Rigbeta
Rigbeta
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- Rigbeta
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@ReverseVelocity said:
That's nothing, I reported a bug with the Cenobite all the way back in 2021 and they still haven't fixed it.
It's truly depressing. No updates or verification or acknowledgement. It feels utterly pointless.
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That's like Killers that slap survivors on hook to prevent their magnificent Hooked Scream… STOP TRYING TO CURB THE MAGIC.
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I'm typing here because I want this chaaaaange and hope that the devs seeee it.
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@Awkquido said:
With the recent QoL patch being rolled back, I'm curious what DBD is.
I dont see it being like League of Legends competitive ranked queue. Although since it has a ranking and MMR that means it's not a party game?
So what is DBD. Is the point to see how good you can get or how theoretically high you can go? Theres no ladder aside from ranks that you basically cant demote from and get to red rank by just playing enough.
At what point do players weigh having fun versus wanting to win with a competitive mindset.
Basically with the supposed changes it seems like theres an issue between a player getting to enjoy and play the game versus a player wanting to win regardless of how its done. What is BHVRs goal for this game, is it about getting a win or is it about having an enjoyable game for both sides.
I always thought DBD was a chill party game to enjoy with friends but it feels like I'm wrong.
@Rulebreaker said:
Supposed to be? We're going with no. Dbd has no competitive ranking (ranks here is more like monthly rewards for playing) and MMR is just there so things like newbies aren't getting stomped by veterans (your miles may vary on how well it does so). There's a good amount of people who would want it to be fully competitive esports esque and there's a "comp" scene but dbd is really not set up for that.
At what point do players weigh having fun versus wanting to win with a competitive mindset.
This has been a problem plaguing dbd for a long while. There's always going to be those who will do everything in their power to win just like there's always going to be goofballs, with neither of these liking each other. We'd say the devs are trying to find a middle ground between them, where you doing everything to win doesn't inherently make the goofballs miserable. But who knows, maybe they're just stumbling along.
This is the literal answer ^^
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So far I've had 2 Blights, 2 Ghouls, 1 Springtrap and 1 Singularity.
In all games, the killer runs best addons, tunnels (Except for 1 ghoul and 1 blight using the "Scream Build" with Furtive) and all Meta (Save for the last 2 who are using Mobility Gimmick).
In the Springtrap game, there was a Felix that was new, wearing default. He was literally caught within a few seconds with the Axe Grab and was tunneled out. In the Singularity Game, there was a Yui that straight up refused to run and fast tracked her death. The Singularity was also extremely toxic, I asusme it was because in order to combat Scourge Hooks, I use the near-pointless-by-itself Boil Over, which he took personally and beat me and humped me again ands again -_- -
@OrangeBear said:
Ghoul makes survivor feel pointless, he's too way too oppressive for how easy he is. But i usually just play anyway for bloodpoints and some fun chases. Luckily i play against a variety of killers. I think survivor is often fun, i find it easy to move on from frustrating matches.
Sadly, every match has been a constant upward battle with no reward. Good for you though.
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@Brokenbones said:
I do think Arinad had a point in his PTB thoughts vid
Clown's reloading should not be swift nor convenient - If he needs to reload mid chase he messed up and should be punished for it much like Huntress, Slinger, Trickster are punished for needing to reload mid-chase as well. I hate how in the patch that made him even worse for survivors in the 1v1, they made his one built in weakness completely obsolete
Exactly. They overtuned a character that didn't need it.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3980613#Comment_3980613
This is just a nerf compared to him before his changes. That's not the way to take the character.
I like the idea a great deal. It incentivizes using yellows without asinine number buffs. 3 is far too restrictive though.
It absolutely is not. He has infinite reload. 3 is genuinely not too restrictive, if anything it forces The Clown to actually think and be careful about his bottles since he only has 3 Piss and 3 Grape.
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@Philscooper said:
idk why you need such a complex thing to be given to clown other then to not make him so braindead (which it wont)
the main problem with clown right now is the purple bottle is useless and the yellow you can use on demand 24/7 for a 5.52m boost in total per bottle, thats 33,12m gained with all 6 bottles (and if you fully use out the addons and optimally refresh every 8 secounds), without a penalty or chance for survivors to get ahead, the only way to really beat that is to prerun and predrop like you do before. just alot more defensive.
the clown bottle not only slows survivors down less overall in hinder,
the duration (the big number here) got nerfed aswell which is huge
which is why everyone is just spamming the yellow, its easier and requires no effort to use for a reward to get quick downs, which you can push this to the extremes.
so, how do we change clown?, you start small and what everyone is used to, yellow bottles take 2 secounds. this gives a much more needed warning, makes clowns not spam yellows onto their feet and requires a bit more precision and decision making on where/when to use their bottles. if that wasnt enough you can just keep pushing small changes in the patches within.Because it will actually incetivize thought process on bottle usage instead of just mindless spamming. Limited usage is not a big deal because unlike Huntress or Trickster, Clown makes his own projectiles like Deathslinger. I agree that the numbers need tweaked, obviously. But he actually should be a killer that lives up to his "Strategic Killer" nomenclature instead of being played with no actual strategic value other then "haha me fast".
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@Chinpokoman said:
Classic complaint with classic bad solution
Are you just not gonna elaborate? Just say some nonsense and nothing else?
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The Clown is in an extremely unhealthy state. On demand instant movement speed with full mobility and turn rate is unacceptable. Every other Killer that utilizes high mobility has at least SOMETHING that acts as a trade-off. Clown? 1 second wait time and then immediate bonus. It's just blatantly asinine.
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@Chinpokoman said:
Classic complaint with classic bad solution
Elaborate. How is it a bad solution?
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@Callahan9116 said:
The SM nerfs are atrocious, and they demonstrate how little the devs care.
It's genuinely unbelievable and devastating.
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@lettuchia said:
How people keep getting it in their head that this is anything like engineers fang is beyond me
It's the fact that it is an injuring projectile from the perspective of the Killer-as-power thus making it a DASH attack akin to Victor's Pounce, Engineer's Fang Chain, CHucky Slice & Dice, Pig Ambush and then the whole slew of projectile killers. It's Getting OLD to have the same types of attack over and over and OVER when a more diverse roster would allow for different playstyles instead of a stale and trite meta/
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Skull Merchant Has always been an Trap-Stealth-Intel character and this adjustment undermines her core design, transforms her into another of the 16 projectile/dash characters, removes nearly ALL her mechanics, and forces her to be in the role of her Drones for the most part instead of using the drones as a tool to pressure, buff herself, and weakem survivors.
These changes will just result in a Twins/Cenobite type player with a dash of Doctor.
It completely changes everything about her playstyle to the point it doesn't feel like the Character Us Skull Merchant Mains have put time and care into.
I love the Claw traps, the Lock On, The stealth.
Suvivors needed to be situationally aware otherwise they'd accrue lock on and gain mounting dangers against them.
If anything, I'd just make it that Claw Traps can only Expose survivors while revealing them, that way the Drones do their job but the Survivor isn't injured, so the Skull Merchant needs to apply the extra pressure.
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@Falcao said:
I really hope BHVR doesn't listen to SM players because you are the ones to blame for all the anti-gen perks nerfs, the introduction of anti-triangle that hit Trapper and Hag, and you want to keep the version that made survs go next.
That is just maliciously incorrect.
Skull Merchant has been used again and again as scapegoat for a tedious playstyle that Literally any killer can utilize, it just was compounded at the time by the range of her Drones. Right after her, they released Knight and Singularity which are both also known for 3 gen potential.
Since then she has been utterly revoked of 3 gen superiority (and EVERY KILLER can attempt a 3 gen still with waning results due to the damage limits) yet every putz still likes to pull that expired coupon out and wave it like it means anything other than being a blatant show of their refusal to adapt and accept that not every game is gonna consist of hugging walls around one location for there next youtube loop montage.
The Survivors that go next for any tiny slight or miniscule loss should not be catered to. I've 2 survivors give up and DC in the same match because I scamper slice & diced them AFTER the huge nerfs chucky has gotten.
Survivors "Go next" against her because they're entitled and believe that playing a victim mindset is better than accepting and learning to grow. That or they are players who cannot be bothered to take 3 minutes to just READ the power description.
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@Rokku_Rorru said:
She is still a stealth and information killer, didn't they just reduce her TR? They'll probably give her addons to make her more customiseable. She sounds way more fun and engaging to play honestly, I hate the current put trap down wait for 3 stacks.
We really gonna look a gift horse in the mouth to make her power more quick to get value off of? You got so many perks and this kind of fundemental design they are giving her will let her have a lot of customisation.The changes would make her Undetectable only while piloting a drone similar to Charlotte being dormant while using Victor. It removes all the mounting dangers from survivors getting scanned, removes much of Skull Merchant's Lore and design concept for the sake of a crass dash attack, and completely undermines her ability to have map presence by giving survivors the ability to reveal her Aura with no downside other than killer Instinct.
It's not a gift to the people who actually appreciate and enjoy a set-up playstyle like hers. It just makes a Twins-Singularity-Cenobite type killer, except with 5 Victors that get destroyed and go on cooldown each use, less map presence with less danger, and the removal of nearly all other mechanics she has. It feels like a completely different character style sharing Intel as a theme and nothing more.
So yes. We, the people who actually care about and enjoy playing her, will not just concede to her identity and concept being utterly scrapped just cuz "Drone go brrr" as was put so eloquently. Controlling a Drone for repositioning and additional detection sounds awesome, but the application that is being proposed is so unlike the character and her motives it makes no sense.
@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900756#Comment_3900756
Yeah, I hope BHVR reconsiders and moves into stealth / information Killer rather than Twins gameplay.
@SoGo said:
The idea of targeting a survivor with a drone to make them vulnerable instead of launching the drone into them seems nice, I kinda like it!
I would also like (if this will be considered) that the drone will follow the targeted survivor, always revealing them and people around (that way you have moving drones too)
That definitely was the intention with the post idea, I would rather claw traps, lock on and the dangers of being targeted to still be at play so Skull Nerchant remains a Trap-Stealth-Intel player.
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@Vindruva said:
I would like to share my opinions about the SM design preview. The idea of crashing into survivors with your drones feels really anticlimactic and the rotation mechanic being gone is a huge hit to what most of her mains loved about her. Losing clawtraps is also a shame.
For the first issue I suggest that instead of dashing with your drones, you charge up for a fraction of a second and fire a static beam into them. This attack could then apply a clawtrap to the survivor, so we can still use the radar in chase to see them. We SM mains really don't want her to be a dash killer, as she's never been one and there's an overabundance of them in the game compared to other killer archetypes.
As for rotation being gone, I don't know what can be done to preserve it. Maybe you could give the option to rotate stealth drones to ensure that survivors get hit by them? Or this could be the way of applying clawtraps, just something to keep at least a tiny bit of her old identity and gameplay flow.
The red light green light minigame seems fun, but it all depends on the numbers. If it's like a doctor static blast, where it takes effect only at a single point in time, then it's going to be terrible, but if there's like a 15 second window where survivors can't run, that could be interesting.
The hacking changes can't go through. Even though it was stated they're supposed to make it more high risk-high reward, it's simply not true. Unless you give SM the ability to take control of a drone that's in the middle of being hacked (similar to the Unknown being able to teleport to hallucinations that are being dispelled), this change will provide no extra benefits to the killer, while the aura reveal is a huge benefit to the survivors. After all, nobody ever fails the hacking minigame, unless they're interrupted or a brand new player who doesn't understand what's going on.
This rework has a few issues. She's going to have the same struggles as twins, like being unplayable on forgotten ruins and being severely hindered if someone jumps into a locker. Anti-slug perks will also disproportionately her more than other killers, while if the survivors aren't prepared with them, they're going to get obliteratedI understand the need to make her a bit more conventional for the sake of community acceptance, but this rework is not it. It removes a lot of gameplay complexity and nuance that I and many SM players loved, only to appeal to survivors who are going to hate her anyway simply for being Skull Merchant.
Yeah The proposed changes just completely remove most of what we all have aclimated to and gives us a new character. Someone mentioned it before in their own post but this is a rework for survivors, not for The Skull Merchant Mains.
IIt Completely changes the flow of her game play style while removing the mounting danger, the lore design, and the rewards she gains for setup.
The fact she would be losing so many mechanics at once is staggering. It's kind of like that Twins Ptb that had proposed removing the ailment they introduced, "Incapacitated" as well as Charlotte's Killer Instinct. It just isn't right.
I really hope the devs see all these posts.
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I'm really hoping the devs are seeing these posts. There's so many players who main Skull Merchant that don't want to see entire chunks of her playstyle/mechanics removed. I've said it before but id rather have the current "gutted" version instead of the proposed changes.
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@terumisan said:
honestly that special scan sounds like an awful idea you have to search or a survivor with this drone that can expose for an unknown amount of time (to be generous lets say 60 sec) which that person will just run to some strong loop or some strong chain loop
if you do chase them gens will pop and the person who's exposed is encouraged to just pre drop shift w to not get downed
if you don't chase them they'll sit on a gen and you wasted your time by 1 going into the piloting phase and finding a survivor then scanning them (however long that'll take) and 2 while 1 is happening survivors are still on gens since you aren't pressuring the other survivors
I know but I would prefer anything over another Projectile attack killer. I would prefer if she was just a Stealth-Intel-Trap playstyle killer as she always has been.
And what my proposition was meant to read as is more like how houndmaster works, where you direct a Drone with your Radar and if it finds a survivor it would "Hone-in" on them and Expose them (Follow them with a scan line highlighting them for a set time). I like the Lock In mechanic, and want it to stay a feature. -
@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900771#Comment_3900771
You know it's quite funny since I've always been a massive SM hater since day one. I just don't like a single thing about her and that's just how I feel.
Even still, I also main a character that a lot of people on the survivor side don't like very much (Legion) and I think about how I'd feel if they did some kind of Legion rework that completely changed them as a character and I really get it.
My hope is they try to meet somewhere in the middle in this whole thing, A killer's rework is a colossal failure if it alienates the core audience of people who liked the character before, in my personal opinion.
Agreed and very much so, the people who actually enjoy the character for what their core is, their lore and just overall feel, I really hope BHVR focuses on them as well.
And I appreciate your empathy regarding the situation. I myself don't enjoy going against Legion all that much, but I also know they have a place as a character and playstyle.
It's important to maintain what was presented and designed. -
@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900766#Comment_3900766
I think a 'rework' is inevitable, as in it's already planned and will happen since it's been amped up and promised for so long but I don't necessarily think that'll mean the playerbase of that character will have their feedback ignored. As little faith I know many have in BHVR (And it's warranted), I think there are people who understand the importance of a Killer characters core audience
I think Sadako's the prime example of a character who they tried to 'improve' and completely failed at, to which they seemingly listened to the character's 'fans' let's say and ultimately we got there in the end.
Though how long that takes, is up in the air. Look how long Hillbilly was left in a completely ruined state before finally being restored to where he should've been.
It's nice to be reminded of those changes and the adjustments over time. It's just so easy to feel cynical and focus on the negatives. But you may be right, there's always a chance that the voices of the people who care/enjoy her playstyle will be heard and acknowledged. Thank you, that does make it feel less daunting and distressing, I just hope we're heard.
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@CosmicScarab said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900762#Comment_3900762
Given that the survey didn't ask any questions from a SM player perspective and only asked if you would enjoy the changes as a survivor, it is absolutely true.
Yeah I very much was upset with that. I would've liked the survey to have included an opportunity to voice concerns directly/make a comment. I just hope other Skull Merchant Enjoyers voice their opinions and maybe Behaviour won't utterly change her. But it's such a toss up at this point.
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Someone pointed out in their own post that these changes are not for the Skull Merchant Players. They are for the survivors who will never accept or adapt to her current style. I think that rings true.
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@Emeal said:
Im not against this idea.
I think you really hit the nail on the head here @Rigbeta with the discussion of why you like her character, lets for a moment appreciate the work the gameplay designer puts in. But I think the other ones we need to consider is the people who sold the character to us, the lore writer, the art designer and the marketing team. They sold us Adriana and I think the Gameplay Designers really need to dive deep into the original ideas and keep her concept well connected.
Honestly I feel for the Gameplay Designers here, their success is mainly dependent on connecting not only good gameplay, but reconnecting a beloved character with new gameplay without too much of a disconnect.
Allow me to throw my feelings regarding her character into the ring here too, Do you also think these ring true?
Her Eyes are in the Sky
She knows where you are, the Drones are her eyes.
They allow her to see everything, control everything, and strike with absolute certainty.She is unrelenting
She is on the move checking her 'phone' and getting updates on your location.
The culmination of this is she will be behind the bush right next to you soon and strike.Unyielding Control
The drones give her absolute control over the map.
Survivors might think they can escape her detection or sneak away, but she’s always tracking their every move.To me Adriana is like a control freak making her prey easy-pickings.
I genuinely love playing as her and just want her status as a Trap-Stealth-Intel type to stay in game. We already have so many complex characters and the proposals in this rework really bother me because they remove Claw Traps, her Stealth and her passives that make getting Scanned so dangerous.
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That's fine. I would prefer she stays as close to her intended playstyle as possible is all.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900560#Comment_3900560
Good for you, i still stand by what i said however.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900568#Comment_3900568
Her proposed changes already contains changes i want to see for her, such as the controllable drones that damages Survivors.
You don't need to be impudent, "good for you" it's a discussion and you talk like some snobby mean girl in high school.
Drones injuring survivors by way of "Throw into survivor" is just creating yet another projectile based killer akin to Pinhead with the Iri addon and removes her stealthy trap style.
I'm just glad this is a DESIGN CONCEPT that will be tested and may not make it. -
@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900527#Comment_3900527
And you won't find any sympathy from me, as moving away from the way she is now is only a positive thing in my book and i firmly stand by that regardless of how many Skull Merchant mains downvotes me.
Don't be unpleasant. I firmly stand that these changes remove several core assets to what brought players to play her and not Huntress, Nurse or Blight. people Who ACTUALLY enjoy the character and style, and don't just wish for player downfall.
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@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900548#Comment_3900548
Right now: What is skull merchant capable of doing?
Answer: If you get scanned you get a charge except if you get three then you get injured and broken except if youre already injured then you get deep wound also you get hindered also if you get scanned within a few seconds of the drone getting placed she gets haste (haste has no tell btw) also when she places a drone shes undetectable, also if you get scanned she can see you on her radarWith BHVR's suggestion: What is skull merchant capable of doing?
Answer: She places drones and if the drones scan you she can try and fly them into you to injure you, also if you hear a ding don't sprint or she can see you.
Am I not making sense? Clearly the new power is way simpler than the old one.
The point of Skull Merchant was to cause mounting danger, have a stealthy approach, and pay off for survivors not paying attention. The new version may be "simpler" but only on paper. It removes her stealth, it removes her trap potential, her radar cannot get info on non-moving survivors, and now she's a projectile user like 9 other killers.
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@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900526#Comment_3900526
Where did I say anything that spoke on this one way or the other? Stop arguing against points that I'm not making.
edit: if yall are gonna downvote at least point out where what i said in this post was wrong lmao. i literally didn't say i agreed with the changes. just that some of OPs points don't make a whole lot of sense.
You are acting like your tone isn't one of derision and contempt. Just stop being so unpleasant.
And I was saying "It just feels crappy to the character is getting her style changed" and you immediately went on a defensive attack.
And the removal of her stealth, the transformation of her drones into being another projectile type are directly against a lot of her core concepts. That's why it feels crappy. -
@VibranToucan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900525#Comment_3900525
Her old kit had deep wounds, if you get hit while injured. Undetectable after using your power. Broken and Hindered if you get hit. The haste was bugged and most of the time didn't even work. It had a lot of parts but they were simple in practice.
Exactly. Everyone who naysays this character always acts like it's some immense complication but there are PLENTY of diversly complicated charcters in DBD. The main issue everyone always has is having to be bothered to pay attention.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900505#Comment_3900505
Nah, that rework is exactly what she needs.
It completely changes the character's basis. It's just not at all good to us who actually liked playing her.
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@kit_mason said:
So is she confusing enough that you can't grasp what her power is or is she clear enough that you can call her a mixture of two other killers with enough certainty to angrily complain about it?
And 2 is blatantly untrue. She's currently juggling Deep Wound, Undetectable, Broken, Hinder, Haste, Killer Instinct and that's not including her power - Claw Traps, Radar Scan Time, etc. Her new kit will have two aspects - avoid scan or dodge drone and red light green light. Both can be digested and understood.
It just feels crappy to have a character who is meant to be a set-up stealthy trap user be turned into another projectile user.
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I very much dislike the projectile ability and do not enjoy the loss of Stealth. She had a very specific playstyle and design and now it's being made into just another of 9 other ranged attack types/
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Honestly, they should make a special "Auto Lock on" type button while aiming with Search. That way you can Highlight generator automatically (Like with Onryō aiming or Nightmare) OR choose to aim it yourself normally for special circumstances.
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I actually really REALLY loved that aspect of her design. They just need to make it that it's always visible while you're trackable rather than toggled when she looks at the Radar.
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@Archavell said:
https://us.v-cdn.net/6030815/uploads/0PCQU5TBCUTF/image.png
There is a single frame where the dog hit you before the unhook endurance was applied which is why it lasted 8 seconds and not 2. Could be due to ping or just plain spaghetti code. If the dog is allowed to bite you they probably should make the endurance be given a bit earlier to prevent this.
That seems like a major oversight on the part of the developers, even with that tiny window
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@JPLongstreet said:
I don't disagree, however they greatly reduced the fog levels, along with the swaying grass and much else, years back. This was done for game performance issues, particularly on the consoles, and I doubt even an engine upgrade would change that.
As with so many things in the game, it all goes back to the game's coding.
And yet the Eyrie of Crows is an example of Fog being utilized at least in terms of the ground Fog.
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@Mooks said:
have been saying this for years now.
the fog is so prominent in the lore but in-Game? Nothing anymore.
but on the other hand a very vocal part of the community hates on anything thats making stealth better and stealthy survivors do get hate in-game and out-of-game (often with the excuse that they don’t progress the game which would be legit if it was appliable in the specific cases - and should be addressed by other game mechanics anyways)That point is irrelevant with the new update to crows. The people who don't put progress towards the game will be weeded out.
There SHOULD be multiple playstyles accepted by this game.
And The Fog is both atmospheric AND useful.
Otherwise you get Nostromo and can see all of creation with ease, when you should also be developing game sense and utilizing the cover for an insidious approach or a potential getaway. This game has too much leaning to one side of the coin. -
My bad accidentally put all that other stuff in -_-
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DeadByDaylight.log@Rizzo said:
Could you please attach the logs?
To find them:
- Press the Windows Key + R to open the "Run" command.
- In the text box paste the following: %USERPROFILE%\AppData\Local\DeadByDaylight\Saved\Logs
- Click "OK" - this will open your Dead by Daylight Logs folder.
- If it does not open the Dead by Daylight Logs folder, it may mean that when installing Dead by Daylight you chose to save your files somewhere else and will need to check there.
- The file called "DeadByDaylight.log" is your log file
Thank you.
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@lvcian said:
it's normal lmfao, her fatigue is 2 seconds but it's 2.8 right now (the animation actually is 2.8 seconds, not the fatigue itself), so basically during these last 0.8 seconds, you can just swing and it brings ur head back up extremely fast, it's a bug
she's been bugged for 1 year and 5 months so i dont think they'll fix my nurse :(Uh huh.
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@Rizzo said:
Could you please attach the logs to the report?
You can find them here:- Press the Windows Key + R to open the "Run" command.
- In the text box paste the following: %USERPROFILE%\AppData\Local\DeadByDaylight\Saved\Logs
- Click "OK" - this will open your Dead by Daylight Logs folder.
- If it does not open the Dead by Daylight Logs folder, it may mean that when installing Dead by Daylight you chose to save your files somewhere else and will need to check there.
- The file called "DeadByDaylight.log" is your log file
Ah thank you ^ I actually looked that up last night to see how to do it since that's the only option available sometimes. I'll attach them soon, I appreciate your advice.
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@Mondhirsch said:
Why do you make 3 separate Bug reports for her Drones instead of one?
My initial post had all these issues together; the mods closed it and marked it "Declined" Because it was "Multiple Issues" stating I needed to make separate posts for each one. Trust me, It was frustrating for me to have to fill out a ton of Drone issues when it all applies to the Power, but I assume it's to categorize the type of issue? I dunno.
See?: -
@Karth said:
I would like to add:
Vaulting plays and does the dropdown-landing animation and soundLobby animation on main menu and in pre-game lobby is borked
Pretty sure Hex: Face the Darkness doesn't trigger on claw-trap injured survivors, perk states getting inujred by any means, no?
Yeah her animations have been scuffed for a bit. It changed to her posing with her weapon then touching it to her reaching out and removing the radar, then posing after.
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Hey I just wanted to give an update! Windows Had an update today that has absolved the issue! I have no Idea what exactly was fixed, but it is wonderful to be playing again!
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@ShanoaLegendaryPlz said:
I had some missing file the other day game just wouldnt start. I used verify integrity of game cache on steam, if said there was 1 file missing and will reinstall it. Got an error trying to install every time. So i restarted the computer normally, was able to reinstall file after the computer booted back up and then the game worked fine after. Not sure if its the same file but might be worth a try with those steps
I appreciate your suggestion; sadly EAC still doesn't trust my dll file after verifying, and after redownloading the files from Microsoft using DirectX, so it must be some internal issue with my computer process making it get flagged.
Hopefully I can get it fixed soon. Thank you again ^ -
I should clarify, I mean it resets while they aren't immune to lines*
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@SoGo said:
So in short, make the MMR count more than just escapes.
Fair point. Low MMR solo Q is a nightmare, and the lower you get, the harder it is to get out of it.
I support this suggestion.
Yeah you summed it up pretty well, thank you. I also believe Killers should have similar skill expression and whatnot, it's just excessively noticeable for solo queue (To me).
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@MrMori said:
Killswitch is reserved for game breaking bugs, not stuff people think is OP.
That being said I played against it last night, and I think the most annoying part of the perk is that it's so hard to find the item that's giving the killer aura reading on some maps. Like I'd love to pick the item up and place it in a corner, but I can't find the damn thing.
Weave would be a lot less annoying to go against if survivors could see the aura of the item that was revealing them.
They've killswitched problematic perks before that were bugged. This is game breaking because it literally makes it impossible for one side of the players unable to discern whether it not they are actually safe or not. I don't see HOW that's not gamebreaking. It gives an unfair constant advantage.
