bm33
bm33
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- bm33
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That's disappointing.
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I've completed every rift, I'm very happy the cosmetics eventually end up in the store for others that were unable to get them whether it be they didn't have time to complete the rift or are new to DBD. I think they should also add the rift charms to the store, really no reason to not give players option to fill up their charm inventory with those if they want to use shards/cells on them.
If you complete the rift you get all the cosmetics for free and months before they are in the store while those buying them from the store have to wait and will have to use Iri Shards or Auric Cells. Also as a Zarina main having the rift cosmetics added to the store gives players, especially those new to DBD, more cosmetic options which encourages people to play her - the more that play her the more likely BHVR will give her more cosmetics.
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Nibi is adorable.
https://www.facebook.com/reel/945149053437842/?mibextid=SDPelY
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I think alot of people don't understand that double xp will get them shards which gets them free cosmetics/original characters. They see what's in front of them (BP for Bloodweb) where as if they never look at store they don't realize how valuable shards actually are.
I also think they don't know math and don't realize 1.5 really isn't that much of a bump in BP.
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Husband and I usually don't watch streams together but we had the TCM streams up on the TV to watch together because it looked so fun. I can't wait to play it myself. I love that I'll be able to play both sides with friends. I'm so excited for the content that's coming at release that wasn't part of the tech test. Kim Henkel has tons of characters that weren't used in the movies that Gun can use in the game, I hope we get to see a bunch more.
I hope it's successful. Both TCM and DBD can exist and be successful. The more successful assym horror to play the better, especially for us console players that tend to miss out thanks to alot being pc only.
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@Marc_123 said:
Streams are looking good.
But i am not sure about the lasting appeal. They have to make some different stuff or it will get a bit boring i think.
Like Evil Dead - looks good but has the same problem.
Wes Keltner has said that Kim Henkel (writer of TCM) basically has a catalogue of characters that wasn't used in the movies that they can add to the game. The two additional killers at launch, Sissy and Johnny, are two of those characters. There's also another map and survivor for launch. So there's definitely content available.
The tech test also was only a portion of the content because the focus was on testing the servers not the content. There's perks, attributes, and skill trees we haven't seen.
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@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442413#Comment_3442413
Same 😁 I played the tech test for 24.4 hrs lol, i got addicted.
I'm jealous, I'm on console so couldn't play it. Husband and I don't watch streams together but we watched steams for this together on our TV because they were so fun to watch. We're really looking forward to being able to play both sides together.
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@burt0r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442332#Comment_3442332
Not really.
Survivor look all the same, as in you can't see what kind of item quality they are carrying and what perks they have.
Killer all have vastly different popularizes leading to partially immensely inflated queue times.
But sure let's implement it, no skin of my back, i don't play anymore.
Just another idea i wish the devs would implement just for you and me to see how much it would break. 😁
I want them to either show killer so survivors have option to dodge OR skip the lobby/offering screens and have players go directly from "looking for match" to loading into match so neither side can dodge.
Honestly I think the dodging one will be hilarious. Have killers dodging high prestige, anonymous, thinking it's swf and items while survivors dodge specific killers and high prestige. Be great to see what the matches are like when finally get a lobby willing to play with eachother. 😂
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@Phyrqc said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442413#Comment_3442413
Family really doesn't look very fun, ngl. Feels like roleplaying as a janitor for grandaddy.
Family requires the players to do their roles during set up (like turning on electric grids and adding extra locks to doors) and working as a team rather than trying to take victims on 1v1. If you're not doing that then you're going to have a bad time.
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I was already excited, watching this past weekends technical test increased that excitement. August can't come soon enough, it's going to be a long summer waiting. So curious about the skill trees for each character and the characters/map they didn't include. Both sides look wicked fun.
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@burt0r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442255#Comment_3442255
Lobby dodge => slightly longer queue time
DC upon killer conformation => completely ruined the match for everyone involved left behind.
Notice the difference?
This is good argument for survivors to be able to see killer in lobby so they can also lobby dodge judt like killers can when they think it will be an unfun match.
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I just want more neutral side options than the DBD logo.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440955#Comment_3440955
I'm curious if it will solve the issue with being screwed out of an adept or challenge. Sure, if there is still more than one survivor left. I'm curious though if the last survivor decides to DC. I'm assuming a bot won't replace them then and you lose out.
I'm worried about unhooking. How smart are bots when it comes to this. If I'm hooked and a bot is close will it rush the hook and unhook me in the killer's face?
Luckily it'll be easy to test on PTB to see if last survivor is replaced by bot. Mandy has already said DC penalty is staying so it's not like we'll see increase of DC bots.
I think could probably test now in customs with a friend to see how smart the bots are with unhooks.
I've heard alot more ways bots will probably end up screwing over real survivors than I've heard of them hurting killers. Like if injured/slugged the bot will make their way to a teammate to heal. Killers can just need to follow the injured bot to find any hiding teammates. 😂
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440760#Comment_3440760
Omg we nearly share birthdays ✨
Happy almost/belated(?) birthday! 😁
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Killers have asked for bots when survivors disconnect because it kept them from completing adepts and tome challenges. I've seen killers complain about bots in customs being too easy because they aren't smart enough in chase so it's not actually good practice for real games. If Nemesis doesn't have super zombies you aren't going to have to worry about "super bots", the devs still want killers to have atleast 60% kill rate so they aren't going to make killers face unbeatable bots.
The anti-facecamping isn't going to stop camping. 16 meters really isn't that far from the hook. I run Kindred and killers will stand just outside the aura reading of Kindred (16 meters) waiting for someone to come for unhook, they have no problem getting back to interrupt the unhook when they see a survivor coming in. We also don't know how fast the meter fills for the various distances or how much it slows when survivors are nearby.
Killers previously got color blind mode to help with scratch marks and aura reading. They had a ton of basekit buffs in 6.1.0 like faster kick on gens/pallets, more damage to gen from kick, shorter hit cool down, shorter survivor distance when hit, bloodlust buff, and gens increased by 10 seconds each so 50 seconds total. They also removed lightburn from multiple killers, nerfed locker blinds, nerfed self healing, and nerfed medkits. It wasn't announced in stream but the current patch has a bunch of individual killer buffs including the Pyramid Head buff that will make it easier for him to cage/mori survivors. Killers do get buffs/QOL changes but people seem to forget about them faster than Dory.
In the anniversary stream there were only a few things announced coming up - bots, anti-camp, and Coldwind reworks. I'm sure there's plenty this year they haven't announced yet because it's too early. The visual terror radius wasn't announced at all yet we got that. Players have been fairly vocal about adding in a FOV slider, I wouldn't be surprised if BHVR is working on something but haven't announced it yet.
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Today is Kazi's 10th bday. The bestest girl got spoiled with tasty food and treats to celebrate.
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I expected them to be on a gen further away instead of starting together in main building and pretty close to killer. Good thing first gens popping quickly doesn't mean much. I've lost count the number of times my team looks like great start with multiple gens popping only to completely collapse with 1 or 2 gens left.
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I'm looking forward to Diablo 4 coming out in June. Had a ton of fun playing it with friends during the Beta. That's going to take over my life until Texas Chain Saw Massacre comes out in August.
DBD the new chapter doesn't really excite me, only thing that really interests me is the new map. I'm dreading the anniversary event. People already play more sweaty during events and I don't see this event doing anything to make it more pleasant, only worse. I know the challenges in the anniversary are going to be miserable too with the challenges like "stun kill x times with spawned pallet" or "down survivors x times after exposing them with blood lust". My main Zarina getting a mask is only reason I'm interrupting my DBD break to play the event.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440317#Comment_3440317
Both ones look soft and cuddly 🐨
They look super snuggly... Although big ones nails look kinda scary, would not want to make it angry. 😂
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Big one is a southern koala, small one is northern koala.
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@The_Krapper said:
Puppers was one I always loved seeing in the fog from the beginning when I first started till now, while this is an extremely sad situation I'm sure the puppers we all know and love is gonna be in a better place much happier, the courage it's taken for him to keep streaming for these last couple of years is immeasurable and he was doing it for all of us not caring if people were hating or not, I just hope that he goes peacefully and happy, @Peanits you guys should make a puppers skin for Dwight in honor of him and not just a shirt the whole shabang for a man who supported you guys like he has even on his deathbed bringing joy to people through the game
Do outfit and have 100% of proceeds from it go to ALS research in Puppers name.
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Happens every chapter. Freak out over a perk and once release very few actually play it - you'll see some trying the new perks with different load outs during first week before they return to their normal load out. Usually the perk requires a specific build and majority of players aren't about to replace one of their go to perks let alone do an entire build. Not only would the new perk need to be better than one of their current perks but it usually takes some nerfs to their current perks to make them switch to different perks.
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More fun facts.
If you Google "Gabriel Soma" there's a Mexican DJ with the same name.
Soma was also name of drug in the book Brave New World.
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@Slaphappyhobbit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3436545#Comment_3436545
This is an asinine argument. The devs have also said, over and over again, that camping and tunneling are legitimate tactics, and when the game first came out repeatedly said that being able to queue with friends was never intended to be in the game, would be insanely imbalanced and they were not going to add it...guess what things the devs have gone back on...go on, take you're time.
In one of the pre-release streams that you can still watch on YouTube the devs said they planned to add SWF after release. They were running out of time so had to choose between KYF and SWF for one to be ready at release and they other for after release, they went with KYF for at release because they figured being able to kill your friends would be a selling point. In another stream before release that you can still watch on YouTube they have Cote playing killer and say that playing survivor with friends and coordinating will increase your chances at escaping the killer so you'll want to play with friends.
The game has evolved over 7 years and these playstyles due to changes have become more efficient than they once were. They say as survivor you can play as team or play selfish, both are legitimate ways to play but the game rewards you for teamwork while selfish is more risky. They've made nerfs to selfish survivor play to make it not as efficient, most recently nerfing self healing. As killer you can still tunnel and camp but it's going to be more risk than reward, just like playing selfish survivor.
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@RoastedGarlic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3435991#Comment_3435991
built to last requires them to go into lockers and also reduces the max charges of the toolbox. it is not the same.
Even though the charges are less each time you use Built to Last you can use it more than once so overall get more charges back. Scavenger is disabled for remainder of match after you recharge the toolbox once.
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I rarely see a killer that wants to farm with survivors, even when multiple survivors have DC'd and some farming would atleast get them some extra BP.
Also how are you playing 100-120 matches a day? Are you playing 24/7? Are you getting instantly downed and suiciding on hook so you're only spending maybe 2 minutes in a game? This post seems like it's alot of over exaggeration.
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Pop got buffed to be better than pre-6.1.0 Pop that was 25%.
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Looking through bug reports there's a few different Wesker bugs related to his using his power on different platforms. On ps4 I couldn't move my character for rest of match after he threw me into a wall, someone in PC couldn't do any actions after he used his power on them, and now you on Xbox with the worst having an entire crash after someone DCd with you using your power. Hopefully they look into this, especially if it causes systems to shut down.
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I had a match on PS4 where after Wesker threw me I was stuck floating in air where I hit a wall, he had to hit me down. I was able to wiggle while carried and then struggle on hook but after unhook I couldn't move my character. Only movement was my head as I moved my camera around.
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@Pulsar said:
I did have an interesting encounter today. I don't know if it's specifically related to Consoles.
I had grabbed someone as Wesker, they DC'd, Wesker kept making the grunt he does when he grabs someone and then my entire Xbox turned off.
If that's what you were talking about earlier, I definitely found it.
No, that sounds horrible. Everyone else in the match is fine when the player that's having this issue gets kicked, the other players continue playing like normal and think the person rage quit. Person that gets kicked gets sent back to end game screen and it shows both they and the killer DC'd even though killer is still in the match playing. When it happens to my SWF teammate we're still chatting while I'm getting chased in the match he was kicked from.
It happened tonight. He was so mad because he's been having a wicked hard time with that stun killer 3 times in a single match. Killer used power nearby as my SWF teammate was like 99.9999% done with last gen. Teammate gets kicked, HUD still shows him on gen but also has dc symbol, killer is able to kick gen and start it regressing when it would've been finished had my teammate not been kicked. I couldn't even pick up the medkit he had in his hand while on the gen, it was like under it. Teammate as they're in loading screen heading back to end game screen goes "tell me the killer DC'd and it wasn't the game kicking me..." followed by him going on a rant about how frustrating it is to be losing the BP/XP/Fragments earned and not get credit for challenges but also getting hit with DC penalties on top of it.
Whatever causes your console to shut down I would think is unrelated but also that's terrible.
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Bubba will continue to be king of camping since his chainsaw sweep allows him to hit you in quick succession.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434903#Comment_3434903
Oh I agree, one of the things I'm most wary about is it going through floors. Like I said, I also do think it should probably just stop outright if a survivor is in the radius, but I'm open to testing it and seeing how it works. For example, if another survivor being around slows it to a crawl, to the point you're never gonna fill the bar unless it was already at 99%, I can't be too mad at that.
Going through floors is going to be tricky to balance. On one hand there are maps/sections where being on second floor is like being across the map, no way for killer to get back to hook quickly unless they have teleport ability like Nurse or Hag. On other hand there are plenty that camp basement from just above to stop survivors reaching the stairs or will hook survivor below a drop down spot where they can easily grab the rescuer. They said they're aware and are going to keep an eye on the anti-camp going through floors so I'm sure adjustments will be made.
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Darryl and Dante snuggling in my lap last night.
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I think they should move the main building basement to outside (like how for Dead Dawg it's behind the Saloon) and then have a hook always spawn in the school basement.
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Visually they remind me of the Outer Worlds.
Anything else it's too early to say, need to wait for PTB because right now it's mainly guessing.
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Triggers causing the forced DCs are the same triggers that have caused performance issues on consoles/low end PCs. Couple years ago Pulsar started this post about poor optimization and those of us experiencing freezes/frame drops noticed it was from certain things happening in the match. Not sure if related but seems worth bringing up that same triggers we complained about causing performance issues are now causing players to be kicked from matches.
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@Mushmallow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434346#Comment_3434346
16m is not facecamping, directly in front of hook, or immediate vicinity by any measure unless you're actually on drugs.
If a killer is further than 10m away, that's more than enough distance to successfully unhook.
16 meters is not that far. Killers are able to make that distance and interrupt a survivor making the save - I see it often in solo q using Kindred. Killer sees a survivor approaching and heads to the hook to stop them. They aren't staying 16 meters back waiting for the rescuer to get to the hook before they move.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434211#Comment_3434211
Wheres my basekit anti-gen rush on cowshed with SWF with commodius and BNP?
They said Cowshed is one of the first two maps for the live map balance they're working on. Since it was announced during anniversary stream I would guess they will have that ready for midchapter. They only announced 3 specific things for gameplay - map rebalance, DC bots, and anti-camping. I'm sure there's much more planned for the year that they just haven't announced yet. Last year there was stuff that wasn't on the road map that was added to the game, I'm sure same will happen this year.
Last year they gave killers alot of basekit buffs. They increased gen time, made it so killers can kick gens faster, and do more damage with a kick. They also made it so you can break pallets faster, have shorter cooldown from hits, buffed bloodlust, survivors don't go as far after being hit, and nerfed self healing so you can put pressure on them either by injury or ending chases faster to hook them which will slow down progress on gens.
If they see gen rush as an issue I'm sure tool boxes will be nerfed along with gen perks on the survivor side.
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@duygu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433264#Comment_3433264
except here, they clearly said what they think face camping is:
Face-camping is a term used to describe when a killer stands in front of a hooked survivor and refuses to move, or do anything really, usually for a large portion if not the entirety of the match.
a mechanic to address facecamping.
they're punishing all forms of being near a hooked survivor which will be a gigantic nerf to every single killer except nurse.
you can argue as much as you want whether this is a good change or a bad change, but it's essential to clarify what is actually being argued.
In their blog post about the anti-camping mechanic (https://deadbydaylight.com/news/anniversary-gameplay-updates/) they say "directly in front of hook or otherwise immediate vicinity." 16 meters is in the "immediate vicinity" where the killer can "easily interrupt grabs and prevent rescues." If you run Kindred many times you will see the killer hanging out 16 meters away watching the hook and as soon as they see a survivor approaching for a save they have no problem getting to hook to stop the save because 16 meters really isn't that far.
More than just Nurse will be fine with this change.
Bubba you can continue to facecamp because chainsaw sweep does not care about endurance and odds are you'll be able to get 2 hits on single survivor quickly. Huntress can hit survivors further than 16 meters away. Deathslinger can reach survivors 18 meters away and pull them away from the hook. Hag can place a trap and teleport from over 16 meters. Wesker, Blight, Billy, and Spirit can all quickly cross 16 meters to the hook like the Nurse. You can leave Victor within the 16 meters and have Charlotte just outside 16 meters. Trapper can still place traps around the hooked survivor - if in shack basement he can camp with shack trapped up and stop the survivor from leaving if they unhook themself. Knight can send one of his guys back to the hook while he hangs out just outside the 16 meters. Ghostface can still mark the incoming survivor while sitting outside the 16 meters.
With any killer you can still straight up face camp and just tunnel them out like currently happens when survivors do manage to unhook their teammate - except now those survivors won't be there to slow you down with body blocks while recently unhooked makes distance.
Killers will still be able to camp, they'll just have to put in a bit more effort and may end up with more hook trades instead of hook grabs where they slug rescuer until hooked survivor dies.
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@Pennywise said:
Does this mean the end of basement bubba?
No. How often do you see recently unhooked survivor make it out of the basement with Bubba? It will probably be less likely because there won't be other survivors in the way to even try slowing down Bubba for a hook trade. You'll also still get the survivors that want to attempt unhooking their teammate and feed themselves to Bubba or the solo survivors falling for Insidious Bubba. Anti-camp does nothing to camping Bubba.
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Do you have official statement saying it was scrapped?
The only thing I've seen is that it's currently not confirmed to come to the game but it's not scrapped either, the PTB test allowed them to get feedback to make tweaks. If slugging becomes an issue that will push BHVR to finish work on the basekit unbreakable/finisher mori. Kind of like how they originally said no to basekit anti-camping mechanic but now they're planning to release one thanks to increase in camping.
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Jason is really the only one needed to complete Rushmore of Horror. Anything outside that is a bonus.
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You can send a ticket to support to see if they can make sure your account is ok. https://support.deadbydaylight.com/hc/en-us/requests/new
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Seems more Plague mixed with Hag. Instead of vomit on objects it's the biopods infecting nearby survivors and they can spread it to other survivors. Then instead of Hag teleporting to trap that was set off its Singularity teleporting to Biopod.
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@ReikoMori said:
The feature hasn't even been tested yet, can we wait for like another week so we can actually see how it plays out?
Like I understand the concern, but it is getting to the point where folks keep asking for features then complaining about the feature because it doesn't ultra punish [insert killer] enough. The entire point is to mitigate but not completely eliminate and it definitely isn't to just punish a Bubba for daring to chainsaw near a hooked survivor or at a freshly unhooked survivor.
This.
Wait until it hits a PTB and we actually have all the information and see it in action. We don't even know what the min/max speed is for the meter to fill up. At this point people are just making up scenarios to get upset about.
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Just leave the area/hide when you get exposed while the killer is still carrying the survivor. The only time I see anyone get downed from Starstruck is when they're running around in the killer's face trying to blind them or are sitting on a gen that's about to pop next to hook.
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I think a chat wheel with set of phrases would be great. Make it so there's a cooldown so players can't spam it.
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If the survivor is being productive, like working on gens or being the one constantly going for unhooks/heals, and doesn't run the killer at teammates if they do get chased then I'm fine with the stealth play. Depending on how much I saw them helping the team in the match if they get first hook at end I'm more likely to risk trying to save them.
The ones I have a problem with are pretty much being useless - always hiding, never see them doing anything on the HUD, only time you see them in match is when they are being chased by the killer and they are heading straight for you so they can lose the killer and go back to being useless hiding waiting for either rest of team to finish objective or die so they can get hatch.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432886#Comment_3432886
Hmmmm.
How can that be, that's definitely never been a thing before.
Crashes, sure but I don't recall anyone ever being disconnected from a match without crashing.
It sort of sounds like getting DDoS'd, but not a sustained attack. Just enough to boot you from the server.
SWF teammate has never streamed so be kind of random to DDoS him and do it this often.
The people kicked from these triggers can see the killers load out because it says killer DC'd too even though match is still going - it's like the game is confused and gives you DC penalty just to be safe.
Seeing more people in that post mention same triggers it really feels like it's related to performance issues we get. Maybe for most it causes the freezes we've complained about here but others it is kicking them from the match.
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433179#Comment_3433179
Ok sure, but if the teammate is only hiding and maybe doing a gen but never taking the focus on themselves they kinda have a hand in their teammate being tunneled. I'm not defending throwing on purpose to spite someone. But teammates who have not being hooked all game should at some point I(before it's too late) be willing to take aggro off of their teammate or something. I think that's the other situation I would imagine it's acceptable (other than accidentally bringing the killer). Although most of the time those teammates have spine chill on to avoid the killer all game. Just my opinion, playing too stealthy can also be detrimental for the team. All survivors should be willing to give their hook state if a teammate is about to be hooked for the 3rd time (I also fail sometimes to prevent that in time) and sometimes their teammate is too far anyway.
The players doing this are the ones with no hook states. They are doing it from the first chase in the match (which was original comment I responded to saying there's been an increase). As I said in last comment - they will also do this the entire match because it's how they lose the killer. They won't even be in chase long, the moment they see a teammate they head straight for them. These players are the ones with 0 hooks and they'll run right at a teammate on death hook. These are the types of players that have increased.





