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Wezqu

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  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987248#Comment_3987248

    any amount of time on Pyramid Head makes this second nature tbh; the current cage mechanic works the way it does because killers can proxy camp the cage and whenever someone went to save, the killer could push the cage away to make the survivor die in the cage

    idk what the solution is, just highlighting why we are in this situation

    Just give the choice to the caged player in 2v8. If the killer stays enough time near the cage survivor gets a button to press to move the cage. This would give the choice to the caged player if they see potential to get uncaged by someone there or move the cage.

  • @UndeddJester said:

    Sound idea.

    Though I imagine queue time for Eyrie of Crows and Haddonfield will be a tad rough... gonna need some big BP bonuses for that xD

    They could make it so that you need to play certain amount of normal matches that gives you tokens that you can use on the map of the week queue. This would prevent people just playing the map of the week queue all the time.

  • Only reason I even play the game mode is the bloodpoint bonus as survivor. I never really cared about the mode. Might do some killer matches but its not really that fun to me.

  • They just need to up the recovery amount and it will be fine.

  • They need to up the recovery amount and it will be fine. The main problem with it is that 25% is way too fast to get with right builds. Just getting downed on the other side of a window that killer has to vault can be enough to you to recover enough to get up. Pairing it with Soul Guard and you can just keep looping.

  • Killer has Corrupt Intervention that blocks three gens for 120 seconds or until killer downs a survivor. You finish the Invocation before that two minutes is up and killer did not down anyone during that time. As nothing can effect blocked gens they will not get the reduction from the invocation. This is working as designed.

    From your video you finished the invocation when about 112 seconds of the match has passed. So if you took about eight seconds more the three gens that were blocked would have unblocked and also got effected by the invocation effect. Any perk that causes gens to get blocked can prevent weaving spiders from taking the 10% off the gen.

  • Its always interesting that every time they add achievements in the game someone makes a topic that one of them is too hard to get. When they aren't really.

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984723#Comment_3984723

    Don't forget there are TWO variants of RPD, East Wing and West Wing. Which should make the chance 2/72 or 1/36 to be exact

    Getting RPD as map is 5% chance every time you queue. Reason is as there is 20 realms and the game most likely first chose the realm then from that realm it picks the map. So with RPD its in its own realm Raccoon City and only maps in it are Raccoon City Police Department East Wing and Raccoon City Police Department West Wing. If we go with chance of specific RPD map then the chance is 2,5% for both.

    If this is the system the rarest maps to get would be the maps in The MacMillan Estate, Autohaven Wreckers and Coldwind Farm as those realms have five maps each so all of those maps have 1% chance to appear. Then it would be Withered Isle that has four maps so all of those have 1,25% chance of being picked.

  • You most likely accidentally did not press forward key causing this. You have to use movement keys while you are doing the ambush. It gives speed boost on top of your normal movement if you are not moving it will only give a the boost and you will move slowly forwards so to get the boost you need to either hold forward or strafing in either directions. Holding backwards also will cause you to do the same as not holding any movement key.

  • @n1cxie3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954639#Comment_3954639

    Then why bother playing Sable when you're "one of those people that simpler is better"? Go play someone else, who looks simpler, cause trust me, Sable isn't the type of simple looking survivors.

    Hmm… maybe because I am me and not you.

  • In my opinion it needs some downtime/downside and now that maps have same kind of ability there is no reason to have a perk that is just the same ability in steroids. It was fine when it had the cooldown originally but only became this common after the cooldown was removed back in October 2021.

    To the people who claim its just a training perk. Then why you can see quite many content makers running it even those that play survivor and are already really good at looping . Main reason is the amount of information you get from it is ridiculous. Anybody who is very good at running loops with WoO they can extend the chase time to even extreme levels.

    I am one of those people who don't like braindead perks that take not real effort or have no real downside and WoO is one of the main braindead perks the game has. Its usage numbers also hint it to need some downside as currently it has none and the trade off of one perk slot for unlimited information of all loops you come by is totally worth it as for survivor knowing where windows and pallets are is the most important information you need in this game. Not to mention when you know the loops already by just seeing the aura of the windows and pallets on the loop you will know what loop it is and how to run it effectively before you even really see the loop.

  • The log he attached will tell devs if it happened in row.

  • @HuskyDogLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983258#Comment_3983258

    Ah my bad. Idk why I got a notification that I was replied to.

    I haven't been playing DBD lately so I wouldn't have seen any patches for today. I switched to Nightreign and have been "gitting gud" as Executor. I recently got the achievement to kill three different Nightlords in a row without dying!

    Honestly, I may uninstall DBD. The recent performance of the staff has been unacceptable for me and there's too many other good games.

    No problem man. The beam is still in the game but its now a badge you can find it in your badges.

    Have to admit I have been taking minor hiatus from playing DBD myself but its more of me playing it too much recently and just wanting to do something else.

    You also most likely got the notification because its your topic so you most likely have accidentally auto subscribed to it or something.

  • @HuskyDogLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983248#Comment_3983248

    Read the part where I said, “That’s a joke.” I’m a software engineer myself, with experience across banking, medical, and gaming industries. I know the beam has nothing to do with code.

    It’s simply a comically bad oversight, one that perfectly illustrates how little Behavior appears to test their own game.

    In the Unreal Editor, removing a game object takes only a few seconds if no one else has the level checked out in source control. The fact that it’s still in the game makes its presence even more baffling.

    It is removed they removed it in today's patch.

    Still don't know why you are answering me I was talking to the other person claiming its spaghetti code when its not really a code issue but someone placing asset wrong and not noticing its clipping into the loading screen area.

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983042#Comment_3983042

    It still applies there. The recent livestream proved that the decision-making is clearly a major culprit with these things. Although the beam itself is likely more to do with spaghetti code getting in the way of anything that would fix it.

    The beam being there is not anything to do with spaghetti code. Someone just added object that clipped into the view point of the offering showing screen area. Like everything you see the main lobby, the queue area, offering loading screen and match loading screen are all in that same instance the game loads in the beginning. You get certain view when you get into the lobby showing the abandoned road with the guard towers. Then when you ready in to lobby the view changes to somewhere else that is out of sight of the main menu area. Then when the match starts loading you get the loading screen and offering screen views. The beam that was on the loading screen was most likely one of the legs of the over road sign clipping into the area where the offering screen is located. Its just someone placing asset and not noticing its in frame for the offering screen.

    You can think it like this there is several cameras in the area and every time you change menus you switch to different camera but you are still in the same area just seeing different viewpoint.

  • Like I love Robocop franchise but I think those who own it would not let him be a villain. Still you could make Robocop 2 (Cain) to be the villain and let Murphy be a survivor in his human form. Still it would be odd as entity would have to take them from two different points but there is no good way adding Murphy in his Robocop form as he can't run and would looks silly with the game animations.

  • @CrityCrit said:

    Yeah idk how to make this not a bug anymore it was weird i restarted 3 times verfied files and 3 games later it than poped up never happened to me ever so i was confused.

    Its the steam achievement servers being slow or down and then it pops up when they start working again.

  • @cogsturning said:

    I've never understood why people act out--both in-game and after--when someone wasn't playing dirty and they just had a bad game. I hate when I'm in soloq and my teammates taunt the killer for doing nothing wrong. If they tunneled or slugged or camped then a quick departure taunt is fine, but if you just had a bad match then why do you deserve it? Taunting during chases is also super obnoxious. Like why?

    One nice thing about console is I don't have end game chat. Doesn't stop other console users from going to the trouble of typing my name in and sending me a message tho, which takes so much more effort. Sometimes I understand why many killer mains become bitter towards survivors and use gross tactics.

    I will say though, if you have a bad match and you open the gates for them and start being silly, the tone often does a 180. It's hard when you're frustrated, but it can totally change the vibe.

    Because there is no real consequences for them doing so. Most of them do it because they can and use it to make themselves feel better as they pull happiness of other peoples unhappiness. Still most of them don't even get that people who are smarter than them don't care what someone says in video game chat. Like to me its just funny to read them going total nuts on the end game chat and me just writing to them total stoic answers. Its like their life validation depends on how toxic they can be towards other people in a game.

  • There is usages for those pallets they are not really meant to be something you loop long time against killer. I see them more of a obstacle for the killer and if the survivor plays it correctly and manages to stun the killer they will usually get time to get to next loop. Still its not going to work every time.

  • Achievements sometimes take time to update in steam. They can also get stuck on some queue and will pop when you next time launch the game or get another achievement. This is more likely Steam issue and nothing to do with the achievement being bugged.

  • If you want some insight of how Behavior adds achievements in this game I can give you some info that I have myself observed. They add achievements every time they add new content to the game that usually is DLC either original or licensed. If the DLC has both survivor(s) and killer there will be six new achievements. If there is only a killer or only survivor(s) there will be three new achievements. Both sides get three achievement if that side gets a new character(s) in the DLC. At least one of those achievements is always the adept achievement and all new characters added will get one. Killer usually gets one achievement that is linked to them and is not achievable with other killers. If there is a survivor(s) in the DLC and there is a new map added with the DLC then one of the survivor achievements is fixing the gen in the main building achievement. After this the rest of the achievements usually have something to do with the new characters added but are not always linked to them only.

    Examples:

    Dungeons & Dragons added one new killer, one new survivor and new map. This makes them add six achievements as there is a new killer and survivor. First one becomes the new killers adept achievement. Second achievement is made to be achievement linked to the killer and third becomes universal achievement that can be got with any killer. Fourth achievement becomes the new survivors adept achievement. Fifth becomes the fix gen in the main building of the map achievement. That leaves one achievement for survivors that is made as universal achievements that can be done by any survivor.

    Castlevania added one new killer and one new survivor. This makes them add six achievements as there is a new killer and survivor. First one becomes the new killers adept achievement. Second achievement is made to be achievement linked to the killer and third becomes universal achievement that can be got with any killer. Fourth achievement becomes the new survivors adept achievement. As there is no new map so no gen fixing in the main building achievement. That leaves two achievements for survivors that are made as universal achievements that can be done by any survivor.

    Steady Pulse added one new survivor. This makes them add three achievements as no new killer. One of the achievements becomes the survivor adept achievement. The other two achievements become universal achievements that can be gained with any survivor

    Five Nights at Freddy's added one new killer and new map. This makes them add three achievements as no new survivor. First one becomes the new killers adept achievement. As there is no new survivor in the DLC there is no gen fixing in the main building achievement. This leaves two achievements left. One is made to be achievement linked to the killer and the second becomes universal achievement that can be got with any killer

    The Walking Dead added two new survivors and new map. This makes them add three achievements as no new killer. Two of the achievements becomes the survivors adept achievements. The last achievement becomes the fixing the gen in the main building of the map achievement.

  • @Emeal said:

    If you guys find it so worthless and luck based that its beneath you, then why don't you just not do it?

    Honestly you make it sound like you don't like playing the game, and Achievements as a game feature, Why would you do them for a product you don't enjoy playing? Does not make sense to me, One fact remains clear and true though, you will get the achievement if you keep playing.

    Which is the reason achievements features exist to bloat up game time, if you don't want to play it why do you keep going?

    I personally enjoy playing the game with my Survivor buddy and we both have a rush of Adrenaline cause now we have to play like we mean it, to play with tooth and nail to get it. I failed to get it twice, but I don't mind.

    Other times when my friend faces Vecna, she does not have the achievement we get to play "get down mr president" as I try my best to drag the aggro of the Insane Mage so she has to get it and escape. Absolute peak gameplay.

    And I hope BHVR will not shy away from making equally difficult achievements in the future, Bring it! I love a challenge.

    Yeah just enjoying the game and getting the achievements at the same time is the right way to go about it. People who obsess of getting 100% achievements and then complaining of them because they have not got it fast enough just seems quite childish and entitled.

    I myself got the Hand-Eye Coordination three months ago while playing normally of course knowing of the achievement and what I needed to do it but I never stressed about getting it. I did fail it once before when I was lucky enough to get one of the items.

    Still there is this kind of topic in almost every time they add new achievements. There is always someone saying one or several is too hard and in the end they aren't.

  • @rvzrvzrvz said:

    I wonder why there's no option to block endgame chat and never see it again ? or I missed it ? you can do that in most games...

    I know you can hide but you have to do it everytime you start the game, give me option to perma hide it, I don't need to read insults because I beat someone I want to see my score and leave

    Just press the double arrow button next to where you write messages and it will minimizes the chat and if I am not wrong it will never reopen it unless you press it again.

    I keep it open because there is way more positive interactions than those edgy people who think they annoy me when I am mostly laughing about their futile attempts. Most of those don't even get how foolish they act trying to rile you up.

  • I disagree of the title statement.

  • The quest system has have problems of counting done quests from its release. I don't know why but it sometimes does not count a quest done on those milestone quests or other quests that count completion of other quests. It most likely is something like you do the quest but the server side that keeps track of it never gets the completion confirmation so it does not count it. They really need to make it check how many quests is done time to time or put a refresh button on the quest or the quest section because currently it can cause these kind of situations. Still if these will cause you to not get the rewards you can always open customer support ticket and they will fix it for your account.

    Just to note that the completion quests also do count for the completion quests. So when you get that "Complete 11 Rift Pass Quest(s)" done it should count for the other three as one quest done.

  • C:\Users\*computer profile*\AppData\Local\DeadByDaylight\Saved\Logs

    You can find them there. Its needs the one that was made the day you did that testing.

  • I rather look at good looking game than stare at oversaturated screen that looks mostly grey.

  • @Lixadonna said:

    Dedicated Server disconnects should not count.

    It does not count server crashes so if you got penalty it was not server issue but connection loss in your end or between you and the server. Another one where Behavior or the game has no way of knowing why you lost connection.

  • @Knotty1985 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3980542#Comment_3980542

    Yea, great for the casual players with life to deal with. I 100% understand the need for a disconnect penalty and accept that it occurs hence why leaving myself in the lobby with the game running should be reasonable enough. This is just a silly method that is off putting when there are sometimes genuine reasons to drop off, maybe if this was after a regular occurrence but not when it only happens once in a while.

    Your life is not an excuse we all have one. You can have what reason/excuse you want they can't tell why so all get punished. People would also exploit if there is no penalty until you do it a lot and they did before this was implemented.

  • You got the 5 minute penalty of disconnecting from your last match. It starts the next time you are trying to queue and in my opinion that is the correct way as now it literally causes inconvenience to the person who disconnected when before they could ignore the penalty by just stop playing and could just continue next time without any worry of the penalty. To me the new system seems to be working as you get annoyed enough to come to the forums to complain about the penalty that you seemed to be got for totally valid reason.

  • It is unlimited even with the cooldown as it will never runs out. Still there is also no reason it to be unlimited when no other item is and in the end matches are not that long so usage amount makes sense for it. It also makes its usage more tactical and not just "I get into chase I pop this thing if its out of cooldown" as it was mainly used.

    Then the biggest reason is just simplicity's sake it makes sense to it to have the same charge system as all items. This will make it easier to understand and makes it also easier to corporate with new perks. Having four different item systems in this game is just not really needed and because this game in the end is meant to be game with finite resources on survivor side an item that is not finite just goes against the basic idea of the items.

  • @THE_Crazy_Hyena said:

    https://youtu.be/_s_hiXGgqd8

    Testing with Plague.

    https://youtu.be/HAk9BCZXD2w

    Additional Plague testing - Threshold of smoke.

    https://youtu.be/twF-E3sqmME

    Testing with Singularity

    You should post the logs of those tests so they have easier time to find the issue as there still is zero logs in this thread for it.

  • If you DC'd when you stopped playing last time you are now getting the penalty of it as it now activates when next time you try to queue.

  • Accidental double post can be deleted as can't do it manually.

  • Its not breathing animation. I think its meant to hint her modeling background so she is just doing a pose instinctively. Her rear also seems to be one of her good asset she has when she was a model so makes sense her basic stands would enhance that part of her.

    Renato and her also have their own lobby music and she sometimes does sway with the music so it also could be her vibing with the lobby music.

  • I don't see why this is needed. If the killer succeeds in getting situation where he can cause two hits on survivor they deserve to get the down not have it taken away by a system. This is trying to to fix a problem that does not really exists and would cause only annoyance for the killer player.

  • @scrunkly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979895#Comment_3979895

    saw a streamer run no mither and finesse together for a build request some hours ago. guess now i know why

    Or they are playing random perks. I myself find it more fun to do random builds.

  • Reason why Springtrap is usually nowhere near Nurse is the simple fact that you can loop Springtrap with usual looping tactics even a good one as long as you manage to dodge the axe. Against a good Nurse no loop will do any good for you.

    I never found Springtrap anyway hard to play against. When he has the axe play like he is Huntress at close range if he does not have the axe just play him like any M1 killer just taking into account that he is slightly faster than normal M1 killer.

    Trickster can dominate in certain maps but he is just that much map dependent any high walls and his potential is cut in half even if you would use the ricocheting knives add-on.

    Blight is one of those where when you run into one that is really good with him you better bring your A game or you are going to get run over by a truck. The things some of those players can do with him are so odd that I get surprised quite often and I never been good with him myself.

  • So you are blaming the perk of not getting value when you most likely did not really try to get value out of it as it needs thinking of what gen to place it on for example.

    You also intentionally are playing with random perks so you will sometimes gets perks you don't get much or any value or even perks that will not work with your killer power at all. That is totally part of perks being random you will not always get what you want or something that is useful. In the end its your choice to use what you want but you disliking a perk is not any qualification of the perk being bad. Machine Learning is good perk and can be devastating when used correctly.

  • I would go out and say that she most likely was holding shift while you tried to go heal her. You can't heal another survivor if they press the run key even if they are downed. Like in the end she let you heal her just on the edge and then pressed shift to stop you from healing so she bledout.

  • Short answer why it should not have cooldown instead of it being exhaustion perk.

    Sprint Burst + Overcome combo.

  • You are the only pressure the killer has and that is the reason there is no anti-camp in the endgame. Otherwise it would be guaranteed escape for the hooked survivor in those situations.

  • I might be in the minority but I say the change was for the better and was good for the game overall.

  • You need to contact customer support for account related issues.

    https://support.deadbydaylight.com/hc/en-us

    You can't get help here for the problem you are having as its not a bug.

  • You don't need to anything else than get any of the old system items from a chest and have any other item in your hand. Then just keep trading the item in your hand to the item in the chest. The item you found in the chest will get extra charges every time its put back to the chest. It only works on the item found in that specific chest you can't use other chest to do the exploit. It also does not matter if you have used the item already and put it back to the chest.

    Just to note this was also already reported.

  • Because there was no survivor released with the DLC. Fixing gens is a survivor achievement and when Behavior adds new characters to the game they add three achievements for the side the character was added. With survivors one is adept and other is usually the generator fix in the main building of the new map if there is one. As FNAF DLC did not have survivor they did not add survivor achievements because of it. Like with the new Walking Dead DLC the three achievements were the adepts for both Rick and Michone and the generator fix in the new map.

  • Its achievement that takes time and there is nothing wrong with achievements that take time.

  • DeadByDaylight.log

    Here is a log of me and friend testing it. It should be the last three matches in the log. It only works on the items found in the chest. You can't charge item you brought in. Only items you can charge are Toolboxes, Med-Kits and Flashlights. Only that chest that you find the item will charge it more it will not work if you try to use another chest. It does not matter when you place it down in the chest it will charge 80 charges everytime. This is a huge problem as it can result to toolboxes, med-kits and flashlights that don't run out at all. This clearly is something that should be killswitched.

  • @BugReporterOnly said:

    Kill I think now means Mori.

    It has always meant mori they usually just wrote it "kill 1 Survivor(s) with your hands" in earlier rituals or challenges. Sacrifice is always the term they use when they have to die on hook.

  • Only thing they need to do to it is to remove it stacking with itself.

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