TripleSteal
TripleSteal
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- TripleSteal
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Comments
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You can consider its rather unique visual glitch to be a custom animation, if it makes it any better.
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Did I underatand it correctly that you want to report someone for calling you a "#########" in a game?
All reports of the kind should be submitted on twitch, but I am afraid your reasoning might be not enough for any actions to be taken.
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You can get on top of some presumably unclimbable furniture inside Ormond's main building using co-op heal initiation repositioning.
You can also climb the textures on the back side of new autohaven's hill to get on top of it from the ground level.
Spirit's phasing sound is sometimes not audiable when it should be.
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Thanks, stats of quality
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1792587#Comment_1792587
They were stats on teabagging, not particularly relevant.
This is my most beloved part of the game.
please?
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Could someone post a screenshot of these recently released stats, please?
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Are you sure basement stairs are still blockable? I thought it was patched out a while back, mainly cause of the pig; and the only entirely blockable hook is the 2nd floor one on Tompson's House.
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Neither of the mentioned mechanics are bugs, that's just how the game works.
Don't forget the doctor's prescription:
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Hit validation was disabled because of issues with Oni.
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3.85.
Wiki (for more absurd than it seems) is a more accurate source of data on DbD than the game itself.
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Yes, for all the questions. Freddy's lullaby is also audiable, as well as demo's shred attack, pig's ambush etc.
Undetectable only removes heartbeat and red stain.
Minor note - Hillbilly can negate it with ultra rare Apex Muffler addon (chainsaw becomes not audiable for survivors outside of your terror radius, which is 0m when you are undetectable => survivors can't hear it at any distance).
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Hm?
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Some chocolates benefit from being kept in the fridge (toblerone is a good example of such, imo), others do not.
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That's an already acknowledged bug with this specific hatch spawn spot.
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Upd - added screenshots.
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:/
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Doc, cs he devours my fps
Gameplaywise he's fun, though
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@Jay_Whyask said:
Just to clarify both survivors and the killer can't get past that rock, they can't enter the shack from that doorway?
There are several possible glitched spawn locations of such rock near yamaoka shack, and at least one of them (screen below) blocks killer only, thus significantly affecting loop balance. The rock itself appears to be the same, so likely it works this way with each spawn location.
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@Kind_Lemon said:
Efforts should really be directed at adjusting animations (and not just player positions) to make the hits not look as implausible rather than making the hits happen/not happen in the first place.
Considering killer-sided hit validation, as long as their ping is 150+ms, it will look rather peculiar.
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Not a bug.
If anything, it's a technical (server) issue.
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There's a glitch when someone DC-s on hook that gives you both sacrifice points and dc points for your emblem simultaneously, as if you killed two people at once.
Other than that, you can't double rank in reds as killer without 4k-ing.
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The issue is still here, unfortunately.
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K.
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The share of native english speakers on the forum is not that huge, and it's definetely not a bad thing.
What you called an "exaggeration" is in fact perfectly understandable.
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This glitch appeared with the patch of October, 20th; and I reported it the very next day :/
Great to see it's still here.
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Irrelevant unknown franchise, but as long as killer power concept is interesting, why not
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@kaeru said:
Aaw, no one chose Hag :c
U sure?
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It might be better to use technical issues category for this thread instead; this subforum is rather underpopulated and you are less likely to get relevant answers.
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Nothing specific.
That franchise is irrelevant and not widely known, but as long as the killer is well-designed and there's a new map, I'll be happy.
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At an level other than peak performance bubba is better, but considering best players use them, billy is still a bigger threat, imo.
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0.5/0.9/1.5s for fast/mid/slow vaults respectively
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Most people follow the same pattern while dodging (which I think is explained in scott's guide) - they swap turns; so seeing them dodge to the right, you can expect the next turn to be left and just release the hatchet as soon as it happens.
Some survivors know it and double fake, others run in a more chaotic way - huntress' hatchets are mindgame in a large part, and you need to learn your opponents individually during each match.
A useful stand alone tip is that 90% of survivors who are surfing a wall would try to dodge your hatchet, so considering there's only 1 direction they can turn, throwing hatchet predicting their move is an optimal strategy against someone whose skill level is still unknown to you. The downside here is that the remaining 10% include both the worst players who just don't react fast enough, and the very best ones who know how good huntresses play and are cold-blooded enough to rely on their mind rather than intuition.
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Upd. - I scrolled through a bunch of pages and found an identical bug report that is actually marked as Acknowledged, I was wrong after all.
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Fatigue and pallet stun do not add up, they kind of overlap. I'm pretty sure it's not a bug.
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@novacone said:
oh, i did see it reported but it was chapters ago so i figured it wasnt seen
Reporting it multiple times is kinda ok; I'm displeased by the fact that despite numerous identical reports it was never even acknowledged.
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My vote goes to legion and demo, which seems to be a rather popular opinion, in fact
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MM queue times are dynamic over the course of the day. As a rule of thumb, generally:
1) mornings and daytime - fast/instant queues as survivor, long (eventually extremely long) waiting time for killers
2) evenings/nights - the tables turn, survivors wait while killers... well, they also wait, but it usually takes about 5 seconds.
Q times depend on number of killers in queue to number of survivors in queue ratio, rather than total amount of players online.
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Here comes the 50th bug report of the very same issue at the same spot of the same map, only to be ignored once again most likely :/
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I meant that it's more of a bug rather than a settings option that could be toggled on or off, so quite possibly the solution does not exist for now.
I'd prefer to be wrong though, since I'm often doing same stuff as you do when q'ing.
P.S Technical issues subforum might provide more meaningful answers, in my opinion.
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Freddy with a combination of addons and perks fully aimed at slowing down game progression.
The most notorious addon combo is red paint brush+swing chains. Perk-wise it can be a combination of ruin+undying or tremors+pop, thana, sloppy, dying light and so on.
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Hatchets in lethal rush
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This video is actually disturbing.
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It's a universal issue since the last patch.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1766167#Comment_1766167
I was paraphrasing one of the Devs, who answered in a previous thread about this occurance why it happened.
Then you are probably right and this pattern is likely causing pallet spawn mistakes of the kind.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1765813#Comment_1765813
It's not exactly a glitch. The game scans the tiles it has spawned, decides there aren't enough pallets based on some magical arbitrary number in the sky, and spawns an extra one at one of these areas that are normally one-or-the-other. As far as I am aware, based on the tiny little amount of information given about it, it seems to be intended behaviour.
I think in such a scenario it is fully rerolled rather than modified. It works this way with totems and hooks afaik, and pallets are likely not different.
There's also a min distance parameter which for whatever reason can sometimes be ignored for this exact tile.
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I think I've reported a glitch of double pallet spawn in the very same tile a month or two ago, and just like most bug reports it remains pending and will probably be this way for several years.
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As of today this issue is still a thing. Can I ask for some sort of reply on this?
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They could be trying to give the killer a hint on your location on purpose for whatever reason, but such behaviour is way below the possible ban threshold.
Could have been just a coincidence as well.
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Movement animation affects the perception quite a lot, particularly in case of trapper.
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Hatch offerings are disgusting when paired with keys, others are simply useless.










