TripleSteal
TripleSteal
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@RK67 said:
https://forum.deadbydaylight.com/en/discussion/comment/1909327#Comment_1909327
Can the increased brightness effect of purple flashlight cause the blind to appear faster?
No add-on alters blinding timing.
Beam brightness is actually visual brightness of blinding effect on killer's screen, which is completely useless.
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Hard to say without video evidence.
It could be that either one of you (or both) had bad connection to the game server which resulted in you having blinding displayed with delay - flashlight blinds are validated on survivor's side.
Keep in mind that all the existing flashlights regardless of used add-ons share exactly the same blinding timings.
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The bug with basememt hooks not counting towards corresponding achievements and quests has been acknowledged a while ago, so it's reasonable to expect a fix some time soon.
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I want better FPS on updated maps and bikini huntress, but wraith buff and keys' rework would be fine as well.
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If my goal was to win (disregarding BP), I'd take tremors over bbq any day of the week for all killers except huntress.
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Ideal teammate
Object of obsession
Sole survivor
Left behind
Distortion (just in case, actually 4th perk is not needed)
Pink key
Never interact with anything other than lockers, hide in one located closer to map peremeter as soon as the match starts, and swap lockers every once in a while to avoid crows. Wait for all your teammates to die, let the killer find hatch while watching them with object and proceed to key escape afterwards.
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That sounds rather sad, as I'm not looking to change my headset
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As a huntress with an already charged hatchet and with two survivors in an open space 10 meters in front of me, I was not sure whom to hit and somehow missed both. Hatchet went in between them and hit an injured guy 30m away whom i didnt see as he was slowly getting into a locker.
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The penalty for dc-s is progressive and has been this way pretty much since it was introduced as a concept. If you do not disconnect frequently "enough", though, the ban duration will remain at its lowest value. Accumulated value of DC penalty refreshes every unidentified period of time, duration of which one of the mods refused to disclose when asked directly in a similar thread, if I recall correctly.
Explanation of DC bans from Bhvr:
@Peanits said:
https://us.v-cdn.net/6030815/uploads/341/OGENL75T9O8I.png
The disconnection penalty system is being re-enabled on PC, PS4 and Switch™️. Following our December 2019 test, we have fixed reported issues and made some changes to address Community feedback.
The system will be turned on Tuesday February 11th, 11 AM Eastern. A game update will not be required.
How does it work?
Users who disconnect from matches will be prevented from joining a new match for a predetermined length of time, which increases after each instance of disconnection. Our objective with this feature is to discourage players from quitting games and will serve a double purpose of excluding users who are already in a negative mental state from re-entering matchmaking until they’ve had a chance to cool down.
The system will also apply if one or more players in a group has an active disconnect penalty, preventing the entire group from joining the matchmaking queue until the penalized members have either cleared their penalty or leave the group.
The incremental penalties will decay naturally over time, starting after the most recent matchmaking ban has completed.
FAQ
Can I appeal my penalty?
No, we do not offer appeals for disconnection penalties.
What counts as a disconnect?
Anything that results in you leaving the match will count as a disconnect. This includes but is not limited to: Turning off your PC/console, disconnecting your Internet, closing the game, or leaving a match through the leave match button. This is crucial to ensure that the system cannot be exploited.
What about Xbox?
Since the disconnection penalty system requires dedicated servers, the system will not be used on Xbox until dedicated servers are enabled.
What if something happens outside of my control (e.g. Internet outages)?
Penalties will start off small enough that the occasional outage should not be noticeable; your timer should be gone by the time your Internet comes back on, for example. If you are losing connection frequently, please be sure to resolve your issue as soon as possible. Losing connection to matches negatively affects the enjoyment of the other four players in the match.
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At his peak performance (and demo is not eaay to master) he's likely the most average killer in the game.
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The only thing people toggling key last second have in common is that they are literally never good, no exceptions.
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Emblems are a new Ranking Mechanic that was implemented with Patch 1.9.4 into Dead by Daylight . 1 Overview 2 Survivor Emblems 2.1 Lightbringer 2.2 Unbroken 2.3 Benevolent 2.4 Evader 3 Killer Emblems 3.1 Gatekeeper 3.2 Devout 3.3 Malicious 3.4 Chaser 4 Emblem Qualities 5 Ranking 5.1 Pip Conditions 6 Change Log 6.1 Patch 2.0.0 6.2 Patch 2.3.0 6.3 Patch 3.0.0 7 Trivia The Emblem System is a replacement for the Victory Cube for Killers and the old Bloodpoint-related Rank Mechanic for Survivors. A P
And
Rank is a matchmaking feature integral to Ranked Trials in Dead by Daylight . 1 Overview 2 Ranks 3 Ranking 3.1 Emblem System 3.1.1 Pip Conditions 4 Seasons 4.1 Rank Reset 5 History 5.1 Bloodpoint Ranking 5.2 Victory Cube 5.3 Emblems (pre-2.6.0) 5.3.1 Pip Conditions 5.4 Original Rank Reset (pre-2.1.0) 5.5 Rank Reset (pre-3.4.0) 6 Trivia The Player's Rank is dependent on how many "Pips" they have accumulated from playing ranked games (any game-mode that isn't Kill Your Friends). The number of a Ch -
You can spam fake trap placement animation when facing a decent OoO SWF. Preferaby do it around tiles with grass which prevents survivors from immediatly figuring out that they've been bamboozled.
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Can confirm this sometimes happens.
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The answer @coley_219 gave is false.
This discussion was closed because the interaction you pointed out is actually not a bug. You can see it if you open thread list in Bug reporting section.
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@maaadinsomniac said:
https://forum.deadbydaylight.com/en/discussion/comment/1904863#Comment_1904863
Thanks for the guide. Coconut has some insane shots, I know about Umbra but she's playing a lot of Killers, not only Huntress and yeah she's amazing but streaming in 4-5am for me. I can only watch her videos. Never seen Scott because he's not likeable for me somehow, no offense.
So it's all about practice, there's no exact "crosshair" placement for landing every shots? For example Deathslinger is super easy for me because I played more like 12 years FPS games before, it's only fast zoom, shoot. I was thinking Huntress will be good too, but only gives me frustration when I miss her shots.
You are not the only one who finds Scott annoying :D. The guide is good, though.
Crosshair placement is the same as for deathslinger (screen center), you just need to adjust it to hatchet trajectory, which varies depending on distance. After 5k hours of CS I didn't notice any major deviations when playing huntress, it's pretty much a generic no-scope shot with an only inconvenience of the "bullet" being affected by gravity.
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For educational purposes - Coconuts is not the best huntress player; instead I'd recommend both Umbra (for long range hatchets and trickshots) and Jordirex (ftw macro strategy and approach to running tiles).
The most reasonable guide to date is Scott Jund's.
https://youtu.be/IQRDijaX5Io -
Neither of the guides I watched back in the day came up with easy solutions, and my personal experience is the same - it's entirely about practice.
Hatchets obey the law of gravity, particularly non-charged ones, so aiming a bit higher is the right way to go.
Reworked autohaven features worse collisions than before (and they were already rather counter-intuitive to begin with).
Some tiles' hitboxes are larger than their visual model and you kind of have to memorize them one per one. There are some positive surprises as well, like Ormond rocks fully covering survivors visually still allow you to hit them by throwing a hatchet above such formations; or one of the hanging corpses near the exit gate on Midwich not having hitbox at all for whatever reason.
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Sadly I'm out of ideas, and I recommend you to post your problem in Technical Issues besides Ask the Community subforum. TI mod is significantly more qualified in such questions.
https://forum.deadbydaylight.com/en/categories/technical-issues
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@Quink said:
Yeah internet works as usual, Will try to find a game with Crossplay off and see what happens. Don't want it off though since Que time are usually worse, but it the choice is no game at all i guess i have no choice.
No-no, that's not what I meant. I thought that perhaps somehow it turned off by itself for you, which could have caused longer queue times. Disabling crossplay now is unlikely to help :D
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I'm also in EU, r1, but on PC. I played as a killer at the same time when you were trying to find a match, my queues took about 15-30 seconds as usual; therefore the issue is not universal.
Do your crossplay settings allow matching with players from other platforms atm?
Is your internet connection working as usual?
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I'm pretty sure it's a feature, and I always feel like a complete idiot when encountering it cause I still got zero clue regarding what causes this weird interaction.
Perhaps it's part of updated gen repair animations introduced several montha ago, but I'm not sure.
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Rank, region?
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You can always find people to play with on discord, forums and so on. You do not have to play solo if you don't like it.
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@Shirokinukatsukami said:
I just finished a game on Midwich with no gen in the Piano Room. It definitely doesn't always spawn one. Meanwhile the chem lab had one.
So as Bwsted said, you get either or but not both.
The gen right outside piano room counts as a piano room one I think.
I'm not entirely sure that either one of those always spawns, as I think about it. It should be working this way, but does it?
@Adeloo said:
https://forum.deadbydaylight.com/en/discussion/comment/1903556#Comment_1903556
oh yeah ^^ but does the spawn of those rooms changes or is it consistent ? i never got the achievement coz i nver knew exactly how does the rooms looks ahah
Consistent iirc.
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@Adeloo said:
Aside from the flickering lights on Lery's (+ one always in the middle) and next to doors on The Game (+ one always in the bathroom next to the basement) on Midwich a gen usually spawn either in the middle of the map or in front of one of the gates.
Midwich is fairly new so outside of those gens i didn't notice anything that can help you navigate the map to find gens aside from the perk Visionnary or Bond.
Afaik the only consistent gen spawn pattern on midwich is piano room and chemistry lab always spawning 1 gen each, simply because those two trigger this map's easter egg.
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@Terro said:
Yeah I've played the maps enough to have a sense of where the gens are on inside maps.
I just read a different post that said that every map has similar gen spawns. 1 gen in the middle. 3 in an outer perimeter and 3 in an inner perimeter. Dunno if that would help at all or if it's even true. For some maps it sounds familiar.
As far as I know, that's not true, albeit sometimes they will spawn this way.
Each map has fixed and variable gen locations, certain maps only have variables. The maximum quantity of pre-defined gen spots per map is two, iirc (saloon, hawkins).
All the other gens are allocated between a bunch of variable spawns by a matching function (quantity of variable spawn spots is limited, so gen placement is never actually random). The only parameter variable gen spawns depend on is minimum distance to already placed gens (it gets adjusted if they are located on different floors or have tiles in between). During map generation process, the system randomly allocates variable gens one by one to a random spot not "blocked" by min range zone around already placed generators. If somehow the last gen can't be placed anywhere, the process restarts. The whole process is basically one huge (IF; ELSE) function.
Totems work in a similar way, except that they never have guaranteed spawn points, and have an extra requirement of not appearing in survivors' direct LoS from their respective spawn - the latter restriction sometimes does not work properly, though.
All of this was up-to-date in late 2019, and I haven't heard of any conceptual changes to map generation process since then (except for "dead zones" fix attempt, which only affects tile placement).
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@mrmean said:
So if we can punish these things with a reduction of points and say its ok. Why not be the same way about leaving a match?
Nice necro
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Around which ranks do you play?
You can run generic ruin/undying/thana+either bbq, surveillance or tremors.
You can also go for enduring, pgtw, tremors and devour hope. Swap enduring into blood echo and you get a solid comp build.
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High ping.
The idea of dodging lobbies because you believe the game is gonna be tougher than normal for whatever reason seems ridiculous to me.
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Hitboxes =/= server latency, your title is misleading
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No.
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All suggestions of the kind can be posted in the corresponding forum section (which, as far as I know, is the only appropriate place for them to be noticed by devs):
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@bonan said:
https://forum.deadbydaylight.com/en/discussion/comment/1900655#Comment_1900655
Yeah it does happen consistently,been trying for like an hour now.
There was a server issue ~40 minutes ago that resulted in consistent 300+ ping lobbies, so your problem might be its temporary consequence.
If the problem persists, I recommend duplicating your question here:
https://forum.deadbydaylight.com/en/categories/technical-issues
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Luck as of now only affects your odds to self-unhook and escape a bear-trap.
Chest item rarity is not related to luck in any way.
Luck is a Game Mechanic featured in Dead by Daylight . 1 Overview 1.1 Proficiency Indicator 2 Unlockables 2.1 Perks 2.2 Offerings 3 Luck Percentages 4 Trivia 5 References Luck affects a Survivor's chances of unhooking themselves from a Hook and freeing themselves from a Bear Trap .It does not affect the Rarity of an Item found in a Chest . Some Offerings can increase the Luck of Survivors, either for oneself or for all of them. The same applies for Up the Ante . If an action is affected by Luck, -
Does it happen consistently, or did you stop trying after several attempts? Did you only test it during one specific day?
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No change in MM could make it worse for top tier players, because it's already rock bottom and basically any deviation has to be towards a better state.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/221818/dbd-is-unplayable-at-a-certain-time-of-day
The game is more balanced during the daytime as
A. Less players (this usually means the good players are on both sides)
B. At nighttime, the servers become flooded by survivors all playing with their friends and such, meaning there's not enough killers so long wait times and imbalanced matches where 3 rank 1s and a rank4 go up against a 20 hour Wraith player.
I disagree with consensus though. Killer is TOO EASY during peak times as I, a relatively decent killer (imo) get nothing but purple/greens who cannot run a chase to save their lives. I wish I got good survivors at peak times but I just don't. Ever since the PH launch its been awful.
I actively don't play killer anymore at peak times because of this, and survivors just takes too long.
I have the same impression. Peak time killer queues match me with people averaging around r7, which is nor exciting neither challenging.
#MmrWaitingRoom
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How do you speed up pallet drop action by 10%? :D
0*0.9 = 0
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@Canas said:
https://forum.deadbydaylight.com/en/discussion/comment/1896514#Comment_1896514
Same issue like Plague with the little difference that she'd most likely be able to look beyond walls with her enormous size. Some say she's 2,44m which would put her above all the other killers in the game since those reach 2m at most. She'd have serious issues with fitting through doorways and vaults, they'd have to add many new animations to compensate for that. I don't think they'd be willing to put this much effort into a new killer.
"Help me, step-dweet, I'm stuck in a jungle gym"
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Putting all "mm seems to be working as intended" arguments aside and answering the question you've asked - you seem to be relatively unlucky as I didn't notice any significant trends in share of r1 killers recently.
However, such a trend could exist given that late night matches against purple (at best) rank survivors allow killers to rank up much easier than half a year ago.
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Unrelenting should give a greater cooldown reduction so I could constantly lunge while traversing the map as nurse instead of walking at 3.85 speed.
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Where's the 80 metres gen hatchet option
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Most likely 0
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For pub games he filled the niche where hilbilly used to reside before his rework; the most balanced killer in the game assuming everyone involved plays dbd not too bad.
On comp level he's a joke, though. Bubba's skill ceiling is lower than my IQ, cause there's pretty much nothing beyond generic 50/50s with pallet break fakes and M2 tractor tech for him.
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The fact that somewhere in the world there are few ppl with polio doesn't mean that vaccines do not work.
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People running fixated are quite honestly the last thing to be afraid of.
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Probably legion, cause they allow you to spend most of the match duration actively chasing survivors (more interaction => more fun).
Wraith is rather beginner-friendly and you already have this killer, so giving him a shot won't hurt.
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Yeah, that's not the flashlight 360 I was expecting to see. This is straight up exploiting/cheating.
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This perk is actually kind of all right the way it is, as long as it's used by decent players and against decent players. I've seen it being played in tournaments several times.
The only other niche perk of the kind that comes to my mind is camaraderie.