Sabraiz
Sabraiz
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@KayTwoAyy said:
At 24 seconds to activate, Boon Totems are the new Self-Care survivor trap.
The time invested to activate, and recieve value from, a Boon Totem will be a net loss in time efficiency for survivors in the average game.
If multiple survivors bring a Boon Totem perk into the trial, that is multiple survivors devoting 24 seconds at the start of the trial to a perk that can be deactivated in 1 second, instead of making progress on generators.
Survivors who value activating their Boon Totem over gen progress will no doubt be the reason killers 4k games with ease again.
I was looking forward to picking up this new survivor. However, with the nerfs announced, I don't see myself ever including a Boon Totem perk into one of my builds.
At 24 seconds to activate, Boon Totems are the new Self-Care survivor trap.
It's only 24 seconds on hex totems, 14 seconds on dull totems. And unlike Self-Care it only takes 1 out of 16 perks to give the effect to all survivors. And it's a 16 second heal compared to 32 seconds from Self-Care.
If multiple survivors bring a Boon Totem perk into the trial, that is multiple survivors devoting 24 seconds at the start of the trial to a perk that can be deactivated in 1 second, instead of making progress on generators.
Again, 24 seconds is only for blessing a hex totem. A 16 second heal is a net gain for survivors, since it takes more than 20 seconds for a killer to get the second after the first one, assuming the survivor knows how to run in a straight line and more if they go to a loop.
Also, even with the nerfed radius of the totem, it still covers 1810 square meters, compare this to the largest map which is Mother's Dwelling with an area of 12023 square meters.
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@latinfla4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2556540#Comment_2556540
They have a cooldown period as well right?
No cooldown. On the PTB I went between two dull totems and repeatedly blessed them for free 1500 boldness points each time.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2558107#Comment_2558107
Do you see auras of other survivors boon totems??
Yes, boon totems have a white aura for every survivor. And a extremely obvious sound notification when one is put down.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2556671#Comment_2556671
No.
Each kill nets the killer 400 MMR. Each Escape nets the killer -400 MMR. Then you...
- Higher mmr survivor escape: -5 = -405
- Lower mmr escape: -10 = -410
- Higher mmr kill: +20 = 420
- Lower mmr kill: +10 = 410
Source for the 400 value? The only value I have seen is the example from Peanits which used exactly the values that C3Tooth did. And yes I know they were arbitrarily picked by Peanits to make an example.
But your 400 points I have never seen used, So you mean a player that plays for the first time, 1100 base rating, then gets 1640 for a 4k, assuming 4 equal/lower survivors, which puts them almost at the 3000 hard cap, well above the matchmaking soft cap of 1900 for matchmaking.
Sounds ridiculous as a "MMR" system.
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All maps keep information from Detectives Hunch.
The only limitation on maps is that the automatic tracking is dependant on which map and/or which addons are used.
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But that's the fun of it. The sense of adventure when searching for the unknown, who knows what can happen.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/2556393#Comment_2556393
I can't say for sure because I wasn't involved in making the rules but if I had to guess I would say it's because it is a game mechanic. And because it's a game mechanic you are allowed to use it. For example you could be trying to unhook yourself (low chance but it can happen). Just because it didn't work the first two attempts doesn't mean it won't the third time. You can't prove that someone who goes for that isn't trying to get a self-unhook. And in the second phase they could just be bad and missing the skill checks.
You can't prove the intent when someone dies on hook. There could be penalties / bans for failing to unhook yourself and missing skill checks in the second phase but then you would also punish players who are bad and being bad at the game is not something you should be banned for.
Good point, thanks for clarifying about intent, didn't really give that part too much thought.
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2556390#Comment_2556390
But this is a [BAD WORD] attitude to have in general, never question anything just obey it blindly?
No, don't question a mod when a mod tells you what the rules actually are. You can disagree with the rules, and that's fine, but if you're telling a mod "No, the rules are actually something different", that's a little silly.
I am fine with questioning the rules if you find them unclear sometimes. I do agree the last part. Thanks for clarifying.
@Gwinty said:
While I do not want to wast time for the support team this is quit a bad situation for me as a Killer.
The game is ruined by this persons behaviour and it was clearly intentional the way he ran to the box. There was nothing to loop around or even play around in that area, it was a completly empty hallway. The survivor did not have anything like "Slippery Meat" or any luck based perks. And that player had over a thousand hours into the game.
Sure this is not an absolut proof as the person did not confirm that she griefed. But there are some clear indicators. Also it was not even a disconnet, which I would take as "bad things happen". I saw bad survivors getting placed into my match and I saw stupid decisions being made especialy against me a Cenobite (trying to solve the cube right when I chase the survivor as an example).
But back to my toppic: So most people seem to agree that I should just go on as a Killer and murder them, maybe play for hatch with the last survivor?
I'd say, just do what you feel like. But try to have some empathy. Don't forget that they are affected by the situation as well.
And a bit of a tangent.
@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2556378#Comment_2556378
you may it sound like you're supposed to make one side fun, and please check your grammar.
No where in his post did KrazyKatFTW ever imply that is was only supposed to be fun for one side. If you had actually read the thread you would have seen this post.
@KrazyKatFTW said:
I have the same sort of mentality as yourself when i play killer, i like to think of myself as the host of the game, i want all to have a fun competitive game ie im trying to win but not sweating my ass off, in the situation you describe i would take my foot of the gas and allow them to get unhooks do objectives, hopefully have some good chases and after we all have a chance to play the game then i would start going for kills maybe giving hatch if there was dc or early suicide
Where KrazyKatFTW clearly states that they wants everyone in the game to have fun. I don't think it can be clearer than this. You on the other hand just tell people to go do their "job" and then complain about their grammar?
I will conclude my part in the topic here, since it has pretty much been answered.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/2556375#Comment_2556375
Thank you!
https://forum.deadbydaylight.com/en/discussion/comment/2556376#Comment_2556376
The in-game report descriptions are a bit outdated I believe. I think the last one (all the way on the right) says you can report for disconnects (or it did at least in the past - I think it still does but I'd have to check that), the game rules page explicitly says you should NOT do that (that even has its own little "section" in the rules page). Game rules page trumps in-game report descriptions (in my opinion).
https://forum.deadbydaylight.com/en/discussion/comment/2556380#Comment_2556380
Rage quits / disconnects are handled automatically already by the "auto-ban" / timeout system. There is no reason to make a support ticket / in-game report ticket for something that is already handled.
Suiciding on hook after getting downed in the first minute of the game isn't covered by the timeout system. I am just honestly wondering how it's different from just disconnecting, it ruins the game for the other players either way.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2556376#Comment_2556376
Imagine if police got 100 reports per day about "crimes" like breathing or having your windows closed because it's cold. That's 100 reports per day that they have to sift through and throw out, without mentioning them to any of the higher-ups, because those things are not crimes. That's wasting a lot of their time for no reason.
Don't argue with mods or devs about the rules. They made the rules, they know them better than you or I. If they say it's not reportable, then it's not reportable.
I'll agree that many reports are waste of supports time.
Don't argue with mods or devs about the rules. They made the rules, they know them better than you or I. If they say it's not reportable, then it's not reportable.
But this is a ######### attitude to have in general, never question anything just obey it blindly? No way that could ever have led to anything wrong in human history, oh wait.
Sorry but laws/rules or whatever needs to be able to be changed because they are made by humans and humans are not perfect which means that they cannot create a perfect system either. If they could, the thought of an automatic ban system wouldn't put everyone on edge.
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@Mandy said:
Suiciding on the hook is not a reportable offence at all.
https://forum.deadbydaylight.com/en/kb/articles/139-game-rules
So intentionally ruining the game for others because you rage quit isn't griefing? Strange because in the in game report system under unsportsmanlike conduct there is mentioning of rage quitting as being included.
Because as someone that plays both sides, I sure can say that playing with people that just rage quit isn't fun for anyone.
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@Brokenbones said:
The two totem spots that ALWAYS spawn on the Grim Pantry
You know the ones, the rock ones.
Worst. Totem spot. Ever.
I second these two. Completely ridiculous with two spots that are 100% spawn and visible from everywhere.
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@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/2555416#Comment_2555416
When the only actual suggestion to something broken OP is "use this perk" you know you're right.
Eyes? When did survivors gain the ability to see through walls and in all directions at once?
LMAO people cried about the Spirit but not this?
You're literally an injured survivor with a timer on their head. That has to run around to boxes the Pig knows about. While having absolutely nothing that indicates she is coming. Turning the entire game into a coin flip instead of actions chosen based on input from the other side.
You don't need to use your eyes against Pig, her breathing is almost as loud as Wraiths. You can clearly hear it through walls.
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@Apexgnifrums said:
https://forum.deadbydaylight.com/en/discussion/comment/2554984#Comment_2554984
I dont think it matters what anti cheat software they use. As far as I know it applies to every game
You might be right, I have been doing some reading on both EAC and Game Developer Bans, though neither of them mention anything about family share, So I don't know if they use the game ban api provided by steam to get the steamID of the main account.
I should probably have done more research but the frustration of sitting in queue for 5 to 10 minutes only to encounter a cheater at least once a day has finally worn down my patience with anything being done. Their complete silence on the topic makes it seem like they don't care, considering the surge of cheaters started happening around the 5.3 PTB it has been going on for quite awhile now.
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@Apexgnifrums said:
https://forum.deadbydaylight.com/en/discussion/comment/2554788#Comment_2554788
This is not how family sharing works.
If you family share DbD to let's say 100 accounts and JUST ONE gets banned then ALL other 99 accounts get banned along with it at the same time
Difference between VAC and EAC. DBD is not covered by VAC as far as I know.
If I am wrong it's even worse. That means they completely ignore the cheaters that stream the game.
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@Apexgnifrums said:
https://forum.deadbydaylight.com/en/discussion/comment/2554668#Comment_2554668
Your steam64id stays always the same. You can't change it. What you are talking about is the steam URL where you can put custom name in it. But that's seperate. Once you have the real steamID (with all the numbers) you get always redirected to that account no matter what custom URL you use
Vakentin isn't refering to just changing your name/ID, but actually making it so that when someone tries to go to your profile they get directed to someone elses.
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@Zarathos said:
Just had the max head on hack hit me 40 seconds of pure stun bliss with a flashlight blind lasting 30 seconds got the video evidence and the person's steam profile finder but I cannot find an adequate place to submit the evidence since there site takes to long to upload it as an attachment.
@MandyTalk can we get a refresher on how to report hackers its kind of a confusing process. Apologies for the inconvenience
Make sure you're recording every game you're playing in case you encounter a cheater, use some editing program to extract the part showing the incident. Upload somewhere, I personally use youtube.
When you're done editing/uploading, alternatively while waiting for it to complete, go to https://support.deadbydaylight.com/hc/en-us select Submit a request. In the drop down menu choose Additional player report information and enter relevant information, link to your video and type a description of the event.
Repeat this for every cheater you encounter for awhile and then realize that you're just wasting your time since a cheater can just create a new steam account and family share the game faster than you can submit your report.
Edit: Probably wrong about ease of family sharing to protect the main account.
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I have pretty much stopped playing because of all the blatant cheaters. The fun of sitting in a queue for 5 to 10 minutes only to face a cheater.
The last game I played even had the cheater drop his flashlight which another survivor picked up and used it on me for another 60 second long blind, and this survivor then got mad that I killed them and started insulting me in post game chat, like he was the victim in that game.
I want to say that I hope they take action against it, but everyone knows they are just gonna ignore the problem.
Even taking the step to disable family sharing of the game would reduce the problem by a lot, since then the cheaters would actually have to risk losing the game completely and not just create infinite amounts of new steam accounts. This is exactly what the Fall Guys devs did, so I know it can be done.
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I'll agree with the opinion that the changes are in the right direction, but I still think the radius is too large. With a radius of 24 meters the boon covers a bit more than 15% of the entire area of Mothers Dwelling, and about 21.4% of the map of Coal Tower. Even worse on most indoor maps and areas of maps with multiple floors.
This is of course the worst case scenario if no part of the boon totems area of effect is outside the map.
I am not looking forward to play, if they ever deal with the current surge of cheaters, against Boon perks on The Game or Midwich where a survivor can take a hit and use the speed boost to get away safely to heal themselves in 16 seconds, nullifying all pressure you can generate. Or even worse zero scratch marks on certain indoor maps where even one totem can cover the majority of it.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/2540946#Comment_2540946
Ok but seriously, LF is one of the best balanced killers in DBD. If you're looping smart, you can stall him for long time and he enforces some very cool mingames if he plays well.
I feel like most of the time the strategy is to vault if a vault is near or try to run around some props that have a weird / annoying shape and hope the Killer bumps into them. Whether or not he does though doesn't really depend on your skill but rather only on how good the Killer player is at cutting corners around the hitboxes.
So, like killers in general? Just have to hope that your larger hitbox going around an object can keep up with the survivors smaller hitbox going around the same object.
What you just described is looping in general. But I don't agree with you it doesn't depened on the survivors skill, since they are the ones directing where the chase will be headed for the most part, their skill in decision making absolutely plays a role in determening how to chain tiles together.
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I still don't know what to think about this one.
A bit hard to read, sorry.
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These are known issues, stated in the patch notes.
Additionally there is a specific forum for ptb bug reports.
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Had the same issue as Spirit on Midwich, multiple spots.
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@BreadLord said:
killer just bring haunted grounds plus 3 other hex perks, boom all 5 dull totems occupied, no boon perks
Here you go.
@Mandy said:
https://forum.deadbydaylight.com/en/discussion/282991/more-dull-totems
Survivors can bless a Hex Totem removing the Hex.
It takes the same length of time as cleansing the totem does (or a little bit longer).
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@Bran said:
it seems to me that boon totems are only useful if there is play within that boon totem area, otherwise it isn't as useful.
also i don't know if i missed something, but where is it said surv can convert hexes into boon totems? it was only said they can tun dull ones into them. so they'd still have to cleanse them anyways.
Has been confirmed by one of the mods, Mandytalk, many times in different posts.
@Mandy said:
https://forum.deadbydaylight.com/en/discussion/282991/more-dull-totems
Survivors can bless a Hex Totem removing the Hex.
It takes the same length of time as cleansing the totem does (or a little bit longer).
If the last totem in the trial is a boon totem, it can even prevent NoED from triggering for that matter.
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@VexTheHex said:
Shame on Survivors for putting on a new perk that can be destroyed instead of rushing Gens. Don't they understand the Killer mains don't want them doing anything extra?!?
It cannot be destroyed though. Once the killer removes the boon, the totem becomes dull again which can once again become blessed by the same or another survivor. So the killer can never permanently remove the perk from survivors, only other survivors can by destroying totems.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2525802#Comment_2525802
they didn't. they missed the second addon change in each batch.
I noticed after posting. I am gonna blame the fact that it is late here.
Back on topic, most of them seem interesting other than the brown one, no one should fail those easy skill checks.
Video tape seems fun but dependant on luck. The sketch I am unsure of, I don't think anyone with the trap on would actually be repairing a generator for the second effect.
Workshop Grease is just old Video tape, though moderately vs percentages. Kinda interesting how some of the changes are you just changing the names around.
Video Tape is an Uncommon Jigsaw's Baptism Add-on . Descriptions may vary from their in-game version for reasons explained here.Wiki Descriptions support Mouse-over in Desktop View: hover your mouse cursor over the modifier words (or highlight them) to have a tool-tip reveal their values.Mobile View displays the values in small print after the modifier words. -
You missed the second batch of revealed addons.
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@Mr_K said:
Healthy is subjective. It depends on how he feels to play during the PTB. If ads feels wonky then the change isn't good. Hopefully the increase ads walking speed helps.
The biggest issue with ADS has never really been the walking speed but the aiming speed. It's almost impossible to hit a survivor if you don't aim scope, since you cannot move your aim fast enough to compensate for the survivor that actually is aware enough to not move in a straight line.
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@scachich said:
https://forum.deadbydaylight.com/en/discussion/comment/2518036#Comment_2518036
nope, it just says that i need an internet connection to play the game, if that counts as an error code, i guess
If you're still having issues, try validating the game files. Might be something there.
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Are you getting any error code to go along with those disconnects? They are actually quite useful to narrow down the problem.
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The last few days they have really started surging in numbers.
Seen them both in my own games and seen streamers encounter many more than usual lately.
Starting to wish that Behaviour would disable family sharing, just like Falls Guys did. It won't remove all of it, but at least it should stop many of the hackers that creates new accounts and shares the game to it.
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Try verifying the integrity of your game files.
Right click game -> Properties -> Local files -> Verify Integrity of game files.
I also had constant error 8,012 even after they said they fixed it, but haven't had any since I verified the files.
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@Snowbawlzzz said:
https://forum.deadbydaylight.com/en/discussion/comment/2498071#Comment_2498071
Not factoring in travel time or the complete ineptitude of solo teams in general. If you unironically stop and do 5 dull totems, it's more likely that you will have wasted bare minimum 70 seconds.
The only real counter to NOED in solo queue is to not go for endgame unhooks, so as to not reward the killer using NOED
Not factoring in travel time or the complete ineptitude of solo teams in general.
Yes, I pretty much wrote this in my post but good job on comprehension. But I fail to see the point of reiterating it? Yes, I did simplify the comparison to the simplest I could think of, since a lot of factors are completely random. For example I ignored the time it takes to pick up and carry a survivor to a hook because the times varies so much, some times you down someone right next to a hook and sometimes you down someone in a quadrant of the map where there are zero hooks in range. Additionally I did limit the number of survivors repairing the generators to one to show how ridiculously little time a killer has before survivors escape.
Also ineptitude of solo teams does not equal noed being overpowered. The tools and ways to prevent it is exists and is completely in the survivors hands. But they refuse to, instead of doing 1 bone each they ignore them and force one survivor to run around to find them most of the time.
For example, there is nothing like having Devour Hope reach three or more stacks and seeing the speed at which survivors start to cleanse totems like their lives depends on it. I was running a totem build with Wraith for the tome challenge to hit people while exposed using Ruin, Undying, Devour Hope and Haunted Grounds and every match was almost the same, until Devour Hope was triggered no one barely touched the bones and all of a sudden they got them all done in less than 30 seconds. It's magical how fast they go when people actually don't ignore totems.
If you unironically stop and do 5 dull totems, it's more likely that you will have wasted bare minimum 70 seconds.
I am proud to say that I sometimes do unironically stop a do totems when I am traveling between generators, depending on totem spot I might leave it for later. Free points and emblem score if nothing else.
The only real counter to NOED in solo queue is to not go for endgame unhooks, so as to not reward the killer using NOED.
You play how you want but I find this extremely boring and cowardly to leave people behind unless absolutely necessary, I.E. built in one hit down or if someone opened the door and putting us on a timer to find the NoED totem.
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@Snowbawlzzz said:
https://forum.deadbydaylight.com/en/discussion/comment/2496744#Comment_2496744
Just waste 2 generators of time on a maybe
Five totems at 14 seconds cleansing time each gives us a total of 70 seconds to cleanse all of them, a far shot from 160 seconds, which is the time it takes to repair two generators.
If every survivor in the group just looked for totems on their way to every next objective and cleansed them it doesn't even add up to that much extra time.
And finally if you're working on the one of the final generators and you see some bones in front of you? Leave them a minimum of 1 in (5 - n), where n is the number of totems you personally have cleansed and confirmed other broken bones, of having the NoED hex totem activate in front of you is better than zero percent.
Hell, I get how frustrating NoED can be for solo queue, I personally only play solo when I play survivor, but that tiny amount of additional time that it takes to cleanse totems are insignificant compared to how little time killers have to kill all survivors if they are actually doing generators. Which brings me to the actual crux of the problem, you are either not as good as you think and struggle because you and your teammates are not doing generators quick enough or you just last less than 10 seconds per chase.
If we compare the time for a killer to down twelve survivors to one survivor repairing five generators we get that the killer is the one that has no time compared to survivors. Assuming 15 seconds per hit, to make it a really simple comparison each hit happens 15 seconds after each other, also assuming only one survivor repairing five generators that are unrealistically right next to each other in a line. This gives us a total time for killers of 360 seconds and 400 seconds for one survivor to complete the generators.
So from someone that plays solo queue survivor I will leave you these words, do bones.
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It's too bad he doesn't have a ridiculously loud breathing noise that can be heard from far away, if he did you wouldn't need to rely on the bell sound.
@Barbarossa2020 said:
I had the same with a myers and zero radius. Was doing a gen in a dead end and had no idea.
That is on you more than the killer being stealthy, not like he is super tall and obvious or anything like that. Do you just stare into the wall while working on the generator?
Some awareness of your surroundings should be expected.
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@Johnny_XMan said:
Has this map been disabled more than it has been available?
I get the hate for the map, but how awful that a newly released map has to be disabled this much.
It was available for a few hours on launch before it got disabled the first time, then it got enabled again for awhile until the next time. So it has been available as many times as it has been disabled. To answer your first question, the number of times disabled cannot be greater than the number of times available.
First time it was instability that caused some to crash on the map, the next time I think it is because of a certain exploit that let survivors escape without doing generators.
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@PhantomChimera said:
https://forum.deadbydaylight.com/en/discussion/comment/2480673#Comment_2480673
How would that be possible? it would take at least 4 million BP. The cap is 1 Million so the player would need to get 3 Million in less than 24 hours. That doesn't seem possible.
Have you seen the saving bloodpoints in tomes posts? That's how they get more than one million bloodpoints, you save as many challenges as possible + dailies and then claim them when a new killer/survivor is released.
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Grades is more of measure of playtime rather than skill.
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As survivor I will dodge if I get that feeling from the other survivors, you know the similar names, identical survivors, also likely if they bring keys.
Sometimes I also dodge when I see multiple flashlights, my experience with survivors and flashlight is that they are the killers best friend by not doing generators.
Other than that I am usually tabbed out until the game loads in.
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https://youtu.be/xhwNcvYp6vQ
Don't know what you are talking about. Range?
Try standing point blank and having your swing go straight through the survivors.
But yeah, the lunge is a lot shorter than others.
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@Peanits said:
Nope: The first version of SBMM only used kills and escapes to calculate your rating, but it did not work out so it was quickly scrapped. The current system takes a number of different factors into account when deciding when your rating should go up or down (and by extension, by how much).
Basically, the way it's calculated is complex, and the goal is to have you "win" in about half your matches.
During the last test a vast majority of my survivor games had the first guy downed either dc right away or suicide on the hook, putting the survivors in a massive uphill battle. How will this affect each players rating? It sucks being dragged down by someone rage quitting.
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Don't forget, even without tracking perks, the noise of certain survivors breathing can be pretty loud, same with sound of grass moving if you are crouch in grass and moving when the killer is nearby.
Also as stated before, with experience from both killer and survivor side, you get a feeling for how most survivors will behave.
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From what I can tell in the first video, the huntress throws the hatchet slightly before you crouch, so I wouldn't blame it on hitboxes seems more like a latency issue. Which isn't unexpected in an online game, just like getting killed in a fps after going behind a corner.
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It does, same with Trickster.
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@vacaman said:
https://forum.deadbydaylight.com/en/discussion/comment/2450553#Comment_2450553
Totems give chase points
Cleansing a Totem gives boldness blood points, but it gives points towards the Lightbringer Emblem, https://deadbydaylight.fandom.com/wiki/Emblems#Lightbringer.
On the topic of reaching rank 1 as solo survivor, it is rough but very much possible. I have done it myself a few times, for me the hardest part is usually around rank 6 to 3. Usually running Iron Will, Borrowed Time, We're gonna live forever and We'll make it.
My tips for points would be, if you're not in a complete dead zone, try to take chases early in the trial. It's a bit easier since you know that pallets have most likely not been used, which makes it easier to extend the chase for a longer time.
Other than that do gens and cleanse totems en route between gens. Also important to try and be smart about which generators you complete to make the end game easier, if you see one get completed on the same side of the map you're working on it can be a good idea to leave it and go to the other side of the map. Unless the killer is running Ruin it should be fine, but sometimes it is just worth it to cut the loss on the gen you're working on and move to prevent a strong three gen early.
And finally, obviously don't recklessly farm your teammates off hook, but try to get a few unhooks/Altruism points.
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@RaSavage42 said:
I do agree that some perks are stronger then skill...
If the game forced both sides to not run perks (as far as "skill rating" is concerned) then we might see what's what in this game
The thing about NOED is that it's inactive for most of the match... so the Killer is using three perks and get % haste and the ability to insta-down Survivors to which is fair... but what if the tied NOED to how many totems are left when it activates (1-3 % haste, 4-5 insta-downs)
DS isn't as strong as it was before (which is a good thing) due to the many conditions of removal: Healing (getting healed and healing others), Repair, Saving, Totem cleansing... but can someone tell me if it's immediate or does it have wiggle room
Ruin is good (but now that every good survivor hits greats a % of time makes other perks not as good....... Gearhead) if it lasts some time... which is hard due to survivors finding out you are using it right off the bat then go to find it... Which brings in Undying was OP at first but now it's fair
Unbreakable was strong when DS didn't have the conditions it has now... but in a pinch it still is good (but the chances you get full use out of it are smaller now)
Dead Hard is strong (if lag wasn't a thing) cause it's activatable so you get to chose when to use it... but you don't go far
Tinkerer I can understand why... but why add Undetectable to it
But how good can we be without using perks๐คand not by choice... or addons for killer and no items brought into the match for survivor
Getting healed does NOT disable Decisive Strike. As long as the one with Decisive Strike does not do any action that progresses survivor objectives it does not get disabled, so others can you just fine without disabling it.
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@SaltyNooty said:
https://forum.deadbydaylight.com/en/discussion/comment/2447320#Comment_2447320
Oh no, that's far from the truth. I'd rather face off against the nurse but it's the fact that they're ALL RUNNING THE EXACT SAME PERKS, or near-identical. Like Infectious fright is the MAIN thing i saw in every build and it was annoying because the range is literally the Terror radius. Now frankly, that's not bad because all you have to do is avoid the Terror radius, it's more of the matter of knowing when you're in that terror radius and or how to GET OUT of it in time; especially with a nurse who can just teleport towards you and down you in less than a minute.
And you are claiming that all survivors always runs unique perk setups?
And for Infectious Fright, what's wrong with using a perk that synergizes well with her power? And another side note, you should pretty much always be split up anyway, so it should barely affect you anyway. The only killer you want to not be split up against is Twins, where you prefereably want to run two and two, so you can kick Victor and pick up the other survivor when he downs someone. Went off on a bit of a tangent there.
Also here https://deadbydaylight.fandom.com/wiki/Infectious_Fright, you can see that Infectious Fright has NOT been changed since patch 3.1.0 which was on the 23rd of July 2019, https://deadbydaylight.fandom.com/wiki/Patches.
And lastly I want to ask, why are killers not allowed to do their best to succeed at something? Do you usually go into something not giving it your best? I can only assume you're the slacker in the group, with this attitude.
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While I can't answer for sure, I have never used the perk other than the one time I did Trickster adept. But are you sure it didn't block the gates then as well? Just that it didn't give a noise notification before the change.
The trigger condition of "Once the exit gates have been powered", is unchanged between the versions of the perk.
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As it should according the to the perk text. "Once the exit gates have been powered", which happens when gens are done or hatch is closed.
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It's an audio bug that's been in the game for a long time.
It happens for Leatherface, Blight and others as well. For example if you're being chased by them and they are using their power while you're looking forward, sometimes you don't hear the initial sounds of the power. Leatherface can be charging his power a few meters behind you and you don't hear the chainsaw noise and all of a sudden you just hear his grunts when he starts swinging.
And the Doctors power has a similar issue. Sound occlusion being bad, as long as your looking straight at the sound source, it's usually fine. But if you turn your camera away, all sounds emitted by the source disappears.


