Wezqu
Wezqu
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- Wezqu
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You have not even seen what the add-ons will do so how you know they don't have an add-on that tracks totems, chest and all that. Like you are here talking about changes you only know small part. Sorry but these are good changes.
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You can't do self-unhooks anymore if you don't bring luck offering or have Up the Ante or Slippery Meat perks equipped.
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@Zachopotamus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958170#Comment_3958170
How much is stored in the log file? I played a game or two after that.
It records all your matches of that session you played. You can find them in
C:\Users\*profile_name*\AppData\Local\DeadByDaylight\Saved\Logs
They need the log that the match is on so the day you played it. There is about 10 older game session logs there. So just find the log that is made to that day or if there is several the one that is made around the time when you played
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If you can post the game logs. they can't reproduce the bug that easily if they don't get the logs of the match it happened. Original poster never provided them.
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Press the button next to the search bar that looks like a tag. Then from the window only thing marked should be "owned". As the other person said you most likely have filters on that are only showing some cosmetics you have.
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Its because Hangman's Trick was not originally a Scourge Hook perk so they forgot to update it to the description when it was changed to a Scourge Hook perk.
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@PolarBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956757#Comment_3956757
I wouldn't have a problem with this, but I am also using smash hit and in the clip smash hit activates while exultation doesn't so there is an inconsistency. Either both should be activating or neither.
Oh yeah you do have Smash Hit and it does activate so yes Exultation should have activated too.
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@Deliluck said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956751#Comment_3956751
Legion Frenzy hits are supposed to remove endurance. Not sure about the other ones though
Just tested it myself with a friend as wanted to see if it worked how I remembered. My friend kept Endurance but as he is Deep Wound he still gets downed by one normal hit as Deep Would prevents Endurance from working and thats how I have always remembered it to work.
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I think you can't stun Ghoul when he is in that animation so even if you hit the pallet down only thing you did was to move the killer as you can hear them still going through the power up animation. Its the same if you would try to pallet stun a killer too early when they are picking up a survivor.
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Isn't this working as designed because Endurance protects you from getting put into dying state. These attacks are not going to put you in the dying state in the first place so why should they disable Endurance? Deep wound specifically makes Endurance to not work even if you have it.
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I also reported this a week ago there is logs in that report too.
@Wezqu said:
SUMMARY OF THE ISSUE: My friend noticed this when we were testing Premonition bug in custom matches. It seems sometimes when Springtrap uses his doors to travel it causes some of the ambient noise to go silent for the survivors. This happened on the Gas Haven and Lery's maps most likely happens in any map with some ambient noise in it but did not test others and it did happen on the same map later when I played against Springtrap in normal match.
PLATFORM: PC
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED: Load into Gas Heaven map → Springtrap uses a door to move to another → listen as a survivor the ambient sound suddenly going silent for a brief moment
VIDEO: Don't know if this works but my friend did record small clip on steam of it the sound goes silent on 10 second mark on first
https://cdn.steamusercontent.com/ugc/13134911192258572273/DE2D4032CBFE8632314E2BE20296BE774AE8C148/
another one in Lery's
http://therealreplay.synology.me/jimmy/2025-06-21%2001-11-36.mkv
PLAYER LOGS: I think the first log is the one we were testing it and the second has the normal match where it happened. Not 100% sure so uploaded both.
https://us.v-cdn.net/6030815/uploads/RE5WACBYOGBJ/deadbydaylight-backup-2025-06-20-19-18-40.log
https://us.v-cdn.net/6030815/uploads/FL2W35F86ESK/deadbydaylight.log
https://us.v-cdn.net/6030815/uploads/8UYH37A2YSPQ/deadbydaylight.log
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Same issue as reported here. Seems to be getting worse if it happens in The Game map that easy.
@SHADERS said:
SUMMARY OF THE ISSUE: When in The Knight's Guard Summon Mode, there are specific areas where The Knight cannot continue moving forward. I want to preface that these are areas that clearly should not be blocked. Effectively, when you begin creating a Patrol Path in certain areas if you move forward the game will block you as if there's a dropdown when in reality there is not - additionally sometimes it appears as if there's an invisible wall. This is most common on Lery's main building (the TV room) and the Ormond Lake Mine's main building (moving up the main ramp or the door directly beside the bottom of the main ramp).
Both examples provided were recorded on the live release's second bugfix (8.7.2) and the Lery's and Ormond examples are the most consistent ones (with recordings below). However, there are other areas that are slightly less consistent where this issue still occurs (for example, the street curbs on Haddonfield).
PLATFORM: Steam
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED:
For the most consistent results:
- Load into a match as The Knight on the Ormond Lake Mine or Lery's map.
- Move to the main building (on Lery's this is referencing the "TV Room")
- If on Lery's attempt to send a Guard through the center area. There is a high likelihood The Knight will be blocked and unable to pass through even though the area is normally travellable. If on Ormond Lake Mine, go to the main building and use your Guard Summon Mode to try to summon a Guard either up the ramp (less consistent, but more likely if you summon on the right side of the ramp when going up it) OR alternatively send a guard through the door closest to the bottom of the ramp and there is a high likelihood you will also be blocked from moving through the door (or hit an invisible wall before you even get there).
VIDEO:
PLAYER LOGS:
https://us.v-cdn.net/6030815/uploads/NHF4SN302F04/deadbydaylight.log
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I don't think this is a bug as it happens with any outfit from that collection so its a feature of it. Seems like a nod to Jaws as the music has same kind of beats and the collection is beach/sea style collection.
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You do realize that Behavior can't do anything if someone says something racists in your Steam profile. You need to report those in Steam and they will act on them. If there is racists comments in endgame chat report it by clicking on the players name and chose the report for harassment in the game. Behavior does punish those kind of things and you will some point get notification in the game itself that they took action if they deem it indeed being racist or other harassment. You also don't have to do anything else as when you report someone for harassment the chat gets automatically logged for Behavior to review later.
I don't know what you think talking to moderator would do as there already is a way for you to report racist actions in the game itself. Also the mods here are forum mods they don't most likely even interact with the in-game stuff. I could be wrong though as I don't know how Behavior moderates this forum.
There is also always the option to limit who can write in your Steam profile it does not need to be available to everyone in Steam.
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I have logs of this in report about the same thing happening to Hag and causing in some spots where she can place them to make the traps invisible. I think my log that is in the comments of that one has test on both Trapper and Hag in it.
@WhoSoup said:
SUMMARY OF THE ISSUE: When Hag places a trap in some areas of the Ormond Resort main building, the traps are either completely invisible or very faint (from both survivor and killer view). It is possible to see their shadow when Hag's red stain shines over them.
PLATFORM: Steam
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED:
- Load into Ormond with Hag
- Place trap between main gen and fireplace
- Trap is invisible
The video below shows a handful of different spots where this happens
VIDEO:
PLAYER LOGS:
https://us.v-cdn.net/6030815/uploads/VMLODF76GRG1/deadbydaylight.log
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@n1cxie3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954632#Comment_3954632
Yeah I get you. It's simple and the mask is great, but don't you think that this design for example looks way better? It has a better looking hairstyle, which adds depth into the head piece and Sable actually has makeup, considering she's going to a masquerade.
Well its taste and everyone has different taste. I am one of those people that simpler is better and yes the picture you posted is cool but I still prefer the current one.
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I like the one she currently has and I have it as her current head piece.
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You have most likely filters on. In the customization section next to the search bar there is a button that looks like a tag. Press that it opens small window only thing checked there should be "owned"
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@Virtual_Fleeces said:
Bump. Literally the only time I notice auto-aim doing anything on k/b & mouse is when I absolutely do not need it. Why is it not a gameplay setting?
Because its not an autoaim. Its there to make the missed hit to look missed. There is always desync between servers and clients so even if your end you seem to be close enough to get the hit on the server you are not. So the "auto-aims" point is to make the miss look like a miss. The other way it also works is to make you hit something that is really there like survivor who is really closer on your hit cone than the survivor further a head this is the reason why you hit someone you don't see in some situations when trying to aim another one. In that situation on the server side the survivor is closer than the one you are aiming and in front of the hit cone so you hit them and not the person who is further away.
If this system would not be in the game you would be complaining about why your hits are not registering and if you have noticed that never really happens anymore. Like those where the survivor even screams on your end because on your end it looks like a hit but in the server and survivor its not. I have to admit I don't like the system but in the end I understand why its in the game and you are not really ever robbed an attack as that attack was not going to hit in the first place but it can feel stupid when it feels like you lose the control of the character.
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This is by product of the bug that you can't place Trapper or Hag traps on the first floor of Ormond. My theory is that some reason the floor texture is little bit higher than the real hitbox ground and so preventing the placement of traps than in certain spots. This also causes Hag traps that you can place to appear under the floor. You can currently run around the first floor not be afraid of traps at all really there is only few zones you might be able to place them. Next to doors like in the video is one of the rare places you can place them or the edge of the wall that has the bar window.
I added logs to earlier report of this but it got closed for some odd reason even if I provided logs for the report as the reported was PS4 player and those can't add log.
DeadByDaylight.logThis needs to be fixed Trapper and Hag are already in disadvantage in Ormond they don't need to lose their power in the huge main building too.
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Have you guys tried to restart internet connection as to me the amount of people making this report currently on Steam discussion hints for some problem on the EAC not being able to connect to its servers. It would be odd that suddenly many people get the same error and it not being something to do with outside source than their installation when some of them were actively playing before they got this issue.
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You most likely have filters on. Click the button next to the search bar that looks like a tag. It opens a tab and only thing check marked in there should be "owned".
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@Emeal said:
turn down that sound effect to half of what it is now pls.
Yeah they need to make it quieter and it would not be that bad.
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Already made this suggestion.
@Wezqu said:
I would want to state that in my opinion the new changes to the self-unhook are good but there is some things that need to be ironed out as with some other additions they did.
I am suggesting to bring back the insta-sacrifice on hook after missing two skill checks in a row in the situation if there is only two survivors left. It does not make sense to force the last survivor who might be hurt to hide the whole second stage hook duration because trying to unhook most likely will only end up with him and the other guy getting downed and nobody even having chance to escape. This would not anyway make anyone go next and the feature was meant originally to help in this situation to not drag the end of the match out too long and maybe give the last survivor the chance of getting the hatch. The removal of this was too hasty I understand removing it from any other situation but why punish the clearly lost match to drag longer for nothing.
So in short bring back insta-sacrifice after missing two skillchecks on the hook in situation where there is only two survivors left for quality of life.
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He can only use the enduring power if he did not use power before so they still work fine if you see him using power as there is a cooldown.
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@DEMONANCE said:
it might take a loong while but i believe it'll happen naturally with time as long as he's in your regular rotation and not just playing him for the achievement.
Yeah it can be done in normal gameplay but usually you would got progress to it if survivors try to use a door in last effort when you are chasing or then just get lucky by someone being in there when you go in to go somewhere.
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Yeah its one of those you need to farm the only progress I got to it was one survivor running in there when there was two left and was like what ever lets see if she plays along so let her wiggle off and she did it four more times so have five. So only one of those five was result of normal gameplay.
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Only thing they need to do is to add back the two skillcheck miss to die on hook if there is two survivors left. I suggested this some days ago as originally that feature was added to give the chance to the last survivor to get hatch anyway so it would be doing again what it was originally added for.
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Yeah it would be nice. I myself play this game using randomizer because I like playing random characters with random builds. Its also fun to find something that synergizes with something you did not even think would happen or get value of perks that usually are not considered that good.
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Because you can down the saver on the hook, hook him and go after the unhooked and now their DS is disabled. Not to mention its not that good saving the DS when they can't interact with gens at all or heal themselves or they lose the DS for 60 seconds. It already has that huge downside so it turning off because killer hooks someone else is not really necessary. Not to mention its still once a match perk too.
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This might not be that known band but Lordi could fit. Most people might know them of winning eurovision back in 2006 and their costumes would fit right in as killer skins.
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Its been reported, they know about it and most likely going to be fixed next patch.
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Scene Partner only activates when you are inside killer terror radius as Myers don't have terror radius if he is in Tier 1 he will not proc Scene Partner until he starts a chase as chase music is one layer of terror radius. I don't know if you remember wrong but the terror radius requirement has been on the perk from the beginning if it indeed activated on Tier 1 without chase then that would have been a bug as it should not activate until you are inside the killers terror radius.
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Have you checked if in windows own volume mixer the Dead by Daylight has not got its volume lowered as you can there manually lower volume of different programs that are running. Sometimes used it to balance sounds on games that some reason can't get sound to my liking.
You can open the mixer by right clicking on the speaker icon on the taskbar and choosing Volume mixer. You need to have Dead by Daylight on to see it on there as it only shows active programs that are using the speakers.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949461#Comment_3949461
Repairing a generator doesn’t instantly remove crows. It takes around 12 seconds of repairing for the 1st crow to be removed, and about 15 seconds for AFK points to be completely reset.
It ends up being confusing, because it’s the only action that removes 1 crow at a time.
I know how it works I am the one who tried to tell people how it works and I am the one told I don't know what I am talking about. Don't take that statement personally I am just iterating that I know how they spawn. The crow spawning bug that I am talking about is cases where someone on a gen fixing gets a crow then it might even bug out to look like it is despawning but it does not. That was the bug I am talking about and so far there is no valid report about it as nobody who experienced it has made one only shown videos as proof that system does not work when it does not invalidate the system. Just shows there might be some bugs.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949300#Comment_3949300
We know BHVR disabled it and are making some changes. But is it just the punishment that are disabled or cant we try out the system right now to provide even further feedback? Or have to wait until the changes come?
That actually might be a good idea, implement the system but turn off the punishment so we can test it.
Devs most likely already have idea of how they are going to change it to work better. All new things will have growing pains and there is problems with them but if people don't understand how it supposed to work and then don't even bother reporting the possible bug I don't know what anyone can do about that. I already wrote that this system most likely has some bugs as there is odd crow spawning happening time to time like when working on a gen (seen videos of it). Still we don't have any info about it as it seems to happen to people who don't try to find what caused it. I would have reported any crow bug I would have experienced but so far as I don't get the crows really at all there has not been odd behavior of the system. Also we don't know if the crow spawning is really there or if its some bug that only shows it to the survivor in question and nobody else would even see it. I am not dismissing anyones concerns but just stating my own experience.
I have to admit that I will wait for the devs to do their changes and then see how it works afterwards. Its most likely pointless to speculate before that how it would be made better.
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I made suggestion of bringing back the self-sacrifice on hook on two survivors remaining situation as that was why it was added to the game in the first place or thats my memory of why it even was added.
@Wezqu said:
I would want to state that in my opinion the new changes to the self-unhook are good but there is some things that need to be ironed out as with some other additions they did.
I am suggesting to bring back the insta-sacrifice on hook after missing two skill checks in a row in the situation if there is only two survivors left. It does not make sense to force the last survivor who might be hurt to hide the whole second stage hook duration because trying to unhook most likely will only end up with him and the other guy getting downed and nobody even having chance to escape. This would not anyway make anyone go next and the feature was meant originally to help in this situation to not drag the end of the match out too long and maybe give the last survivor the chance of getting the hatch. The removal of this was too hasty I understand removing it from any other situation but why punish the clearly lost match to drag longer for nothing.
So in short bring back insta-sacrifice after missing two skillchecks on the hook in situation where there is only two survivors left for quality of life.
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This topic is the misunderstanding example that I have been trying to correct on the Steam discussions. They keep claiming that 10 seconds in every time as some proof or fact and if you try to tell them how it really works you are some paid chill of behavior or they insult you because you don't know what you are talking about. I literally stopped saying anything to those posts because it was just so tiring of getting told off by people who don't understand the system.
I do suspect there is some display bugs with the crow system as I have seen few videos where some crows spawned really oddly like when survivor is on a gen and such but in the end there is no logs of it or reports here because they just need to something to blame and this crow system seems to be good candidate for people went their frustration.
I myself have played several matches as survivor and I have got crows on only one match and that was because I was rotating from other side of the map to unhook but when I almost got there another survivor did the save. Then killer reveals that he has Devour so went to search that and I got two crows just before I located the hex. Cleansed the hex lost one crow and then jumped on the near gen and got rid of the other.
Might be really good idea to have some ingame info delivered to every player to tell how it works so they can educate themselves as quite many don't seem to understand when explained the real way it works. Some might not even then get it but at least you could point them to show the proof in writing in the game itself.
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I have it totally other way around in my inventory about twice as many greens than blues on Springtrap and other killers. I always use manual picking as I want to make sure I get the most rare offerings and add-ons as automation usually misses a lot of those. Like I have not used that much bloodpoints on him as you as I usually prestige characters ones to get the perks unlocked for others.
Could be that the automation favors blues over greens but in the end isn't that the point to try to get higher tier items more than lower ones anyway but it could be also a bug in the automation
On survivors the add-ons its not really that they are rarer by design. The problem with those is the fact that there is only 9 blue add-ons when there is 21 green add-ons. Even if the bloodweb would spawn like 3 blue ones and spawn 6 yellow ones on all bloodwebs its still higher chance that you get more certain blue add-ons than you get certain green add-ons. Even manually picking I have to pick green intentionally as I want to try to balance the amounts and those are problem to get equal amount on survivors. Killer side it green offerings that are hardest to collect as there is so many map offerings in those.
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Replay functions are usually build into a game from the start it would be really hard to add that kind of feature to already finished game.
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@Oputeeva said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948473#Comment_3948473
I believe you, person above is always favor killers so don't even read him)
I don't but its fun to claim something of others isn't. Not to mention that most of my reports here are about survivor bugs.
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@Pharact said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947853#Comment_3947853
watch the full video, I'm not referring to my locker jump as mettle of man not working, im referring to when im at the gate. my thinking is; because it never activated after i was downed then i still have the perk and its effects primed for next use.
P.S in case ur wondering why i included that part i thought it would be good to include it as a lead up for clues.
Ok don't know what happened but the original video I watched ended on you getting hooked after getting pulled out of the locker. There was nothing after that the video stop playing and the video was about that 45 seconds. Yeah now that I can see the whole video for what ever reason it indeed did not work but I was going by the only info I had and that was the 45 seconds of video I could view. Now its 2 minutes but was not when I viewed it originally. I was even thinking that was odd point to stop as if I would have expected there to be something more as it did not end on the hook but little bit later after the survivor already started to come unhook you.
Gave this a vote up as there was clearly something wrong.
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To my knowledge your second point is already how it works. You can try unhooking if there is two survivors left and you are still on the first hook state. I would imagine it turns off on endgame collapse too but if it does thats an oversight.
I myself have said that they should let survivor have one 4% try but it only activates in the end of the first hook state and does not cause progress loss. This only so if other survivors take too much time to come to get you off you can at least try hail mary unhook on the last second before you go to second hook state.
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@Scarlett1111 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948151#Comment_3948151
How are you going to come to a bug report post with proof saying something completely different. Jeez.
So nobody can say anything against it when you clip looks to me like desync of him throwing you in the head. You can even see that the axe is thrown about where you head is peaking just little bit earlier. It might look odd to your angle but for killer it most likely looked quite clean. Also his axe curves down when its thrown so its not unbelievable that it might hit you in that situation.
I have played him several times and the amount of times when the hatchet literally goes millimeters past the survivor and misses is way too many to count. It does not have big hitbox at all. Huntress hatches have way larger hitbox than his axe on my experience of using it.
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Odd that I have the totally opposite experience. The times I have shaved survivors backs with it is too many to count. Seems more like its totally fine with the hitbox as I haven't seen any non-deserved hits when I played him. More of those misses that look more like it hit.
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Consoles are getting a fix to this next week. Its already fixed on PC. They could not get it to consoles before the week ended.
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We don't need more odd angles that killers can be blinded from. You already can get blinded out of your field of view this would just make it even worse.
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Hatch offering should not be hidden from anyone its basically pointless. Shrouds should be as they always been.
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Its not just in indoor maps. I would say you can see this in all maps its just not so obvious as its in indoor maps. I have had odd angle hooks even in outdoor maps. So it would hint there is something universal wrong in hook direction spawning.
There is also quite many reports about these misaligned hooks in the bug reports.
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This has been reported few times already first was on the 18th and its already brought to the attention of the devs most likely it will be fixed in the next patch.