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Wezqu
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@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072205#Comment_4072205
I don’t agree that it’s unhealthy for the game. SWFs don’t need a perk like Windows because they just call out what’s been used. Nerfing it would mostly hurt solo survivors, especially newer or more casual players who don’t know map layouts or tile spawns yet.
Yes, pallets and windows are valuable resources, but they can be wasted completely outside of your control. Survivor already has plenty of built in punishment through teammates mistakes, and burned resources are part of that.
If we agree that killer aura-reading perks are fine because they still require skill to use effectively, then I don’t see why Windows should be treated differently. Killers also have constant access to strong aura-based information without perks like generator auras, which allow for early 3-gen setups, and hook auras, which help with positioning and map pressure. Those are meaningful resources, and they’re freely available. So when you say they’re not comparable, but also agree the criticism between Windows and killer aura perks is the same, the standard being applied to each role isn’t really lining up.
So why nerf a skill-dependent perk that mostly supports solo queue, when it’s being criticized for the same things you’ve already said aren’t an issue for killer aura perks?I am sorry but your point again does not make sense when there is no killer perk with same level of value than WoO gives to survivors that is on 100% of the match. I have stated this already several times and only counterpoint is people talking about skillful usage of perks that literally is same on all perks all of them demand skill to use well. I am done debating this as I don't see this going anywhere. I have made my points why it needs a nerf and so far have not got any counterpoint of why it shouldn't. Even those here who posted of defense of the perk are just giving even more reasons why it should be nerfed as their argument are just proving that its not healthy to the game. I know I am maybe yelling in the wind but I know I am correct in this opinion and I am not the only one who considers this perk a problem.
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@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072194#Comment_4072194
I’m sorry but I don’t think that being able to see windows or pallets at all times would be comparable to a killer being able to see a survivor aura at all times. Im open to hearing your perspective on why you may believe differently. But seeing a survivor aura 100% of the time, in my opinion, is much stronger than seeing windows/pallets. I feel like it makes sense why it’s not 100% of the time, because it would be way too strong. And I thought you agreed that killer aura was fine because it still relied on skill. Why are the standards so different?
To survivor windows and pallets are your life line they might not be as valuable as seeing survivors as killer but very close to it. In the end they are most valuable asset survivors have and that can't be denied. I am not asking any difference just that a perk that is clearly not healthy for the game to be brought to healthy level. I would never even want a perk that would show survivors auras 100% of the game but still why survivors need to see pallets and windows vaults 100% of the match either?
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@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072192#Comment_4072192
I just don’t think it needs the downside, especially since you have no control over what resources are used or when it happens. The perks strength depends entirely on the skill of the individual. If we can acknowledge that killer aura perks like Lethal, Friends Till the End, nurses calling etc. are fine because they still require skill of the killer to take advantage of them, I really don’t see why windows of opportunity is held to a different standard.
Every perks strength depends on the individual using it that is not an excuse to keep a perk that literally is most picked and is shown to be highly powerful to not be changed. Like if this would be a killer perk most people would be making thread every week complaining about it but when its a survivor perk its somehow totally fine to be very strong and should not be touched.
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@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072186#Comment_4072186
I hear that, but I think it’s off set by the fact that there’s only 1 killer, so there’s not a chance of another teammate using a resource without you knowing about it. Windows is the best way to know what resources are still available because you have no control over that.
Yeah and that is the strength of the perk it gives really vital information without any downside. Thats why as I said make it work when you are injured and it still gives you huge value but only when you most need it.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072185#Comment_4072185
I agree. I also agree that we should remove auras from hooks and generators for killers because those are always present and provide too much of a tactical benefit for the role.
I disagree on those though.
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@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072180#Comment_4072180
I think we’ll have to agree to disagree. Similar to Killers seeing survivor Auras with various perks, that’s great information but it doesn’t mean anything unless you have the skill to actually get the down.
So now you change it to survivor auras that I might agree but there is no killer perk that shows them all the time. Windows is on from start to finish of the trial it has the biggest up time and value than most other perks that are on from the start to finish. For example Zanshin the killer equivalent is also not comparable to it in value.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072126#Comment_4072126
I say we stop adding bogus conditions for survivor perks to work. Could you imagine the outcry if Pain Res had the requirement that at least 1 gen was finished before it could work?
I would not see a problem with that as quite often one gen is done anyway before you hook. Still a perk that is always active gives the most useful information to one side that can be is not healthy even if how much you try to defend it.
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@hermitkermit said:
Windows gives you very valuable information for sure but it still relies on the skill of the player. Just like seeing auras of generators gives a killer valuable information, but it’s up to the skill of the player to defend those gens.
Those two aura abilities are noway comparable at all. Windows needs a nerf and I already gave a good option earlier in this thread to how to nerf it and make it different from the new perk they added with Kwon.
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So you are suggesting that people can farm offerings items by first using the bloodpoints and then reverting it before they prestige to get the bloodpoints back and then rinse and repeat. Still how would you even calculate your bloodpoints that were used as the game does not keep track on that but as I said its already flawed from the get go.
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072149#Comment_4072149
Interesting idea, idk if keys would work, maybe if they remodeled the doors to have some kind of lock and look like an actual door rather than a barricade.
And it's always the gamble bringing certain perks/items to trial, healing perks can be rendered ineffective by killers like ghould plague and legion. Flashlights can be a detriment if killer has light born. Any items in general turn into a danger against franklins+weave attunement. Deliverance does nothing at all if you get hooked first. Having a perk that works around breakble doors would achieve something on most maps.
Like the doors can stay how they are just add key hole and animation of survivors inserting the key into it and it would cause the door to break. Its entity's realm so she can decide that it would work. :P
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@TBD20200512 said:
Thanks for the thoughtful replies — I actually agree with both perspectives being shared here.
I fully understand the point that everyone should be free to choose whatever offering they want. I’m not trying to argue that players should always prioritize efficiency or be forced into bringing cakes or ribbons.
I also agree that event offerings are naturally used more often because they’re temporary, abundant, and tied to event-specific scoring. That makes complete sense from a practical standpoint.
What I wanted to highlight with my original post is something slightly different. To me, the current system feels similar to a prisoner’s dilemma:
if everyone brings cakes or ribbons, everyone benefits the most overall. But in reality, the player who chooses to bring them can end up feeling like they lost out — especially if they get tunneled out early, or if the opposing side benefits more from it.*For example, in the situation mentioned above, survivors can get +100% for all actions and +200% for event actions, while the killer only gets +100% for all actions and +0% for event actions.
So the issue I’m trying to raise isn’t about restricting player choice, but about this structure where:- Acting for the collective benefit doesn’t always feel rewarding
- And in some cases, it can even feel punishing
That’s why I suggested a system where the bonus applies primarily to the user, and only stacks among those who also choose to bring it. I feel like that could reduce the frustration without taking away freedom of choice.
I’m curious how others feel about this “prisoner’s dilemma” aspect in the current design. Thanks!
The problem with it is then the people who don't get anything from it because it only benefits those that bring it. It will not even remove the problem of maybe getting eliminated early. It will just transfer the frustration to those that don't get the bonus because they don't have the offering to use. It still might cause people to tunnel out the person who used it just because they will not benefit from it. You are damned if you and you are damned even if you don't. I don't think this would solve the problem just move it.
In my opinion all getting the same bonus will not exclude anyone and that is better than your opinion that is clearly the one that will easily exclude people as now everyone gets bonus in yours its the selected few who brought the offering. It will not make the offering really even different than normal bloodpoint offering as its there to be mainly personal offering that has minor effect that happens if someone happens to bring same kind of offering. Current way it is inclusive and how you suggest it to be is exclusive. I don't like to promote systems that promote exclusiveness in this game as its meant to be team game.
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The point of them is that all get the bloodpoint bonus. People use what they want if they don't want to use an offering they can use any time instead of the event offering that is only usable in the event they have all right to do so. I myself don't see the point to waste offerings that I can benefit outside the event in the event even if it might gain me some more bloodpoints. Everybody plays this game how they want and they can use what offerings they want.
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Most likely the best you can hope for is a skins like with Attack on Titan.
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Well i would make sense to have some breakable door perks too. Your suggestion might work too. Still I have always been saying that keys should be able to open breakable doors but should take like two charges. Still this perk might be totally useless in certain maps as there is not that many breakable doors in some if any.
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@ShanoaLegendaryPlz said:
If he was going to cheat he would probably just use auras to see you in the locker/ through walls etc. I doubt the hackers bothered to make something for nemi zombies ai specificly
Well its not really auras they see when they use wall hacks as cheats. They see like boxes that show survivor locations. Seen videos of wall hacks in several different games and they usually are box shape around the player model.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072102#Comment_4072102
You are not trying to imply Kate's gold outfit is good are you, that's probably one of her worst looks, bar the hair. I use it in troll outfits
No he is saying that Kate's is bad and the top one is the good one. Still as I said I like the Kate's one more anyway but thats just my taste. I am not saying its Kate's best outfit.
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@Fenril said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072127#Comment_4072127
It's funny how taste cannot be questioned in a world where that questioning is exactly what differentiates drugstore makeup brands from MAC, or department stores t-shirts from Tommy Hilfiger's ones, Balenciaga's ones, etc.
Of course personal opinion matters, but it's kinda of a consensus that Armani makes awesome suits, Nike makes great sports sneakers, etc.And is precisely why Behavior should start paying more attention to their skins. Skins = Money. Or, at least, more money, cause in Behavior's case, DLCs = more money.
One could say that those skins are, more often than not, "kinda bad" because it needs to fit the "horror genre" thematics, but I'd love to know what are DbD's top 10 skins revenue. Something tells me there won't be a single "bad" skin in that top 10. Also, if that was the case, then why making a Ballerina skin for Kate? A LED Christmas Tree skin for Feng? Or even a Santa's Dwarf Helper for Dwight? I think we're past this point of "fantasy or some bling bling does not fit DBD at all". Heck, we got Trickster, for God's sake.
Also, I'm getting salty because everytime we try to discuss something in this forum, people start downvoting and refusing to elaborate. It is indeed infuriating. A forum is a place to discuss ideas, not to simply shun them and walk away slamming the door in the process. This kind of behavior sounds even more childish than being "salty for apparently no reason".
Taste can be talked about but in the end its up to each individual what they like. Something you think is bad to another is good as I gave you examples of your own taken pictures where my taste preferred the ones that you did not.
Another factor why some character have got more skins is also sometimes the community voting to give those characters skins. Like the few times community skin have been added there has been skins for popular survivors/killers because people voted those. I would love to see more skins for every character but in the end they have limited amount of time and so many characters to make them for and ideas need to be invented. Still even reskins are good as it still gives variety but of course would be nice to get skins that change the look of the character more. Like my current favorite Vittorio skin is just a mix of recolors of his original outfit and the longer hair/beard that was in one of the rifts recently because the combination just looks good for me.
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@cogsturning said:
I don't use Windows but it isn't a crutch perk. You could have 10k hours and know every possible pallet spawn location. What you don't know is what your team has already used. That's what it's good for.
You might know where they would spawn but if they would be there 100% you would never know until you run past it as quite many maps there is quite a lot of variation of where the pallets will be. In Badham for example any pallet on the road can be in any point of it as they are totally random of what versions of the tiles spawn there.
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@ShanoaLegendaryPlz said:
Between kate and david everytime they want to make a "white girl" cosplay of some kind she usualy fits the look they are going for. David on the other hand they don't seem to try and get a lot of male cosplays, and there are several "white guys" that usualy fit the look better. Its a wonder why felix got the chris re5 cosplay instead of david tho
It could be the characters background as David is not someone I would see dressing up as some character from a game.
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Your examples don't really correlate when its all about taste. I would rather use the Vittorio cosmetic than the David one but as I said its about taste and preference. The straps on David chest look really horrible for example. Same goes with the other set I would never wear the first one and might wear the second one but it still is not better than the current one I am using on Kate. They make what they want and they make skins for the more popular ones because those have higher chance of selling. Behavior is a business so they need to make money or why else do you think Feng has the a lot more of cosmetics compared to some others.
Also your extra post are about the same as you talking to yourself. Why are you getting triggered of someone down voting this is the same level as you feeding into people who intentionally rile you up in the game chat.
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Make it only work when you are injured. Would give value but would not give it all the time.
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It can happen if they were following your sounds when you got to the locker. Its not that common but seen it happen. It would have eventually moved on.
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You should think the different skins of characters as alternative versions of those characters. Like the argument that something does not fit is not a really a thing as you can argue this version of the character is before the collapse or it never happened in the reality where she is from.
This is for example clearly hinted in old characters as Mikaela does not remember Sable because the main Mikaela did not have a friend named Sable but in Sable's reality they are friends and seems like that realities Mikaela also was taken by the entity as Sable was trying to find her because she disappeared the same way as main Mikaela.
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Its nothing new as the maps are not made to be totally best for them but meant to reflect their view of the world. Like most killers their released map is not good for them. Huntress = Mother's Dwelling, Nightmare = Badham Preschool I, Pig = The Game, Plague = Temple of Purgation, Demogorgon = Underground Complex, Executioner = Midwich Elementary School, Nemesis = Raccoon City Police Department, Artist = Eyrie of Crows, Dredge = Garden of Joy and Xenomorph = Nostromo Wreckage.
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@SweetbutaPsycho said:
Yeah like 90% of my matches happen on toba and nostromo regardless of killer I play or face. The rest is macmillan or coldwind. Haven't gotten any other map in the last 2 weeks. Just those 4. It gets boring real fast tbh
Statically not possible as you don't get the same map unless there is four matches in between. So you could argue that 40% of your matches are in those maps. If you would really be so unlucky that you are getting them in a row with three other maps in between as by the current way its set up only way to get them more frequently would be someone using offerings to get them but those are 20% changes for a specific map.
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Its because Easy Anti-Cheat is not able to get good connection to its servers thats what that message means so it blocks the game from launching because Anti-Cheat is not active.
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071875#Comment_4071875
I do miss old distortion. It still has it's uses but it's so slow to regain tokens now (if you aren't great at chase)
Especially with the up tic in aura read perks recently it would be nice to see a harder counter to aura reads.
The new Self-Preservation is basically harder counter to them as anytime someone gets hooked you get 30 second of Elusive that hides your aura, scratch marks, pools of blood and silences grunts of pain. Still have to remember that if killer hits the Elusive gets removed.
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Well another 30 to the list so 180 in total. Freddy Fazbear's Pizza finally showed up as did Groaning Storehouse. Still to note that event the three Badham Preschool I appearances were six and nine maps between and that was the most common map I got. Even if Toba, Badham, Nostromo and Shattered Square are most common maps but from the 30 they took only total of 7 matches.
Toba Landing = 13 (+1)
Badham Preschool I = 12 (+3)
Nostromo Wreckage = 12 (+1)
The Shattered Square = 11 (+2)
Disturbed Ward = 8 (+1)
The Game = 7 (offering = 1) (+1)
Trickster's Delusion = 7 (+1)
Garden of Joy = 6
Raccoon City Police Station West Wing = 6 (+2)
Coal Tower = 5 (+1)
Eyrie of Crows = 5
Mount Ormond Resort = 5 (+1)
Ormond Lake Mine = 5 (+1)
The Pale Rose = 5 (+1)
Azarov's Resting Place = 4 (+1)
Family Residence = 4
Gas Heaven = 4
Mother's Dwelling = 4 (+1)
Sactum of Wrath = 4 (+2)
The Temple of Purgation = 4
The Thompson House = 4 (+1)
The Underground Complex = 4
Grim Pantry = 3 (+1)
Midwich Elementary School = 3
Torment Creek = 3 (+1)
Treatment Theater = 3
Wretched Shop = 3 (+1)
Dead Sands = 2 (+1)
Father Campbell's Chapel = 2
Fractured Cowshed = 2 (+1)
Freddy Fazbear's Pizza = 2 (+2)
Greenville Square = 2
Raccoon City Police Station East Wing = 2
Rancid Abattoir = 2
Rotten Fields = 2
Shelter Woods = 2 (+1)
Suffocation Pit = 2
Wrecker's Yard = 2
Blood Lodge = 1
Dead Dawg Saloon = 1
Groaning Storehouse = 1 (+1)
Ironworks of Misery = 1 -
Yeah after four other maps in between before one repeats so its not right after each other. I have to admit its interesting to see these threads when before the map offerings were as powerful as they were people were complaining of getting the same maps because of map offerings. Still would think even if there would not be map weighting going on there still would be these topics as people will just remember the maps they hate not the other maps so those maps will be easier to remember.
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@Aven_Fallen said:
All Gens are done, this is why there is no Anti-Camp. So even if it filled up before, it will not be finished.
Plus at this point, there is not much to do for them to be honest.
Good catch did not even check that the gens were done. Went totally pass me for some reason. Yeah the guy on hook is his only pressure now so of course he is not going to leave your hook.
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@DemonicDemons said:
Just a little more detail, even though he is this close, my bar never moved to self unhook, I was on hook for awhile before the other two survivors finished the last gen, I don't get how a killer can camp so close and not have my meter move to self unhook.
He is past the 15 meters he needs to be from the hook to you to not get the anti-camp.
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@zonkednb said:
I appreciate the positivity. I'm not saying the event was perfect, nothing is, but I've had plenty of fun on both sides with it and the pump spawn issues are rare.
That being said, those pump spawn issues can win/lose a game the moment the map is generated though, so better logic on this for next time would be nice.
I'd also like a way to incentivise a normal gameplay loop with the addition of blood generators. I find them fun to interact with as a similar but ultimately different objective, but it's sadly rare that I get to experience this playing out in a regular game. Farmers, people that go next so they can farm if the killer is trying to play normally and a general mismatch of expectations is creating entitlement. However, I'm not sure what the solution could be shy of dropping 40k into everyone's accounts regardless of the game results, which would also be boring.Well with the old logic it usually caused survivors to win because the blood gens were done so fast that it was not even funny. I played back then and it was really how I say it on the original post. Blood gens got done first and then it was literal ping ponging holding on the last gen.
I have to admit this I have not even played single match as killer in the event because I usually chose the side to play because of the bonus on bloodpoints. I will play the killer side soon to finish the quests but in the end I have had more fun on the survivor side than I had ever on the second iteration of this because I don't see what was fun in the 20 meters away of blood gen you always had a pump thing either. It was literal three runs between the pump and gen and it was done. In the current one there is at least something to think about if the further gen is worth try to get done with the cans or you do one of the normal gens. Before it was always get the blood gens done and if you wanted to seal the match even more firmly one did one of the normal gens at the start. It was already hard enough to defend the three normal gens but one of them was a blood gen it was even harder.
Main mistake most people still do in the event queue is that they are afraid to run with the can when in most cases the running is totally the right thing to do. Walking is what kills most of the matches I have been as survivor as them trying to save few inches of the can will not finish the gen either. You need to know when to walk part of the way and when not. Its has way more nuance than the second iteration ever had. Positivity is not the main point the fact that I do clearly state why its better pumps being close to the blood gens is not a positive its in most cases just caused the match to be basically nothing burger.
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I like it as I like many of the indoor maps and I consider it as indoor map of how its spaced out.
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Sorry but were you not on the first one where there were no new gen type. Where there was those blood circle things that got bugged and never was fixed during the event so you did not really get any extra bloodpoints from the offering. That is the worst bloodmoon event and its hard to get worse when the main thing of the event did not work. Everything at least currently is working and in reality perks effecting the gen was totally the right choice as last time it was just survivors usually getting all bloodgens done first and then killer was trying to defend the last three gens the rest of the match. This is the main reason why I don't see any problem of the bloodpumps not being next to some gens as it was way too easy to pop them last time when almost everytime there was a pump about 20 meters from the bloodgen.
This even is in my opinion better in every way than any of the earlier iterations. Yes finishing bloodgens is harder but in the last event they were really way too easy to finish as killers had almost noway to even effect them and the pumps being next to everyone of them also just made it easy to finish gens.
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When server crashes you don't get penalty and as other stated here "Dedicated Server Not Responding" just means you don't get packet from the server and most likely the server did not get one from you so the connection was terminated. So if you get penalty it was a connection issues between you and the server so it counts as disconnect as thats what happened.
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Just saying that by how the map selection works to get same map 10 times without using offerings would need you to play 51 matches minimum to get the map that many times as there is four map limit between repeats and you would need to be unlucky to get it nine times with four matches between in other maps in a row if you started on that specific map. Then if we say average match last about 13 minutes you would have played 11,5 hours of the day and that is not even counting the queuing time. Possible it can be heavily unlikely.
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@LinkToReality said:
On killer I also feel like Nostromo is at least every third map or so, some times I get Toba Landing instead but then two maps later it's back to Nostromo. It's really weird.
Edit: I don't really dislike the map or anything but when you get it so often it gets a bit grating xDIt can be every fifth map but still its unlikely that you get it. Been keeping track on the maps and they can repeat every fifth map so number 1 and number 5 is the same map but still for me its rare that the fifth would be the same as the first. Its more of people not liking something thinking they get it so frequently when in reality there should be always four maps between any repeats. Only way to get it before there has been four between is map offering.
Still I am denying that Nostromo and Toba are currently clearly more likely to get.
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Be happy that you even have an abandoning option in any point. It was not there always.
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@coldflame said:
https://us.v-cdn.net/6030815/uploads/5BXRCJ4BR73D/7b82aab7e2-7216-413a-8d37-6dceae0daca7-7d.png
it's like every other game at this point genuinely ridiculous
If you are the killer why are you complaining of survivor ping you get benefit of them having higher ping also those are normal ping to anyone certain distance from the server location. I get 140ms sometimes when my connection decides to be difficult but those are spikes and it usually goes back to 60-80 ping. Like you might have a point with those other ridiculous pings you have posted earlier but this just feels like attempt to find something to post again when you have not seen those higher ones again.
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Or intentionally put drones time to time on spots where you are going recall them anyway. Then recall one of those when you want undetectable. You can keep doing this by just placing another drone when you recall one. Then rinse and repeat it every time you want undetectable. Keep the ones you set up where they are just recall → place that one drone to get the undetectable
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@Rapid99 said:
Aura customization? Please tell me I can change aura colors I will reinstall the game so fast, I've had to deal with eruption's aura reading being essentially useless for too long with gen and survivor colors both being red.
You can currently do that already. You can change killer, survivor, hooked/downed survivor, generators, hooks, pallets and window vaults auras currently they are in the options under "beta". They are adding more of them in the PTB.
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Only way you do get rid of them if you are a streamer is to use VPN. They targeting your IP address to find you and using VPN will change that. Also you are being targeted if you see hackers that often. They usually collect streamers IP's to huge list and use them to get to their matches.
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@honestgabe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070543#Comment_4070543
Understood. This is my experience. Each time I play, I generally play at least four or five games, so over the four days I have played recently, I can see how Hawkins or Raccoon City are often the first map chosen the next day I play.
That interesting as I have been collecting the maps I have played against for little while now there is a thread here where I have posted them I have like 120 matches in it and the most common maps I get are Toba and Nostromo. I have not even seen Hawkings and I love that map and RPD I have like six times between the two versions. Like currently I would say that you have higher chance of getting Toba, Nostromo, Badham and some others that Hawkings or RPD.
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Same map already can't appear until you have played four maps between and even then its rare that they appear after those four other maps I usually have longer time getting the same map around that 4-6 matches. Of course offerings can cause the same map to appear earlier but it should not appear until at least four matches are played between.
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I just recently got report of action been taken of "exploits" so yes they do ban people.
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@Leon_van_Straken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070529#Comment_4070529
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070535#Comment_4070535
That is really a thing?
nearly 5k hours in this game and I see I know nothing about it
I myself learned about the fixated thing just recently and the fact that you can run sliding towards the window and as long as you are right angle and you can get the fast vault prompt. I also have played this game from 2016's so you learn new stuff all the time.
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@AlwaysInAGoodShape said:
I think there's a bit of a Trick too, people often use at shack, where they first run at the window, then walk for a bit and then run for a split second and get the vault, which is also how you can trigger the running vault I'm pretty sure
If you use Fixated you can get to the speed to do fast vault faster so it can look like the survivor went from walking to fast vault but in reality they do sprint briefly to get fast vault but because they use Fixated they are already faster while walking so they get to the running speed faster
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As I said earlier its been reported in several maps and all of them are still open so no these have not been fixed yet. Have to see if they are fixed in tomorrows patch.
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@Skeleton23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070276#Comment_4070276
I already have. Im just posting it here so players are aware of the bug
Good then it will most likely getting fixed soon. Still I don't see how this would anyway be kill switch worthy. Like its very situational and not that easy to even abuse. Like you would need to be shooting with UVX and same time have another survivor right next to you. This is nowhere the same level as why Legion is currently kill switched as with him it was literally stuck in his power speed and ability to hit and even down people with it without every getting out of it.