Avatar

Sabraiz

Sabraiz

About

Username
Sabraiz
Joined
Visits
645
Last Active

Comments

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164595#Comment_3164595

    Yes but a solo queue survivor on the other side of the map won't see that. Let's say i go for the hook save, see the killer camping, use reassurance and then run back to a gen, other survivors don't know that is what happened and it is hard to notice the bar not moving because it moves so slow. So they might run to the hook and waste time, when really the should have stayed on the gen.

    The bar does not just stop moving, it also starts flashing red during the duration of Reassurance.

  • @KayTwoAyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164685#Comment_3164685

    Watch the video and tell me if you think anything SupaAlf did in game 2 was at all skilled.

    A 5 hour nurse could do what he did in this video.

    Make all the excuses you want, but there isn't always reasonable counterplay available. Sometimes survivors are forced into compromising positions, be it because of the map, where the survivor went down, where the remaining gens are/where the gens with progress are, etc.

    I probably play Nurse one game every 200 hours (that'd put me at under 20hrs on Nurse), and I could replicate this video with ease.

    In game two, Awakened Awareness barely did anything. It was all Infectious Fright giving pretty much all the information and Awakened Awareness just confirming the survivors playing bad by crouching at the edge of the map.

  • Definitely noticed the speed increase.

    The endurance effect is roughly the same, most of the time unused so far.

  • @get_barted said:

    I honestly think its not working as intended. Since it went live (even right now) ive had nothing but 100% bonus on survivor. This is the same as it was when it went live last time too. Constantly 100% survivor.

    Maybe because there is a constant need of survivors? Ever since the last mid-chapter was released, people actually wants to play killer again while some survivors quit because the game became more fairer for the average (Not Nurse/Blight) killers.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3160339#Comment_3160339

    I have a 25% bonus to Survivor but my friend has a 100% bonus.

    My other friend has a 100% bonus to Killer.

    We all live within 5 miles of each other.

    Has nothing to do with where you live. I am pretty sure there was a dev post that explained how it works, it was based on needs in different matchmaking rating.

    Lets say there is a large need of survivors around 500 rating but oversaturated with survivors around 1500 rating, that means there is only a need for a bonus for the survivors at 500 rating but a need for a bonus for killers at 1500 rating.

    And the severity of the need also affects how large the incentive is.

  • @mischiefmanaged said:

    There's a DBD dev that posts on twitter (or I think it's a dev).

    Basically, Wiretap and Blast Mine use the same/similar code path. Blast Mine was intended to deactivate when the timer ran out, but that was bugged and never fixed. When Wiretap was done, the code path needed to be rewritten. This caused Blast Mine to be "fixed" too.

    I'm not a fan of this, but it's likely not because they said, "Blast Mine is too strong." It's they fixed a bug, figured it wasn't a big deal, and it went live that way. Since the work itself wasn't an intentional, "We're going to fix Blast Mine," but it was, "We need to implement Wiretap," it missed the patch notes for the PTB because they forgot to include it.

    I personally think, even though Blast Mine is not overpowered, that it should be set to something in the range of 75 to 90 % if it expires, always thought it was a bit funny being able to spam it on the generator with no downtime just in case the killer comes.

    While losing all of the charge is too much considering how it depends on the killer actually kicking the generator or not, compared to Wiretap which has its effect until the killer kicks the generator.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3158731#Comment_3158731

    Same. I've run it since it was released and gone entire play sessions with 0 value. Most times killer looks at the gen, sees the Blastmine on top smoking and either walks away or just goes on to chase me if they see me.

    Killers cannot see the flashbang on top of the generator, only survivors.

    Edit: On the topic of the blast mine change, I am assuming that it was because the new perk piggybacked off of the original Blast mine/flashbang perks and because of the spaghetti status of the code, blast mine got the the same deactivation statement as the new perk and they could not bother fixing it.

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/3157513#Comment_3157513

    Should I say about 90% of the people that I go against use auto dead hard? Also, once someone knows you know, they can push a button and disable that cheat to make it look like you're crazy. Subtle hackers are the best in this game. I'm at the point where I'm sick of playing this game because of bullshit like this. Are they cheating? Are they just REALLY good? Who knows but your sanity and mental health doesn't matter in this game. "People can play how they want to play so stop being a hater". That's what I got in endgame chat from an auto dead harder.

    The amount of subtle hackers you face in this game has pretty much made it so I barely touch killer anymore.

    Even as survivor I see way more survivors cheating compared to killers. DBD is turning into a game of wondering what is legit and what is not.

    Did not play for two months and the second game back I had a super obvious cheater and their friends torturing a killer, after making it so that I instantly died on first hook.

  • Was almost the case before it was changed as well, so many survivors being able to react to a normal m1 without looking at you.

    But I'll agree that the ratio has definitely increased.

    With that said though, I am actually using it more than the old one. My success with using it is a bit mixed though, it works wonders against less experienced killers that swing quickly when you spin into them and activate it.

  • @SgtMittens said:

    Some of these comments...a smart move? Good counter? The killer is holding the game hostage because they'll fill their diaper if LE GASP, one person escapes!

    Reality doesn't come naturally to a few of you.

    The only one holding the game hostage is the survivor in this case. The killer is not preventing the survivor from completing their objective, repairing generators and escaping. In no way is this prevented by the killer standing on top of the hatch.

    But the survivor standing idle in the basement not progressing the is holding the game hostage, by not doing anything to progress the game.

    Please stop spouting incorrect facts and lies.

    Edit: The only way the killer could have been the one taking the game hostage would be if he was body blocking the survivor in a corner, so that the survivor would be unable to move.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154543#Comment_3154543

    In my opinion it's just ridicious to stand in that same spot waiting 30 mins to just get 4K. I would fix remaining generators but I had tome to complete so I just gave myself to the killer eventually what she wanted. Got headnods and hits on hook ofcourse.

    But you did not move for 30 minutes though? How does that make you better?

    It is like talking to a brick wall. A hypocritic one for that matter.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154542#Comment_3154542

    Dude, I’m a survivor main. 🤷🏼‍♂️

    You had a perk that increased your repair speed by 75% as the last survivor and didn’t even think to try and use it. You’re not getting any sympathy by calling that killer toxic for countering your Rift challenge and item.

    The victim complex is strong in this one.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154514#Comment_3154514

    I would probably done that if I was not doing tome. But for many killer mains that seems to be so terrible crime I just need to do it one more time gotta hope I get killer with common sense who understand you don't always need to 4K and it just better that the match end eventually. I almost never slug for 4K only if I see the another survivor close then I go after him.

    And you still keep blaming the killer for it. Just cannot let it go.

    Everything is the killers fault, they have no common sense if they want to do their best and go for four kills. What a crime against humanity and lack of common sense.

    What if the killer had a challenge for getting a 4k? What now? Who is at fault now, both of you might have challenges to complete? What about survivors with common sense that understand that you do not always need to get your escape every match.

    Have you ever once thought of someone other than yourself? You keep sounding like the most selfish and entitled spoiled kid that did not get your way and now you are here constantly bemoaning how killers somehow are the most toxic because they do not cater to your every need.

    it just better that the match end eventually

    The match sure would have ended quicker if you actually went and tried doing generators instead of hiding in the basement for 30 minutes. But I guess the killer is the only one lacking common sense.

  • @Pulsar said:

    It looks like he's bodyblocking Hatch. Is that right?

    Yes, it looks like she is standing on the spot where you prevent survivors from being able to use the hatch.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154502#Comment_3154502

    You don't have any idea what kind of player I am most my friend found this killer being very sad and toxic and they are killer mains and I agree with that. You probably are that kind of player like huntress I quess then.

    The only sad and toxic player I am seeing here is you.

    Sure the killer stod and camped hatch for an extended time, but so did you. How are you innocent? The only difference is I am not seeing the killer coming on here and whining about it.

    I have a pretty clear idea of what type of players both you and your friends are, i.e. players that feel that they are entitled to get their way and if not they start insulting the other side as toxic with zero self awareness of how you yourself are just as much to blame as the other party.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154492#Comment_3154492

    She downed me with noed at the end and definetely killer like her has noed you can feel it.

    Still does not change the fact that you did not know for sure before that point.

    And you can tell for sure what type of selfish and entitled player you are from this post, it is not just a feeling.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154476#Comment_3154476

    She had noed and I did 2 gens and well I never seen as entitled killer for 4K so though she would not just stamd there 30 minutes. I could go do gens but just wanted to move on next match and stop wasting my time.

    Oh no, the dreaded noed. That killer is the scum of the earth. How dare they?

    Also, how did you know during the match that the killer had noed? Sounds suspicious.

    There is no way you should at this point known that the killer for sure had noed, thus it shouldn't have been that much of a factor in your decision to stand afk in the basement for 30 minutes.

  • Sole survivor, increases gen repair speed by 75% when you are the last survivor, could have easily done two more in less than 30 minutes.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154397#Comment_3154397

    Killer waiting there to 30 minutes yeah smart move. Saddest move ever I could hide hours like I said but I think that was enough wasted time for both of us.

    And you wasting time waiting there for 30 minutes is not part of the problem? All I see is someone feeling entitled to getting their way and then coming here and complaining.

  • Inflated queue times on either side has this effect, after a certain period of wait the matchmaking just throws whoever is at the side that is waiting for a match.

  • @MikeyBoi said:

    I don’t really see how kicking a gen with call of brine and over charge is any different from old Ruin.. The killer changes make up for pre nerf this update anyways lol..

    When you write old ruin, are you refering to old skill check Ruin or the newer old regression Ruin?

    If the later the one, the difference is that with Call of Brine and Overcharge the killer has to actively kick the gen compared to it just happening passively with Ruin. Which leads to the difference that with Call of Brine and Overcharge a survivor can actually leave a gen and go for a save without worrying about losing progress on a gen on the other side of the map from the killers location. Quite a big difference in my opinion.

  • As someone that only plays solo when playing survivor.

    My experience as survivor is mostly the same now as before the patch, mostly dependant on my teammates. If you get decent teammates that don't rage quit for something it usually ends up being a good game, but sometimes matchmaking matches you with one or more people that rage quit when they see something they do not like.

    And sometimes sadly matchmaking kinda screws you over by throwing in one more teammates with less than a few hundred hours with you against a killer with over a thousand hours, which usually ends in a worse experience since you cannot repair five gens by yourself when keeping the killer busy.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3080205#Comment_3080205

    Way to cherry pick

    1.) "Maps are too dark. I can't find Blendette!" Maps were redesigned and brightened. 

    The only map that I can think of which was “brightened” was the lower level of The Game, and frankly that level was way too dark. I literally couldn’t even see where I was going in large parts of that level, running into walls because it’s too dark is ridiculous.

    And if you think there aren’t dark places in maps, maybe go check out the house in the newest Garden of Joy map. There are parts of that house where it’s so dark you can’t see the walls, it’s almost as bad as the old Game lower level in those sections.

    2.) "Loops are too hard! They are godloops!" Almost* (all?) godloops were erased. Most decent loops were taken out as well. 

    Are you actually saying you think taking out infinite loops is a bad idea? Not to mention, in what world are “most decent loops” not still in the game? Virtually all the maps have sections with strong loops, what map are you thinking of that doesn’t have them?

    3.) "Gens pop too quickly! I can't do anything!" Gen time was increased.

    That’s true, they increased gen times. They also in the same patch buffed survivors in various ways. It’s not like his midchapter patch only buffed things on the killer side, even though the net result was an overall killer buff (which they said was intentional because of apparently lower kill rates than they are looking for.)

    4.) "Hooks are too far apart! Survivors are abusing this!" Hooks were brought closer together. 

    I’ll take your word on hooks being brought closer together, I don’t remember that change. I do remember issues with Boil Over being exploited when they buffed that perk and they had to scale back the buff a bit. (Which, by the way, was a decent survivor perk buff, again an example of them buffing something on that side of the fence.)

    5.) "Deadhard is too much! They get 2 seconds extra time in a chase/miss my hit (even though they gained exhaustion)!" DH was nerfed.

    Dead Hard was probably the most overpowered survivor perk in the game, there’s a reason literally 70% of above average survivors were using it. It deserved a nerf, no question

    6.) "Decisive strike is not fair! If they are down, I deserve to get a hook!" DS was nerfed. 

    They nerfed Decisive Strike because it was too popular and too good in the endgame. Personally I think they overnerfed its stun duration, it should probably be 4 seconds instead of 3, but I get why it was nerfed.

    7.) "Flaslights are too OP! I can't play against them!" Flashlights were adjusted/overhauled. 

    I don’t remember flashlights getting a nerf. Heck, in fact they most recently got a bit of a buff in the form of Haddie’s new perk that inflicts Blindness on the killer when you flash blind them (by any means, doesn’t have to be a flashlight).

    8.) "Keys and hatches are not fair! I deserve to kill everyone!" Keys and hatch were nerfed.

    And that change happened simultaneously with Moris getting overhauled and significantly nerfed as well. (Prior to that patch Red and Green moris let you kill a survivor after only one hook.)

    Long story short the devs make changes all the time on both sides. They don’t “just listen to killers”.

    And that change happened simultaneously with Moris getting overhauled and significantly nerfed as well. (Prior to that patch Red and Green moris let you kill a survivor after only one hook.)

    Small correction, they did not happen simultaneous. The Mori change happened in patch 4.4.1, which was released December 8 2020. While the key/hatch change was in patch 5.3.0, which was released on October 19 2021.

    It took them almost a year for them to get to balancing the key/hatch with the mori change.

  • The full details was in the release information for the patch, https://forum.deadbydaylight.com/en/discussion/334951/release-information-6-1-0-mid-chapter#latest.

    bild.png

    Edit: Changed link from PTB notes to live, and added information from the updated live notes instead of PTB.

  • @KateMain86 said:

    I've always wondered why we were able to keep the survivors and killer if we owned them but the map had to go. I never really liked that map, but I did think it looked really cool. I had a lot of very scary matches with silent killers on that map. Fun times.

    Map was free while the characters cost money, it's simple and obvious really. There is no problem with removing free content but it would be a huge issue to remove content that was paid for.

  • @NekoGamerX said:

    Shroud offering should be removed

    Pretty much agree with this and at the same time they can remove map offerings.

  • Considering how common the offerings are, I personally would definitely not want to see them switched. Giving survivors such an easy access to split spawns would make it even worse for most of the killers at the start of the trial.

  • @GannTM said:

    Why are these hackers bots trying to ruin my love’s rep?

    @adam1233467 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2881749#Comment_2881749

    I really don't know, there are so many killers to use this bots and they choose spirit

    Ease, it's easier to hide it because of the choice of killer, her being not visible while moving makes it easier to hide the speed and especially the weird movements.

    But there are also billy bots for that matter.

  • One problem could be how Franklin's currently works, the item is dropped at the feet of the killer and not the survivor. Imagine getting hit by a ranged killer and then having your item teleport to the killers position.

  • Most likely perspective. Having your camera higher up from the ground makes the movement seem slower than if it was closer to the ground.

  • @Phasmamain said:

    Scratched mirror Myers

    This is the true path. The way I do all undetectable challenges.

  • From what I can see in the clip, you never pointed the center of your screen on Gostface. As some_guy1 one writes you need to do this, and to elaborate imagine there being a square of a certain size in the center of your screen and if you hold Ghostface inside this square you reveal him.

  • @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/290441/no-scratch-marks-no-aura-no-med-kit-no-problem

    Yes, the boons can be reenabled. But that takes 24 Seconds! Thats a nearly a third of a gen. If you repeatedly light up your boon totem, you are actually playing in the hands of the killer and can easily throw the game away. Just play a few games with it yourself and you will recognize how long it takes to activate and how detrimental it can be for your team.

    No, it takes 14 seconds for a dull, 24 seconds for a hex. Please stop spreading false information.

  • @TheycallmeLix said:

    Playing against a wraith with 200+ ping on the game map is hell, believe me. Without the new pallet drop validation I would’ve been downed instantly. Every time he got stunned he teleported to my side for a second before teleporting back. High ping shouldn’t give advantages anymore

    Sadly high ping still gives you advantages.

    When I get refunds on my hits as killer it is almost always a survivor with 100+ ping, while survivors with around my own ping 30 to 40 rarely gets it.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2590670#Comment_2590670

    Speaking specifically about Circle of Healing...

    • Very few survivors can find a totem reliably, so the large majority of survivors are going to run Small Game or something else. So most times Boons are taking up 2 spots.
    • Next, let's do the math on healing speeds for boons.
    • Boons take 14 seconds to bless, 16 seconds to use. So 30 seconds for a heal.
    • However, you also have to find the totem, say that takes about 16 seconds. But to err on the side of caution, let's say you're really fast at finding a totem, so 8 seconds. The heal time is now up to 38 seconds
    • Since survivors won't be around the totems area of effect, they will have to travel to it. I would say on average, you will have people in it about 1/3 of the time and survivors that have to travel about 8 seconds to it the other 2/3s of the time. So 4 extra seconds for travel. The heal time is up to 42 seconds.
    • First Heal - 42 seconds
    • The 2nd Heal would add 16 more seconds for healing and 4 seconds travel time. So 2 heals cost survivors a total of 62 seconds, divided by 2 is 31 seconds for each heal.
    • The 3rd heal would add another 20 seconds, so 82 seconds. Divided by 3 is 27 seconds for each survivor.
    • If the Killer breaks the totem, which the probably will before 3 people gets heals, then you add 14 more second and 8 seconds finding the totem.

    Now take Self-Care and Botany Knowledge

    • If you heal yourself, you are getting 21 second heals. 21 second heals is much better than 27 second heals.
    • However, if you heal someone else, you are getting 10 second heals. Boon totems will never beat Self-Care and Botany Knowledge for the speed of heals and Killers can't "snuff out" Botany Knowledge and Self Care. Botany Knowledge works for the entire team.

    We'll Make it

    • Single perk that gives you 8 second heals. Again, much more time efficient than Circle of Healing and benefits the entire team except yourself.

    Do you see why Circle of Healing isn't a big deal. You can ignore it as Killer until you are going past it and it only hurts survivors, time-wise.

    I know you are troll, but damn that is some selective examples.

    You go into detail on all Circle of Healing cons but you don't even take into account that Self-Care and Botany Knowledge takes up two perks slots for only being able to heal yourself and you completely ignore the fact that We'll Make it requires you to run across the map to unhook someone and it only lasts 120 seconds.

    You're completely missing the point that Bardon made about how one survivor can use up one perk slot to give the rest of the group unlimited 16 seconds med kit heal.

    Oh no, travel time to the boon totem? Nothing compared to travel time to find another survivor to heal you.

    Then we have the fact that how powerful a Circle of Healing boon totem becomes when it is placed far away from the generators. The killer has to either decide on giving up gens or giving up pressure by letting the survivor get away to heal.

    only hurts survivors, time-wise.

    The mark of someone that doesn't realize how 1 second for a killer is 4 seconds for the survivors.

  • I have been playing her a lot more since the update as well.

    I am enjoying her new chase theme.

  • @tennmio said:

    https://forum.deadbydaylight.com/en/discussion/comment/2587988#Comment_2587988

    What would you call people that behave like that? Nice? Empathic? Good?

    Why would anyone that is nice, empathic (emotionally and cognitive), altruistic and good behave like that? Right, they would not. A satisfied person usally feels no need to act sadistic, selfish or toxic. That leads to the assumption that maybe those people are not very satisfied and therefore try to feel better about themselves by behaving in those ways.

    The responsibility of ones actions lie by those people. If someone dc's they are responsibile for it and no one else. If it's a 3 vs 1 everyone is still responsible for their own decisions and actions according to the given circumstances. You cannot blame the person that dc'ed for your decision to go all tryhard. It is your responsibility at that point.

    Like you all remeber when killers could get stuck on trees and in paletts? I had rounds getting stuck with different outcomes based on what kind of people I was playing with. Everybody knew that the killer could get out if a survivor let's him-/herself get downed and picked up. Getting stuck was the fault of the game, it was a buck and no one was responsible for it. I experienced both. Toxic survivors that taunted me, bullied me and farmed bloopoints off off my situation. And I had survivors helping me get out of the situation that wasn't my or their fault. That exactly shows the difference of a good person and the others. They did not have to help me to get out and get their bloodpoints. But those that decided to help me get out, are the good people.

    Here is the thing, I actually agree with you that killers should take it easy if someone rage quits. I know I did not communicate this in my post.

    But I do heavily disagree with the way you are acting here, you are insulting every killer that does not do what you want as selfish, tryhard and toxic. When it is actually you that is being selfish and toxic.

    Are you being nice, empathetic and good when you are complaining and projecting all the responsibility of your fun to the killer?

    Have you considered that maybe the killer in question has circumstances where they want to get into the next game quicker?

    Where is your empathy that the killer might only have time for one or two games this week and wants to get done with a challenge that requires them to hook four different survivors in one game and when one survivor rage quit that was completely ruined?

    Context matters.

  • @JohnWeak said:

    https://forum.deadbydaylight.com/en/discussion/289626/just-a-little-note-to-selfish-tryharding-people

    I agree with you but as you can see in the comments below your post, the vast majority of the community is toxic and selfish. That's how the world is, bringing more and more toxic situations but ppl still continue thinking they have the right as only their own miserable life matters.

    That's the main problem in this game and all others, selfishness. "My enjoyment is more important than yours and most of the time my enjoyment only exist because I destroy yours". Imagine how trash their IRL life might be to have such a mindset...

    Yea, call all the killers that don't want to do it selfish and toxic. Like it's not selfish to demand others to do something you want when a third party ruins it for everyone else.

    Wanting to end the game quickly as a killer is neither selfish or toxic, they just want to get to the next game and hopefully play against people that don't rage quit. Nothing wrong with that.

    only their own miserable life matters

    Nice attitude you have here, acting like the killer is ruining your life when they also are a victim of the rage quitters. But no, then turn around and put all the responsibility on the killer to make sure that survivors have a good time. And you constantly complain how trash or miserable others people lives are because they want to move on from a match quickly? How selfish and toxic aren't you?

    I have been in multiple games where some random teammate just disconnects the moment they are downed and it is frustrating in the moment when you can't even do something in the game.

    But damn check your entitled attitude.

  • @Dumpstick said:

    https://forum.deadbydaylight.com/en/discussion/comment/2587180#Comment_2587180

    Self-Care is a second chance perk now?

    COH is not a second chance perk. Second chance perks are things like Dead Hard and Decisive Strike. COH does not lengthen a chase.

    Very similar does not equal being one, just that it is close to being one. Reading comprehension is a good skill to have.

    Also, that's the only part you address? The topic isn't about what type of perk it is, but if it might be a problem or not.

    On topic, I do think boon totems overall can be a problem. The potential spawns of totems that are really out of the away from generators on many maps can be a problem since killers don't have the same luxury of time as survivors.

    The situation described by DarkMagik is very plausible and makes the situation where survivors fails to prevent a 3 gen barely a disadvantage anymore. All they have to do is to setup a Circle of Healing Boon totem far away from it and when the killer approaches them all they need to do is run towards it. If the killer leaves chase the survivor just goes and heals and can then go back and chip away at the generators. If the killer chases to get a down, it leaves the other survivor(s) to complete the generators.

    It's a lose lose situation for the killer.

    A two second animation to snuff the boon totem is up to eight seconds for the survivors, so the 14 second blessing time is just a six second loss for the survivors.

    I won't say that Circle of Healing is game breakingly powerful, but I do think it might need some tweaking.

  • @rafajsp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2575890#Comment_2575890

    I explained.

    I got NO rank reset with patch but my friends.

    What kind of information do you need more ?

    It was a sunny day ... or maybe it was cold and i logged in to play with friends and all ranks were reset except mine ?

    Rank reset is never associated with a patch.

    Also for that matter ranks does not exist anymore.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2576818#Comment_2576818

    Might not be a bug but simply a limitation of the way BHVR's system works. Bloodpoint rewards that go out to everyone don't show up for players until after a restart, for instance. Same with news posts and usually rank/grade resets.

    I think this as well. It is a big and quite stupid limitation where their kill switch depends on the client side.

  • Encountered a similar issue where I opened a chest and got a brown medkit which also only healed me to 99%. No addons.

  • @LiquidPhat said:

    I don't understand. One minute killers are upset playing against the same thing, then when survivors get something new, that's potentially worth using - they want it nerfed. Then when we go back to using the same things, they complain again.

    Then they complain about how survivors are just holding W - literally was playing with my friend and a killer got upset because she just held W, not because she's trying to make a great play or anything, but because she honestly sucks at looping and the killer got mad for making it too easy. So do killers want to be able to get easy kills or get looped for 5 gens? So I am sincerely confused.

    I already know posting this, every killer main and their grandmother are going to start ganging up, so have a good day.

    Same thing happened when original Undying was released, all of a sudden killers started using new perks, which survivors had been complaining about only facing the same perks and yet they complained and wanted it nerfed.

    Wanting to face new things does not mean you want to face something stupidly strong.

    To go in depth, the strength of Circle of Healing varies from good to stupidly strong depending on map and the location of the totem. Imagine Temple of Purgation and blessing either a totem in the back area of the mainbuilding basement or on top of the walkway there. An area that a killer has no reason other than wasting a lot of time, especially the basement area. The time it takes for the killer to walk down and there and snuff the totem and then back up takes a lot longer than 14 seconds.

    Especially if you consider the fact that a killers time is worth four times as much as a survivor. I.E. 10 seconds for killer is 40 seconds for the survivors, there is four of them after all and all their actions are being done in parallel.

    Now the same situation exists for Ironworks of Misery, Dead Dawg Saloon, Disturbed Ward, to an lesser extent Fathers Campbell Chapel and all indoor maps with multiple floors, considering that the boon totems have no restriction in the z-axis direction.

    And we can even look at the area of effect of a boon totem, roughly 1810 square meters post nerf, roughly 2460 square meters pre nerf. Comparing to the largest map Mothers Dwelling which is 12032 square meters, one boon totem covers roughly 15% of the map as long as the entire boons area of effect is inside the map.

    If we look at Midwich which is 7264 square meters it would cover 25% of the map, until you realize that Midwich is two floors with identical sizes on both floors, one boon totem potentially covers up to 50% of the map.

    Survivors having access to 16 second heal where they don't need anyone else to heal them makes the late game really rough for killers since the survivors can just put up an area away from the gens where they run to and heal. If the killer commits and chases he loses the gens, but if the killer chooses to defend the gens all the pressure generated by injuring a survivor is lost for no cost from the survivors.

    The Realms are semi-procedural locations within the World of The Entity . Each Realm was the site of a violent tragedy in the past and they now serve as the Arenas for The Entity's trials. The location of the trial is chosen by The Entity. Players can influence The Entity's choice by burning certain Offerings . Trial locations have certain fixed landmarks, but elements such as player starting locations, Generators , Chests Lockers , Totems and Exit Gates are placed to The Entity's whims. Even th

    I have been mostly focusing on Circle of Healing here, but you should be able to imagine yourself how stupidly broken Shadow Step can be with a coverage of up to 50% of a map.

    I already know posting this, every killer main and their grandmother are going to start ganging up, so have a good day.

    Amazing example of victim complex here, taking an initiave to make yourself out to be a victim to the big scary killer mains.

    Having been a reader of these forums for a while I can state with good confidence that the amount of complaints are pretty much equal between both sides. For every nerf survivor post I see an equal amount complaints about NoED, tunneling and camping.

    And as someone that plays both sides in game, I do see how the game is heavily survivor sided. Biggest issue being map balance, but this isn't part of the discussion.

  • @venom12784 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2576076#Comment_2576076

    what system are you on ps xbox or pc. ps4 its disabled

    PC, I even restarted the game while posting to see if that changed it at the time of writing.

    I launched DBD again now and can see that it is disabled,

  • And here we see how uninformed you are. The fact that the totems become uninteractable after a survivor has turned it into a boon totem is the issue and not that the totems cannot be interacted with at all.

    What's even worse with the fact that a killer cannot snuff certain totems is that it was a known issue by the devs before the PTB launched.

    And the reason for disabling the perks is probably more related to the crashing. And they are not disabled for me.

  • As much as I want the disconnect penalties to be active, I'd prefer that the penalties are disabled until the cheater problem is dealt with. Being forced to take a penalty when a cheater can make it so that the game never ends isn't fun.

  • Honestly NFTs are just weird.

    But from what I gather they are like a receipt that you "own" a digital piece of art.

    And to do the cryptocurrency transactions involved in the trading, a lot of carbon dioxide emission is generated. Roughly equal to one person living for a month in the EU.

  • It's bugged for PC as well.

  • This was a known issue when they launched the ptb and they still haven't fixed it? Who is surprised?

    There are loads of totem spots that are uninteractable for killers on different maps.

1 2 3 4 5