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antgnstea

antgnstea

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  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1084038#Comment_1084038

    I had the game crash on me, but not regularly enough to make a 5 minute wait seem like such a bad thing. And if you read the entire post you quoted, I did also mention bad computers, not just the connection.

    And the first two times are 5 minutes.. the hour long wait is after 7 times.. so seriously if your computer gives up on you 7 times in one day...

    Do you know the period of time it being reset? Is it each day? Because I don't know the exact time for it. It could be a week. And yes probably in a week I will have disconnection issues or crashes 7 times, not necessarily because of my computer.

  • When I am chasing an injured survivor I think they have iron will, then in our second chase they start grunts and I realize it was the bug. It is so annoying.

    Also I walk pass a gen which has no sound behind the wall, then second later it pops. I physically have to walk over to every gen to see if they are being worked on.and it is too time consuming on walled maps. like Lery, Haddonfield, The Game,

  • @Marcavecunc said:

    Sorry to burst anyone's bubbles, but people with bad internet connections or bad computers (or both) shouldn't be playing online multiplayer games in the first place anyway.

    Yeah, cause bad connection or bad internet are the only reason someone crashes during game.

    I am guessing you haven't forced to close the game because of a crash occurring. or stuck in some place, couldn't do anything but DC.

    The game is far from smooth atm. There are so many bugs and some of them can be considered as game breaking. I am all for DC penalties, as long as they make it fair. If I would have to wait 1 hour or more for something I am forced to do, I'll be pissed. and probably won't return. They shouldn't made me quit playing a game I love.


  • @Aven_Fallen said:

    What do you consider bullying? Because, from my experience, people tend to say they got bullied for the most stupid reasons (like being blinded at Pallets or simply by losing a game).

    Agree here. I know survivors can be cocky when they know they won, and may start bothering killer instead of doing their objectives. But I've also seen many times killers disconnecting after one pallet stun, cursing survivors on after chat, calling them toxic, bully, etc.

    So it really depends on what you consider as bullying.

  • Of course not. They say they improved it not fixed it. So still consider them as broken

  • @terumisan said:

    https://forum.deadbydaylight.com/en/discussion/comment/974594#Comment_974594

    It's still garbage as a non hex since in that 3 gen strat you still have to chase someone off gens maybe even 2 if they double up a gen is going to pop regardless since you have to get those other 2 off the other gens

    Tho only advantage you get in that situation is not having to force to kick gens. The moment they are off the gen, it starts regressing on its own with a slightly higher rate.

  • @DetailedDetriment said:

    The problem with totem locations is that they are preset and a hex's life time depends on it. New totem locations would almost require map redesigns

    wasn't suggesting that they should change all of them at once. They should change them over time to get more out of hex perks in general. What I am saying is the new ruin shouldn't be tied to hex totems anymore. It could be something else but not totems.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/979437#Comment_979437

    I'm still glad I waited to test it for myself, but having done so... I honestly think it doesn't matter if it's a hex or not. From my experience - which could be inaccurate, since although I am a long-time DBD player with a pretty good grasp of how game design works, I wouldn't call myself an expert by any means - Ruin is a terrible perk either way. The only time it could possibly be good is on a high-mobility killer on a small map - arguably the situation where a slowdown perk is least needed.

    Half the games I played on the PTB, Ruin did last all game, but not because the survivors were negligent or because it was in a really well-hidden spot, just because they/we didn't bother to look for it. It made so little difference that there was no point wasting time trying to find the totem. Also, it made about as much difference in the late game as it did in the early game - that is, barely any. So, at least from my experience, the late-game power thing makes sense in theory but isn't actually the reality.

    I also feel that the new Ruin is not only a bad perk, but discourages healthy gameplay. It strongly encourages survivors to hug generators really closely until they're finished, which conversely causes generators to pop even faster, and also punishes survivors for being altruistic or making what would otherwise be smart plays, such as prioritising the rescue of a teammate over finishing a half-completed generator.

    Overall, my opinion from what I've personally seen of it is that right now it's a practically useless perk on its own, whose only saving grace is the level of synergy it has with a few other, much better perks, and which actively promotes unfun and unhealthy gameplay tactics on the part of survivors. Not too impressed overall.

    I couldn't have described all the aspects better myself.

  • @Fibijean So after playing on PTB, has your mind changed about anything about Ruin?

    For me, I haven't seen much of an impact of Ruin since it gets destroyed very early in the game.

    Although, I agree it could be too powerful as a non-counter perk, I still think it is too weak as a hex totem perk. It comes as the last hex perk, on the scale of hex perks that are devastating when active. If they are not cleansed right away the most powerful is Devour>3rd seal>Lullaby>Ruin. For a strong perks, very poor placement imo.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/974561#Comment_974561

    Seems to me like he's just saying that the intention is for it to get more dangerous over time if the totem doesn't get cleansed, meaning that it's meant to encourage survivors to find and cleanse the totem once they realise it's there. Not that it's meant to be a late game perk, but that if survivors ignore it, it becomes more powerful over time. Presumably it still does its job before that.

    But again, and this goes for @Lucama too, I could be overestimating it but we're not going to know for sure until we actually get a chance to try it. The devs have already said that they have found in their testing sessions that it's actually a lot more powerful than it sounds on paper, so the next step is to test it for ourselves and see if they're right.

    Yes, I agree we will test it and decide eventually, but I don't think PTB will gave that opportunity. Practically no one plays it more than few rounds and I don't think it will be enough to see the results.

    For example I remember when I've read EGC introduce, I was furious. Didn't like it on paper tried a bit on PTB didn't understand much of it. However since the release of EGC, I think it's one of the greatest thing ever happened in DBD. I do hope I am wrong about ruin as well.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/973722#Comment_973722

    Sorry, I should have been more specific - my comment was attempting to explain why Ruin might be too strong if it weren't a hex perk, and therefore couldn't be cleansed.

    Yes, I understand that, and I tried to say I don't believe that it would be too strong. Why would it be too strong, I can't see it. I am sorry. It already has a counter imo, the moment you start on gen again, there you go, no more regression.

  • @NMCKE said:

    You mean this:

    https://xboxclips.com/NMCKE/8e70006d-9218-4caf-b415-3898cae7098a

    Yeah, I definitely feel like survivor spawns can be better because literally the entire team spawned here! 😕

    Yeap, definitely like this. And this happens a lot.

  • @Cardgrey said:

    @antgnstea

    lol now they don’t have to fix totem spawns anymore. Save them self’s some work

    On the contrary, they need to make spawns even way better so killers could have a chance of using the new Ruin even a bit.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/973542#Comment_973542

    I think it's because you don't need to apply a 3-gen strategy for passive regression to be strong in the late game. About 50% of my games (as either role), the survivors 3-gen themselves through bad planning without the killer having to do anything.

    You also have to take into account situations where only some of the survivors are still remaining. It would be far too easy, as a killer with the new Ruin equipped, to stop the survivors doing anything towards the end of the game if there are only, say, two survivors remaining, trying to finish one or two generators between them.

    On top of that, there are synergies with other perks to be factored in - when combined with Surveillance, new Ruin could pretty easily stop any generators from being done even if there are still 4 survivors left in the late game.

    It's a bit too strong to not have some kind of hard counter, but it's not quite strong enough to justify being able to be completely disabled a minute or two into the game.

    All three paragraphs have"if its's not cleansed" at the end of them. I am open to other counter solutions, but making this is a totem perk is straight up killing it.

    And still not quite sure being OP without a counter. When 2 survivors left in the game it's pretty much doomed anyway without relying on new Ruin. Surveillance alone can make left survivors' life hard by itself. And to use surveillance you need survivors to tap the gen which means gen is not regressing, and new Ruin is not used there.

    Right now, this new version of it seems way too situational with a too easy permanent counter.

  • @Fibijean said:

    That comment made about Ruin in the late game was, I think, widely misinterpreted. I think the point being made was not that the new Ruin is meant to be a late game perk, but that if it weren't a hex perk, it would be too strong in the late game. Which is true - the problem right now is it's in an awkward position where it's too weak to be a hex, but too strong not to be.

    I wasn't suggesting it was a late game perk for sure. But logically, and based of the example they give about you seeing the benefits at late game, when fewer gens have left you to control, makes it a late game perk. It is not like it activates at certain point late game perk, like noed, or blood warden. I see now how that might be misinterpreted in TL;DR.

    But I am not sure it would be too strong not being a hex perk. It is very risky and hard to apply 3gen strategy as killer. Maybe it's just me, but when 4 survivors are working from every angle tapping gens constantly, faster than me breaking them it is hard to apply anything. So 2% extra regression speed wouldn't be too much to asked without giving survivors the power of taking it away. You give one perk slot for it,why would you have to give more for a little gain?

  • @NoShinyPony said:

    The purpose of this change is to nerf Ruin so that the game becomes more fun for survivors. Of course totem spawns are not getting adressed in this scenario.

    How naive of me, thinking they would consider of both parties while making a significant change.

  • @RIP_Legion said:

    To answer the TL:DR, you don't. They made this thinking "Oh we should nerf ruin to oblivion because skillchecks are difficult, who cares what killers think". The "Late Game" was an afterthought after everything was said and done so idiot killers would have something to grasp at to defend this change.

    Yeah, it kind of feels like that.

  • I stopped playing DBD for 3 or 4 months last year, right after Demise of the faithful chapter. Found others games to grind through. I checked time to time in that period to see if I'd missed DBD and answer was no, so I kept playing other games,

    But something changed, one day I started again and still playing without that much of a break since. I think I am so much more invested in the game than any other game I've ever played. Both financially and emotionally. I can take short breaks, but I don't thin stop playing all together.

  • If they add this feature to a perk, I would probably use it for three rounds, say it is a great addition that gives good information, then replace with with more vital perk and never run it again.

    How many players out there saying they don't rely on certain perks to survive or get kills?

    If you don't want to be tunneled you should run DS, they slug you a lot? then run unbreakable, you want to be stealth run Iron will or Q&Q or both, you want to be able to outrun killer to another loop, run an exhaustion perk. Want extra bloodpoints run WGLF, want to give yourself a break after killer chases you till all gens are done, run adrenaline.

    I have other perks that I like but can't run them because of how I depend on these to survive. So any informational perk change like kindred will be a good change but not useful at all for me.

  • @Haku said:

    https://forum.deadbydaylight.com/en/discussion/comment/941999#Comment_941999

    End game has nothing to do with time... You get there when the gens are done. That's it ! I understand you problem with the gens but that is another problem that has nothing to do with the keys. And yes thats end game at 4 minutes if the gens are done. And in your case you killed one person. That is half victory with 2 being true victory. And about RNG - it is something really hard to justify or not. When I think about it I fel like it will be way worse if they try to make it not RNG for everything. I think the game will shift in one way and the other side will complain a lot. RNG makes is so sometimes you get a window open aka survivor sided but sometimes that window is not open or there is a door nearby aka killer sided. So it is balanced in a sense. Just imagine PIG with her traps not being RNG. If they make them to be able to remove them after 3 tries at the boxes all survivors will complain it takes way too long. But imagine if its only 2 - then all pigs will complain it is way too easy to remove them...

    Of course end of the game and end game are different things. Then why we have perks like Blood warden, or no one left behind, or NOED, etc.. because game can continue after gens are done. Because there are strategies depending on end game. If what you said was true, like after gens are done the game is finished, then we wouldn't need the perks activating in end game or a gate to open.

    No RNG may cause what you are saying, what I suggested was reducing the RNG range. I never said they should remove it. All I am saying is maybe not between 8 and 16 pallets per map but more like 10 to 12. Not between God window and no window, but other 2 windows. Examples could go for everything RNG related, maybe except for traps.

  • If that was one occasion, I wouldn't be writing about it. But when 6 out of 10 games I played consecutively ends with keys from chests, I am sorry but I will whine.

    @Haku said:

    RNG.It is like complaining you go to work every day the same way safely but you get hit by a car just that morning when you go work on saturday - it happens. Hatch spawns after they do the gens or you kill some of them and again some gens have to be done. Neither of these is free escape -> being dead is not and do all the gens/some of them is not either. Not to mention you have to find it before u die And that is not mid game it is end game if the hatch spawns. And no you cannot take out Mori magically but you can use it not so magically in the first minutes of a match ->hook -> tunnel -> kill. Do not forget Mori is an offering also ....

    The RNG is exactly my problem. It is the reason why game feels so imbalanced sometimes. The randomize window is too wide, When I play killer on a corn map, I get 15 pallets. When I play as survivor there I get 9 pallets. This feels like injustice. I shouldn't be over indulged or rob any opportunities because of wide ranged RNG.

    Same goes for Plunderer's, ruin placement, which windows are open on the same map. Don't you ever feel screwed as survivor playing on Larry's map, finding yourself in a room with no window, where normally at least two spawns? Or on Coal tower map, you see 3 pallets surrounding building as killer, don't you think 'Oh yeah, this is gonna end well'?

    Plus, hatch spawn not necessarily end of the game, when they gen rushed your ass in 4 min, 4 gens, all you got is defending last gen as long as possible to have a chance in game. And 4 min seems hardly the end of the game. A lot can change in that time. But key from chest, ends it. I had many matches where remaining 3 got escaped without key, just manage to fix the last gen and escaped. And I am fine with it, I tried, they did better, they won. Keys take that struggle away from you.

  • @Gravewalker200 said:

    https://forum.deadbydaylight.com/en/discussion/comment/927014#Comment_927014

    I don't understand why you are trying to argue with peanits. You aren't achieving anything out of it. They have their build, you have yours, now shut up.

    Wow. That achieved so much more I suppose.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/926880#Comment_926880

    I couldn't have finished a generator before they got to a hook, and even if I did, that wouldn't get them off of the killer's shoulder. You don't need to run around all game doing nothing, you can do gens until you're needed.

    Really? Cause I either do gens or follow around killer and chased survivor, I can't manage to do them both. Because most of the time chasing and downing happens on the other side of the map. Whenever I run MoM, I get 1, max 2 tokens. Never even get to used it in most of my games. If survivor gets down near a hook I just, sneak around to do a safe hook rescue, not take unnecessary hit. How else do you get those tokes? Either follow around or take unnecessary hits.

    It is a useless perk for my play style anyways.

  • He starts dashing I hear him, then turns 90 degree after he passed pallet. and his dash ends on me, doesn't he? Demon strike would required more time to charge, he wouldn't be able to hit me. That is dash.

  • https://youtu.be/2qhPxdvVl_g

    Apparently you can't turn and hit with your dash but you can definitely turn 90 while dashing like in the example. PC btw

  • Really? They work fine with me after the second hotfix. I even used a med-kit 3 times today with 16 charge add-on. Toolboxes too.

  • @WaveyTrey said:

    https://forum.deadbydaylight.com/en/discussion/comment/909548#Comment_909548

    Even with survivor communication it would only reinforce the statement that the survivors will utilize the same few “meta” perks, which is why the killer often complains about the overall toxicity of survivors. They’re only doing that because the other perks pale in comparison. This forces the killer to run more toxic plays too regardless of having to play the killer. There’s nothing encouraging any of players, survivors or killer, to not be toxic from what I can see so far. In fact, we’re rewarded for it! So why not be toxic?

    Even if players couldn’t communicate that wouldn’t stop them from being toxic. It might hinder the amount of shenanigans that they could pull off. I’ve seen things like body blocking. Constant flashing. Getting Head On’ed during a chase. 4 Blendettes doing some sort of illusory shadow clone jutsu type nonsense. What I hate most of all is when a SWF player purposefully D/Cs during a basement hook, or at a corner of the map to waste all the killers time. I’ve seen nonsense like this even as a green killer. So I assume it’s a lot worse as red. Lol

    I started as survivor, never felt like killers OP there. Kind of always blamed myself not learning fast enough. Like everyone I was facing were a newbie and they got better. I know now most of them were probably smurfs.

    Then when I switched to killer. OMG those were some keyboard smashing days. Especially in mid-ranks, I thought I was loosing my mind. Always had a rank 2 survivor in my rank 15-12 lobby, driving me crazy with flashlight spams. That phase got dimmed after I got more experience and learnt how to deal with them.

    Then my long lasting survivor phase. I felt like every time I died it's because of killer was OP. Or I needed a specific perk that would have saved me. That's how I ended up uclocking every single teachable perk available. There are some regrets here. I laugh myself now, how naive I was.

    75% of the time if your team got destroyed. It is because your team couldn't work together well. Sometimes I end up with 3 randoms, working in game like we read each others mind, let alone comms. That's when you see the difference playing as a well group and what it can do.

    Now let's see meta perks. The only time I need meta perks when I play killer. As survivor yes I do miss some metas when I am not running them, but in the end I could got escape if we play good as a team. But as killer, you'll see if you continue and rank up as killer, even average survivors can slip through because you made one mistake with another survivor. Or 3 of them knew what they were doing. Killer meta perks give you a great boost, for closing this 4vs1 gap. They back you up like a good teammate.

    TL;DR I can escape as survivor more often than get kills as killer without any perks, items or add-ons (In red ranks). So the way I see it is, meta need cripples killers more.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/912211#Comment_912211

    Yes, extremely aware because I’ve been playing him non stop. He takes almost no time to charge the strike. The difficulty lies in hitting it but when you get used to the feel of it, that’s no longer an issue. Besides, If it was any easier to land it would be considered broken and it would undoubtably get nerfed. Not every killer needs to be incredibly easy to use, which is what a lot of people seem to want. Skill is something that is so severely lacking amongst a lot of people and it shows.

    You are responding like every person who points out the mouse turning was a good and needed feature of ONi is just cry babies that want constant insta-downs for a already OP killer. It is not the situation here at all. At least for me. I just want a clarification on what a developer already stated as mouse users not effected, is true or not. Because mouse users did get effected a lot. Is this something gonna be changed later or this is what is going to stay like?

    Plus Demon strike has a charge time that slows you down on loops and has a very limited range and easily countered on many loops as long as survivor doesn't mess up.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/912142#Comment_912142

    You're aware that in Fury mode, he breaks pallets faster and can dash afterwards to immediately be on a survivors back again, right? Why does nobody highlight literally everything else he can do and pretend like the flick is literally his only strength.

    Are you aware of charge time for that strike and so limited range of it?

  • @[Deleted User] said:

    Ya’ll complaining about the removal of the flick are looking like absolute clowns. I’ve been dominating on console even before these changes. We don’t have “the flick”. It’s never been needed to do well. If you’ve relied so heavily on the flick to do well then you are not a good Oni player. It’s the exact same as if you’ve relied on the forever Freddy build. The nerfs to his add-ons were needed. Now people who relied on that build are jumping ship because they can’t be carried to victories anymore. Same with the Nurse nerf (which was needed). Now that she has a limit on her very powerful ability to end chases very fast, people jump ship and call her trash because she’s less forgiving to play.

    when something is clearly too powerful or was unintended and it gets removed, the players who abused it cry and whine because they have to use actual skill in order to do well with the killers affected. This is why we can’t have nice things.

    the Oni is labelled HARD for a reason. Difficulty is a measurement of how long it takes to fully learn and master a killer. I didn’t do to great with him for the first couple of days but after binging him constantly, using his power is just muscle memory. You do NOT play Oni like any M1 killer, that’s how you lose.

    In case you missed some of the points made here, Most of us complaining cause they didn't just remove FLICK, they also took away turning ability with mouse, not even 45 degree left with him.

    Another thing is HARD label. Those labels based on the difficulty level of playing a killer only with their 3 unique perks. In Oni's case they should have labeled him EXTREMELY HARD.

  • @Lmronby said:

    https://forum.deadbydaylight.com/en/discussion/112097/thanks-for-killing-oni

    I love the Oni; but just cause he can't turn as hard doesn't make him not viable; especially since it wasn't even intended.

    Of course that's make him not viable. When you enter blood fury stage while chasing a survivor you better hope they don't run into a loop. In loops you had a chance even facing good survivors. Now you can't do jack in a loop while your fury is active. What are you going to do? Each time a survivor runs into a loop you just leave them an try to find someone else with no clue where to start. Yeah sure, that's seems like a viable strategy.

  • @Janick said:

    https://forum.deadbydaylight.com/en/discussion/comment/911338#Comment_911338

    Those using the mouse would not see a difference, actually you should gain about 5 to 10 degrees more. Those affected by the change are players who where remapping their keys and using Left-Right instead of the normal A-D during the Oni attack.

    That is far from truth. I played as Oni quite a lot recently, without using camera turning options, with just mouse. And now after the update, any turning hits are impossible to apply. while dashing. I agree and would've been totally fine with only Q,E angle changes, but this seems overkill. With mouse you are completely useless when survivor turns around.

    Should we just hope survivors we are facing would be inexperienced and only to run in straight line?

  • @Mr_K said:

    Didn't know toolboxes addons weren't working.

    Yeah I've noticed that after a while. Since most of the time I use toolboxes with ruin ot co-op, it was hard to detect. But med-kits were painful. Glad they fixed it.

  • I've finished it a day after second level of Tome was released.

  • Maybe removing unhooked condition may help. That is one of the biggest limitation. Perk can be activated by healing X amount of survivors and passively heals you when you are injured not just unhooked.

  • As long as it doesn't stack with BT and timer reduced to 20 sec. I can't see any problem with having a perk like that in game.

    Right now it is beyond underwhelming. It is basically useless. You have to heal someone full state, which we now could take a while to accomplish, before you get hooked. And don't get down immateriality after your perk activated. It has so many conditions limiting its usage.

    In its current state, the only time I run that perk when trying out Adept Steve. Even then I think I never even got to use it in game once.

  • Honestly right now I am more pissed at long que times rather than rank differences.

    Because @ALostPuppy is right, even in rank 20 or 15 there could be players with hundreds of hours experience, smurf or derank provides that. Also just because they appear red ranks doesn't mean they are good or experienced either.

  • @Seltas0208

    Do you calculate everything in DBD? There are lots of moderately, considerably, slightly terms. Do you know how much exactly those take or add? I am guessing no. And you should still be fine.

  • Couldn't understand what it has to do with no mither?

    And 30%? you want to nerf, or 40% you want to buff?

  • @BenZ0 said:

    @antgnstea

    Haha nice :D I love soma, its such a beautiful game! To bad the company is really slow making new games.

    Yeah I've loved it too. But that blind beast creeps me out so much. And it is everywhere. :)

  • I was browsing steam discovery queue. Seemed so different and exciting. But because I hate multiplayer games in general and kind of coward towards scary games. I couldn't even finish SOMA, that's how much I scare. So i wishlisted it. After couple of months later, they did a free weekend. So i thought I could give it a shot. And here I am, pretty much addicted to the game.

  • That was a hyperbole in case it wasn't clear. But still, pretty much everyone has one or two things that bothers them. Your list is long compared to them, seemed like you dc a lot.

  • @Mert_MK said:

    Huntress hatchet down that clearly shouldn't have hit me, i always DC against Iri Head.

    When teammates aren't doing gens while getting chased/tunneled or potato teammates in general

    Killer "Secret" Offering

    When the killer gets an undeserved down (for example lagspikes not allowing me to run)

    Shelter Woods/Hawkins as Survivor. Haddonfield when Killer

    Not sure if i want add Spirit here, i don't see her much anymore and the few games i had against her after the patch weren't too bad

    Tunneling and Camping.

    EDIT: Can't believe i forgot "When killer slugs for the 4k".

    The list of situations that you stay would be much shorter. :)

  • I've spent 2 days on purple ranks.The hardest part wasn't just 4k or merciless killer necessity.for me. I am used to playing as killer with certain perk builts. Like either they should help me track survivors, or pressure gens, something useful. But Oni has absolutely zero useful perk, so it was quiet challenging for me.

  • Since dedicated servers, I always see same problem with matchmaking and cue times. When it is prime time in my region, waiting for a survivor lobby takes ages.and most of the time I end up in lower ranked matches. Killer is almost instant at those hours if I am assigned to a lobby with 4 survivors. If not, 4th survivor takes ages to join.

    And when we passed prime hours, I can;t find any lobby more than 15 -20 minutes both as survivor and killer. I am forced to quit playing, because of 1 game per hour is unbearable.

    This seemingly endless waiting makes me even miss the lag switching days.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/893946#Comment_893946

    just one of the many bugs the game introduced with this patch. Though this one is annoying it's far from the worst

    Yeah caught me by surprise. I wasted green med-kit with 16 charged add-on. That was a teaching moment. So I try to spend much time in bug reports section to avoid at least some of them.

  • Add ons are not working at the moment. You get only med kit charges.

  • I hit over the window today as Oni while Demon striking. Like my club keep striking upside part of the window. How is that fair? Where other killers' can hit through window, like they should because it is an opening, you get screwed.

    Maybe someone can clarify whether or not killers' weapon size effects hitboxes. Because as far as I know size is just visual and every killer has same range.

  • @Kenshin said:

    https://forum.deadbydaylight.com/en/discussion/comment/889557#Comment_889557

    this is on the devs and on the devs only. no one else is to blame. they have to fix it asap.

    That is what I said before. All the bugs are their faults. Did players create Legion mending bug? Did players do Wake up bug? Did players make an unreachable rock? No. I don't know if anyone got punished for those or not, but they declared them as exploits.

  • Right now it is just a reported bug, but the second developers acknowledge it as a bug and announces it. You are responsible, and I don't think I have to prove that.

    Plus there is an issue with basic human decency. If you are knowingly screw others game, I don't think I can tell anything more to you. (as in whoever does it, not specifically talking to you)

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