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PsychoTron

PsychoTron

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PsychoTron
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  • exactly. this video which I timestamped at 30 sec shows the clown getting pallet stunned then teleporting to the other side.

    https://www.youtube.com/watch?v=ZCJ3H-k9hAA&t=30s

    Getting pallet stunned when the killer is on the same side as the survivor is a broken mechanic. Broken stuff, whether you're a killer or survivor main, or play both, should be fixed.

  • You may be wondering: With Skill-Based Matchmaking enabled full-time, what will happen to ranks?

    Ranks will become Grades and feature all new icons, ranging from Ash to Iridescent. You can increase your grade by earning pips just like before, though there’s now a limit to how many pips you can lose.


    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/UNHQEVG6RSDH/announcement.png

    We’re back with another Developer Update, a series of posts where we go into detail on some upcoming changes to Dead by Daylight.

    https://us.v-cdn.net/6030815/uploads/4F9G1UACUU7X/matchmaking.png

    Skill-Based Matchmaking

    For a while now, we’ve been running tests for the Skill-Based Matchmaking (SBMM) system—which uses ratings to match you with other players rather than ranks. Each Killer you play has a separate rating, allowing you to play each Killer at a level you're comfortable at. The most recent test exceeded our expectations, and we’ll be rolling the system out indefinitely with the 5.2.0 update.

    The most recent SBMM test resulted in fairer matches across the board for players of all skill levels, especially low-to-mid skilled players. High skill players would see the most variance in their matches due to the low number of players with high ratings (it’s lonely at the top!), though their matches would still be more consistent compared to Rank-Based Matchmaking.

    During peak hours, 99% of matches formed were what we consider reasonably balanced, with your odds of escaping or killing a Survivor varying within +/- 25% of the average. Better yet, 75% of matches fell within a +/- 5% chance. This is a huge step up from Rank-Based Matchmaking where 99% of matches saw a 45% variation, and 75% of matches saw a 25% variation.

    Additionally, while matches were fairer, matchmaking times remained the same.

    SBMM will also allow us to collect more detailed statistics for our design team to work with (e.g. seeing how a perk or power performs among the top 5% of players). This data will allow us to make more meaningful tweaks and balance decisions in the future.

    https://us.v-cdn.net/6030815/uploads/CCI4ZORSELMO/grades.png

    Rank Changes & Rewards

    You may be wondering: With Skill-Based Matchmaking enabled full-time, what will happen to ranks?

    Ranks will become Grades and feature all new icons, ranging from Ash to Iridescent. You can increase your grade by earning pips just like before, though there’s now a limit to how many pips you can lose.

    On the 13th of each month, grades reset to Ash IV (the lowest grade) and you’ll receive up to 250,000 Bloodpoints depending on how far you’ve managed to climb. You’ll be rewarded for each role separately, so playing both sides can reap double the rewards.

    https://us.v-cdn.net/6030815/uploads/PE5JCRZ8VW3G/cenobite.png

    The Cenobite

    We’re thrilled to see so much excitement for The Cenobite on the Player Test Build (PTB), and we’ve been watching (and reading) for feedback very closely. That said, we’ve made some changes between the PTB and the release. Please note that this is by no means final; we’ll continue to monitor his performance as we do with all new Killers and do some fine tuning once everything has settled.

    First, we’ve polished the way chains spawn to make them perform more consistently. We’ve fixed an issue which could cause chains to spawn behind obstacles and corners and immediately break as soon as they would connect. Additionally, if a chain fails to spawn (i.e., there is no suitable place to spawn the chain), the system will now attempt to spawn another chain much sooner. Finally, if a chain is broken by the environment or The Cenobite himself, a new chain will spawn considerably faster than before. These changes will make chains much more effective in tight areas with lots of obstacles.

    We’ve also simplified the way the chain hunt works. On the PTB, the number of chains that spawn during the hunt would depend on the number of Survivors remaining. Instead, the hunt will now always spawn a cluster of 3 chains (with each chain appearing 3 seconds apart) with an increasing interval between clusters based on the remaining Survivors. This will keep the hunt feeling meaningful without getting out of hand as Survivors die.

    Finally, deciding when to solve the Lament Configuration is something we want to leave up to you, but keeping it forever shouldn’t be ideal. In the PTB, the Survivor carrying the box would have a chain spawn and attempt to latch onto them every few seconds while they were interacting with something. This would slow your progress down, but could be a worthwhile tradeoff for preventing chain hunts entirely. We’re changing the Lament Configuration to only pause the timers of the other Survivors, but not the carrier. This means if the person holding the box neglects it for too long, a chain hunt will start for them only. This chain hunt is in addition to the occasional chains that spawn while interacting with something, making it very difficult to ignore.

    We’ve got a few more changes to get through, so lightning round:

    • Tweaked gateway placement to be easier on maps with multiple floors – This’ll prevent cases where you look ever so slightly down and end up accidentally placing your gateway on the floor below
    • Added a brief immunity period to chains after being unhooked (3 seconds) – This will prevent a Survivor who was just unhooked from being chained before they can move
    • Added a maximum control time for gateways (6 seconds) – The Cenobite’s power is meant to be fast paced and used in a chase, not to be placed somewhere and wait
    • Added a brief cooldown to the solve interaction to prevent spamming (1 second) – Spamming the interaction would give the Killer way too many notifications
    • Increased Bloodpoints for The Cenobite’s scoring event across the board – Bloodpoint earnings were lower than anticipated in the PTB

    As always, we’ll continue to monitor The Cenobite’s performance over the next few months to determine if further changes are necessary.

    https://us.v-cdn.net/6030815/uploads/CSYQOG9G6OS7/performance.png

    Performance

    Before we sign off, we wanted to take a moment to reassure you that the team is still actively working on various performance issues affecting some platforms. Each bug needs to be investigated and fixed separately, but we are aiming to have fixes for some of the remaining issues over the next few updates. The first of these fixes will appear in the 5.2.0 update, which will address hitches when using Dead Hard, powering a generator, or healing a Survivor. Rest assured that we have not forgotten or moved on, smooth performance is still a priority for us.

     

    With that, we’ve reached the end of the Developer Update. We look forward to hearing what you think of these changes.

    The Dead by Daylight team


    Why are people saying ranks will be hidden?

  • @MrDardon said:

    Tuning guide must surely be bugged. You barely gain any extra speed during the Chainsaw sweep while using it.

    Normally you start at 87.5 % and go all the way up to around 132.5 % speed. With tuning guide you start at 87.5 %, stay there for a few seconds and slowly go up to like 103 %. I think the last 2 digets are reversed and maybe that's what causes the bug, idk. It would make sense to have it go from a 132.5 % to 130 % and refer as "slightly reduces maximum speed".

    Wait, how do you know that tuning guide only goes up to 103%?? How did you test this?? Is this the same speed for Depth Gauge because that feels just as slow.

    Also, Bubba's charging speed is 86.25%

    This Article is a Compendium of all Movement Speeds featured in-game for both the Killers and the Survivors .It also lists how Movement Speeds are affected by Perks , Add-ons and Status Effects . 1 Overview 2 Application & Stacking 3 Survivors 3.1 Default speeds 3.1.1 Fatigue 3.1.2 Stamina System 3.2 Perk Effects 3.3 Power Effects 3.4 Status Effects 4 Killers 4.1 Default speeds 4.2 Perk Effects 4.2.1 Play with Your Food 4.3 The Trapper 4.4 The Wraith 4.4.1 Wailing Bell Add-ons 4.5 The Hillbilly


  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/277098/the-only-ppl-that-dont-want-sbmm-are-swf-death-squads-and-top-killer-mains

    Oh yeah its my fault I have played this game and supported it for 4 years and now because of my time in it, my matches will be extremely unfun because of this game's lack of balance. Not every game should be extremely sweaty. I know people that aren't hardcore killer players that complained. This is an asymmetrical game that is already unbalanced at the highest level, thank god they are forcing people into that highest level I guess

    Your games will now be more evenly matched, that's all. If you don't want to sweat, then don't sweat and eventually your MMR will be lower to where you can have a more casual experience.

  • @Jasix said:

    So I have been a rank 1 killer for 4+ years: Am I considered top tier (I mean I am always rank 1 on reset....)? I have never achieved a 50 win streak - I think my biggest win streak was 17 matches. I absolutely loved SBMM. I liked going against survivors who could loop more. I enjoyed going against survivors who didn't hide most the match and always seemed to be working or assisting. I enjoyed the longer matches. Stomping a team isn't fun to me - and frankly I have a lot of matches right now that seem like I am stomping them in 5 mins. I like the challenge. I like having to strategize. I like a match coming down to the end game between getting a 2 or a 4k. And that is why I am glad SBMM is here in a few days.

    In any sort of PVP online game, I believe there are 2 types of people.

    The 1st type gets their fun from winning no matter what, even if it means noob stomping.

    The 2nd type gets their fun from having an evenly matched game; the outcome of the game isn't the priority.

  • everyone comes home after work., and wanna play with their friends thats why.

  • @Altarf said:

    No, it's not much. I believe around 2-4 metres away from the portal itself, but could be wrong - it's certainly not 8 metres, that would make Demo's portals actually good at detection.

    yea 8 meters seems like a big range, but I don't play demo so i dunno.

  • The same reason why survivors wait at the exit gate until the very last second just so they could tea bag the killer. Imagine getting mad at someone pressing their Ctrl button.

    Getting hit on hook? Imagine getting mad at someone pressing their mouse button. He's shaking his head at you? Imagine getting mad at someone moving their mouse left and right.

    I'm not saying im condoning these behavior or not. The point is I've learned that it's best to not let any of this bother me.

  • @MeltingPenguins said:

    So, let me get this straight:

    tunneling, camping and slugging are perfectly legit and fair tactics, but saboing the hook, body blocking, flashlight and pallet saves, ds, power struggle, flip flop etc are not?

    I never stated any of this.

    It's similar to a situation when a survivor unhooks someone and I deliberately go out of my way to go for the unhooker since I will assume he gave the unhooked borrowed time.

    The unhooked survivor does a good job body blocking for his savior for a good 3 sec or so, so I say screw it, I hit him, he did have borrowed time and runs away but I continue on the trail and down him again and hook him.

    Post chat he and his teammates call me out for tunneling him.

    The survivor entitlement in this situation is that I was supposed to hit the person body blocking since he was signaling he has borrowed time, then I was to switch targets and go for someone else.

  • they are farming for boldness points by being near the killer. they also know the killer won't leave his prized victim on hook so they are relatively safe in doing so.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2460334#Comment_2460334

    Your own opinion and stance towards the game is not everyone's

    And keep believing every second game you play you have a cheater, please, these kind of posts are entertaining

    That's a strawman argument. No one is stating that.

  • Initially it does look like BS in the video. The way you have your camera positioned, it's not parallel to the floor; it's tilted 30 degrees at an angle.

    If your 3rd person camera perspective was positioned parallel to the floor when you got hit (the same as it is for the killer's POV), more than likely the hatchet did hit your head.

    Don't get me wrong, I have seen a few questionable hatchet throws that really good streamers have made, but they are few and far between.

    i have seen shots like those connecting from streamers all the time and it looks legit through the killer's eyes (their camera being fixed at a 1st person perspective)

  • @TGB said:

    https://forum.deadbydaylight.com/en/discussion/comment/2459078#Comment_2459078

    Actually yes, this too. I've noticed this happening a LOT.

    Never seems to happen during a mundane moment, right? Only during a critical moment... Hmm...

    Especially when someone teabags you after all 5 gens, then you're about to win a chase, and of course they end up teleporting 100m away from you. Yeah, guess that's just a coincidence... What timing...

    yea I'm getting a noticeable uptick in lag switchers when I play killer. Always happens when the survivor/s are in a more dire predicament; never when I am being looped by better players, etc.

    All of a sudden there seems to be a de-sync issue where the survivor/s are frozen for 10 sec. where I could hit them repeatedly but nothing happens. Afterwards they are teleported to god knows where to relative safety, and the downed survivor is up, the hooked survivor is unhooked, etc..

  • Same issue i just got with the one in Lery's. Same totem location, i couldn't even cleanse it whether i was crouched or standing.

  • hasty decisions usually leads to buyer's remorse. let this be a lesson learned.

  • true. especially so if you play killer on degen hours (midnight - 5AM) is all 3-4 man SWF death squads.

    You commit to a chase, 2 gens go down. You don't commit to a chase and go to a gen they are working out, and they go immersive and hide.

    "he's chasing me around killer shack, you can go do gens"

    "he left me and is heading is this direction, watch out; ill work in this gen in the meantime"

    real fun stuff

  • i haven't played demo yet, but AFAIK from streamers that play him, he seems to be in a good place.

  • DS is fine IMO. If anything, maybe get rid of the invulnerability window, so it is just a dash.

    I'm just a lowly purple rank killer/survivor so that is my experience.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2426957#Comment_2426957

    It is actually set in stone. The next chapter is Hellraiser.

    idioms seems to go pass you. have a nice day. 😀

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2426926#Comment_2426926

    Not sure what you mean, I called it yesterday and suspected it two days ago. This thread was opened over three hours ago.

    I could care less about making predictions, but people have fun doing so i have no issue with that. It still not set in stone until it's released as far as i'm concerned.

    Personally i'd rather have hellraiser than an animatronics jumpscare bunny.

  • @Orion said:

    I mean, we all know which chapter it is by now, it hardly seems relevant.

    hindsight is 20/20 is it not

  • then keep playing casual and your SBMM will go down and then you will be at your comfortable level.

  • yes, just so i don't have to go to match details each time to know which name corresponds with what survivor

  • Same, Steam.

  • Having breakable walls showing up bright yellow just gives WoP too much visual noise and distraction. I'd like to run WoP but having breakable walls lighting up as well just kills it for me.

    I mean the perk is called windows of OPPORTUNITY. What opportunity can i take from a breakable (only for killers) door??

  • From the killers POV, it looks like the pallet drop and the lunge attack making the connection occurs more or less at the same time.

    From the survivors POV, it looks like she dropped the pallet before the attack.

    So I think it's fair, but I also have seen a video posted on this forum where a survivor does a reverse pallet drop and the killer gets stunned lulz.

    Overall though playing both survivor and killer, I've never got the feeling of being robbed of getting a stun or getting a hit.

    If I get hit after I drop a pallet, the killer was too close and I shouldn't have wasted the pallet.

    If I get stunned after I lunged attack towards a survivor, I was too far and just took a chance.

  • @LeFennecFox said:

    Silent bell is not even that insane and honestly loses out on the pressure of bone clapper which can force multiple people off a gen even if you're not going after them. Wraith already has a nearly guaranteed first hit if someone is even slightly out of position since they can be body blocked and on unsafe loops since he just lunges around them completely. His windstorm and reappearance addons are way more valuable since windstorm affects the lunge distance and reappearance time let's you reduce any distance they gain during uncloak. If you have this much trouble with silent bell just run spine chill. It's a very good perk against stealth and non stealth killers and has lots of uses.

    we're not talking about silent bell; we're talking about all seeing blood. silent bell is fine. all seeing blood is not fine.

    also AFAIK, windstorm does not affect your lunge distance since windstorm speed increase is only while in cloak.

    during uncloak process he is slowed down to 40%, then when he is uncloaked he accelerates back to his normal 115% speed.

  • SSD>HDD

    looked at my task manager after it was done downloading files and my SSD where DBD is installed was reading at 350MB/sec.

  • @Devil_hit11 said:

    Its like 70%-75%. your almost frozen in place. that cooldown is so horrible. you can just spam cancel your power and see how much distance the survivor gets from that cooldown. Its really bad in particular for vile purge because it impairs your ability to chain the broken status effect with an M1. It makes plague feel clunky, probably one of the many reasons why plague is played very little.

    Yea she is really slow after she finishes her vomit. She does have 2 addons you can stack:

    her green Incensed Ointment, and her yellow Potent Tincture which both gives a reduction to her vile and corrupt vomit at 0.4 sec.

    So combined it reduces it by 0.8 sec, which makes her recovery time only 0.7 sec.

  • Status HUD is an information system featured in Dead by Daylight . 1 Overview 2 Status Effects 2.1 Blindness 2.2 Bloodlust 2.3 Broken 2.4 Cursed 2.5 Deep Wound 2.6 Endurance 2.7 Exhausted 2.8 Exposed 2.9 Haemorrhage 2.10 Haste 2.11 Hearing 2.12 Hindered 2.13 Incapacitated 2.14 Madness 2.15 Mangled 2.16 Oblivious 2.17 Sleep Penalty 2.18 Undetectable 2.19 Vision 3 Proficiency Indicators 3.1 Chance 3.2 Efficiency 3.3 Healing 3.4 Progression speed 3.5 Repairing 3.6 Sabotaging 3.7 Skill Check Difficu

    Proficiency Indicators indicate to Survivors how various effects from either their own or someone else's Add-ons, Perks, Offerings, etc. affect their performance at the interaction they are currently performing, by showing corresponding icons above the progress bar and colour the bar itself accordingly.

    Unlike Status Effects, Proficiency Indicators are not inherently a buff (yellow) or a debuff (red) in effect, but can be either, indicated by the colour of the icon and the colour of the progress bar.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/270969/why-do-survivors-complain-about-killers

    Both sides complain about things they don't like. Which is fine. Where your argument falls down to me is saying survivors just want easy matches. That is not the case. They want fun matches.

    As for the game being survivor sided, sure. If you're talking about the highest levels of play. If you're looking at the average game then it favors killers.

    Survivor's complaining about a killer they don't like is someone they can't abuse in a loop. That's why Billy is often the most fun for survivors to play against.

    Unless he is a god at curving (which is rare to see), he's essentially a basic M1 115% killer at TL loops and jungle gyms. Any killer that goes against this playstyle will not be liked by certain survivors:

    Ranged killers are 'boring' to play against because they can shoot over short walls and pallets.

    Traps killers are boring because they can negate a loop by teleporting or a bear trap.

    Stealth killers are boring because I can't see them or their terror radius; no fun.

    Nurse is boring because they don't follow the same rules as every other kills

  • @Seraphor said:

    And yet I see survivors letting themselves get downed by deep wound all the time, so those 3 or 5 seconds will make a difference, sometimes.

    It's kinda like Pigs add-ons that increase the time it takes to search a jigsaw box. If the survivor messes up that time will cost them.

    The idea I guess is to mindgame the survivor so they stop running and then interrupt their mending, keep doing it until they succumb. Though I suppose in most cases it would be easier to just hit them again.

    I did play a match with both of these addons, and I managed to get someone downed with it just by injuring them and going after someone else.

    But I couldn't find where they were downed and no way I was going to run deerstalker as 1 of my perks and I was being put in with yellow rank survivors.

    I remember not knowing about the mending mechanic and was wondering why my screen was getting bloodier and bloodier while i was working on a gen.

  • running information perks is a dead giveaway that the person is not in a SWF: alert, kindred, bond, empathy, spine chill .. etc.

    if you're a killer and it seems like they just have good communication (or ESP), checking their perks post game they always have BT, DS, IW, all meta perks with absolutely zero info perks. and maybe 1 person designated as totem killer with small game, or the like.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2411148#Comment_2411148

    Seing the complete opposite. 3 and 4 man escapes. Maybe its a regional thing. But when i watch streamers, they usually get 3 or 4 hooks by the time the gates are powered. Which alings with what i see in solo queue.

    using streamers as some sort of metric is ridiculous since many of them (at least the ones that are twitch partnered) have thousands of hours in the game.

    watching umbra, zubatLEL, otzdarva, etc.. going on a killing/winning streak isn't something that is achievable for the average players.

    watching survivor mains running loops around killers making them look stupid having an escape ratio or at least 9:1 while still bodyblocking and being a martyr, likewise isn't something that is achievable by most players as well.

  • @Sherry said:

    I've had games like that. I had a game recently where I saved someone. I think he was on second hook. I go for the save slowly and carefully usually, because I'm not good at chases and I want to be sure the killer isn't around.

    So, I rescue this person, who was on his second hook. He didn't want to be healed. He immediately starts jumping a fence over and over, creating a loud noise notification. So I start to walk away, so I won't leave scratch marks. When he sees this, he starts running after me. So, I start running to get away. Then I get in a locker, because I know the killer will be coming.

    So, then he makes more noise notifications with a pallet and then comes to my locker, trying to open the door over and over. The killer comes and I get out and try to run, because I'm full health and the survivor is injured and I think I can get away. The killer pursues me and then downs me, with the survivor who downed me right with him. I dc'd. I didn't want to be in that game.

    Anyway, I'm sorry you've had to go through this. I know the feeling and it sucks, but there are more nice teammates I believe than bad.

    I think he was angry he got to 2nd phase because you were being overly cautious and was crouch walking towards him. you wanted to be sure that the killer wasn't around, but playing like this is an absolute detriment to the team. you can't play so timid that you have to be sure about where the killer is before you make a move.

  • @WexlerWendigo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2402473#Comment_2402473

    Unfortunately the mindset of killers on this forum is ‘anything goes’, even against casual solo queue players. Really unhealthy for the game, no sportsmanship at all.

    I guess for some people it's a vicious cycle of being bad mannered in game when playing killer, getting ######### talked post game how bad you suck you are a ######### killer.

  • @Pilot said:

    You can also feel empathy for the other side when u play the other side. You can understand their behavior only when u play the other side.

    Some people on this Forum can't relate to this.

    Exactly!! When I play survivor and we make it at the exit gate, I'm not gonna clicky clicky tea bag wait for killer to swing then exit cuz i know how ######### that is when I play killer. "Ohh but its just for the funzies, why you getting so mad over someone crouching LMAO" . "Imagine getting mad at pixels on your screen". 🙄

  • @VanitasRyuzaki said:

    https://forum.deadbydaylight.com/en/discussion/comment/2402254#Comment_2402254

    BBQ lasts up to 8 seconds if it's tier 3, tier 2 is 6 secs I believe and tier one is 4 secs.

    :facepalm:

  • @SentinelCaptain said:

    I don't know if it's enough to call a problem yet, but I've had 2 solo queue matches close together where I had another survivor intentionally try to sell me out, even though I was constantly contributing.

    First was against Myres, early in the match, another survivor was about to get hooked so I jumped into a locker to cover for BBQ just in case. Just after, a survivor I know was not in line of sight came by not being chased, drops a pallet and vaults back and forth a few times, then tries to climb in my locker well before the killer gets there, then proceeds to do so over and over until the killer arrived and then did so again in front of them.

    2nd was against Wraith. Midgame 2-3 gens done, while working on a gen with another survivor near the killer shack, we hear the heartbeat getting close and break off, so I jump in a locker again just before the killer arrived and the other survivor was found and hit. They then looped the shack 2-3 times, stopping every time to spin in front of the locker I was in.

    These were not Point Farming matches.

    I was constantly contributing to objectives.

    I was not sitting in the lockers for any unreasonable length of time.

    Does/have anyone have trouble with this?

    You say you didn't sit in a locker for an unreasonable long time, but you do know BBQ only lasts for 4 secs. So for the match against Myers, are you saying another teammate drops a pallet, vaults back and forth a few times, then tries to go in your locker, and proceeds to do so over and over until the killer arrives, all within a span of 4 secs???

    After the 4 secs are up, GTFO of the locker.

    2nd example is basically a killer keeping 2 survivors occupied. He's chasing one survivor, while you are hiding in the locker. What should you do instead? again GTFO the locker and either the killer will continue to chase your teammate or will now chase you, but at least he won't keep 2 survivors occupied.

  • @SeannyD115 said:

    Before dedicated servers this was not a problem. So the problem has to be related to the servers

    i would think running dedicated servers would be preferable than player hosted. Unless their server is running at 15 tick rate or something really low.

  • I think if a gen is regressing, it should take 1 sec. of repair for it to stop regressing and start repairing.

    Chasing a survivor while he gen taps a regressing gen is a bit ridiculous. I think 1 sec would be an appropriate time.

  • Wraith is fine where he is. His silent bell is fine as well. But the all seeing add on with a huge range of 12m is a bit too much.

    I honestly think it'll be better if they just outright remove it.

  • @Ghoste said:

    You have to admit his movement speed is quite bonkers.

    billy is much faster, but no one seems to complain about that

  • @Squirrel_Thicc said:

    It's because he can be anywhere whenever he wants. He has insane mobility and map pressure at all times. He's not op but he is very difficult to play against sometimes.

    every killer has a strength, and a weakness. you just named wraiths strength.

  • @[Deleted User] said:

    If you use any perk that applies Undetectable and you are in Feral Frenzy, if you are Undetectable you will not see any Killer Instinct highlights unless you have Killer Instinct detection range add-ons. This is also the case for any perk that applies the Oblivious status effect.

    Feral Frenzy's Killer Instinct is based off of the terror radius. If there is no terror radius, or a Survivor is not considered to be in the terror radius, there will be no highlight seen.

    EDIT: Also, Feral Frenzy increases your terror radius by +8 meters, not percentage. So, no matter the terror radius reducing/increasing perk (such as Monitor & Abuse, and Distressing), the terror radius is still increased by +8 meters. This is the case unless again, you're Undetectable, in which case it will do absolutely nothing (because there is no terror radius).

    Ok, I think I understand.

    If I am in a chase with frenzy, both Distressing and Monitor will not increase my TR?? My TR will still stay at 40m?

  • @onemind said:

    His chainsaw is still active while hes having his tantrum so you have to time it

    I wasn't in tantrum.

  • Feng is no longer cute. They made her jawline too manly.

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