport. It's long enough that you can easily switch button and press it before the power is over.

  • yes. nobody on PlayStation can play the game.

    We don't know when we will.

    Pretty good job yadda yadda yadda

  • I hope Iron Will gets the same treatment as Lucky Break: no sound while injured, but on a timer that lasts 2 minutes or however long.

    ...hopefully between the "small changes" to accomodate the nerf of meta perks there won't be something like "when an injured survivor is in a chase, they don't make any sound" lol

  • the only reason why somebody would want the mori to be "automatic" instead of optional is because they don't want the slugging on the ground of the end game.

    However, at least in my experience this is far less frequent than:

    • last second DS
    • being downed right at the edge of the hatch / door, and escape during the cooldown animation of the killer
    • killers giving the hatch
    • absurdly clutch last second Soul Guard / styptic agent play

    These are all interactions denied to the survivors, and I won't even mention what's getting denied to the killer since, per my assumption, the reason why the mori is automatic is to prevent killers toxicity.


    Agency shouldn't be removed from the player if possible. If you want to remove the end game slugging then introduce something like a much faster bleeding on the ground while you are the last survivor, or a give up button.


    I can assure you that this change, as far as toxic players go, will have the complete opposite effect: instead of slugging the last survivor, they will start slugging the last two or even three. (yes, some already do that, but this mori change wouldn't affect them anyway)

  • @Kazim said:

    My suggestion would be to decrease the volume when playing as a killer, as it is too loud for both killers.

    ghostface after the patch is fine volume wise. Legion is still a disaster though, but devs are not acknowledging it :,(

  • so, it's official that 5.7.1 will lower ghostface chase music.

    No mention of Legion one though. Please BHVR :,(

  • @FairyKingGloxinia said:

    So I'm relatively new to playing killer but I do have some teachables (mainly nurse, doc, pig, and clown) and was wanting to play Legion since the recent update happened. I know thana is a must due to Legion's power but I was experimenting with a few ideas for them. I was thinking something like thana, nurse's, sloppy (?), and ruin/discordance. I've seen some other forums and discussions from before the update that pretty much said that sloppy is more or less garbage on Legion (not exactly sure how/why since the recent buff) so I'm wondering if there is something better/different that would synergize well with Legion's power. I know bamboozle might be a good chase perk along with I'm all ears or PWYF but I wonder if there is something better. Thanks in advance!

    Aside for enduring spirit fury I’m loving… call of brine!

    You can take a look here

    https://www.youtube.com/watch?v=BBH6BxVebF0


  • I've heard somewhere BHVR acknowledged the issues with GF music, I wonder if they acknowledged the problem with Legion's too

  • @[Deleted User] said:

    Not much more to say other than the title. Ghostface and Legion's updated chase music is hilariously loud. Not sure what happened there, but uh...yeah.

    agree 100%.

    With Legion, whenever a chase starts it's like you get teleported in another game without in-game sounds, because of how loud it is.

  • @YOURFRIEND said:

    It is too loud. I honestly prefer the old one.

    I think that the music itself is really good, it makes me vibe every time lol, but it's volume is so high that today I was playing in The Game map, I entered a chase almost by mistake and it costed me a generator because I couldn't hear it was being worked on a few meters away from me :|

  • Legion music is good but it's TOO LOUD, like... astonishingly loud. You can't hear anything, not even yourself thinking.


    ghostface one instead it's just bad and it's impossible to play this killer until it's fixed.

  • @ShyPirate said:

    https://forum.deadbydaylight.com/en/discussion/comment/2795481#Comment_2795481

    It is on the newer side (got it in September) so I don't know if that might make a difference.

    btw to be clear you need to be close to the generator to trigger the stuttering. I noticed it with both killer and survivor.

    It's just for a couple of seconds, but definitely noticeable. I will try to remember to make a clip the next time it happens.

  • Bad News for everybody:

    the fireworks of a generator completed during the Lunar Event make the game stutter on PS5

    As Caesar would say: "the die is cast"

  • If you don't mind the vertical orientation of a YouTube Short, I have a few:

    StreamLoots coming clutch:

    https://www.youtube.com/watch?v=ZBP9ojn51BM

    the Larry's challenge:

    https://www.youtube.com/watch?v=1XPcNjNzeDM

    the "this never ends...":

    https://www.youtube.com/watch?v=52qWzDULapQ

    the swf nightmare:

    https://www.youtube.com/watch?v=TzfQOPM9--k


  • @Fobbo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2682016#Comment_2682016

    Its always been like that. The only thing that was changed was the faster recovery of status effects

    I went and check, and it's actually not the case,

    in 5.3.0 vigil was changed so that the exposed status effect would be affected as well (other than the % change and the radius effect):

    Screenshot 2021-12-07 at 16.45.10.png


  • @Shroompy said:

    or maybe... you know..

    they're running Vigil? Which is clearly shown in the thumbnail???

    I had NO IDEA 🤯.

    You sir solved a mystery, I thought Vigil was helping only in recovering from exhaustion, I didn't realise it was changed!

    Thank you!


    EDIT: and thanks to everybody else as well lol. I really had no idea this was the case.

  • @supersonic853 said:

    Normally i have problems playing most killers on console and nurse and spirit and blight just don't do it for me with console problems. (I play on pc to i just don't have as much on there as i do my console).But artist i feel i can exert that similar pressure while not beating my head into a wall from console disadvantage. I do commend bhvr for actually making a killer that can play well in both worlds. (Ps5 though so maybe other console people are having more trouble) any other console people here who have played her?

    I absolutely do agree with you (I'm on PS5 as well). In fact, I think this is the first ranged killer that plays absolutely fine on console (well, maybe Nemesis too is pretty fine, but still, this is even better).

    I even made a quick video about that!

    https://youtu.be/2MeTqYURtb8


  • I have no idea why some of you say they she’s “high skill floor”.. she’s honestly super easy to pick up, and VERY strong as well.

    also, it’s the first ranged killer that works perfectly fine on console :O

  • You can remap it.

    for example, I now have the vaulting/interaction to R3 (press the right analog stick), so R1 is used for healing/chains etc

    it doesn’t take that long to get used to that. You’ll fail for a while, but it’s not like remapping the controller in rocket league!

  • @EndlessTorment said:

    https://forum.deadbydaylight.com/en/discussion/comment/2585239#Comment_2585239

    My PS4 can't start anymore and my friend's PS5 can't start anymore either. I'm basically giving up because I tried to fix it myself like unplugging the AC power cord and wait a few minutes. Nothing works. I can't play for hours and I'm crying right now.

    when you say it doesn't turn on you mean that it doesn't make any sound, like if the power was off? otherwise, did you try to start the console in recovery mode?

  • @Bran said:

    https://forum.deadbydaylight.com/en/discussion/comment/2585239#Comment_2585239

    Another guy just posted that his and his friends consoles were bricked if you didn't see it.

    yeah I didn't see it, could you please post a link here? Thank you

  • I tried to do a quick search and couldn't find anything on the matter.

    The closest thing I found anywhere was this post:

    @Mineguy said:

    We all know this game has a massive hacker problem and that Bhvr isn't doing anything. But did you know that consoles can complete break? I didn't know that but now here I am with one.

    Played a normal game as survivor when suddenly the whole map was completely glitched and textures where on different spots then the hit boxes and barieres. The killer hidding it not a bit and uses as a twin tricksters knifes that one ######### people and other stupid stuff. I didn't want to dc because you know... Bhvr bans people for it :) So I just stayed there and did nothing. Suddenly it began to extremely lag before my game froze completely. Well I thought it was my game but my whole console didn't react anymore. I waited a bit and suddenly it just went off completely, not turning on again... Thanks bhvt, now I have to repair it C:

    however, unluckily even in this post there's a lack of evidence / troubleshooting, so even giving the benefit of the doubt one can't really know what happened and if the console is in fact bricked (assuming it doesn't even turn on, it's probably not even bricked, but broken, which would be even worse...).

    Since OP is allegedly reporting statements from hackers, can we have some more info?

  • @Lx_malice said:

    https://forum.deadbydaylight.com/en/discussion/comment/2577494#Comment_2577494

    What's wrong with it? I used it earlier and didn't notice anything wrong.

    What happened to me was that the trap seemed to be active once a generator was completed (red icon, beeping sound on the survivor face), but the timer would simply never reach zero.

    Also... the survivor even escaped with the trap on their head still ticking :|.

    This being said, I also know somebody that didn't encounter this problem. Maybe it's because I'm on PS5, maybe it's happening only half of the time, still... I was a powerless Piggy :,(

  • My go to build lately is a late game build.

    Boon totems are just a help to get a slight slow down from the gen rush with a late game build... I'm just in love with it.

    More soon™

  • Yeah, saying that it doesn't "impact negatively" other players is a bit blind, considering that it does impact negatively YOU, the add-on user.

    Not that big of a deal, still, there's really no reason to not disable the add-on, other than to troll unaware killers using it (like me today :|)

  • well, consider that my first game on the Saloon map after it got re-instated, the first totem I try to cleanse... can't be cleansed.

    So yeah, I stopped looking at these things as bugs, they are now easter eggs!1!

  • @ArchGunRunner said:

    https://forum.deadbydaylight.com/en/discussion/comment/2484611#Comment_2484611

    Think about it though. So on average we pick up a survivor for maybe 1.5 seconds (idk) and walk maybe 5-10 seconds to a hook, play the animation for hooking at like 2.5 (i think) seconds then resume chasing. Do it 4 times and the difference is still rather large, which is my issue not the key itself. It does save us time in what we do, just less now. Which is where things need to change.

    hooking a survivor is generally faster and more efficient than to mori - exception being if hooks are VERY far away or if there's DS / flashlights.

    Just the mere fact that you lose BBQ and Pop it's generally enough to second guess a mori if you have a somehow "meta" build.

    If you down a survivor that would DIE on the hook, a lot of the times you are stalling (at least) another survivor as well, because they try to bodyblock, flashlight save, sabo hooks... and this is all precious time and pressure you are losing by using a mori.


    and that's just scraping the surface. Honestly, when I bring a mori because some people ask me to, I always forget I have it, because I don't have time to waste with the mori animation.

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