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batmanscar

batmanscar

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batmanscar
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  • no because if you try and put a survivor in the dying state with hillbilly , the first time you try and hit a survivor hillbilly ALWAYS stops just before he hits the survivor , but this only happens the first time . I think its intentional because if it was a bug they would have removed it a long time ago . in the past being flashlight-stunned the first time when you where carrying a survivor you NEVER dropped him no matter how strong/long the stun was , now you always drop him/her even on first stun . the devs should look into this and fix the issue ,either make hillybilly down the survivor on first chainsaw hit without stopping a second before hitting the survivor , or remove first flashlight stun when carrying a survivor .

  • actually he was nerfed in the beta he was 4.6 but now he is 4.4 and no one wants to buff him because all the survivors are whiners who would complain about anything and they all decided to jump on the hate bandwagon against deathslinger because thats the only character they can on since he recently got released and keep on asking BHVR to nerf , and since BHVR did make him slower from the beta they will continue whining and asking BHVR to nerf him more , anyway I won't waste my money on the next killer if they make him 4.4 again

  • While aiming down sights, The Deathslinger's movement speed is slowed down by 25%. This means he moves at 3.3 m/s or 82.5%. The Redeemer takes 2.75 seconds to reload. The chain has a durability of 100 Charges.



    he aims most of the game , like 60 percent of the game he is aiming so 30 percent of the time he is going at 3.3 m/s and reloading slows him down even more .



    survivors running speed is 4.0 m/s and deathslinger's is 4.4 it barely is any better then the survivors , not only that but he takes a really long time , much longer to break pallets compared to other killers , if you timed the animations you would see this , as an example I put the animations of deathslinger and wraith so you can see how slow deathslinger is . he really needs to be buffed he is way to slow in everything . 



    www.youtube.com/watch?v=GuNS-RYZCJY



    www.youtube.com/watch?v=jKhCWvtY-wQ

  • I agree BHVR should remove him triggering his own traps

  • so if I was at the correct distance but invisible / with insidious activated would MYC be enabled ? and if so what is the correct distance to be form the hook when the survivor is unhooked ?

  • ok I'll try to ask my question again . If I play wraith and I turn invisible but I am standing 3 meters away from hook and I have MYC perk , would it still activate since my terror radius is zero since I am invisible , and the same applies to insidious .

  • so what your saying is that my terror radius can't be zero but normal for the perk to activate ? so it works based on your terror radius but not ur actual radius around the killer ?

  • oh ok so all they need to do is touch it , it does'nt matter if they start to destroy it or just scrape the edges it still activates ?

  • so what your saying is they have to walk over a portal for the effect to happen , it does not activate if the survivors do not walk over the portal but start destroying it from the edges ? or does it just activate after the portal is destroyed to whichever survivor/s destroyed it ?

  • @MandyTalk no , "technically" I went to the shop purchased a steam voucher with the money that I got from WORKING and PURCHASED ( BOUGHT ) THIS game ( DEAD BY DAYLIGHT ) so I did pay for the game , so I expect to play the game and not be banned for no reason .


    And 2 , my internet barely ever drops out and I do not know why you used quotes because it did drop out and I did get banned if not I would not have made the post requesting for these non sensical pathetic ban times to be addressed and fixed .


    and to lets letsplaytogether , I did accept the terms of service when I purchased this game 1 year ago when these pathetic unfair ban times where NOT in the game . and I said that the server disconected read what I said or go back to school and learn how to read .

  • actually no because I was playing as killer the survivors still got their points so consider how I was playing the game before talking , and secondly even if I was playing survivor 1 game does not make any difference the survivors could have just found another game , and read what I wrote . I played 1 game only , and another 14 hours later and the pathetic dc penalty still did not reset so it needs to be fixed .

  • @MandyTalk I paid for this game so I should have the ability to play it when I want and if my internet drops due to the dbd server connection dropping or my internet cable unplugging because that happens sometimes I should not get banned for so long whoever made these ban times should fix them because they are really pathetic

  • Im talking about j.myers memorial add-on , the green version . I can't find it in the blood web anymore has it been removed ?

  • if your breaking a pallet and your not looking upward then how is it that you can be blinded it makes no sense and the killer breaking the pallet should be the only thing slowing him down in that moment . he/she should not be blinded during the breaking of the pallet .

  • I should refrase the question , if I play as ghostface , is his gameplay like pigs ? do I have to crouch to make my terror radius zero ?

    and I got ur reply for my second one

  • so would it be a 50/50 on which map comes up ? I would prefer that the devs make a specific offering for father campbell's chapel

  • no , thats for the crotruss prenn asylum not father campbell's chapel

  • no its not this happens to me to the devs should patch this issue I never had this bug but since the deathslinger dlc came out it has occurred frequently

  • update - I fixed my issue by changing the compatability mode

  • @lazerlight said:

    But if you change it like that, maybe the gate will be blocked once the gate is opened, but if you hook the survivor far from the gates and the rest find out u have bloodwarden they'll have time to hide and loop you again, and the rest will still end up escaping. What I usually do is down the survivor, open a gate, then camp the survivor on the ground. What I think would be a better buff to the perk is buff it to 50/60/70 seconds, instead of 30/40/60.

    what you said makes zero sense , obviously if I don't down the survivors before blood warden effect ends they will escape if they can get to the gates

  • I am on pc and using a gtx 1060 4GB , I think what sacrilege said is what is happening , due to the particle effects they are decreasing performance , but I mostly get framedrops when playing as doctor so I think its the effects of his electric shock attack that is somehow messing up with the frames , like the devs coded that effect to always be renderable whenever the player decides to use it , and its affecting the coding/algorythem of the engine frame output . I have lowered the settings but it did not work , so I think its a coding/engine issue more then a settings issue since I mostly just get the issue with doctor when I play him on that map .

  • update - this happens only when I play as doctor , when I played as oni I did not notice any issues

  • update - I fixed the issue by re-installing my driver

  • u need 8 more gigs of ram ur ram is way to low

    1. that question is dumb so I won't answer it
    2. yes but the timer to open the gate would reset to zero so you would still have to make the 3 red lights flash to get the gate open


  • but what does the exhaustion do to a survivor , does it make the survivor repair the gen slower after 50 % ?

  • update , I reinstalled the game and the issue was fixed

  • survivor mains always whining about something

  • I can but anyone can replicate the issue . all you need to do is use deathslinger and harpoon someone , when they are struggling if the chain has collision with the environment for example rocks or a wall , the chain will glow bright orange and break after 2 seconds , and in the beta it took 10 seconds for the chain to break allowing the killer to get to the survivor some of the times to hit him/her if he was in the right position but now after the beta if there is any environment collision between the harpooned survivor and deathslinger gun the chain breaks in 2 seconds . for me this happened in the swamp and new western map and rottenfields .

  • so is DS and borrowed time which force the killer to tunnel/camp and those have been buffed considerably so I don't even know why you made this post

  • mr.hyde can transform from normal to hyde and all his actions and speed would be 10 or more percent faster and he can create random negative effects that he did not equip in his add-ons when he hits survivors , also when he would be in hyde mode DS would not affect him , I think that could be his special ability

  • its actually the survivors who are always complaining and whining because the game isn't perfect for them . but in replay to your post I'd disagree , the survivors have a lot of perks to mitigate being hooked and lots to help them get of hooks , like DS , borrowed time , the perk where the hook gets disabled after the survivor is unlocked , e.t.c so you are not playing the game correctly if you think that the killer can constantly hook survivors very close to each other and camp them . it also depends on the map , but as killer main I only came across hooking 2 survivors in close proximity about 0.2 times out of 10 of all the games that I played so its a rare occurrence .

  • if you have the mori add-on equipped then yes the devs should not remove that from the game

  • imo right now it's difficult to unlock good add-ons for him compared to before when they where a lot more current so I would like his blood-web to be reworked and feature good add-ons again for the most part because every time I progress to the next blood web most of his add-ons feel useless

  • I prefer the older version , his attacks like his shock therapy and his perk effectiveness seem to have been nerfed after the gameplay changes

  • I think for people who did not pay for the season pass but purchase the new chapter within the first month that it comes out should get 5 lootboxes with items you would have unlocked if u had the season pass , and if u play mostly killer you'd get killer items and vice versa

  • I'd say his time to recover from fatigue should be reduced as it seems to long now , and the timer that reduces when he is in feral mode should start depleting after 8 seconds when he first hits someone so he has time to chain hit another survivor if they are'nt close by , or at least 4 seconds and reset after he hits the first survivor in feral mode

  • if you don't like the game because of mori's just stop playing it , moris have been part of the game since it was released and without them the game would really hinder the killer player's fun if they want to get a kill but are having to play against higher skilled survivors . anyway if you get mori'd you can leave the game earlier . part of playing this game is also losing you can't win every single time .

  • I think it would make it more immersive as survivor

  • I added gameplay changes not only to the character but the fundementals of how to use the map against the survivors , so that it would be more dynamic rather then how the game has been played until now

  • I find all the killers to be unique and new with new powers even though there are some that I personally don't like

  • interesting idea , possibly his power could be flying to detect the survivors and his perks could allow him to fly longer or to have sonar to detect survivors through walls/in lockers

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1102453#Comment_1102453

    First question - Yes, a survivor in the Deep Wound state can be mended by another survivor, and no this will not bypass the need for mending. Think of Deep Wound as like a separate health state between injured and dying. Survivors can mend themselves, or they can be mended (more quickly) by another survivor, both of which will then put them into the injured state. They will then need to be healed by any of the usual methods to return to full health.

    Second question - Mending is not classified as a healing action, and therefore is not affected by Coulrophobia, nor by anything else that affects or is activated by healing, including things like Nurse's Calling or the Mangled status effect. But there are two add-ons you can use as Legion to increase mending time, those being the Nasty Blade (rare) and the Filthy Blade (very rare).

    I have those two add ons but I am not sure if the stack since they do not have the "stack" in their description but I can equip them both at the same time , do they stack or not ?

  • ok so I have some more questions , if a survivor is hit with FF , he needs to mend or he will go into the dying state , if the survivor with DW find another survivor and the survivor starts healing them would the time double since the survivor needs to fix the DW first , or is the DW effect completely mitigated if the survivor when in DW is healed by another survivor , or do they still need to be mended before being healed .


    my second question is if I had the 'coulrophobia' perk would the mending for the DW survivor be slower if he would be in my terror radius , and are there any add-ons that would slow down the mending of the survivor when he is in DW ?

  • @Nobsyde said:

    https://forum.deadbydaylight.com/en/discussion/130195/learning-legion

    here's what I think is an exhaustive technical explanation on how their power works, from basic to advanced info.

    How to apply those info is debatable, so I won't talk about it.

    Basic info

    Deep Wound status effect

    The Deep Wound (DW) is a status effect applied to a survivor in several condition in DbD, one of those is when Legion hits a survivor while in Feral Frenzy (I'm talking about FF in the next paragraph).

    When a survivor has the DW status effect applied to him, this is what happens:

    • to remove the DW status effect, a player needs to mend. It's similar to a healing action but it doesn't give skill checks, doesn't need a med-kit / self-care to be performed and doesn't trigger A Nurse's Calling.
    • an orange timer can be seen on the bottom of their Player icon
    • the timer will decrease over time, and once it reaches 0, the player is downed - a sound bubble will cue the killer if this happens
    • the timer will not decrease if the player is running or mending
    • while the survivor sees the timer decreasing, the killer does not (they will always see the icon as if the survivor has 100% time left to mend)
    Legion Power - Feral Frenzy

    On the bottom left of the screen you'll see an icon with white/red corner, depending on its fill state. When the icon border is fully coloured, you can activate Feral Frenzy.

    When FF is active, the border of the power icon will gradually disappear, letting you know how much time you have left before your power runs out.

    While Feral Frenzy is active you are able to

    • move much faster
    • fast vault windows and pallets
    • hit a survivor, applying to them the Deep Wound status effect.

    On the contrary, when it is active you are NOT able to

    • see scratch marks
    • see blood stains

    If you hit survivors which have not the DW status effect applied to them already:

    • you completely replenish the timer of your power
    • you activate Killer Instinct (I'll talk about it in the next paragraph)
    • you injure them and apply DW effect

    You completely deplete the timer of your power in the following situations:

    • if you miss a hit
    • if you hit a survivor already with the DW status effect
    • if you get stunned

    If your timer runs out or if you press a second time the button to activate your power, you'll stop it and will go into fatigue for 4 seconds. While in fatigue your camera will bobble downward and you'll move veeeery slowly.

    Killer Instinct

    While Killer Instinct is active, survivors within your terror radius that haven't already have DW on them will be highlighted in two ways:

    • if you see them, their body becomes a bright red
    • wherever they are, every second (actually, I'm not sure on the timing, but it's quick) you'll see a bright red stain on the screen in the position where the survivor is located (we call it their heart beat, HB)

    Note that the HB is always present if the previously mentioned conditions are met - there's no way to hide from it. Downed and hooked survivors will not trigger a HB.

    Also, the HB size is always the same, no matter the distance of the survivor. You can't know if the HB is pointing to a survivor 1 meter away from you or 28 meters away - it all depends on your game sense here.

    Advanced info

    Deep Wound
    • while a survivor is mending, the sound it makes is the same of the healing.
    • the timer continues to lower if the survivor is hiding in a locker, and if it reaches 0 they will automatically exit the locker, fall to the ground and cue you as previously mentioned
    • hitting a survivor that already has DW while in FF will regress to 0 the mending progress bar, but it will not down them.
    Feral Frenzy
    • hits while in Feral Frenzy are not basic attack, meaning that they do not apply any status effect from perks, do not contribute to tokens of Save The Best For Last and do not apply NOED / Rancor / Haunted Grounds.
    • if you hit a survivor that has Borrowed Time ready to be activated, they'll be highlighted in white. You can use this information to understand which survivors have BT and hitting an unhooked survivor without losing momentum (since you'll activate Killer Instinct anyway).
    • contrarily from Nurse, the power gauge of Legion will replenish after the fatigue is over
    • if you hit a survivor while not in feral frenzy, you'll moderately deplete the power gauge (more than a quarter of power will be depleted). This means that you can't hit a survivor with a basic attack and immediately go into FF, you'll have to wait for the power gauge to go back to 100% to activate your power
    • getting stunned doesn't simply fully deplete your power, it takes you out immediately from it - this means that while you'll still suffer the stun effect, you won't go into fatigue.
    • if you are blinded while in FF, you'll get out from it without fatigue. Some interesting techs are possibly with this, but it's so situational that I don't think they are worth mentioning.
    • you can kick generators, close the hatch, open lockers and open the doors while in FF
    • while you vault a window/pallet, the timer will not deplete
    • you can pick up survivor while in FF. It will get you out immediately from FF (no fatigue), but you'll completely deplete the power gauge.
    • if you get stunned while you are in fatigue, the stun animation will override your fatigue, meaning that your power meter will immediately start to fill up, you won't lose your power gauge from the stun since you were already out of it, and the time to move back to normal will be slightly less
    • you start seeing new scratch marks after the fatigue is over. Old scratch marks are lost forever
    • you start seeing old and new blood immediately when you exit your power, even while in fatigue
    • while in fatigue you cannot body block for a couple of seconds, since survivors are able to pass through you
    Killer Instinct

    Remember that you see the HB within your terror radius, no matter how big it is, nor where it is located. This means that if you have Tinkerer activated, you won't see anything, and similarly if Dark Devotion is active, you'll see the HB of the survivors near the obsession, instead of near you.

    I probably forgot something, but I think this is much more than enough.

    Ok so you said , " hitting a survivor that already has DW while in FF will regress to 0 the mending progress bar, but it will not down them " so if their mending bar reduces to 0 after being hit twice during FF is active ( causing 4 seconds of fatigue ) , does that mean that if they stop running they will go into the dying state since their repair bar will reduce to 0 ? thanks

  • @Frankie said:

    Because survivors do nothing but whine.

    +1

  • @[Deleted User] said:

    For just 3 dc within a 2 hour period (might be a longer window) on the Capcom Fighters Network, a player is penalised with a 72 hour ban.

    Yes indeed. DBD dc penalties are far FAR too lenient.

    thats why there are 3000 people who play capcom online games and 30,000 people who play dbd

  • @JacksonWise said:

    I'm not sure what everyone else's experience is with DC penalties so far, but for me there's still a DC almost every other match while I'm playing solo survivor trying to finish tome challenges.

    If what I've read is correct, DC punishments start out very minimal (1 min, 5 min, 10 min, etc.) and then reset after 12 hours of "clean" gameplay? If so, I'm glad the devs are being considerate because there are legitimate reasons to DC, but it may be too easygoing.

    It seems to me like people who make a habit out of DCing are still going to do it for their first few games because the first few bans are so minimal they are just a minor inconvenience.

    Thoughts? What's your experience been with DC penalties? Is getting a few "free passes" necessary to preserve the integrity of people DCing due to crashes, server issues, and real life emergencies?

    I highly disagree I think that the way it is now is fair which is how you described , even though the penalty system is buggy right now . if you have issues playing with randoms play with your friends who won't d.c

  • I followed your tips and in most games I got all of the survivors so its going great , but I was wandering what the power gauge is and what the add does to recharge it faster .

  • @Twinbros said:

    Because it doesn't address the cause of a lot of DC's it only goes after the reactions. The truth is there is no fix for the issue, because everyone DC's for different reasons. Some people actually lose internet connection, others DC because of bad Killer play, some DC because they get ######### teammates. Nothing, including this new ban system is going to change that. What might help the situation is a rework of the ban system coupled with some in game changes or additions.

    Now I'm sure there will be some fanboi's disagreement with this, but the system as it stands is too strict. I will openly (and proudly) admit that not all of my DC's are internet related. But I have had some drops in connection as have people who I know never DC for anything other than connection issues. And the system currently punishes them for things out of their control. I would suggest giving the first 2 DC's of the day with no penalty, and on the 3rd let the DC system kick in. You could even increase the time out penalty on the 3rd to 10min starting. This might keep the deterrence of DC while not punishing people who don't actually deserve to be punished.

    A second suggestion would be to address the causes of DC's that aren't connection related. Again there are a number of reasons people DC but some of them can be worked on.

    For starters, hook campers. Behavior needs to change their opinion on this issue from "It's a style of gameplay" to "it ruins the game for others" Just like they claim DCers ruin the game for others. Either implement a perk for survivors to have that counters this bad behavior, or make system changes that fix it. If a killer is within X radius of a hooked survivor for X time survivors can unhook safely without taking dmg for X time. This would put a stop to face campers, and those dumb enough to continue the practice would simply be wasting their own time and not the survivors who would be immune to their attacks.

    I would also suggest making changes to DS which would also ensure tunneling bad behavior was punished. Remove the 1 time use, and instead replace it with a 2 time activate for each time they are hooked (obviously 3rd hook doesnt matter). This way the killer can still slug the survivor, but will have to gamble again if they continue to tunnel the survivor.

    Lastly. With future killers, I would suggest Xing any 1 hit down abilities, and actually have killers work for their kills. Otherwise if you want to continue giving out 1 hit downs just make a 10x10 map with nothing in it but hooks, and let the killers get their 4k.

    +1

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