Nobsyde
Nobsyde
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I honestly didn't expect so much passive aggressiveness, and my expectations were very low lol.
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life Is yours, you do you
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the fact that the survivors' heads turn in the direction they are looking, it allows a lot of subtle emotions to transpire even when players are not explicitly trying to make it show.
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@Ksoni said:
https://forum.deadbydaylight.com/en/discussion/comment/1133899#Comment_1133899
I hope you are not taking this time to nerf my precious killer perks.
They synergies too well with Legion, they need to nerf him before the DLC release /s
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March 11 at 10am
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1126940#Comment_1126940
To put it simply, because there's always going to be a new bug that gets discovered, and someone will always ask, "But what about ______? It's not on the list." This is why we're going to be switching over to a different way to show bug reports, so it'll be easy to see what the most reported issues are and whether or not we've seen them yet.
yeah but some are F.A.B. (frequently asked bugs :P). Wraith, Trapper, Legion, Audio... For example, you Devs explicitly stated that you are aware there are audio issues, and that some are related to animations, but this for example doesn't explain the generators muffling, hence we don't really know what you have acknowledged and what works exactly as you want. (well, now we know because you just answered, but still, when this topic will go in second page, we won't know again :P)
For example, I find it very useful when at the end of a Patch Note there's a reply by you that states "we are aware of this and that bug".
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@mouse0270 said:
@Edys I would like to point out that the legion bug only prevents you from seeing generator aura's after you hit someone with feral frenzy, you can see them before you hit a survivor.
it is already pointed out: Killer Instinct is active only after you hit someone with feral frenzy - I tried to be more concise, but you are absolutely right anyway.
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@HellDescent said:
It's like beating a dead horse. Do you think they care? All support tickets are instantly marked as solved and then most likely moved to trash bin.
honestly... yes, I think they care.
Will this topic change anything? Well, that's a different story lol. I can try.
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@Peanits said:
- Legion cannot see blood stains during Feral Frenzy
- Legion can see only new scratch marks after Feral Frenzy fatigue is over (that's different from blood stains!)
- Doctor can't increase madness of survivors in dying state through Static Blast
- Traps move once a survivor triggers them
Just to clarify, these are all intended. The Legion ones specifically were listed in the patch notes quite a while ago, even.
Other than those, these are all known and we've acknowledged them at some point in the past. Pretty soon we'll be changing the bug reports subforum to make it more obvious when we've seen an issue. If you want to take a look at what'll be changing, we have a preview available here: https://forum.deadbydaylight.com/en/discussion/110394/
The topic is exactly here to understand what is acknowledged, what is not and what is not a bug anyway, so thank you :).
I'll edit the first post to change icons accordingly.
P.S. I don't think you ever acknowledged that Legion old and new blood stains can be visible during fatigue of FF, but scratch marks can be seen only after FF fatigue, and only new ones.
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@yutycorn said:
Doctor; snap out of it skill checks don't appear at all. You get the sound notification, but it appears nowhere on the screen. On PS4, not sure if it occurs anywhere else
If you snap tap at the right time you never get the skill checks at 25-50-75%, maybe you refer to this?
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@Almo said:
I can't comment in great detail at the moment, but the stats are showing that the DC rate is noticably down from where it was before the penalties were restored.
As with everything in statistics, personal experience doesn't indicate how the system works as a whole due to a lot of issues, one of which is that humans are desperately terrible at monitoring probabilistic occurances in their lives. I have this problem myself; this is in no way intended as an insult or an accusation of any kind. I was under the impression that there are a lot of key escapes. Checked the stats on that... no. There are in fact very few key escapes overall. :)
I agree that DC rate have plummeted, thanks god!
As for keys.. I wonder how did you read those stats. For example: what is the rate of hatch escapes for games where at least a key is present from the start?
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@KingOfBadRNG said:
https://forum.deadbydaylight.com/en/discussion/comment/1121122#Comment_1121122
I believe I worded this wrong if I had max bp for every category except for survival why should I go back into the game where I risk to lose my 5k bp for escaping.
Well, let's compromise:
if you have 8k bp in every other category, I'll forgive you if you leave early. If you are not, you'll come to save me. Fair?
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@KingOfBadRNG said:
When the gens are finished and I've got my BP nearly max everything except for survival why should I go back into the game and risk my 5k BP at the very end ,because you went down and wanted to be saved?
Why does anyone care that i leave early? The team worked together because it's the best chance for survival. So when my survival is guarentee why shouldn't I take it?
Well, first of all because if everyone would think for themselves, the best chance for survival is not always to be a team player. For example you could be a Blendette with a key, abuse the crow system to never let them spawn, bring a key and well, who cares about the team, right?
Another example: you are being chased, use Bond to find other survivors and soft sand bag them by bringing the killer to them, especially if they are injured / doing something useful. You increased your survival (at least, for now), but you decreased the survival of the team.
Now back to the end game: if you escape early you are not only doing something wrong for the team (just the simple opening of the Exit Gate leaves the team in trouble due to EGC), but you are also missing out in gameplay experience. 5k BP is really not much, especially considering that whatever happens to you, you'll gain at least some BP, so it's more like a 2-3.5k BP more that you would get by escaping early.
Is it worth to trade 3k BP for the opportunity to improve as a player, enjoy the game and not some virtual numbers going (slightly) up and do something good for the team? That's up to you.
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While I agree that the challenge itself is a bit non sensical (it basically promotes bad gameplay), at least this time it's not a master challenge, meaning that you can play normally, eventually you'll get it.
If you want to speed through the Tome I'd suggest to move on to other challenges and leave it for later. Killer challenges are less than survivor ones anyway.
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Today it happened to me as well (I'm on PS4, of course): Nurse with Legacy, world map icon, username with unrecognisable characters.
I didn't pay attention to her charms, and she wasn't speed hacking (from what I saw, I don't know if she was hacking in any case, aside for the obvious connection hack, of course).
I reported it in-game, is it enough @Peanits ?
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/1116644#Comment_1116644
I keep seeing people bring up the instant aiming as a plus compared to Huntress but as a survivor all you have to do is knee-jerk turn any direction the second you see his arms raise and you'll dodge it, assuming he doesn't predict where you'll dodge.
You could then bring up the counter-argument of "Well then I can just hold it and make them dodge as I continue aiming" but then Huntress can do that already and with a better result.
I can't play the killer until it's out on console, but what I think is that the instant aiming will become very deadly with (almost) no scope shots. If you instantly shoot, without iron sight aiming, can really survivors dodge it? I don't know, it's a serious question.
Of course it would have to be a near to mid range shot to hope to actually hit the survivor considering the small hitbox of the spear, but coming from FPS games I can see that becoming a real thing.
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@feechima said:
https://forum.deadbydaylight.com/en/discussion/comment/1114258#Comment_1114258
I'm not talking about the OP or the changes needed for Legions-bugs should be reported. I'm talking about the rude people always telling Almo you 'need to do this' or 'your job is to do xyz.' (Again, OP did not use that language but someone else did.) There is a way to get your opinion across. Acting like a Karen at Walmart is not it. @Free_Hugs because I don't feel like replying twice.
I absolutely agree that people should remain respectful, of course.
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@feechima said:
https://forum.deadbydaylight.com/en/discussion/comment/1113541#Comment_1113541
I commend you for still posting in the forums. Almost everytime you post, someone who plays the game 'knows more' than the devs who made it, or tell you what your job is supposed to be and what your duties are, and yet you maintain your cool.
I mean, Almo answered a lot of questions in the past regarding Legion, for example he stated that they decreased the mending time because it would get unbearably high with certain Legion's add-ons (and everyone asked: "then why not simply change the add-on?"), or recently that he's happy with the current 4 seconds stun.
One would expect at this point that he would know what happens to Legion during Killer Instinct (because yeah, OP was explicitly speaking about that). If it's a bug I think it's a bit of a shame. I think that he simply misread the OP and didn't realise he was talking about Killer Instinct, but then the question remains:
WHY DOESN'T LEGION SEE GEN AURAS WHEN KILLER INSTINCT IS ACTIVE?
But if we have to stick with the bug explanation... what's next, realising just now that when Wraith gets burnt by a flashlight he needs to cloak-uncloak otherwise he can't hit :)?
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@Almo said:
Sounds like a bug if Legion is not seeing gens in Fenzy. I'd recommend posting in the bug forum about this.
#########?
Seriously, have you ever played Legion :P?
legion never sees gen aura when killer instinct is active.
why? Don’t tell us it’s a bug come on, it would be so sad :(
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I'm sad to say this, but HT needs to be nerfed (and massively). HT on a nurse/spirit/billy and there's nothing a survivor can do. They will know where you are, and down you.
There's no counter play to HT, other than basically hiding in a locker the whole game.
It's not even true that it prevents slugging - that is BBQ, which triggers only after you hook, but with HT you just need to pick up the survivor, look around and then put it down again, off to the next prey.
Imagine the fun in 2v1 scenarios.
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@FIEND8LOODED said:
I've seen quite a few people suggesting that he should be able to pull hooked survivors over pallets, and honestly I don't think that's a good idea. As I've said in other discussions, pallets are one of the only defenses a survivor has against a competent Deathslinger, and even pallets aren't that safe. If it's a safe loop then all the Deathslinger has to do is run it until there's enough time to get in a quick shot while both him and the survivor he's chasing are on the same side of the loop. I've done it plenty, and it works just fine if you land it. If it's an unsafe loop then you can shoot them once they drop the pallet, and walk around the short side and hit them. That one doesn't always work, but I've found it works more than it doesn't.
And without pallets what do you have to escape him? Windows are already unsafe, as he can hit you through them if you're hooked, and getting hooked is pretty easy. Your only other option is to break line of sight, which isn't even always possible. What a change like pulling survivors over pallets would do is eliminate the only thing keeping a survivor from the Deathslinger's bayonet, and eventually a hook. Giving him the ability to ignore pallets like that would make him near unstoppable once you're in a chase.
I'm one of the people that moved that suggestion, I think it's still too early to know if this is a must or not, but it doesn't really matter since Devs would have to add new animations for the survivor, it's unlikely they will do it in the short term.
However, a big QoL improvement that would also be a slight buff is to be able to break pallets while hooking someone. Of course, what would happen is that as soon as the killer starts the break animation, the survivor breaks free uninjured.
This would also add an interesting synergy with Brutal Strength - you basically would be able to break pallets very optimally, but not guarantee a hit per se.
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@Peanits said:
I'm a little unclear here, so sorry if I answer this wrong.
The spear itself is a projectile (like a hatchet). It is much smaller than a hatchet, but travels in a straight line much faster. It is not hitscan.
The chain, I'm not too sure about.
Being a projectile, it's a little more complicated than normal attacks.
I was referring to the spear actually, I used the word chain for convenience but it was wrong sorry.
tnx for the reply
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@InnCognito said:
Then I am very truly sorry there are people out there that never had enough life experiences to understand this.
Everything from the person that works farms to provide produce to your table, to the person that sits at night sitting next to their pager for EMS, FIRE, ROAD, POLICE, Military, Civil Defense, waiting for YOUR call when disaster strikes at home, in your neighborhood .
Those people play video games at night. While they are the watchmen as you sleep, sound and comfortable at night. Go talk with that person that works the fire station, ask them what they do at night. They aren't just sitting around doing paperwork or watching that old vacuum tube television.
10/10 for drama
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@batmanscar said:
ok so I have some more questions , if a survivor is hit with FF , he needs to mend or he will go into the dying state , if the survivor with DW find another survivor and the survivor starts healing them would the time double since the survivor needs to fix the DW first , or is the DW effect completely mitigated if the survivor when in DW is healed by another survivor , or do they still need to be mended before being healed .
my second question is if I had the 'coulrophobia' perk would the mending for the DW survivor be slower if he would be in my terror radius , and are there any add-ons that would slow down the mending of the survivor when he is in DW ?
the reply of Fibjean answers your question.
I would add that mending takes less time than healing (if I remember correctly mending takes 8 seconds, while healing takes 16), so it's not really double the time. Plus, a lot of survivors will simply not heal against Legion, so perks like Coulrophobia are not really useful.
The Blade add-ons, which increase mending time, will increase it very slightly, something like 1 second and 2 seconds, so they are not really that worth.
The best add-ons for Legion are the Pin ones and the ones that increase your FF duration. If you want to have fun you can also try the Iridescent Pin, which works very differently from the other Pins and vastly changes Legion's gameplay.
My suggestion, if you are just starting with Legion, is to not use any add-on at all - just take some time understanding their power and their limitations, then work from there. In any case I think the perk build is more important that the add-on you are using, since you can't really rely on your power to down survivors (basically, at a certain point you become an M1 killer)
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1102130#Comment_1102130
So they changed it from universal FF downing with the DW status effect to only being able to FF down with the Franks Mixtape add-on?
An odd change, but it really just makes the old concept of FF downing kind of dead now, plus other add-ons are infinitely better for the apply damage over downing strategy that Legion follows by default.
this change happened after the first big nerf to Legion, you've been out of the loop for a while :P.
Legion play very differently than their first iteration. You used to be able to apply status debuffs with your FF hits as well in the past (e.g. Mangled and gain tokens of STBFL)
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1102022#Comment_1102022
Oh is that what you meant?
Than yeah, that sounds about right. My argument was that BT's DW status effect could still be decreased with FF chain-stabs, but they changed it around so much that I don't even think you can do FF DW downs anymore, if you can its insanely hard to pull off and not worth it.
Only hits with the Frank's Mixtape add-on decrease DW timer, every other hit will not affect it, and yes, it will decrease "BT's" DW as well - not that I ever tried it, but they are basically the same thing now, so I would be very surprised if that's not the case.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1101863#Comment_1101863
Yes, I just asked for what DW stands for thank you.
Anyways, I think i'll hop out of this conversation since it's confusing, and now the misconception before made it more confusing, unless you want to explain it again.
What I took away from this is that the "Mending" action is different from the Deep Wound status effect, or something.
I tried to summarise everything in my first reply in the thread if you want to go into more details, but I'll try to explain it more briefly:
the mending action is the action that you make to get out from the DW state.
Every time you are in the DW state (FF hits, borrowed time, styptic agent..), you need to mend to get out from DW, and after you do that you can heal. Once you are in DW you can't go into another DW, until you mend - in other words Deep Wounds do not stack one onto the other.
It's similar to the Snap Out Of It action and the Madness status effect:
Snap Out : Madness = Mending : Deep Wound
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1101667#Comment_1101667
Perhaps I mistook DW for BT, I don't really know what DW is, you'll have to run that by me in a reply.
In the case of BT and FF Mending, they'ed naturally be different to counter-act the FF downing potential that Pre-Legion had, and if it doesn't than I don't know what i'm talking about I guess.
In-general, my entire reply is meaningless since it's just utter non-sense that was strewn from a misunderstanding, so forget about it.
DW stands for Deep Wound. It's a status effect (like Mangled, Exhausted, Exposed...) that gives you a timer that goes down over time if you are not running nor mending, once it reaches 0 you go into the dying state.
Feral Frenzy hits apply Deep Wound, exactly like hitting a survivor that has Borrowed Time still not triggered on them (regardless on what kind of hit it is: basic hit, FF hit, chainsaw...). The styptic agent will do the same thing.
Because of this there aren't two different mending progress bar - you can go into DW state only once, hence you mend only once.
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It seems like a very interesting update, there's a lot of things that are changed and introduced to tinker with.
I'm a bit concerned about the new sabotage mechanics, I'm wondering if a swf team will have even an easier time to bully the killer if so they wish, but we'll see.
Similarly, I'm a bit worried about the toolbox changes: the Dev Update makes it sound like if the speed increase is now massive, but very limited in charges. My worry is that competent teams will just preserve their toolbox for the very last generator, completely bypassing any 3-gen situation (assuming the speed to repair that last generator is quick enough, of course).
But still, I'm excited to see how everything will work out 👍
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@Peanits said:
The walls are going to be fairly clear, like a pallet. They may not stick out as much as a bright pallet, but you should be able to tell which walls can be broken just by looking at it. The idea is not to make it a surprise but rather to change the way that particular area is played.
I know that the best answer will be "wait tomorrow and see" :P, but asking costs me nothing so...:
in the design process, you want breakable walls to simply help the killer (e.g. removing god loops from an area) or some are also meant to backfire (e.g. an area which would normally have a single entrance becomes a two way area, adding escapability options for the survivors)?
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1101294#Comment_1101294
I think since the first nerf all Feral Frenzy down attempts have become a pointless endeavor, that doesn't mean the power is worthless though.
The power itself can be really effective and it keeps Survivors from healing since it's a waste of time to do so on The Legion. If they do heal it just punishes them and wastes their time.
But it's odd that both mending progress bars are completely different, since they're both functionally the same thing at it's core. Perhaps they made it this way so Legions don't auto down anyone with a BT timer, since the change WAS made before Legion was nerfed.
I never said DW is worthless, I said that Frank's Mixtape is :).
I don't understand what you mean with "it's odd that both mending progress bars are completely different", are you referring to DW timer and the mending progress or something else?
Because in the former case, they are very different in concept, it's like the difference between the Reverse Bear Trap Timer and the Removing Bear Trap progress bar.
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@batmanscar said:
https://forum.deadbydaylight.com/en/discussion/comment/1099060#Comment_1099060
Ok so you said , " hitting a survivor that already has DW while in FF will regress to 0 the mending progress bar, but it will not down them " so if their mending bar reduces to 0 after being hit twice during FF is active ( causing 4 seconds of fatigue ) , does that mean that if they stop running they will go into the dying state since their repair bar will reduce to 0 ? thanks
No.
the mending progress bar and the deep wound timer are two distinct things:
- Deep Wound Timer: the orange bar on the bottom of a survivor icon
- Mending Progress Bar: when you mend, you take some time. While you do it, you'll see the progress of the mending (like when you repair a generator / heal etc). Once it's complete, you are not affected by Deep Wound anymore (but you remain injured).
Hitting a second time with FF will reset the mending progress bar, but the Deep Wound Timer will be unaffected.
(there's an add-on, Frank's Mix Tape, that slightly decrease the DW timer, but it's worthless)
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1096143#Comment_1096143
If I'm within 12m of a totem, I can find it on my own. Don't need a noise notification.
The issue is when a totem is well hidden in a dead zone with no gen nearby on the map, so I would never come across it in normal gameplay
if you can find a totem within 12 m of you, even without Small Game, just run around the whole map, it won't take a lot of time.
If you can't... run Small Game, Detective's Hunch or bring a map. Ez pz.
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@Abathur said:
Heres my two cents/beef/rant.
I can understand why the DC system was put in place... however the gaping problem is it does NOT fix the problem with killers who just suck the fun out of the game. Im talking about the killers who bring in a mori and they just tunnel one person out of the game with no chance to play the game for what it is and proceed to mori them 90 seconds or less into the game.
If I DC because I just dont want to play, fine, Punish me by all means. But If I am facing a game like the above mentioned statement where I am literally being bullied out of the game by a complete and utter (bluntly speaking) prick who I cant tell whether or not they are gonna tunnel for moris until its actually happening please forgive me if I dont feel like rewarding the killer with an Easy Mori. We're literally talking an item that takes 2/3's of the hard work out of the game and they feel the need to tunnel... It is literally the ONLY reason I disconnect from games short of a family emergency, and yet because I end up having days - like today - where killers are being absolute dickheads I get punished for their desire to ruin the game for others. Thats not good design at all and its just not fun to go against.
it sucks to get tunnelled and mori'd, but honestly: deal with it.
Get your loss, let the killer have its Brutal Killer and move on. By DC'ing you are just making them more happy than mori'ing you, trust me.
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@batmanscar said:
can anyone tell me how legion works ? What is his detect-range used for and how does it work ?
if I hit someone during feral frenzy , do they bleed out into the dying state if they don't mend themselves ? if yes how many times do I have to hit them during feral frenzy ?
also can I slow them down by hitting them during feral frenzy ? do I have to use the mangled add on ?
thanks
here's what I think is an exhaustive technical explanation on how their power works, from basic to advanced info.
How to apply those info is debatable, so I won't talk about it.
Basic info
Deep Wound status effect
The Deep Wound (DW) is a status effect applied to a survivor in several condition in DbD, one of those is when Legion hits a survivor while in Feral Frenzy (I'm talking about FF in the next paragraph).
When a survivor has the DW status effect applied to him, this is what happens:
- to remove the DW status effect, a player needs to mend. It's similar to a healing action but it doesn't give skill checks, doesn't need a med-kit / self-care to be performed and doesn't trigger A Nurse's Calling.
- an orange timer can be seen on the bottom of their Player icon
- the timer will decrease over time, and once it reaches 0, the player is downed - a sound bubble will cue the killer if this happens
- the timer will not decrease if the player is running or mending
- while the survivor sees the timer decreasing, the killer does not (they will always see the icon as if the survivor has 100% time left to mend)
Legion Power - Feral Frenzy
On the bottom left of the screen you'll see an icon with white/red corner, depending on its fill state. When the icon border is fully coloured, you can activate Feral Frenzy.
When FF is active, the border of the power icon will gradually disappear, letting you know how much time you have left before your power runs out.
While Feral Frenzy is active you are able to
- move much faster
- fast vault windows and pallets
- hit a survivor, applying to them the Deep Wound status effect.
On the contrary, when it is active you are NOT able to
- see scratch marks
- see blood stains
If you hit survivors which have not the DW status effect applied to them already:
- you completely replenish the timer of your power
- you activate Killer Instinct (I'll talk about it in the next paragraph)
- you injure them and apply DW effect
You completely deplete the timer of your power in the following situations:
- if you miss a hit
- if you hit a survivor already with the DW status effect
- if you get stunned
If your timer runs out or if you press a second time the button to activate your power, you'll stop it and will go into fatigue for 4 seconds. While in fatigue your camera will bobble downward and you'll move veeeery slowly.
Killer Instinct
While Killer Instinct is active, survivors within your terror radius that haven't already have DW on them will be highlighted in two ways:
- if you see them, their body becomes a bright red
- wherever they are, every second (actually, I'm not sure on the timing, but it's quick) you'll see a bright red stain on the screen in the position where the survivor is located (we call it their heart beat, HB)
Note that the HB is always present if the previously mentioned conditions are met - there's no way to hide from it. Downed and hooked survivors will not trigger a HB.
Also, the HB size is always the same, no matter the distance of the survivor. You can't know if the HB is pointing to a survivor 1 meter away from you or 28 meters away - it all depends on your game sense here.
Advanced info
Deep Wound
- while a survivor is mending, the sound it makes is the same of the healing.
- the timer continues to lower if the survivor is hiding in a locker, and if it reaches 0 they will automatically exit the locker, fall to the ground and cue you as previously mentioned
- hitting a survivor that already has DW while in FF will regress to 0 the mending progress bar, but it will not down them.
Feral Frenzy
- hits while in Feral Frenzy are not basic attack, meaning that they do not apply any status effect from perks, do not contribute to tokens of Save The Best For Last and do not apply NOED / Rancor / Haunted Grounds.
- if you hit a survivor that has Borrowed Time ready to be activated, they'll be highlighted in white. You can use this information to understand which survivors have BT and hitting an unhooked survivor without losing momentum (since you'll activate Killer Instinct anyway).
- contrarily from Nurse, the power gauge of Legion will replenish after the fatigue is over
- if you hit a survivor while not in feral frenzy, you'll moderately deplete the power gauge (more than a quarter of power will be depleted). This means that you can't hit a survivor with a basic attack and immediately go into FF, you'll have to wait for the power gauge to go back to 100% to activate your power
- getting stunned doesn't simply fully deplete your power, it takes you out immediately from it - this means that while you'll still suffer the stun effect, you won't go into fatigue.
- if you are blinded while in FF, you'll get out from it without fatigue. Some interesting techs are possibly with this, but it's so situational that I don't think they are worth mentioning.
- you can kick generators, close the hatch, open lockers and open the doors while in FF
- while you vault a window/pallet, the timer will not deplete
- you can pick up survivor while in FF. It will get you out immediately from FF (no fatigue), but you'll completely deplete the power gauge.
- if you get stunned while you are in fatigue, the stun animation will override your fatigue, meaning that your power meter will immediately start to fill up, you won't lose your power gauge from the stun since you were already out of it, and the time to move back to normal will be slightly less
- you start seeing new scratch marks after the fatigue is over. Old scratch marks are lost forever
- you start seeing old and new blood immediately when you exit your power, even while in fatigue
- while in fatigue you cannot body block for a couple of seconds, since survivors are able to pass through you
Killer Instinct
Remember that you see the HB within your terror radius, no matter how big it is, nor where it is located. This means that if you have Tinkerer activated, you won't see anything, and similarly if Dark Devotion is active, you'll see the HB of the survivors near the obsession, instead of near you.
I probably forgot something, but I think this is much more than enough.
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thank you, very good job!
So if I'm reading this right the hacker is a PC player, not a PS4 one, which was somehow able to exploit a connection to PS4 dedicated servers.
Which would make somehow sense, since Devs stated that dedicated servers are agnostic, meaning they don't care what is the platform of the player, and the code to understand if a player is crossplaying (for example: the world icon) is probably already enabled in all console versions.
EDIT: btw I'm taking your word when you see that the UI in the end screen is only available for console players, no matter if you play with a controller. If this happens to be false everything falls apart.
EDIT2: I've looked up all the survivors players, and all of them actually exist with a PS4 account, so this seems legit.
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First time I hear of ps4-pc crossplay or ps4 hacking.
proof?
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@willoftheboss said:
https://forum.deadbydaylight.com/en/discussion/comment/1094423#Comment_1094423
so basically that's more surface area to calculate collision meaning more accurate collision?
I'm not sure what you are asking, but generally speaking: the smaller the diameter/radius of the collider capsule, the less time you take to turn around objects.
If survivors and killers had the exact same diameter, they would turn at the exact same rate (..but killers move faster, of course), but since thatt's not the case survivors can optimise their pathing to gain a very slight advantage, compared to them moving on a straight line.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1094514#Comment_1094514
I'm trying to meet you halfway here. Calling me rude when I already acknowledged that your intentions might have been different from how they appeared to me, and explained that my response had as much to do with concern for how others would react as it did to do with your individual perspective, is rather harsh.
I'm not calling you rude, I'm saying that what you did was rude.
I'm sorry if I'm very direct in what I say, but you have to understand that I took my time in studying if and how there were discrepancies between the information we were given (not to mention to show them), and having you trying to downplay everything to rounding errors, that I implied that someone was lying, or that I could fuel conspiracy theories wasn't exactly a pleasant experience.
Even the fact that you say that my intentions might have been different from how they appeared to you, when I just told you that you misread them, is still rude on your part, I've got to be honest.
But whatever, we are going off topic now, I won't comment any further on this. If you want you can DM me.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1094449#Comment_1094449
We could be, though. We don't know how accurate or to-scale those images are, that's my point.
It seemed, from the way you worded your original comment, like you were suggesting Almo wasn't telling the truth. That kind of thing is concerning to me, because every day on the forums I see people misunderstand things the developers say and invent conspiracy theories using "proof" to make them look like they're trying to deceive their players. In my experience, people who are looking for reasons to be upset tend to jump on comments like yours saying things like "you're right, the devs are liars, they obviously don't know what they're talking about, how can we trust anything they say, etc."
If you weren't suggesting anything along those lines, I'm glad to hear it, I just felt the need to step in and provide a possible alternate explanation before speculations got too out of hand.
I already told you in the past that you shouldn't assume things, that's a bit rude.
As written in the second edit of my previous reply, there's something wrong, either on Almo's statement or in the picture used. That's not the same thing as implying that someone is lying, though.
In fact, I'm simply curious to understand why there's that big of a difference in what we see and what we feel in-game (in fact, I'm more prone to believe that @Almo 's statement is exactly right, but still, the picture says something else).
P.S. if someone jumps in on my comment to say things like "you are right devs are liars" etc etc, we'll address that when the situation comes. So yeah... don't do that.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1094423#Comment_1094423
"More than double" makes 6% sound a lot more dramatically large than it is. You should never trust visual approximations when you're dealing with precise arithmetic. Your method is valid as an estimation technique, but not a solid enough basis on which to suggest that the supplied figures are incorrect.
Fib, I think it would be better if you let a Dev answer properly instead of speculating on things.
If you think that I make 6% sound more dramatic than it is, then think about this:
My height is 1,80 meters.
If yours is 96% of mine, you are 1,73 meters.
But if you are 90%... you are 1,62m.
10+ cm is not a lot, in your experience?
EDIT: we are not talking about differences of a few pixels, please Fib, understand that.
EDIT2: here, that's how the capsule collider should be if it were 9/10 of diameter/radius
again, it's not a few pixels. Something is wrong, either @Almo 's statement or the capsule collider they used to make the picture, but I seriously doubt the Unreal engine has rounding errors of +- 6%.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1094398#Comment_1094398
Probably the fact that those are only visual approximations. Trying to do any precise arithmetic based on those measurements is like applying Pythagoras' Theorem to a triangle which looks like it could be right-angled and expecting it to work perfectly.
that's not really a valid argument, we are talking about more than double the error.
For reference, here's how the two would compare visually speaking
Test your JavaScript, CSS, HTML or CoffeeScript online with JSFiddle code editor.EDIT: note that the fourth table's cells are not exactly aligned with the third one. This is because of rounding problems, and see how slight the error is. We are talking about 1 or 2 pixels, you probably wouldn't have even noticed it if I didn't mention it.
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@Almo said:
The movement capsules will stay different. The fact that Survivors gain a little extra time by going around corners has become a very important part of the game's dynamics. Changing them to be the same size would have a lot of balance repurcussions.
The Survivor's radius is 10% smaller, if you wanted to know. :)
Is it, though?
According to the gif posted by @Peanits the diameter of a survivor is just 4% smaller (actually, less than 4%) than the killer one.
What am I missing?
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1090579#Comment_1090579
To be fair, the video was actually meant to be really dumb and over the top. We just knew that this is something y'all have wanted for a long time and wanted to announce it in a special way.
I don't know if the team already addressed this as well, but still, this is important:
prevent traps from changing position after they are triggered!
Right now once a survivor disarm a trap or get trapped in it, the trap will slightly change its position - this means that resetting the trap in place will not set the trap exactly where it was before, and that's a huge thing in certain spots (actually: most of the spots)
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1090086#Comment_1090086
Yup. That word checks out in many situations with keys.
glad we can agree on the semantics then.
So... I'm fairly certain OP would agree as well that keys can give a cheap win to (almost) the entire team. Now, do you have any IT comment on how to counter this?
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1090064#Comment_1090064
You do not understand the definition of the word free, then.
Possibly. What word do you suggest instead of free :)?
Do you like cheap :)?
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1090041#Comment_1090041
I guess if you ignore the fact that they did 4 gens, were able to survive and all found the hatch, then yes it's "free" lol.
I'm not saying keys don't need changes, but I think words need to be used correctly.
I'm not ignoring anything. You are ignoring the fact that completing the last generator is the most difficult part of the game, if the killer applied the correct strategy throughout the game, though :)
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@brokedownpalace said:
An entire team a free win? If all 4 survivors are alive when the hatch spawn then that means they did 5 gens. That's not a free win.
4 survivors escaping through the hatch is probably not a free win (...but maybe you were trying an end game build, and in that case yes, it is), but what about 3 survivors escaping at 1 gen?
That's absolutely free, since when there's only one generator left the game is far from over, especially if the killer managed to secure 3 generators easy to patrol.
so, to answer OP question: the only thing you can do is to slug once survivors are one generator away having the hatch spawn. Not very fun yeah.
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@PNgamer said:
I bet its Pinhead: https://www.youtube.com/watch?v=20NsHYz9p64
din din din, we have a Winrar!
at 1:30 there's basically the same scene of the teaser.


