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Sabraiz

Sabraiz

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Sabraiz
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  • @aroell said:

    https://forum.deadbydaylight.com/en/discussion/comment/2282647#Comment_2282647

    Ever heard of lerys, dead dawg saloon, midwich and shelter woods?

    I don't understand peoples complaints with Shelter Woods, what's wrong with it? Large dead zones? What do you expect from the second largest map in the game, to have the same pallet density as the smaller maps? Do you even get how horrible that would be in the other direction?

    In my experience there is about the same number of pallets on the maps as other maps, just that the map is super large so the distance between pallets is larger, i.e. lower pallet density. Oh, the killer can see you from far away? The majority of killers still have to waste so much time walking across the map to get to you, just spread out and you can waste a lot of the killers time just walking.

  • Claire and Chris are both left out of the chart :(

  • @kisfenkin said:

    Three reasons:

    Adept - Trophies/achievements are a thing you get when there are new ones to get.

    Prestige - The entity eats your items when you prestige. All that blood is just lost. Most idiotic leveling system I've ever seen.

    Endgame Collapse - You can close the hatch now, so it is only fair that they can bring an item that opens it back up.

    Don't be afraid of keys. Rank means absolutely nothing more than that you were willing to put a certain amount of time into playing the game the way you're meant to. If you aren't having fun, why are you playing?

    Any game with prestige system resets you completely when you prestige as far as I know.

  • What this guy said, also it doesn't apply to blast mine either.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2280723#Comment_2280723

    Yeah people don't seem to realize that his tentacle can hit you and break a pallet at the same time unlike Huntress, PH, and Deathslinger. He forces you to get into a situation where you drop the pallet, get hit and lose the pallet, or don't drop the pallet and go down anyway. He has potential to be the best looper other than Spirit and Nurse cuz they're atypical.

    Also his tentacle is way stronger than PH's shockwave attack because it doesn't give you a warning and you can't dodge it unlike PH.

    The zombies are also a nice bonus and are admittedly RNG dependent but when they work they work really well, camping hooks, generators, and people healing.

    But his tentacle cannot hit a survivor and break the pallet at the same time though, it's only one at a time.

  • A new toy is only interesting for so long. Especially when the toy has some issues.

  • It was never gone. You just couldn't hear it sometimes.

  • @ill_Boston_lli said:

    https://forum.deadbydaylight.com/en/discussion/comment/2275419#Comment_2275419

    Im just saying they literally take some of the killers skill out of the equation. Ive chased survivors in a clean area and poof a zombie spawns in the loop causing the survivor to either run away and allow me a free hit or run into the zombie and get hit lose lose for the survivor. I just don't feel like I did much in these scenarios and that the survivor is screwed even if outplayed. Although I do enjoy when a survivor dead hards to avoid my M1 and then immediately gets hit by a zombie lurking around the corner of the pallet or doorway

    That is such a false statement, if anything they add something to a killers skill in the equation, reacting to where the zombie is and potentially herding the survivor in that direction to catch the survivor off guard, not unlike how Trapper/Hag can do to herd survivors towards their net of traps.

    And contrary to Trapper/Hag traps, Nemesis has to adjust based on the position of the zombie which moves on its own.

  • Just lead them to a dead end where they will be stuck walking against a window for the rest of the trial.

  • I hope they make it so that when you infect someone they don't get a speed boost. And the hindered effect isn't even noticeable.

    Survivors getting a speed boost while the killer is slowed down by the animation on top of doing no damage is too much.

  • @WheresTheGate said:

    https://forum.deadbydaylight.com/en/discussion/comment/2273158#Comment_2273158

    I can understand that. For killers all these indoor maps are great. Not so much so for survivors.

    If this isn't the largest map in the game I would be surprised and large maps favors survivors already, add the fact that there is multiple floors and only a few ways to travel between floors? Makes it so survivor sided it's not even funny.

    The fact that the map is similar to Azarov's Resting Place with the gen split, the killer is forced to either play west wing or east wing not both since it will be impossible to defend. And even then, the muiltiple floors makes even that almost impossible do deal with. If survivors manage to repair one gen in each wing it's over, just like on Azarov.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2273553#Comment_2273553

    A mod confirmed in another thread that this is indeed a bug.

    Link to the source?

    This better be a mistake, because this is very disgusting practice otherwise.

  • @ad19970 said:

    Keys are still getting changes, they just aren‘t ready yet. Admittedily i dont really undeerstand the nerf to franklin‘s demise, but i would hardly consider that a buff to keys.

    Also, if this is about devs only catering to survivors, then i would like to push your attention to the new nemesis perks, that all got buffed. And two of them got some serious buffs. Sadly none of the survivors perks got buffed, but i am still happy that at least the killer perks were all buffed.

    The key fix hasn't been ready for months now, it's getting ridiculous at this rate.

    And when it comes to Nemesis perks getting buffed(?), they are still pretty worthless. Eruption, down to 30 second cooldown from 90 seconds? Oh nice, if it only didn't require me to waste time walking around and kick 5+ gens for it to have more value than Pop.

    Still way too much set up for no return.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2272299#Comment_2272299

    Does this mean fireworks won't be destroyed by Franklin's anymore?

    Seems like it, since they don't have charges and that is all that Franklin does now after hitting a survivor, removes charges over time. Which is honestly even more useless than having to camp an item for 90 seconds for it to be not a threat.

  • @TheClownIsKing said:

    There’s only 1 add on that increases Zombie speed, and it’s an iridescent. The other add ons just increase the Zombies cone of detection and distance at which they can spot/hear survivors.

    At least on PTB there was addons that increased the movement speed of the zombies that were brown, yellow and purple as well as the iridescent one that only increased movement speed for a short time after a generator was completed.

  • @IlliterateGenocide said:

    iron will?

    Iron Will only affects injured survivors, not survivors in the dying state. The silent survivor in the dying state is a bug that has been in the game for years as far as I know.

  • It's a farming bot, I have encountered some of these myself as well. If it's a wraith it usually cycles a few swings before cloaking/uncloaking and repeating.

  • @Trickstaaaaa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2266045#Comment_2266045

    What do you mean unfair advantage?

    Also it is possible to have cross play turned off as a steam user at because it's divided by specific platform I think, there is also window users we can't forget that. But during the day getting match is quick, at nigh however it takes way too long without cross play. But some people that I know do have cross platform off on PC, since according to them consoles on average play worse.

    Unfair advantage as in better and more stable performance, if you haven't seen the mega thread created by Pulsar about it there are some real good examples of the issues in it. If I was on console I would probably end doing the same.

  • I rarely have issues with revealing him but I do think it's bullshit how survivors can hide behind objects and reveal him, thanks to the third person camera.

  • Breaking the breakable wall on Groaning Storehouse does nothing to affect the "god loop" that is that awful window. Killers even lose distance by not vaulting the window.

  • Bamboozle is more than fine, the only problem with it is the sound bug that is present for a lot of other stuff where sounds originating from behind you are completely silent. So you don't always hear the bamboozle sound effect after the killer vaults the window.

  • @kisfenkin said:

    WGLF is not good, this and BT should be combined before any sort of xp grinding buff should be considered.

    If you combined WGLF with BT you would completely eliminate the "unhook safely" part.

  • @aroell said:

    https://forum.deadbydaylight.com/en/discussion/comment/2258993#Comment_2258993

    Because a braindead wraith shouldn’t be able to hit me, cloak and then get the easiest hit. He required skill before but now he doesn’t.

    But apparently braindead survivors should have free escape? That's a weird double standard.

  • @aroell said:

    https://forum.deadbydaylight.com/en/discussion/comment/2258903#Comment_2258903

    I don’t know who told you that wraith is fun to play against but you have been lied to. The thing is that with his fast lunge he is 100% more likely to hit through a pallet, you can’t mindgame him because he will either bodyblock the pallet or window and then you are screwed. You are just standing there and can’t do anything, no idea to run away because you barely get distance anymore.

    Simple solution to not get hit through pallets? Don't be greedy against a wraith that is uncloaking.Also why should you be guaranteed to get away if he uncloaks next to you?

  • If you haven't noticed they have been slowly adding them to the store over the last few months.

    I cannot tell if this will be the same for the Bill cosmetic, but this tome is already a lot easier than previous ones and should be no problem to finish, especially if you want something from it.

  • @CantDeadHarder said:

    https://forum.deadbydaylight.com/en/discussion/comment/2212004#Comment_2212004

    spine chill wont help at all, as the Spirit could just look in your direction as she phases.

    Ah, I see you read the first sentence but not to the end of the first paragraph, where I said exactly this. >.>

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2211868#Comment_2211868

    Yes, I do play killer. However Iron Will is the ONLY perk that gives survivors any sort of hope in chase against a Spirit. With Stridor negating Iron Will's effect, it makes Spirit uncounterable in every sense of the word. Because of this, either Spirit or Stridor need changed, and seeing as Stridor is pretty bad on all killers other than Spirit, it would probably benefit from a rework.

    You're forgetting Spine Chill, which can be used to determine if the Spirit is faking or not. If her husk is staring right at you and it stops lighting up you know something is up. Maybe not the most reliable everywhere but it has it's use if the Spirit stops looking in your direction while phase walking.

    But honestly, no perk or item should counter a killers power, in that case something else needs to change rather than making an already overly powerful perk, Iron Will, even more oppressive.

    Side note, isn't Iron Will bugged since it practically makes survivors able to exist without breathing, when it is only supposed to remove grunts of pain?

    Might be a better idea to make her emit some of her sounds even while phase walking, though at a reduced volume and maybe a bit distorted since she is phasing in another world. Personally I have also been wondering if the husk should disintegrate/turn to dust over the duration, similar to Sandman in Sam Raimi's Spider man 3, at an exponential rate. Starting slowly at first to give the spirit time to move but also giving survivors a visual queue to react to. A real one, not "glowing" shards which may or may not be real.

    Also, we cannot just blindly nerf Spirit since she is one of the two killers that stand a chance against the really good survivors.

  • How would you buff solo queue, when a lot of the time that survivors lose it is because of bad decision making from the survivors?

    You can't exactly force killers to lose games because some survivors refuse to develop proper game sense. I see plenty of potatoes in red ranks both when I play killer and survivor and I always play solo survivor. Hell sometimes I am the potato even.

    Also, for there to be a 50% win rate there needs to be a proper system in place measuring players skills, which there currently isn't. They supposedly have been working on it for months now, no idea if it works since I didn't have time to play during the last test of it.

  • @konochivu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2184933#Comment_2184933

    Because you have to drop chase if it takes too long, if you dedicate yourself to one survivor just to get blood lust tier 3, hit them and leave... That's how you lose as a killer and you're supporting bad gameplay, so your argument is invalid to me.

    You don't have to, players are allowed to choose for themselves what they want to do during any point of the game.

  • @konochivu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2184970#Comment_2184970

    You're lazy that's all. Tier 3 rewards killer for playing terribly and punishes survivors for playing well which is why it should be removed. Btw Haddonfield doesn't have any breakable walls so you clearly don't know what you're talking about. How I am being terrible? Replying and explaining to you how balance works while you don't even know that Haddonfield doesn't have breakable walls..

    It's quite obvious that he meant that if you don't deal with breakable walls, you have three more infinites existing on other maps, not just Haddonfield.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2184876#Comment_2184876

    Yes because that’s an optional perk. This is a game mechanic that’s always on.

    As of right now all bloodlust 3 does is reward bad killers with hits they don’t deserve

    Why don't they deserve the hit? What metric are you using to determine whether someone deserves something or not?

    If they waste 45 seconds to get bloodlust 3, then they have wasted 45 seconds to get one hit and they frankly deserve the reward to their dedication. And if we do the math that is 45 times 3 seconds the other three survivors have to do generators.

    As long as maps like Fractured Cowshed exists, bloodlust is fine.

  • Same, happened to me as well, and for some reason my survivor started with three pips at rank 9 while killer got zero.

    DeadByDaylight.log DeadByDaylight-backup-2021.05.13-10.49.38.log

    I did restart the game which created a new log, so I added both the newly created one and the latest backup to make sure the one involving the rank reset incident got added.

  • It doesn't matter what your level or devotion level is, it is always 1 Iridescent shard per 14 experience. The amount of shards per exp never deviates from this.

  • I absolutely hate keys, almost equally as both survivor and killer.

    Twice since the patch have i been left behind by other survivors who instead of finishing the last generator while I looped the killer to the other side of the map they ran and searched for the hatch and escaped, stranding me with the killer.

    This feels just as bad as being killer where eliminating someone from the game makes it easier for the other survivors to instantly escape.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/226586/crotus-penn-and-autohaven-maps-disabled

    But why though?

    Autohaven I understand because of the fun bus abuse, but why Crotus?

    Not sure about the problem on asylum, never got to play it, but the Fathers Campbells Church map has a potential fat shaming spot right in the middle of the map inside the church.

  • What exactly are you expecting from hit validation? That it only relies on your end and completely ignores what the killer sees on his end? Latency will still play a part even with hit validation. The only difference is that hits are validated on the server instead of the killer side.

    It's not an omniscient being that is able to monitor what happens on your side and the killer side in real time, it still relies on information being sent to the server from both of you to compare if the hit is reasonable or not, supposedly according to what BHVR said about it at least.

    Is hit validation perfect? Most definitely not, there is no such thing as perfect to begin with after all.

    Personally I rarely see or hear, have to take this with a grain of salt because some people do get upset when hit/downed, about my hits with my ping of 30 ms.

    @CheyeneKL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1942627#Comment_1942627

    While many people do realize this, I think a lot of people are conflating it with the idea of it being hitbox related due to the animation changes for survivor. People who don't have a huge amount of knowledge on such things are very reasonably going to believe it is for that. And to be fair- even if the desync issue was nonexistent, people WOULD be taking a lot more hits than they used to, as animations HAVE affected gameplay as far as being able to dodge hits goes. I myself have never been able to 360 (😔) but it's almost funny watching some of my poor friends attempt some sort of movement juke not only get completely shut down by the different animation movement, but also the messed up hits from the desync LMAOO

    Anyways, I really hope it gets fixed ASAP. Really frustrating to play survivor right now LOL

    You're probably right, it's just a bit of personal gripe when people laser focus on one problem like it's the only thing affecting it.

    I could never 360 before either so I haven't had the chance to see how it compares between the new and old animations.

    I also hope it gets fixed, not enjoying the drop in rank I have had because of all the other bugs that was introduced.

  • @HunterTheAgud said:

    And another thing. This is not the hitboxes being a problem at all, this is just desync.

    I wish more people would learn that the problem is and always will be latency when you play online games. What you see is not what the server sees and definitely not what other players sees.

  • @vbarraganj14 said:

    I've also noticed that a grey medkit with and without butterfly tape will spend all charges to heal you, the medkit heals the same with and without butterfly tape, basically saying that slightly increases heal speed does nothing on medkits

    Pretty sure that butterfly tape only decreases the time it takes to heal and don't decrease the number of charges you use.

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