SunaIIanu
SunaIIanu
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The door and windows can spawn swapped, which will make the window very unsafe.
So it's going to be gamble, when you get this map: Will it be the god window or not?
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@Groxiverde said:
Some people play this game to have fun and not to become better.
You can't tell those people (me included) to not use an add-on just because it gives you an advantage lol.
@Todgeweiht said:
PSA - Stop using perks and add-ons I don't like or I will go make a rant on the forums
Reading the actual post and not just the title would help.
Op says that they like to play aura reading wraith but this Addons makes it harder for them to play other killers.
To me it seems like a light-hearted post where someone wants to talk about his favorite addons and it's benefits and downsides.
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@Mikeadatrix said:
None of these are any more ridiculous than prior challenges though? Legion's power is designed to get multiple people and the way you get five hits is pretty simple: find all four survivors, hit em each once, hit the last guy you find twice. Boom challenge done. Since Dwight's challenges don't specify if he needs to be in a locker, all it's saying is just be out of a chase but be close to a killer for sixty seconds. Also not hard if you tail the killer for a match.
Stop over-exaggerating the difficulty of challenges. As long as we never get a garbage challenge like 4 gen Dark Sense, I'm pretty much fine with anything.
You forgot the escaping part. 60s in a 10m distance to the killer without being chased means that you are pretty useless in that match, but against a decent killer the other survivors will probably not be able to do all the gens on their own so you have to hope for hatch.
Maybe it will work better on the indoor maps, where the killer can come quite close without starting the chase (how many meters are between first and second floor on the game?), but in general it seems like they expect you to throw the game and escape still and that's quite bs.
Guess I have to hope for an afk killer.
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They didn't buff prove thyself, they adjusted it to do the same thing it did before. Peanits confirm es that:
@Peanits said:
I'm not sure how you calculated those numbers, but they're not right. It looks a little like this:
80 / (base CPS - sum of repair inefficiency + prove thyself if applicable) / number of survivors repairing = time to complete the generator
So two survivors with no Prove Thyself would be ~47.05 seconds, not 51.11 seconds. The math looks like this:
80 / (1 - 0.15) / 2 = 47.05 seconds
Prove Thyself can negate the inefficiency of one survivor working on the generator with you, but you cannot be under the affects of more than one Prove Thyself at a time. Functionally it's exactly the same as it is now. Two survivors will make a generator take 40 seconds (1 - 0.15 + 0.15 is still 1). Beyond that, however, you still get the penalty. So if you were to have four survivors on a gen with Prove Thyself active, you'd be looking at:
80 / (1 - 0.3) / 4 = 28.57 seconds
Compared to the current:
80 / (1 - 0.2) / 4 = 25 seconds
TL;DR: The numbers there were wrong, it's longer no matter what. Prove Thyself isn't do any more than it is right now.
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@mutante said:
https://forum.deadbydaylight.com/en/discussion/comment/1200254#Comment_1200254
Interesting... Didn't remember that. Thank you! Must be something around 70% still.. Which is still very high before Hex:Ruin nerf.
Sorry, but that was stated right under the graph you posted, so the only thing you had to do is read the information and not only look at the graphs.
Rank 2 had a survival rate around 60%, if you look at the rise of the graph and keep in mind, that Rank 1 and Rank 2 are closer to each other because you can't collect pips on Rank 1, 70% would still be an unrealistic jump.
But in the end it is data from almost a year ago, so it's quite outdated.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1200128#Comment_1200128
Yeah, I know what you mean. I notice sometimes in the Patch Notes that they do fix a cosmetic or two, so maybe they'll get around to Feng's eventually. If you file a bug report whenever you notice one, that also may help with getting it fixed faster.
I hope so too, but I fear that with all the other things to do in the game skins have the lowest priority.
That's one of the reasons I'm a bit annoyed about it: I filed a bug report in July 2019 🙊
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If you haven't seen it already, Thatbrownmonster shared pictures of the dbd charakters, maybe they can help you a bit:
@Thatbrownmonster said:
Hey all, made some picture of the dbd survivors and killers to help anyone that might need help with the proportion of the survivors
Please do not post your entries here!
I can send you the picture if you need it!
Please tell me if I forgot of someone
Good luck everyone
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1200114#Comment_1200114
I guess we'll have to wait and see when it comes out 😊
You're right :)
I just wish they would take the time and fix some old cosmetics. Sure, it's a minor thing and doesn't affect gameplay, but it would still be nice imo.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1199088#Comment_1199088
I expect it will join the ranks of cosmetic pieces that are very easy to make look weird, but at the same time may have some interesting aesthetic synergies that most people never thought of.
Don't want to be pessimistic, but I'm afraid that bugs will kill some of the synergies, because some of Feng's cosmetics can't be combined without getting weird holes between them.
Hopefully the Devs paid attention to that this time.
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@Haku said:
https://forum.deadbydaylight.com/en/discussion/comment/1198559#Comment_1198559
True but Oni can join on the other side of the map just by counting to 3. Myers will take 20 seconds maybe ? That in case you are still there when he comes and you can still outrun him to a vault. Oni you cannot that easly
Yes but Oni has different restrictions to his powers like downing people, picking them up, lockers etc
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@CaulDrohn said:
Hm Myers, you are right there. But Myers EW is limited, he can stalk only a set amount per survivor. Oni can collect blood from his victims without limit. It would be really unfair if MYers power could be cancelt via stun. Esp. since pallets can hurt him already heavily in Tier 3, making him loop and waste his power. I can't see this issue with Oni in Fury, he got melee and Dash for handling pallets. To actually get a pallet stun on Oni in Fury is much more difficult than with Myers T3.
But on most map it's probably easier to stalk than to get a hit, Myers also has a smaller terror radius to help with stalking and surprise attacks, Oni does have nothing like that, he is basically powerless at the start.
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Just want to point out that Myers doesn't lose Tier 3 when stunned. Like Oni it takes him some time to charge his power, so to me that seems consistent.
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/1198424#Comment_1198424
I didn't say that he shouldn't face camp when gates were open, my point was that he needed to done it in order to secure his second kill.
He had three of them down at some point, I think he just played safe to get the pip (patrolling Marth, camping in the end etc.). And like I said, it wasn't a good map for him.
In general I think the experiment is interesting but not helpful: Everybody knows, survivors are stronger than killers, especially SWF, so the question is, how much are they stronger and what to do about that. As far as I know all of the depip squad are very good players with a lot of hours so of course you expect them to win most of the games, Scott is also a good player, so he could somewhat keep up with them (yes the match would have looked different if they had perks, but than again it would have also looked different in a better map so in the end it's only speculation.) So I feel like the experiment proved one point: Good players playing the stronger side will win most of the time. But the majority of players is far from Marth's skill level, so you can't balance around the best players, especially not with the current bad matchmaking. Marth has a relativly recent video of 60 4k with the clown, a killer that is generally considered to be weak, so you shouldn't expect him to win many games in a row. What does that prove? That Clown is too strong? I think it just proves, that a good player can win a lot of games even in the weeker side, because the majority of players is just mediocre.
Dbd has a lot of balance problems that they need to be fixed, but looking on streaks on very good players, that don't represent the majority of the playerbase, is not the way to go in my opinion.
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I just want to use my green key :/
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/1198284#Comment_1198284
Piped against a perkless team and he needed to face camp his second kill when gates were already open.
Old swamp was kind of a bad map for huntress and facecamping when the gates are open is normal, there isn't much what a killer can do, in that situation.
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/1180021#Comment_1180021
Depip Squad also played against Blinky Bill's Nurse, RyanPez's Billy and Scott Jund's Huntress. Are these also "random killers" to you ?
Scott piped against them though, killed two people.
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@PBsamichShoe said:
Yeah I was starting to get the hang of how to watch out for his static blast but lately I've noticed once he has you in the madness phase where you have to snap out of it you can't drop pallets, heal, or use lockers until you snap out of it.
I don't know if that's a bug but it seems ridiculously OP when you're in a chase against him.
Now I just DC whenever I know it's him at the beginning of the match. I also pretty much stopped bringing items and most offerings into the game because I'd rather not lose them from some crappy killer player in the event I get camped and tunneled or lag switched or whatever other number of crappy tactics the other side can use. Besides most the time you bring items into a match it just singles you out for the killer to tunnel you.
One of the last times I played against the doctor everyone caught on that it was a pointless match right away and everyone DC'd.
For the record, I like playing against a good portion of the killers when they're not using scummy tactics.
Hillbilly: Not too bad once you get the hang of how his chainsaw works, still a challenge tho
Trapper: Probably my favorite. I've never been camped by the trapper come to think of it. It would be nice if the number of tries to get out of his traps was limited so it's not potentially impossible to get out of them.
Pig: Probably another of my faves to play against. I try to boop the snoot every time. Every. Time.
Nurse: Her blink takes a little while to get used to but once you do it's like Hillbilly, challenging but not OP
Wraith: Once you understand that you need to be wary of stealth killers at the beginning of each match he's easy to keep an eye out for. Also pretty fun to play against
Huntress: Yeah why not. Pretty fair.
Baby Michael: Fun times
Tier 3 Michael: $#!k that ***h#$e
Hag: Tends to not be toxic and not too OP. Pretty legit challenge
Demogorgon: Bon temps.
Plague: Does anybody even play as the plague?
Freddy: Not too bad once you understand his power. His lunge is a little OP, which can be frustrating when you know there's almost no way you're going to make any vaults in a chase.
Ghostface: Can be used for evil
The remainders are ranked in descending order leading to the arguably least balanced
Oni: He kind of becomes increasingly unstoppable as the match progresses. Pretty much going to urban evasion the whole time. The one hit down borders on OP
Spirit: Nurse on crack
Clown: Can and is abused when the last two gens are next to each other, at exit gates, whenever someone is hooked. His toxic gas is almost as bad as doctor's shock but not as bad because you can still perform actions under its effects at the very least and it has limits to range etc
Leatherface: Tends to be toxic
Legion: Pretty sure even legion hates legion
Doctor: Ties with deathslinger imo the shock blast has almost zero cooldown with some add ons and has a huge range, plus you can't perform any actions when he puts you in tier 3 madness. Kind of pointless to try to play against honestly.
Deathslinger: Dude literally has a gun. He's literally running around the map shooting fish in a barrel. Like what moron was sitting in a meeting with the devs and was like "hey you know what would be fun?! Being a zombie cowboy with a harpoon gun!" And at no point in that meeting did anyone say "Yeah, but wouldn't that suck to play against? Seems almost pointless to try." I hate cowboys on principle (with the exception of Clint Eastwood) because historically they were pretty much responsible for the massacre of a lot of Native American tribes and they have a long tradition of being portrayed in film and television as doing so but are portrayed as heros. There's just a lot going on with that whole character type that evokes a lot of polarizing feelings and images. Not saying it can't be done well (like Clint Eastwood) but there's way too much room for the possibility for that character type to put forward the wrong message. I just pray they don't try to make some cringey Native American character. Let's just not revisit the old west any further.
I'm sorry, but people who dc against a certain killer are the worst. You ruin the game for 4 other people, just because you feel this killer sucks and you don't want to face him. Guess what, everybody has killers that they doesn't like to face (for me it's Trapper or Hag) and if everybody dc's it would be quite impossible to have normal matches.
Madness tier 3 btw makes actions like healing, doing a gen, a totem, a chest etc impossible but you can still unhook, drop pallets and going in a locker should be possible too (I'm not 100% sure on that one, they might have changed that). So if you were really unable to drop a pallet in Madness tier 3 (without being shocked of course) you should file a bug report.
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1 survivor on a gen: 80s
2 survivor on a gen: 47s
3 survivor on a gen: 38s
4 survivor on a gen: 36s
Not 100% sure, because the difference between 3 and 4 survivors is so little, but I tried xD
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I think I understand what you mean, but the reduced efficiency is supposed to stop situations, where you spawn across the map from survivors and they finish a gen before you can even get there. It will also be helpful, when there are only one or two gens left, because then it's more likely to have more than one survivor on a gen.
In general I would say wait to see how it will actually turn out and be happy about every gen speed change we get, because they are very much needed.
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@HMRDuarte2018 said:
How I enter in ptb???
@not_Queen said:
Attention!
The Player Test build is only accessible to Steam players on PC, we would love to do it for Console as well but it isn't possible for us right now. Note that your progress will not be transferable to the live version.
Opting in
- Close the Dead by Daylight application
- Right-Click the Dead by Daylight Application in your Steam Library
- Access Properties
- Access the "Beta" Tab
- Select "public-test" from the dropdown
- Restart Steam (not required, but this updates the UI properly and kicks off the download)
Opting out
- Close the Dead by Daylight application
- Right-Click the Dead by Daylight Application in your Steam Library
- Access Properties
- Access the "Beta" Tab
- Select "NONE - Opt out of all beta programs" from the dropdown
- Restart Steam (not required, but this updates the UI properly and kicks off the download)
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When I understand Peanits correctly, prove thyself only negates the effect for one survivor, so if you are working on a gen with 3 or 4 survivor and prove thyself, the repair speed will still be slower than it is with prove thyself in live.
Also it is very much possible that even a minor change can break something, so it makes sense to test if prove thyself is doing what it is supposed to do. You don't need to play every round with it, but saying people shouldn't use it at all doesn't make sense.
You should rather appeal to the community to not use moris and strong items/addons, those are more hindering for testing than prove thyself.
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Shrine of Secrets
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@CosmicRambo said:
https://forum.deadbydaylight.com/en/discussion/comment/1186063#Comment_1186063
You are crazy. They have fixed this game for killers to 4K 98 percent of time. Because they keep crying when survivors escape
Don't know about you but my last games have mostly been 3 or 4 man escapes (I play duo-SWF), even a spirit with a red mori only got a 2k, so I can't confirm your experience.
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@NorMak3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1187745#Comment_1187745
I'm responding to King Frost, but both you and Plant Collector have brought forward some points I would like to address.
First, a general point: these changes were made with greater buffs to killers, game times, and bloodpoint gains in mind. Several of the complaints are, at least to an extent, a problem with the game's current mechanics, namely BBQ and the problem with bloodpoints. Additionally, these are meant to be a meta buster. With the rest of the changes in this series, a nerf to the strongest perks would allow for more variety for each game instead of just a beefed up version of what already is. That being said, I'll go into each of the other perks.
NOED: I mentioned that the time limit would be more for less experienced players who would get frustrated simply dying at the end of every game since they aren't used to searching and destroying totems. Sure, its proxy is dependent on the survivors, but for anyone who hasn't sunk more than 200 hours in this game and doesn't know where every totem placement in every map is, it is far from satisfying to just be downed out of nowhere.
BBQ: There are exactly 69 killer perks in the game. I believe the expectation from the developers is that most if not all of them would be used in an almost equal distribution. Now I understand that BBQ is ran by almost everyone, but that shouldn't change the fact that it is a band-aid for a lot of other issues. In this series, my goal is to fix all of those issues, thus this would be the removing of the band-aid from the healed wound. Its seeing of downed survivors helps in the process of slugging. As for Plant Collector's issues, letting players know would cause more locker hiding (since most people just take the BBQ reveal when they don't know) and, thus, more slowdown. There wouldn't be as many revealings, but that would be a decent trade off.
Rancor: First, every single Michael perk is about not tunneling the obsession. As for this perk, it's meant to be used when a killer is down on their luck and can't seem to get a kill. It's a comeback perk. It probably shouldn't be as strong when you've had a good round. If a survivor has just barely made it and the hatch gets closed, they don't deserve the amount of punishment they get from rancor normally.
Bamboozle: You may be right, but the developers have been trying their hardest to keep only one set of changing numbers per perk and I thought a lower number might be nice. Perhaps a constant 15 seconds just to keep it a nice clean number?
Monitor: I know this perk is really meta and I really don't understand why. I was just trying to find a way to nerf it that didn't make it useless so that it would fit all the meta perks in with the (hopefully) more balanced full list of perks.
Nurse's: I mentioned this in another post, but I've done a lot of math for this series. The average distance from the center of the map for any one map is 48.85 meters from the center. Nurse's has a radius of 40 meters from the killer and a good killer is not only very mobile, but is also focused on central gens, since if a central gen is completed, it becomes much more easy for survivors to get outer generators done. Added with sloppy butcher and some of the smaller maps and it's almost an inevitability that the killer will see someone healing.
Enduring: I may have made this list some time ago and haven't looked into all of the patches with a fine tooth comb. You're probably right on this one.
Franklin's: I'm not sure what you mean by the only good perk against items. There are plenty of perks against the particular use of items, but not items as a whole, which seems like an unnecessary category. Regardless, I think that a buff to the damage of the item should be in order, now that items can't really be lost unless the survivor dies. I still think that they should only drop the item when they are downed because of making sense thematically, as well as them not being able to get it back until they are freed causing more slowdown, but what if when it is dropped, the item loses 10/15/20% of its charges instead of the normal 0/5/10%?
Iron Grasp: I may have been mistaken on this one too. I thought it was really strong since it could drag you to the basement pretty easily with agitation, but very few people actually use it that way. Additionally, wiggling is a very minute part of the game, so this nerf was probably undeserved. Thank you for pointing it out.
Save The Best For Last: Maximum STBFL is 40% recovery on successful attacks. While you have to work on it, that is ridiculous. 40% doesn't give survivors enough time to run away after being attacked and might as well be an instant down unless they've got an easily accessible pallet. Though, perhaps it is not the increase, but the maximum that is the problem. What if the bonus was still 5% for each attack, but the maximum came only up to six tokens. 30% maximum to match with its sister perk unrelenting and is more likely to reach maximum STBFL. What do all of you think?
Infectious Fright: I think that Infectious Fright isn't meant for the purpose most of you are assuming it is. As I understand it, Infectious Fright is not meant to be a detection perk, but a caution for flashlight saves. Plague was added somewhat recently and was added in a time when team flashlight saves were at an all time high. Infectious Fright was meant to prevent that, not reveal everyone. It also encourages slugging by revealing a lot of area closeby. Factor in Distressing to increase terror radius and the previous math for Nurse's and that also gives a coverage of the entire map if the survivor was running a central jungle gym or pallet loop. Keeping it more centered will allow killers to know if anyone's closeby for a flashlight, body block, or head on save without being ridiculous in range.
Pop Goes the Weasel: Pop is the strongest generator perk in the game. It is also the only good generator perk in the game besides Discordance (I also have nerfed that in the main document, but I'm not going to add it to this here. If you want to check it out and comment, you can go to the main doc, check it out, and come back here to comment. I'd appreciate it). In my earlier article "Dear Dead By Daylight: Killer Perk Changes: Buffs", I suggested ways to make and modify existing perks to be much better generator perks. This was an attempt at trying to fit this perk in with the new perk buffs, but if the other perks are strong, then I shouldn't need to nerf this one. You guys are totally right.
Sloppy Butcher: I hadn't thought about it that way. Generators would get done very fast that way. I do think some slight modifications still need to be done for the perk, but perhaps something less drastic. To start, I think that mangled should work like every other form of slowing down or speeding up of actions with items, where the consumption rate changes with the speed. If survivors are mangled, you want them to heal and if they don't have any healing perks or teammates nearby, but they have a medkit, they won't use it if they're going to lose it before finishing. Secondly, make the haemorrhage effect fade after 90 seconds. I know that won't do that much, but it would be nice to unclutter the screen a little more. I think that might make it a bit more tasteful, though that's more of a change to the mangled effect than the actual perk.
I think that about covers it. Also as far as I know PlantCollector, Calm Spirit does not counter infectious fright. It does basically nothing except silence the birds.
Thanks for all the feedback! This was all really helpful.
I just want to say a few things:
I get where you are coming from with rancor, but the situation you described is a very specific one: Rancor won't trigger when you close the hatch, only when all the gens are done, but if the Obsession finishes the last gen and is alone, they have the two doors and the hatch as an escape alternative, that's not a bad situation, if the killer closes the hatch instantly and the doors are close, rancor won't matter because the survivor is in a bad spot anyway.
For Nurse's, I think you are confusing Nurse's and BBQ (or maybe the changed the perk a while ago or I missunderstood you) but currently it has a radius of 28 meters on tier 3, so it's not as bad as you think it is. Mostly I get one skillcheck while healing somebody (I don't use selfcare, so I don't know how many skillchecks you get when using it) sometimes not even one, so I think your nerf for Nurse's might be to much, it would probably only work on selfcare users.
Calm spirit does counter infectious 100%. The Devs changed it a while ago, it silences birds and screams from getting hit or downded, from abilities like Doc's shock or Clown's gas and from perks like infectious.
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@Acromio said:
It's worth pointing out that this broken @#$% still works against """""""""stealth""""""""" killers.
What stealth killers do you mean? Pig, Ghostface, T1-Myers and Wraith all have the undetectable status effect now.
Don't get my wrong, it's a stupid perk, that needs changes but I'm pretty sure that at the moment the trap killers (Trapper, Hag) are the most negativly affected by this perk.
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I'm don't want to watch a long video in a language that I don't understand so I just want to add one thing: That video is from 2018, 1,5 year ago, so whatever point you want to prove with it: It's kinda outdated.
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When the Obsession is in the dreamworld she doesn't hear a terror radius, just the lullaby and is under the oblivious status effect, so it's not a bug, is working as intended.
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@Osamatic said:
https://forum.deadbydaylight.com/en/discussion/comment/1184306#Comment_1184306
so when are they going to fix it? people have been reporting the issue for like 2 month and still no fix.
i was excited to get this perk from the shrine and try it then.... -.-
You can still use it, it is working but it doesn't show that it's working, atleast that's what the Devs stated in the post I linked.
When will they fix it? I don't know, I'm not a Dev obviously, they acknowledged the bug finally, so I guess they will probably fix it with the next mid-chapter-patch or the next chapter.
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@TheButcher said:
Same with David's shirtless cosmetic with camo pants.
Yeah, I have seen that one too, super annoying and a real money cosmetic too.
But I think I've seen the Devs acknowledge this bug (can't search for it sadly, the search function is broken) so there is hope.
Hopefully the Devs pay more attention to this outfit combination problem and prevent it for future cosmetics.
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@Fem said:
https://us.v-cdn.net/6030815/uploads/311/L3P5ZQEJ6MNB.png
On a side note since it's about Feng and her cosmetics, just noticed this see-through bug with her new Mad World top. When repairing gens you can see through her left arm. If I had to guess, I'd say this happens when doing other actions as well. Not all of them, but many. I don't mean to hijack this thread but this seemed like a good place to put it. Weird issues.
Don't worry, I don't feel hijacked because you posted this bug, it's a good idea to report them at the same place.
The mad world top has btw the same problem with the skirt as the tie-front-tops but it is less noticeable, I've seen it in a video.
I'm kinda worried for the bunny Feng Outfit, I hope that it will work with other cosmetics.
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Your ideas are interesting but I think some of your perks have to much going on in one perk, for example, your monstous shrine has 4 effects in one, that's a bit much, I would say use either the 2 hook effects or the 2 totem effect.
And knockout added exhaustion effect wouldn't really work because hooking removed exhaustion and I don't know if the Devs want a perk to override that mechanic
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You kinda answered yourself in the edit. It's indeed intended that rancor only works when all the gens are completed and not when the killer closes the hatch:
@CyberianFaux said:
Description:
Though the spirit of the perk "Rancor" has always been to allow the killer to mori the obsession if the gates are powered, this doesn't work under certain circumstances introduced with the End Game Collapse mechanic. This may be due to the perk not being updated to match the End Game Collapse's conditions and was overlooked leading to confusion when hatch is closed and the obsession is still alive.
Steps to reproduce:
- Install current build of DBD or any patch following the patch where EGC was introduced into the game.
- Play through a killer match against a team with keys so they can open hatch or kill everyone except for the obsession, leaving the obsession to be the very final survivor alive either way
- Close the hatch
- Down the final survivor (must be obsession)
- Attempt to mori the obsession using rancor
Platform: Steam on PC
Map specific?: No, as the perk currently won't work any under certain conditions regardless of maps
Killer: Non-specific to my knowledge but heavily tested with The Deathslinger
Game Version used for testing: 3.6.2
But if you have trouble with the challenge: As far as I know it's possible to equip a Mori and rancor and use the normal mori for the challenge.
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@Fem said:
I remember reporting this on another account at some point in time, 6 months ago would be my guess. It's quite distracting and I agree it should be fixed along with other cosmetics, especially the ones that cost money or shards as you said. I can't see it being too hard, but I guess these posts just don't get to BHVR that easily. And they're definitely not top priority, but 8 months is a long time.. Let's hope.
Was it this one?
@debdee said:
https://us.v-cdn.net/6030815/uploads/954/3RZBZ2NEMYEK.png
Happens with all of her Front Top cosmetics (Freshman-, Light Denim- and Skink Tie-Front Top)
Hard to explain but you can see from the images that there is a hole between the pants and the top. I think it's the most noticeable when searching chests so I used those images as examples.
I included it in my report because the bug was quite good to see in the screenshots.
I agree with you, It's really annoying and they should take the time and fix cosmetics. The cosmetic team is probably responisble for it (that's my guess atleast), so fixing it shouldn't clash with other bug fixes, that might have a higher priority, so I can't understand why it's taking them so long to fix it.
But like you said, we can only hope.
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I don't want to be rude, but I reported this bug two weeks ago and I'm still waiting for a response. It's just a cosmetic issue, but I'm already waiting for it to be fixed for more than 8 months, so I'm getting a little impatient. I'm willing to show more screenshots, but considering the fact that the skirt costs real money, it would be lovely if you would atleast acknowledge that this bug exists.
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This bug is already reported and acknowledged:
@PlantCollector said:
I know it's been already reported for many times but im not sure if it gets acknowledged with the new bug report system.
Summary:
If a teammate dies while you have the perk "Sole Survivor" equipped, you dont get any tokens.
Description:
When a teammate dies you don't get any tokens for your perk "Soul Survivor". I can't tell if it's a visual bug or if the perk isn't working at all.
Occurs in both public and private matches.
Steps to Reproduce:
- Equip Sole Survivor
- Sole Survivor doesn't gain any tokens when a teammate dies.
Occurs on:
PC, but i have seen many playersl from console reporting this in generaly discussions too.
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@SpinZard said:
https://forum.deadbydaylight.com/en/discussion/comment/1182531#Comment_1182531
See the thing is you don't use lithe so you wouldn't know how much the pallet looping issue would happen which is why I didn't address it
It's weird how you think that people don't use a perk because they disagree with you.
Lithe used to be in all of my setups for about a year and I definitly experienced what Doodle28 stated: When you're at an unsafe pallet lithe can be great and save you, but when you're at a safe pallet it can be unpractical.
In general I think all of the exhaustion perks are good, they all have advantages and disadvantages, so in the end it depends on personal preferences and playstyles.
I also think it's a little strange that you act like you know better about perks than the rest of the community when you don't seem to know that iron will is useful for more then immersive plays.
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I personally think it's a little weird, that people are still using it as an argument 2 years later, yes the results might be similar, especially after this unnecessary ruin nerf but still, it's been 2 years and a lot of changes for both sides.
Im general I'm skeptical what those experiments prove, because I don't think that someone argued that SWF is strong (and even without comms, they know how they play with each other so it's not really comparable to solo), but most SWF won't do as good as marth did, despite the advantages.
Scott had a 32 win streak with speed limiter leatherface and 50 games win streak with Oni, fungoose had a more than 100 4ks win streak with plague. What conclusion should we draw from that? Oni op or Plague op? Or just that Scott and Fungoose are a lot better than the average players?
I just think, that data from from players that are pretty good can't be used to balance for the average player. If the Devs want to do that they would probably need to balance differently for higher ranks, but that is not possible unless dbd gets a good ranking system and rank rewards.
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@finitethrills said:
https://forum.deadbydaylight.com/en/discussion/comment/1176420#Comment_1176420
This does seem to be correct. For some reason, I thought the vac was removed earlier that winter.
I think they announced it quite early and showed video examples, that might be the reason :)
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@finitethrills said:
https://forum.deadbydaylight.com/en/discussion/comment/1175145#Comment_1175145
Stats by Killer Total Number Of Ratio Avg Kills/Game Avg Hooks/Game Avg Pips/Game
Nurse 31 15.50% 0.87 3.10 -0.68
Billy 54 27.00% 0.93 2.04 -0.85
Huntress 35 17.50% 0.83 2.06 -0.99
Freddy 15 7.50% 1.20 2.73 -0.73
Sorry, formatting doesn't really translate. These are from the 200 perkless/perk games, excluding the 100 hero squad games.
As far as I know the experiment (or most of it) was in March 2018, the vaccum was removed when Clown came out.
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@MigrantTheGreat said:
https://forum.deadbydaylight.com/en/discussion/comment/1166878#Comment_1166878
Meanwhile, the basement and DS bug were fixed within 7 days. But Nurse has had the same bugs since before her 'rework', and the devs still haven't done anything about her bugs.
The basement bug returned with the last update so I wouldn't call it fixed. The Bug that you can get stuck on tree isn't fixed. And I'm not sure if they ever fixed the bug that DS won't work on a nurse that grabed you.
I think that the Devs have trouble on how to manage their ressources because they have to deal with a lot of bugs, so they fix the the ones, that are easier and get reported more often first. Survivors are just skins, you don't have to pay attention to special abilities and the bugs get reported a lot. Not many people play nurse so her bugs are probably lower priority. (I've also heard that some of her bugs are connected to the servers, which are another mess, but that is a different Story). Not many people on the other hand play sole survivor so it's lower priority.
What I'm trying to say is, that I don't think that the Devs don't care about Killers, I think they are drowing in bugs and don't know where to start so they focus on the easier and not reported ones, which tend to be survivor bugs, because more people play survivor and survivors don't have a special ability.
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Doing a gen with 35% action speed would mean that a gen takes more than three minutes when you are working on it alone, right?
That's just crazy.
Also, as other people already pointed out: Not every SWF is the same, an low rank SWF or an swf without comms is not the same like a sweaty rank 1 SWF. Punishing them all is not fair and won't improve the game.
I personally think they should change object and some other perks like ds, so that they are less abusable in a SWF (and in general).
Scott's Trial Warmup also sounds like a good idea, so it would be interesting to test that.
But I'm pretty sure, that general SWF nerfs across all ranks and players will do more bad than good.
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@WRussoW said:
https://forum.deadbydaylight.com/en/discussion/comment/1166878#Comment_1166878
Who uses Sole Survivor? Maybe they'll rework it instead of just fixing it, who knows.
Some people use it with object, some just like to switch perks.
As far as I know it wasn't on the dev's list for perks that should get a rework but who knows what the devs are up to..
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@HollowsGrief said:
Don't worry, this bug effects survivors in a negative way, it will be fixed in no longer than a week or two.
I just want to say that sole survivor is bugged since months.
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That bug has already been reported:
@PlantCollector said:
I know it's been already reported for many times but im not sure if it gets acknowledged with the new bug report system.
Summary:
If a teammate dies while you have the perk "Sole Survivor" equipped, you dont get any tokens.
Description:
When a teammate dies you don't get any tokens for your perk "Soul Survivor". I can't tell if it's a visual bug or if the perk isn't working at all.
Occurs in both public and private matches.
Steps to Reproduce:
- Equip Sole Survivor
- Sole Survivor doesn't gain any tokens when a teammate dies.
Occurs on:
PC, but i have seen many playersl from console reporting this in generaly discussions too.
The Devs asked for a video, but for now nobody was able to provide one, maybe you can help?
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/1164056#Comment_1164056
I at no point did I ever say it was necessary to P3 them. I was pointing out that it would take roughly 31 hours to Perk them out, and an additional 11 hours if you wanted to P3 them.
As for why I personally want to P3 my survivors... because why not. I had the game before the store was a thing. When your choice of characters cosmetics were not really an option. So now that some of them are P3, I want to personally P3 them all. However, I know many people that didn't P3 anyone, so they honestly don't care either way.
Personally I don't play that much anymore but a lot of my friends have frequently more than 30 hours in the last two weeks on steam in dbd and two weeks seem like a reasonable time to max out a charakter in my opinion. For me P3 is just a mostly useless "do-it-if-you-have-the-time-for-it" - thing, but I guess people see that differently.
I also had the game before the shop was an option and I mained Meg, who had a ton of outfits because of the cosmetic dlcs, so there were options before the shop but I guess in the end it comes down to personal preferences and I can understand that some people like to complete things.
It is also true that the game can be quite grindy for people that don't have the time to play much, but the grind is also part of the fun for others, so you need to find a middle ground there.
The archives help a bit imo (even though I don't like them) because they give you Bloodpoints. So I can understand that we disagree at that point but I don't think that there is a fix needed for the grind at the moment. (Also I really dislike the common proposal to just remove Perk tiers, because it would make the game more boring imo)
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@yobuddd said:
https://forum.deadbydaylight.com/en/discussion/comment/1162987#Comment_1162987
I respectfully disagree (and I’m just putting this out there, I’m not pushing for some salty argument. Seen too many of those, eh? 😏)
Anyway, I believe that this would be the purest way to level the playing field for all players. It’s not a punishment, it’s an equalizer.
People play SWF for fun, and that doesn’t change with my idea. They can play in teams all they want. The game experience would be identical to the way it is now.
The changes come from the following:
- If they can‘t earn pips, then they can’t rely on friends to carry them. This allows ranks to more accurately represent skill, leading to better matchmaking.
- If they don’t earn blood points (or maybe earn 50% fewer), then this is fair considering the massive advantages available to them.
- They will be encouraged to play solo more often in order to restock on items (which would still be consumed in SWF) and to make rank progress. Solo is what the game was designed for, so we will see a greater percentage of matches played as intended.
As an added step, I would like to see the killer and any other survivor who is solo be guaranteed a black pip when SWF is present in the match. They don’t know until after the match though.
Why should I play solo survivor in the Situation that you described?
- most players that have reached Rank 1 once don't care to much about it because it gives you nothing more than an achievement. Also there will always be people who make it to Rank 1 as urban blendette who only goes for unhooks so matchmaking would probably only improve slightly.
- kyf is only fun with 5 people, so people that play mostly duo or trio would probably just play less. Or go back to good old lobby hoping to play together anyway.
- people who play less need less BP to restook items (if you even want to restook them, it's not like you need them as surv, and you could just farm them from chests but lets ignore that for the moment). But if you only need a few Bloodpoints you can just play killer at low ranks. Why would anybody who doesn't like to play surv alone not switch to Killer? If you only play a few games per month you can stay easily at low ranks and farm your bloodpoints there.
So in conclusion: I'm pretty sure that your idea would only leed to less people playing and longer waiting times for everybody, but if that is what you are willing to take to not face an SWF I guess it is a good idea.
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/1163715#Comment_1163715
The other big problem is, even if you like a new survivor, what is the point is spending 31 (42 P3) hours to perk out the new survivor. Like I actually love the look of the new survivor and her backstory is really cool, I just don't want to spend to P3 and perk her out...
So yeah, its a skin, I will rarely if ever use that I paid 7$ for... That is kinda crazy.
I don't get why people seem to think that p3 is necessary. Unless you playing some of the licensed charakters the shop has usually better outfit option imo and the benefit for items and addons is not that big and survivor don't need items anyway.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1162418#Comment_1162418
“Leaving them to die is a douchebag move”
The killers role is to kill the survivors. Sure the method you describe doesn’t give great emblem points, and it takes longer for the survivors to die, but it’s still an outcome that the killer is meant to be achieving.
Letting the survivor bleed out gives you zero points in devout, so no, atleast according to the emblems it is not the killers goal to slug all survivor to death, it's to hook or mori them.
Also Healsbadman said, that the killer did it to troll (obviously we have only his word for it) and trolling the other side should never be the goal for somebody in this game, it is already toxic enough.
Of course it is wrong to report it, but I can't understand why people seem to have trouble to get why it's a frustrating method, expecially for new players.
(To add, killer at low ranks, who are matched against actual low rank survivors shouldn't need such an excessive slugging to win)
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I agree with you, can't stand that map either. One thing that also bothers me are the stupid totems spawns like in a middle of the field, with nothing around it. I can't understand why somebody thought that was a good spot to "hide" a totem and I can't understand why crotus prenn asylum hasn't been reworked yet.
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I just want to say, that the complains about him aren't new, his slowdown addons got nerfed last december after a lot of complains about that specific build.
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1160904#Comment_1160904
He feels easy because of what @Oberon said: Survivors can’t be bothered doing what is necessary to counter what’s in Freddy’s kit.
I'm sorry, but I don't believe that: Yes, people might say that Freddy is op or boring because they don't pay attention to counters but I think the easy stigma on Freddy comes from a different perspective: Freddy has a really high killrate, so he is apparently a strong killer, but he doesn't need a specific skill like Nurse, Hillbilly, Huntress etc. You obviously still need to know how to mindgame and stuff and a general knowlegde how to use snares (but I see dream pallets more frequently, who are just a luck thing), but a lot of people think, that that is quite less knowlegde compared to other Killers.
So I personally don't mind playing against freddy and I don't think that I die more frequently against him than against other killers but I can totally understand the easy thing. To add a personal anecdote: A friend of mine, who is a survivor main, wanted to get the Rang 1 Killer achievement and he did it with forever Freddy. Obviously a single personal experience proves nothing, but I still wonder, if he would have been able to do that as fast with a different killer.