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Xyex

Xyex

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Xyex
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  • @drsoontm said:

    It needs to be automatic. As @ThiccBudhha pointed-out in another thread it means survivors waiting at the gates, wasting time, will still be at risk.

    It's a very good change.

    No. It's a very bad very dumb change. You're never going to kill the Survivor at the gate with this. That's absolutely irrelevant.

  • Oh, it's specifically the side with the bar? I've always wondered what caused this.

  • @Wampirita said:

    It's probably not your clock, you can't interact with all of them

    Then why was it highlighted for me? 🤔


    I've got 3.6k hours. I know how Freddy works.

  • No, it's absolutely a visual bug. If he actually hits you you won't go down unless already injured, until he tiers up again.

  • @Ladyinadress18 said:

    I reported this nearly a week ago and they still haven’t even acknowledged it. The rules of bug reporting say no duplicates. I was the first and check every day. Multiple people reporting this and dead by daylight no acknowledging anyones toolbox report. Not mine or any of the newer ones. This really messes with the outcome of every single match.

    It's literally a 2 seconds fix in match until they patch it. It's essentially a non issue.

    in toolbox Comment by Xyex
  • Set the toolbox down, then pick it up again, and it'll work.

    in toolbox Comment by Xyex
  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2872786#Comment_2872786

    If it doesn't. It is a lowkey nerf regardless of whatever low tier killers reacting on YouTube would believe. I actually cannot believe they are nerfing hemorrhage of all things. We are on another level...

    LMAO. Imagine thinking a strong buff is a nerf because it removes a completely useless effect. I refuse to believe anyone with more than 20 hours in the game even gives hemorrhage a second thought, lol.

  • Just came here to report the same issue. Was in a match as Survivor vs. Trickster on Shelter Woods. Stopped to do a totem and noticed that the cleansing bar had come up, but was not progressing. After a few seconds the game and camera froze completely. Then I got the escape music and was sent to the end game screen where I received my BP for the match and the Killer was shown as a DC.

    I've had these in the past and, while annoying, they've never caused a matchmaking lockout before. But this time, when I returned to the lobby screen, I had about 2:40 left on a lockout. The server could obviously tell that it was the cause of the DC so I shouldn't have gotten a penalty for that.


    I'm on PS4.

  • I just noticed this, too, lol. I was putting some charms on my Oni hook and saw that one was blank but still works when clicked on.


    I'm on PS4.

  • The add-on works fine. It's obviously not going to spawn 10-15 zombies in the exits, that would be completely broken. What it DOES do is what it says it does.

    After all 5 gens are completed any zombie that gets destroyed will then spawn inside a gate (instead of under a hook). So, to use the add-on correctly, once the gens are done smash a zombie. Said zombie will then spawn inside a gate.

  • Use a perk that transfers the Obsession, like Nemesis or Furtive Chase. Or get DSed. It's not complicated.

  • @Crowman said:

    The two zombies have to be dead when the last gen completes in order for them to spawn. It's basically useless since if Nemesis kills a zombie they respawn in 12 seconds so it's basically impossible to set up. You have to hope the survivor kills a zombie and then finishes the last gen since zombies killed by zombies take 45 seconds to respawn.

    You can literally just smack a zombie after the gens pop to force the respawn. It's not hard, takes like 10 seconds

  • Yeah, if you angle your camera just right or are far enough away the pallet vanishes. Move back into range and it reappears. Was chasing someone and watched them vault air until I was close enough to see the pallet, lol.


    This is on PS4.

  • @TsukiYurei said:

    It’s called the perk monitor and abuse with the stain. (Aka Nothing wrong no bug)

    This isn’t really an issue but a misunderstanding.

    Also Nemesis run speed is fine and does not increase to 150%

    I’ve looped nemesis around the kill shack just fine.

    But if you keep repeating it he will get you. You need to change areas and mindgame little less predictable.

    Hopefully this advice helps.

    M&A doesn't hide the stain, it just modifies the TR. Only Undetectable effects hide the stain.

  • This is also happening on PS4.

  • Missing from your inventory entirely, or just unequipped? Because doing the tutorials resets every Survivor and Killer to default cosmetics and unequips all loadouts.


    If they're actually missing I might have to take a closer look at mine....

  • YES, I just came here to report the same thing. I even made other changes to my settings to make sure the settings were actually saving - they are - and it STILL reset.


    It's not a big deal (the massive stuttering is much worse) but it's kinda annoying all the same.

  • I'm totally fine if they take it back, it's ugly AF, lol.

  • Ah, yeah, that would be a bug then. With the BNP not being a great check they shouldn't be eating the stacks. :x

  • BNP isn't a great skill check, so they wouldn't apply.

  • I was just googling to see if I was the only one. I also bought her with Shards - haven't Prestiged, though, only just got to level 50 on her - and have the blouse as well.

  • You were the last Survivor, only 4 gens we're done, and the hatch was closed. NOED did absolutely nothing except save you both 30 seconds of unnecessary chasing in a match you already lost.

    Stop whining because you can't win every game.

  • @joey_highflyer said:

    https://forum.deadbydaylight.com/en/discussion/193820/the-current-braindead-killer-meta-yawn

    These aren't even a good combo to run together. Good survivors will make any hex perks useless and although undying is some wat good at defend ur hexes it just makes them destroy all totems and that's not really that hard. And it's not a meta only low ranks would use something that useless.

    Useless? LMFAO. You must be a Survivor main trying to trick people into not using one of the best Killer perk combos in the game. Before Undying + Ruin I've never had a red rank game take 8+ minutes for a single gen to pop. With it I've had that happen 5 times so far. Last night it took the Survivors almost 10 minutes to pop the first gen, vs my Pig, and by then 1 Survivor was already dead and popping the gen cost a second one their third hook.

    Undying + Ruin is BEASTLY in the hands of a semi-decent Killer, even in red ranks.

  • @VolantConch1719 said:

    https://forum.deadbydaylight.com/discussion/comment/1627603#Comment_1627603

    https://us.v-cdn.net/6030815/uploads/USSIWZCWBQBA/image.png

    The description of the Devout emblem clearly states that iridescent is granted for nine or more hooks in a match. NOWHERE does it mention the need to 4K, making this challenge incredibly misleading.

    My first go at the challenge had me get 11 hooks with Legion and the last Meg got out through the hatch. I was going to give her the hatch anyway because I was counting the hooks and, following this description, I should have gotten iridescent Devout (and I kind of felt bad that they didn't get a single gen done in those 12 or so minutes the match lasted). However, because Meg escaped, I got gold instead.

    THAT is what is wrong with this description. If it was more accurate (saying you need 9 hooks AND a 4K), I don't think anyone would be complaining. As is, it's misleading at best, completely bugged at worst.

    It mentions the Kill requirement in the part you left out. The description CLEARLY states you get points for kills and for hooking everyone. Then it tells you that you also need 9 hooks to earn the Iridescent.

    It is neither bugged or misleading. You simply didn't pay enough attention.

  • It's not a lie. You need 9 hooks to get an Iridescent. If you 4k with less than 9 you only get Gold.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641141#Comment_1641141

    It's also easier to fix general survivor bugs (ie, hill bug) than it is to fix general killer bugs (ie, hook bug). With survivors, you fix it on one character and it's fixed on 22 others (21, depending on the current state of Ash). WIth survivors, you fix it on one character and you both have to ensure it's fixed on 20 others, and if it isn't you then have to fix it on the 20 others.

    Of course the devs would fix the easy-to-fix bugs first.

    Except that's not true. When it's a universal bug, like the hook bug or the bug that trapped Killers in pallets, that means it's an underlying mechanic that is bugged. Just one mechanic that all Killers call on to function. So fixing that one thing would fix it for everyone simultaneously, just like with the hill bug and Survivors.

  • @Deadeye said:

    https://forum.deadbydaylight.com/discussion/comment/1625087#Comment_1625087

    If you learned it from the game, then it was pretty lucky that you "never once got stuck in the hill" right? I guess by seeing others get stuck? So you would not have to play like a blind moron to get stuck. And even if everyone just got stuck only once and then avoided it, it is still a pretty ****load of games that could be thrown by the bug.

    Again, being "avoidable" is not the best reason to downplay it. And if it is true what you say, then it is 4 weeks instead of 6. Not that much of a difference regarding my point that there is no survivor sided priority on dev side, which was my original point. Not sure why you jumped in on that anyway

    The number of weeks is irrelevant. It's the number of patches that matters. The hill was fixed in literally the next patch. Nurse was bugged for MULTIPLE patches. Hook bug existed for 2 patches. Most detrimental Killer bugs persist for multiple patches, most detrimental Survivor bugs are patched out in 1-2 patches. Most beneficial Killer bugs are patched out within 1-2 patches. Most beneficial Survivor bugs persist for MULTIPLE patches. Look how long it took them to fix the damn audio.

  • @Onyx_Blue said:

    Ruin + Undying + Tinkerer

    Slap this on a killer, particularly a high mobility one, and you got yourself the most boosted player you will ever see.

    These players do not know what pressure is to save their life. You can feed their build and try to cleanse totems to get rid of their perks, or you can just get a gen high progressed and lead them away, go back to it when they leave you (because they will) and bam, the player is exposed as the bot they are. The fact this is a build to vs almost every game is ridiculous. The calibre of player skill level in dbd is utter garbage XD this builds proves it to be that way.

    LMFAO. Survivors been doing this with DS + Unbreakable + Exhaustion perk for years now. But apparently it's only an issue when Killers get a solid universal build.


    Git gud, scrub.

  • @Deadeye said:

    https://forum.deadbydaylight.com/discussion/comment/1623240#Comment_1623240

    Oh yeah, thats a reason to ignore that it was in the game for 6 weeks. Ok, then I guess it was also fine to keep the lightburn bug in the game for half a year, because it is avoidable...

    And not everyone goes into the forum and knows about it, cuz BHVR did not take position on that one until 1 week before it got fixed. Which is btw a full major update, not the very next patch. It was introduced with midchapter patch and fixed with Blight. So fine if you think that survivors are the dumb ones to blame, but there were tons of stuck people anyway. I'm just saying this because OP questioned "priorities", and I think this is simply an example that there are no "survivor sided" priorities, as I don't think they said "keep it in game, those who get stuck are blind morons".

    It was NOT introduced in the mid chapter. It was a side effect of them fixing the Nurse hill bug (which, mind you, was in the game FAR longer than this Survivor bug) which happened in 4.1.2. The Blight update, 4.2, was the very next patch after that update.

    And I didn't learn about the bug on the forums, or anywhere else on the internet. I learned of it in the game.

    @SweetTerror said:

    It seems like a lot of these bugs could be avoided if they just play tested the game thoroughly. Coming across the hook bug and the hill bug didn't require a specific set of steps. It could happen with any survivor or killer. I played a doctor match last night and I had forgo two hooks because of the glitch.

    I just hope that unlike the hill glitch we won't have to wait until the next chapter update to get a fix for the heartbeat bug and the hook bug.

    The heartbeat was already fixed.

    Honestly, if you think this is all so easy, fix it yourself.

  • @FrootLoops said:

    You would be better off putting a PSA on here about Ash being bugged so that the good sportsmen can be aware and steer clear of him than telling the community not to use him. I try to be unbiased but my knee jerk reaction was to point out the fact that killers took advantage of the hill bug (I never saw a single killer let someone wiggle off out of the hill or just pick up and drop), and all of the BS hits caused by latency (I've even see tru3 admit something shouldn't have hit but he still hooked them)

    I dont plan to exploit any Ash bug, and will stop wiggling if I can tell the killer is suffering the action bug, but its tempting when someone comes on the forum and tries to dictate how I should play

    As Killer I found 5 or 6 Survivors stuck in the hill. I pulled every single one out and left them slugged. As Survivor I also witnessed 2 other Killers do the same.

    I have yet to see a single Survivor let me, or anyone playing Killer, hook them when the hook bug happens and causes them to escape.

  • @CheyeneKL said:

    LOL I'm gonna use Ash just cause of this post. Imagine telling people they can't use any of the killers that have the DS bug right now/any other bug. Wouldn't that be silly?

    You mean like people have been doing? 🤔

  • I think the only way to "fix" the Rites/Punishment issue is to divest them from each other. Leave Rites on its current button, put Punishment on the secondary button.

    By doing this you could add an independent cool down to cancelling Punishment without adversely affecting Rites. Make the Punishment activation look very similar to Rites, but have some small cue that good/aware Survivors can use to discern the two. This would allow Pyramid Head to keep his mind games, while giving Survivors the capacity to counter it if paying attention.

    Example: The Survivor head for a pallet. PH activates Rites. The Survivor miss reads and avoids the pallet or doesn't drop it. PH cancels Rites for an easy M1. Alternatively the Survivor reads it correctly and drops the pallet, stunning PH, who misses his chance at a hit.

    The same would apply if he primed Rites, just inverted. Survivor reads it wrong, drops the pallet, gets hit. Or Survivor reads it right and doesn't drop it, PH is left with an extended cool down for cancelling Punishment, or is forced to try it anyway and potentially misses, still getting the cool down.

  • @Deadeye said:

    Just regarding the "priorities of the devs". The hill-stuck-bug is something that was 99% affecting survivors and was even more game breaking than the hook thing. And stayed in the game for what, 6 weeks? Since the midchapter patch, right?

    And "doesn't matter if the departments/teams are different": it does. Why should the team that literally has no idea about bug fixing stop working? That makes totally no sense

    Btw, I know this could start an "us vs them" discussion and I want to warn about that and hope we stay civil and objective. But how many killers (%) did you notice that downed and free the survivor from the hill and how many survivors have you seen so far staying at the hook to grant the killer the hook? Hope I will see at least one survivor in my killer games to do that next week. I definitely will do that as survivor, when the killer is not a total donkey until that point.

    The hill bug was completely avoidable if you didn't play like a blind moron. I never once got stuck in the hill. And it was literally fixed in the very next patch after it was introduced. No, they didn't rush out a fix outside of their normal patch schedule, but they never do that unless something literally makes the game unplayable. And neither the hill bug, nor this interaction bug, do that.

    As for the rest of the post, I "rescued" every stuck Survivor I found as Killer (only maybe 5 or 6 in all) and left them slugged. So far I've not had an instance where the interaction bug stopped me from being hooked and the Killer wasn't already playing like a dick (the one time it happened was a tunneling Freddy so I was more than happy to GTFO and waste more of his time) but should it happen I'll absolutely wait for the hook.

  • @Onyx_Blue said:

    This is a literal game breaking bug. It can lose killers the match purely by how inconveniant it is wasting time dropping and attempting to hook.

    If this bug persists in the game for longer than 2 weeks, the playerbase should raise some serious question marks about the Devs priorities.

    And we better not see a cosmetic release before this fix (doesn't matter if the departments/teams are different, something that draws in money should not supercede game life/health.

    FIX IT.

    ....

    What "draws in money" is how they improve game health. What's more, you seem to recognize that cosmetics and bug fixing are entirely unrelated, yet still use BS language like "supercede game life/health." The release of cosmetics that are already complete, and were already installed on your platform with 4.2, has zero impact on how fast a bug gets fixed. It's like saying that your neighbor going out and sunbathing shouldn't supercede you ordering a pizza. An utterly dumb as ######### statement.

    Yes, the interaction bug needs fixed - and it is an *interaction* bug, not a hook bug, because it also effects breaking pallets, vaulting, damaging gens, picking up bear traps, and literally every action a Killer can take - ASAP. And I'm hoping it's in Tuesdays patch. But even if it's not that says absolutely nothing about "dev priorities," just that they haven't been able to make a fix. And delaying the release of long finished cosmetics does absolutely ######### nothing.

  • @OniWantsUrLocation said:

    https://forum.deadbydaylight.com/en/discussion/comment/1618145#Comment_1618145

    Where does this information come from? Have you tried it? Do you have any sources? Simply saying that it is false information adds no value to this discussion.

    I don't know where the ######### the 0.5 came from. The 1 second comes from actually playing the game and actually testing and timing it myself.

    https://youtu.be/gelPMQHtvlI


  • "0.5 second cooldown"


    I really wish people would stop spreading this. Yes, I know it's on the wiki, but it's still WRONG. It's 1 second. Double the length of the misinformation. Still short, yes, but a second is a decent amount of time in DBD.

  • @mightygiraffe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1600608#Comment_1600608

    After the update to hide totems better I have never ever seen a totem this much in the open.

    Then you don't play much. That's, like, half the totems in the game.

  • There's no such thing as "too hidden" for a totem. The fact it takes you 3 minutes to find ruin is not a bad thing. That's the point totems.

    @mightygiraffe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1600206#Comment_1600206

    Sounds like alot if maps to memorize, even then aren't the spawns random?

    They have certain preset locations on every map that are randomly chosen from. And learning spawn points on maps isn't hard. I've already got most of the Midwich ones figured out, I can find totems on that map super fast. Broke a Devour on there the other day within 40 seconds of learning it existed, because I knew the likely areas to find it.

    And on a lot of maps they reuse certain generic spawns. Like the ones set into niches on hills, or between barrels at L walls, etc, that you can easily locate and check.

    The game needs more tricky totems hidden in boxes and tucked behind corners that are hard to find when not looking, and less totems standin out in the middle of ######### nothing (looking at you, Disturbed Ward) or within 20 feet of a gen or along a common loop.

  • @faff said:

    maybe otz region lacks high mmr survivors so it throws him the first available ones?

    After his MMR stabilized he got some solid Survivor teams that he really struggled against.

    @calciumstructure said:

    Has anyone bothered to mention how the devs said that MMR has been working in the background for months, so logically it should already be sorting you with people of your skill level, yet it has barely even done that?

    I just feel like I should mention that. It disproves the BHVR apologists who are all "xd GIVE THE GAME TIIIIMMEEE TO CALCULAAAAATTTEEE"

    They said that, yet the MMR system acts as if everyone has been playing since it came out - that is, only a few days ago.

    And yet, I've noticed a difference as time has past anf I've played more games. On MMR launch my lobbies were horrible. Now they're pretty good. My Survivor lobbies are some of the best I've ever had.

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/1513317#Comment_1513317

    Views is how many watched his video. You can't say he had 100 views but 10,000 viewers xD Subscribers are the amount of followers. That doesn't mean he had 5000 viewers watching him at that time xD

    Edit: Why are you still talking to me? I believe I already said I'm good on talking to you.

    Do... do you really not understand Twitch and the difference between VOD views and live viewers? VODs - that is, video recordings of streams - are saved after the stream ends. The view count they show is how many people watched the VOD. Not the stream, because the VOD isn't the stream. It's a recording of the stream. The VOD view count and the stream viewer count are independent. The stream could have had 5 million viewers live, but if only 5 people have watched the VOD the VOD view count will be 5.

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/1510474#Comment_1510474

    I know from your screenshots that he's switching killers instead of playing the same one to get his actual MMR rank to settle :) I provided proof and I was not condescending :) This was his newest video. Stop spreading a false narrative. If you don't understand how an MMR works, don't talk about it then. Switching killers over and over again will keep giving him new players. Until you've done a certain amount with different killers, you won't have an accurate MMR.

    Do you not know the difference between a pre-recorded video, pre MMR, and a live stream DURING MMR?

  • @Danky_Bong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1505618#Comment_1505618

    Well, I am indeed not on PS4 so this is irrelevant to me my man. They changed the pc description and the wiki was even updated to match it (https://deadbydaylight.gamepedia.com/LoPro_Chains), but it still functions as it used to.

    The description on PC is wrong. For multiple Billy ans Bubba add-ons. They accidentally added the updated descriptions on PC early, the updated effects weren't added yet. Only incorrect description on PS4 is the Iridescent Brick.

  • Not a bug. They accidentally added the updated description text early, the effects haven't been updated. This goes for multiple Billy and Bubba add-ons.

  • I'm not getting it every time, but it has happened to me twice now. Also PS4.

  • Based on what I've just read, this isn't a bug, just a misunderstanding. Your Devotion level isn't for playing multiple games in a row. You get a new Devotion every time you hit level 100, and then your player level resets back to 1 again and you do it all over. You apparently hit 100, gained a Devotion, and reset back to level 1 with 1 Devotion. When you get to 100 again you'll reset back to 1 and go up to Devotion 2.


    The Killer tooltips is unrelated. I've seen others who've said they always get them every game, and always have.

  • @Demonl3y said:

    https://forum.deadbydaylight.com/en/discussion/comment/1454325#Comment_1454325

    DC Penalty is needed for a reason. Since they removed it i get tons of DCs per day again.

    Yeah, I see a DC just about every other match. I had 2 Killers DC right as the game loaded - apparently Huntress didn't want to play on Hawkins and Legion didn't want to play on Lery's - and so many DCs on being found/hooked first.

    There's been a few DCs I've shrugged and thought "don't blame you" because they were getting hard tunneled right off hook. I've even done it. But for the most part, the DCs have been for dumb reasons.

  • No.


    And while we're at it, if there's Survivors running Obsession perks a Survivor NOT running and Obsession perk shouldn't be the Obsession.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1425882#Comment_1425882

    Not according to the add-on description:

    Fresh Blood Marks are considerably more discernible than normal.

    The first two words in the description are "while cloaked" so how is that not according to the description?

  • @memento said:

    >After investigation, we have found that the Ghastly Gateau offering bonus is 140% instead of 104%, but does not stack.

    It's a lie. My cake didn't give BP bonus at all to me. It's neither 140% nor 104%.

    I've gotten 140% every time I've played one.


    @Hendi99999 said:

    How long can it takes to fix such a small offering bug?


    How long does it take to fix a small hole in your roof? Just because it seems small doesn't mean it's simple. And they only found out about it yesterday, they rarely push hotfixes mid week unless it's something major. Chances are we won't see it patched until next week.

  • JFC, so many babies in this thread. "Almost unplayable" yet there is literally no visual difference from what I'm seeing from 1440p screens and what I've always gotten at 1080p. Holy. #########. Hell. If this makes the game "unplayable" for you, you're just really ######### bad at the game, lol.

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