Nos37
Nos37
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I just had my first legit lag-switcher just now on Xbox. Need dedicated servers soon.
Ironically enough, it happened right after telling a user here on the forums how to submit additional info for a report they've filed against a player on console.
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Look on the right side of the forums. Toward the bottom, under F.A.Q.S AND INFO is a Useful Information Section. There, you can use the Useful Links topic to find the contact customer support link.
Have your gamertag, their gamertag, and your player cloud ID ready (visible in the Options section of the Dead By Daylight menu screen in-game at the bottom).
Edit: Oh, and be sure to report them through the in-game system first.
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@darktrix said:
Stop caring about how it ends. If they want to just do gens as fast as possible and get out - hell, I'll even open the door for them.
Tried this.
I stopped caring about HOW it ends, but it turned into caring about WHEN it ends. You can't force the exit gates open if they refuse to repair the last gen until they've all had their share of tag-team bullying the piñata for points...
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@Aura_babyy said:
https://forum.deadbydaylight.com/en/discussion/comment/1115479#Comment_1115479
That is just simply not true at all.
How do you as a killer determine whether the people you are facing are in a swf?
There are already plenty of Perks, Visual, and Audio Cues that will tell you where a killer is at most of the time. The level of information you get as a solo is nearly the same as SWF. Fun fact, one of the main reasons I don't run DS, is to have that extra bit of information that will tell me if the obsession is being chased or not. You can also, as a solo, tell when a person gets injured, and when they go down, and WHERE. (With the exception of Knockout, a heavily underrated perk.)
Where is the unfair advantage? Sure you could argue that object and BT and DS blah blah. All of these have a counter (Perks & Addons)
I'm pretty sure 90% of the killer community to quickly shout swf are indeed just getting outplayed at hay bale loops. As well as not being able to truly discern what is and what isn't a swf
"You can also, as a solo, tell when a person gets injured, and when they go down, and WHERE. (With the exception of Knockout, a heavily underrated perk.)"
Or, maybe Killers choose not to use Knockout because voice comms negates it completely.
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I prefer the dedicated servers. Green ping every match instead of 1 in every 30 matches. Also never got any NAT issues with dedicated, whereas I would get NAT errors with peer-to-peer despite having an open NAT.
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Maybe an uncle then?
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@nicnc82 said:
Nah, the killer shouldn't get more points just because people want to play with their friends.
The killer shouldn't get curb-stomped just because people want to play with their friends over voice comms.
Remember in Power Rangers, the fights at the end between some monster-turned-big and the MegaZord? Imagine if one of the Rangers wasn't operating the leg correctly, causing the fight to be much harder than it should. Imagine if their was very little coordination and the Zord was stumbling constantly.
This is how it is for a group of solo Survivors. The devs make the big monster (Killer) weaker to make the fight more fair. However, this makes the fight unfair when the Rangers (Survivors) are all working together efficiently.
If the Survivors are going to use SWF to make a Point Piñata out of the Killer, shouldn't the Killer get paid?
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Survivor perk - Blood Letting
Start the trial with 3 tokens. Lose 1 token each time you are hooked. Lose 1 token when entering the struggle phase while hooked. Lose all remaining tokens if you escape or are sacrificed. Gain 33% additional Bloodpoints for each token, post-trial. Hold down the Sprint button while in the dying state to bleed out faster.
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If a Survivor is slugged to death instead of sacrificed they will get a Bloodpoint bonus depending on how many times they were not hooked.
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"I have the pathogen. Stay away from me. Let me know if the Killer heads my way."
*Perk rendered as useless as Haunted Grounds*
The only time this perk would be useful is when SWF are bodyblocking the Killer from interrupting the Survivor who is cleansing.
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@arcnkd said:
https://forum.deadbydaylight.com/en/discussion/comment/1098299#Comment_1098299
Ha, no. Just quit having the mentality of "I'm not having fun; so I'll just DC". The game is a team-based game. DC-ing because your personal enjoyment tanked because you were the unlucky victim of the killer is just selfish and you, in most cases, screw over your entire team by doing so. Even if you are being face camped, if your team is not a sack of "senpai I unhooked you, notice me" fucktards and actually does their gens, you are buying them considerable time by hanging on the hook instead of forcing yourself to die because "you're bored".
It's funny how bad Survivors have an altruistic "we're in this together" mentality and rush to save their friends and teammates so they don't die and leave them without a member -- but then turn around and want to be able to leave the match at the slightest inconvenience for them with no penalty.
And as stated by HellCatJane - it would just be abused by people going afk; and unless the hatch gets changed to automatically open at the start of the sacrifice animation when the 2nd-to-last Survivor dies, it won't ever happen.
If you want an incentive to stay; pressure BHVR to do post-match BP rewards -- 10% of the scores of each other player in the match if you stick around -- meaning if your team was good but you got unlucky, you could still get some decent BP; and if the killer was good and farmed a lot you get a portion of that to for sticking around through the match instead of just giving up. Of course; there's no way to do a benefit for 'early dying'; but it gives incentive to stick it out as much as possible to reap the benefits of your teammates at the moment you do die or escape.
You complain about Survivors suiciding on the hook and not giving their team a chance to do gens.
If there are multiple Survivors slugged on the ground, how could they possibly be suiciding on the hook?
Killers can be toxic and slug all 4 Survivors with no intention of hooking anyone, but nope, don't give them an option to bleed out faster; don't give them a safe disconnect window; the team still needs you there, on the ground, to buy them time to crawl around aimlessly...
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Dying Survivors are the quietest, unless dead Survivors count.
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@PigMainBigBrain said:
This character is C list at best....we still have tons of A list killers and monsters to get into the fold first, like cmon now....
I'm pretty sure they've hit up all the A-listers by now and either couldn't afford them or were rejected outright.
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Jacqueline turn
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Take away DC penalty if 2 or more Survivors are in the dying state
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I think Monday or Tuesday
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I think the Trapper, the Hillbilly, and the Wraith were the first killers in Dead By Daylight.
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Hope his mori is to shove a flashlight down their throat and have their mouth light up like a jackel intern
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What they ought to do is only punish Survivors with a DC penalty if they disconnect/crash within a reasonable timeframe of being found, injured, downed, hooked, denied the hatch, or were slugged at the time.
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Or maybe these things have been happening the whole time, but because the players affected by it were once able to disconnect and then start the next match immediately, they didn't have to waste time or effort complaining about it here. No longer
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I hope that the 4 Survivors spawn in separate corners and are tethered by a chain to a nearby post.
The chain travels through the hollow post and runs through an underground system, connecting all 4 Survivors to eachother.
There are only 4 gens, 1 near each Survivor.
The Killer can travel freely to each gen/Survivor, but the tether limits the range of the Survivor.
The other Survivors can continue working on their gen for Objective Points, or they can move closer to their post to give more slack to the Survivor being chased for Altruism Points.
Alternatively, Survivors can move further away from the post (and gen) to gain Deviousness Points.
If a Survivor is sacrificed, their gen is completed and their slack in the chain is awarded to the other Survivors.
The last remaining Survivor will no longer be bound by chains and can open 1 of 2 Exit Gates if they had already completed their own gen, or they can look for the hatch.
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I'll be taking a week off from the forums. I want to be surprised by the new Chapter on its release day
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Hopefully, the Ruin nerf shows how fast gens actually get done, and the DC penalty shows why an option to bleed out faster while slugged is necessary.
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The way the chain moved in slow strides...
The devs said that they are planning on implementing Survivor husks to replace disconnecting Survivors. What if this is their debut of the AI for the husks?
The Keeper. He has chained up zombies that notify the Keeper if they sense Survivors or can even attack them if they get too close.
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Survivors can 1v1 the Killer. This is not a team game; it's a tag-team game
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What if this hex perk does nothing until cleansed. Once cleansed, any injured Survivors who are not Broken become Broken and can be mori'd.
It doesn't punish No Mither and it will give a reason for all Survivors to heal up before attempting to cleanse hex totems, as they won't know which hex it is.
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I would like an aura-reading perk for hooks. Does it have to be Saboteur? No. Is Saboteur the best candidate for such a thing? Yes.
I am dabbling in a Breakout build to help other Survivors wiggle off the Killer (Empathy and Breakout being the main components, and Sprint Burst, Mettle of Man, Iron Will, and/or Self Care being optional compliments).
I can see where the action is and where I need to be, and I can sneak in for the assist, but I don't know which direction the Killer will take the Survivor because I cannot see hook auras and have to manually scope them out beforehand if my goal is to also bodyblock the hook.
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That said, I have suggested in the past a change to how hook sabotage works.
Basically, the Killer doesn't like being robbed of a hook score event, and the Survivor wants to get away. So:
- All hooks will regenerate/reset after a set time, even after sacrifices.
- Survivors can sabotage a hook like normal (without having to stop at 99%).
- A sabotaged hook will not break, nor give a loud noise notification.
- Instead, it will break when a Survivor is hooked, crashing on top of the Killer and stunning them. The Survivor is free to go while the Killer is stuck in an animation to reset the hook.
- This counts as a hook for the Survivor.
- If the Survivor is "dead-on-hook," they are still sacrificed, however the hook will stay broken for the rest of the match.
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@AresBee said:
https://forum.deadbydaylight.com/en/discussion/comment/1089797#Comment_1089797
I hope he has a hammer.
I love hammers.
Sure, it's not like we already have two killers already who wield hammers (and chainsaws)...
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The Prisoner?
Has a ball and chain around his ankle which can be used to bash down window-walls or a semiranged weapon when enraged?
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I like the changes.
If others think it's too strong, give it a drawback: reduce the effects of struggling while being carried by the Killer (opposite of Boil Over).
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But how do you boost a Survivor Main's Killer to Green and Purple Ranks so they can see what it's actually like to face Red Rank Survivors?
They play Killer at Brown/Yellow and say "I don't see what the problem is..."
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I went AFK and the Survivors stopped repairing when there was only 1 gen left. They threw themsleves at me trying to farm Boldness and Altruism and it ended up costing them their escapes.
Gen speed was irrelevant.
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How about a robot killer?
Its power should let you toggle auto-pilot, letting you go AFK while it systematically patrols gens, chases survivors, and gathers a few points before all 4 survivors escape.
It wouldn't be any more effective than myself at killing; it would simply save me the trouble. Though I'm sure if they could develope an AI that can carry out these tasks that they would simply create killer husks for survivors to face when there's a killer shortage instead of disabling their matchmaking parameters.
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Disconnecting to give the other Survivor hatch?
You said it, "pretty petty move"
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@Science_Guy said:
No, this is quite normal. The next chapter is still over a month away; it might be another week or two before we get the first teaser.
I thought that the Tomes and the Chapters overlap 50/50, meaning that we get a new Chapter halfway through the Tome.
If Tome Level 1 is 0% and Level 2 is 25%, then the next Chapter should come with Level 3 (50%)
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@Hoodied said:
Who is Sweeny Todd?
Jack Sparrow, the barber
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I see the Plague making good use of this perk. Would also give Survivors facing the Legion a reason to heal.
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The Survivor(s) with No Mither would be alerted to the Hex right away and have no choice but to take it out, as they are the most vulnerable to it.
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I had Flip-Flop in a build I was testing: Breakdown, Tenacity, Flip-Flop, and Boil Over.
I was hooked in the upper floor of the Thompson House and face camped. I was unhooked at the end of my struggle phase and was immediately downed. The killer chased the unhooker all the way to the Exit Gate just downstairs with no luck.
I was fully recovered by the time they picked me up (they mistakenly tried to take me to the basement instead of letting the EGC run out). When they realized a moment later that they wouldn't make it because of Boil Over they tried to slug me for the EGC, but it was too late.
It had topped off my wiggle bar and I made it out of the gate.
First, and last, time that will ever happen
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"Though again I will point out that every other perk that gives a free hit causes adrenaline. Except one [(Borrowed Time)]."
You meant 'causes exhaustion,' surely
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The devs used to stream on Thursdays and they reset the ranks on the 13th of every month.
This Thursday is the 13th
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Killer's aura is the best information in the game
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When I play my Rank 9 Survivor I get paired with Rank 16 Survivors and have a bad time.
When I play my Rank 9 Killer I get matched against Rank 2 Survivors and have a bad time.
Playing Killer is the lesser or two evils because of the wait time. I just play on auto-pilot. No add-ons wasted. Find a Survivor, chase them, and hope to break every pallet on the map in less than 5 minutes to maybe get 1 hook before the Exit Gates are powered. Not fun, but Rift XP.
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Let me take advice from someone whose avatar is literally behind bars. /s
I think it would be nice if an additional perk slot appeared above slots with negligible perks and those perks would only be used when facing a SWF group.
For example, If I equip Knockout in perk slot 3, a new slot appears above slot 3 for me to equip Lightborn. If I am facing solos, Knockout stays, and if I am facing SWF then Lightborn takes its place. If I want to use Knockout against both then I would equip Knockout to both slots.
The following perks are negated or severely hindered by SWF + Voice Chat:
- Insidious
- Knockout
- Hex: The Third Seal
- Dark Devotion
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@Zamblot said:
My game is bad due to a circumstance I can't control so to make a point I'm going to ruin everyone else's experience who literally didn't take part in the decision-making for it. If your not enjoying a game stop playing it, yes it's unfair at the moment and I completely agree that the Devs need to fix it but ruining everyone else's game as a result is just a massive dick move. I have to wait at least 15 minutes for a game so to get downed and facecamped after casually playing and not being at all toxic is pretty horrible as then it's another 15 minute wait for the next game along with all the time wasted waiting for this one and the game to actually die down.
I paid for the Rift and getting the most of it requires getting Rift XP. I don't get Rift XP by playing other games.
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@Zamblot said:
Yes let's backlash at the Devs by giving every survivor a ######### experience
Every survivor who is 7 ranks above me is giving me a ######### experience.
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@ALostPuppy said:
Bamboozle is a very bad perk and sort of a crutch in a way. Whenever I see a killer using it it tells me that they don't know how to properly run that tile and there's nothing stopping me from just using the pallet or going to the next tile. If a killer vaults a god window it doesn't really do much since good survivors won't abuse the window and just use it once to get some distance and go to the next loop. You shouldn't be chasing survivors at god windows anyway unless you're Nurse.
"Sort of a crutch?"
XD
You're concerned that I'm trying to counter 3 or 4 perks that ARE crutches using a perk that is SORT OF a crutch?
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Adrenaline should not activate when the hatch is closed.
"You are fuelled by unexpected energy when on the verge of ESCAPE."
The verge of escape, not the verge of peril.
I've said that NOED should not proc from the hatch being closed. "The last remaining Survivor has very little chance as it is, so why should NOED Proc?" The counter-argument was that if the Killer found the hatch first and closed it, then the Survivor has pretty much lost and deserves to die, so NOED doesn't really change anything.
Why then, is the Survivor on the verge of escape when their death is almost guaranteed with the hatch closing. Death is Not an Escape.
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I play at Rank 9 as Survivor and Killer, so my Killer would lose because my Rank 9 Survivor would be matched with Rank 2 Survivors and destroy my Rank 9 Killer.
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@BenZ0 said:
That sounds like a horrible build imo. You can also wait to bait dead hard, and if the survivor is close to a pallet or window he will always make it with dead hard, there is nothing you can do about. Just eat the pallet and thats it. And fire up is mostly used to break pallets faster or vault but you dont vault that much as demo cuz you try to bait survivors to vault a window to use shred while they vault kinda like huntress does. And you never break pallets with space bar.
Bamboozle is decent but not needed, as I said, you want to bait survivors into windows so it is a free hit and with bamboozle you will block your own free hit strategy.
I don't Shred window vaults because I want Save the Best for Last stacks
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@ZoneDymo said:
soooo just speed perks then, thrilling.
The current Survivor meta is second chances. Speed will help recover and make them spend their chances faster and sooner.