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No problem use it however you like, a dev once confirmed it
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@CosmicParagon said:
It would be stupid simple to figure out the sounds too. the arguments sould be (in a simplified format):
- if surv=injured, then play injured.mp3 for x meters
- if surv=dying, then play dying.mp3 for x meters
- if running=true play footsteps&runbreathing for x meters
- etc
You got the job!
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I think because you destroyed the pallet, one hit is used for destroying the pallet and the second just injures (as with demon strike you technically get 2 hits = instadown?)
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I like what they did to Trapper, but am disappointed they did not live-patch it😥. At the end of stream it said "NOW" and I got very excited, only to find out we have to wait.
But anyway thx for summarizing the lengthy answer to my question @Fibijean 😃
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No.
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@twistedmonkey said:
Personally I think there should be an option when pressing escape so you can ask the game to check for these circumstances. The system should be able to see inputs happening from the user side and not working within the game.
It should then give you an option to leave free of punishments and thank you for the bug report.
but you could be in a locker... then you also don't move
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@luka2211 said:
https://forum.deadbydaylight.com/en/discussion/comment/1083385#Comment_1083385
i wouldn't agree 4:30 mins is short tbh. I tested if they are working few minutes ago
What's the next escalation step?
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@Aven_Fallen said:
I mean, they paid for it, so....Why not use the Stuff they spent BPs on? Especially since they get nerfed.
Why do you spread lies? They are looking into them and have confirmed it is not necessarily a nerf... Just wait and see
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Technical question regarding Doctor's shock: So basically, when I shock a Survivor with Doctor's power, JUST before they vault, half of the time they STILL can vault.
I once heard (before dedicated servers existed) that the reason is apparently when they already pressed the button, the vault does override the shock. Is that correct?
Because if that is true, why is it, that the other half of the times the survivor is in the MIDDLE of the vaulting animation, the shock hits, and THEN they suddenly get pushed back, like vaulting in the same place as if there was a wall in front of them, and not getting the vault.
When I (the killer) see the survivor vaulting, the server already acknowledged that, or not? Else I would NOT see it? Am I understanding that correctly? And then suddenly, the shock hits and the already acknowledged vault from the SERVER gets aborted/overridden? This ENTIRELY counters the first argument...
So how is it really?
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@Waffleyumboy said:
They're looking into it :)
Ah ok thx for that info
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For everyone who does not know about this or thinks this issue is non-existant:
Look from minute 3:00 onwards (less than 10 FPS it seems, I counted 5 xD)
Borrowed the video from @sjayc1
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I would like a 95% movement speed survivor, which in turn can do things quicker
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I don't think BHVR knows/realizes how important sound is in their game.
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I also don't understand why they want to hide the MMR rating... Security by obscurity is the worst thing you can do and is proven not to work multiple times throughout human history
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@KrispiesChicken said:
Yeah when a new map is released you see it more often. How often did you see Hawkins or Oni's map upon release. Now how often do you see Hawkins lab? Very rarely.
Yeah I got it 4 times in a row too - a bit too much
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Funny... - I played 4 games yesterday and all 4 were on Lery's. Makes me wonder if other people got the same?
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When people argue that new Ruin is better than old one and to demonstrate, use very high mobility killers (like Hillbilly), what in reality proves NOTHING as these high mobility killers didn't need Ruin to begin with.
It's the low-mobility / low-tier killers that relied on old Ruin, because the new one does not do anything if you don't have the map pressure to begin with... This just grinds my gears!
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Would still be good if a dev could answer my more technical questions 😅
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Noed is also in my build now, it works wonders!
The amount of salt you collect from survivors is insane though... But I don't feel bad :)
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@CreatorTH said:
Correct me if i'm wrong, you need to shock them before they press Space (or whatever the button is on console) to stop their action. If the survivor has already pressed the button to vault a window or drop/vault a pallet, even if you hit your shock 0.0000001s later, they'll still complete their action.
Ok so this statement then counters the one from @immortalls96 :(
I don't know what to believe anymore...
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1020504#Comment_1020504
Ok so..its also possible it's slightly buggy..but I would assume theres a grace period where doc cant prevent the vault during the animation..so sometimes when you hit just before the grace period they do that odd animation while normally they just cant vault
Ok thanks so it IS possible to briefly interrupt the vaulting in this "grace period" DURING the vault, despite some other arguments in the community? I think it is clearer for me now.
But would also like a Mod or Dev to confirm something :)
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@immortalls96 said:
Doc has always had this issue..so far as I can tell the stopped vault instances just mean you hit them at the last possible moment
That is exactly my question no one can answer....
What is the "last possible moment"?? As I explained above, sometimes it's way before the vault, and sometimes it's when they already nearly finished vaulting? Please explain
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@AChaoticKiller said:
yea you just have to get the timing down to stop them from vaulting, if the shock could stop vaulting even after they started vaulting every time it would be broken.
It does half of the time for me.. so what are you saying is the servers function incorrect?
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@Todgeweiht said:
The shock delay is 1 second, you need to time your shock just precisely in order to cut that annoying loop
You basically said nothing what can help me whatsoever.. "precisely" ? What do you mean?? Half of the time, they get the vault although shocking just before it, and the other half they vault and get set back! How do I know what the timing is then??
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Q times are really, really bad now for "some" reason...
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I bet that fix added multiple other issues which were not there before ;) So don't get too excited too quickly ^^
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For me, it looks like you used Stridor and want to cover up that fact.
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How would you justify your statement that "old Ruin did not require any effort from the killer side", when it clearly is a Hex perk and the killer had to, besides juggling 4 survivors, also protect the totem?
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Yes, that would be a great idea!
It would also make things more consistent (the devs strive to do so lately anyway) and also balance loops where a survivor cannot just vault after vault after vault very quickly but like with windows, has to run up to the pallet to fast vault. Remember: pallets do not even entity-block like windows!
Would increase the skill cap of certain loops, and reward more experienced survivors :D Would love to work out how to adjust looping based on these changes, it would be something new, finally
Thanks for this great idea! Hope the devs notice it. @Peanits
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I wonder why none of the Mods / Devs have at least acknowledged that the post was so badly written.
It would also help if they could make a quick statement that the person who has written this post was informed about this and the next steps the community managers / lead community manager @not_Queen took to prevent this from ever happening again in the future.
If you don't know what I mean, just look up Truetalent's reaction on Youtube from the timestamp on: https://youtu.be/WWh3AxhMAGU?t=554
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The fact that old Ruin required no effort is quickly debunked as Ruin is a Hex perk and, you know, you should protect that totem... and that means often maybe abandoning a chase or switch your priorities around. But just stating it required no effort..... I don't know what to say
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I don't think they are serious with this nerf.. but in case they are, not even god can help them I'm afraid
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@Lucama said:
https://forum.deadbydaylight.com/en/discussion/comment/979643#Comment_979643
The cooldown on swings is 3s after using his zap, that's longer than the time it took to switch from treatment to punishment (1s). The timer on the inability to vault/drop is 2.5s. Do the math
I think that's the reason the devs have purposefully delayed the shock hitting the survivor (when they scream) so it's a second nerf following the first one ..
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@Haku said:
https://forum.deadbydaylight.com/en/discussion/comment/979672#Comment_979672
I agree. That is what makes the game fun. Now back to what I said. Last part is the most important. If a killer wants to mind game with red stain he has to use a perk that removes the stain - Beast of Prey for example is made exactly for that reason - to hide you stain. Hiding the stain by moving backwards is not part of the game mechanics - it is not metioned in any guide from the devs. It is something the better killers came up with to take advantage THE SAME WAY better survivors were able to fast vault and take advantage in places where and I quote a dev "you are not supposed to". SInce then they added the range limit to these vaults. It is time same to be done for moonwalking
Ok so following your arguments survivors should be forced to use a perk for being able to fast vault vaults which are less than 2m from a wall.. you do realize in the current state that EVERY single vault can be fast vaulted, no matter the direction ( when you are a good survivor) or certain conditions are met
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The post was perfectly well written in the sense that BHVR wants to heat up the discussion in an already split community, imo...
I wonder at this point if any one of our beloved community managers even has read the post before approving it, and if really so, they just lost any respect from me regarding wanting to keep things neutral in this community.
You don't even have to be a genius noticing the obvious bias and atrocious choosing of words. But just in case, watch the reaction of popular streamers / fog whisperers and see them laughing at that post and the company while reading it !
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@Haku said:
https://forum.deadbydaylight.com/en/discussion/comment/978506#Comment_978506
And the sad part is actually the killer should not be able to moonwalk since they take advantage of that by hiding their red stain while not using any perks
You're .... actually serious? Wow. I guess some people just don't understand even basic mechanics of the game.
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What will the next "frustrating" thing be? That killers can break Pallets??
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/968750#Comment_968750
There's also Pop Goes The Weasel, Thanataphobia, Dying Light, and others to help you out. The new Ruin also helps slow things down by regressing generators, although you'll need to put in some effort to keep them off the generators. Whenever you hook a survivor, people have to make the choice between leaving the generator and having it regress or committing to the generator and risk getting pushed off (BBQ, for example)/the hooked survivor losing a hook state. I'd strongly suggest giving it a try, it's actually very good.
At this point, I don't know if the devs don't want to see the emerging problems with the new ruin or if they actually don't see them.
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@Fibijean said:
That comment made about Ruin in the late game was, I think, widely misinterpreted. I think the point being made was not that the new Ruin is meant to be a late game perk, but that if it weren't a hex perk, it would be too strong in the late game. Which is true - the problem right now is it's in an awkward position where it's too weak to be a hex, but too strong not to be.
Exactly. And this is an already solved problem. There are two specific mechanics already in the game which solve these kinds of problems and are used with other perks, if you think for just a second, you will find a solution... 🤦
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Also I noticed you cannot end chase with killer by looking at the ground!! Pls fix ASAP!
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@Mr_K said:
I'm taken back that your offering out did theirs.
Funny, right? xD
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@Boss said:
Well i can answer that first question at least.
They turned them off because it was a test, which was made clear when people were getting time-outs for crashing and stuff.
Ah, ok. So it was not implemented fully / correctly and not working in these circumstances? And to fix the poor implementation, it was turned off right? Makes sense. Thanks!
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The 3 second cooldown really makes the ability unfun to use.. and in the light that they reworked him so he is more fun to play as, they failed miserably, sadly :( I'm not having fun on PTB right now (played 4 games now)
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/939446#Comment_939446
Because it's unnecessary. It serves no real purpose, lol
When it is bothering you, it serves it's purpose very well... You don't understand?
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mainly because of Nemesis, but Oni's power is a lot of fun to play with! You feel powerful and that is mainly the reason I play as killer anyway!
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Then what about removing the effect while another survivor is on a hook or in the dying state?
Furthermore I meant that +1,5% * (number of gens left - 1)
That would prevent slugging and being too oppressive.
Also maybe for already 115% speed killers, make it +1% instead of +1,5%?
I said of course the details have to be worked out, that is why I wanted this discussion :)
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@supersonic853 said:
Dont we already have fire up?
Yes, but
- it is a perk, wastes a perk slot
- does not apply to movement speed
- works in reverse order to what I proposed
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@Jed_Olsen said:
Its just a game, chill. Try not to get worked up over it. The game doesn't even track your statistics anyway so if 4 survivors yeet through the hatch its meaningless, nobody will ever know
Lol.. little do you know. Please stop spreading lies. You realize the game even tracks how many skillchecks you hit as survivor?? How many survivors you sacrificed? Before last gen done? It even tracks how many hits you got while blinded, how many perfect games you had, etc. ??
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@Mister_Holdout said:
I have been saying the same thing for a while now. BT is one of the few tools survivors have to prevent camping.
It should be distance based.
You know that camping is a valid strategy and the killer is allowed to do this how ever often he/she likes to do it... You actually are entitled enough to say survivors MUST HAVE at least one perk to counter camping?... How many tools should survivors have? Maybe the killer then should also have a tool to stop survivors farming each other?? Survivors already can do gens to punish killer when camping... you even thought of that?
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@forthelulz said:
A combo of too many people that didn't put any thought into not only what they're doing when it comes to configuring their FPS and vsync settings but also how to correctly do it and ended up doing it wrong which in itself creates all kinds of weird problems & that previously the dedicated servers were running at a tickrate of 30 which greatly exacerbated things. Now that they are using 60 with a hard cap of 120 it cuts down on some of the user created issues. Not to even mention how many people confuse refresh rate & fps and omg don't get me started on literally every single "guide" I've seen on YouTube and steam etc that all seem to love suggesting almost the stupidest things and worst possible settings lol
This game is quite fussy and touchy to begin with when everything is done correctly, and it really acts up when you do silly things like give yourself practically random high FPS values thinking it's doing something to help you when in fact it's making things much worse.
I don't get your point here. Dedicated servers tickrate is not depending on your FPS.... Every, literally every other game out there let's you run the game at whichever FPS you want! And there are no problems... And what do you mean by wrong VSync settings? You can decide if you want VSync on or off...
