bm33
bm33
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- bm33
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I'm so sorry for your loss. It's always rough when a pet you love dies. Since your brain likes to be a jerk when you're grieving it's going to have you think of any time you took forgranted and think what you could've done differently instead of focusing on all the many times you showered your kitty with love and affection. I'm sure for that one time you didn't snuggle your kitty there were way more times you dropped whatever you were doing to give it your undivided attention. Don't beat yourself up over that one time when you gave the cat an entire life of love.
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February 23 - March 3
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This is like the 3rd or 4th time they've done the players choice, I think only once I noticed the specific maps that were chosen have a higher pick. Other times felt like other maps had higher rotation without offerings.
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@tippy2k2 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343263#Comment_3343263
Pinhead being released is what got me to change my button. I didn't even know you could do that until he came out...
Dropping pallets/vaulting instead of healing someone or vice versa is why I changed them. When Pinhead came out I was like "I don't see the problem." ๐
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@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343263#Comment_3343263
What interactions does it change? Besides the chain mechaninc
Interactions are repairing, healing, searching chests, cleansing, unhooks... Basically anything that's not vault/pallet/locker that you're currently using same button for.
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The scoring event shows you what category the points are going to, which in this case Reunited goes to the Altruism category. You can max out the category if you get 10k BP total from the various scoring events that go towards that category.
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Everytime I have someone running Bond or Empathy in my lobby that's exactly how they play - run the killer directly at teammates instead of away. They'll do it to a teammate on death hook meanwhile they haven't been hooked once because they constantly lead the killer to everyone else. It's why I never want those perks added as basekit - too many survivors in solo q use it to screw over their teammates.
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Change your buttons. Chains are "interactions" while vaults/pallets/lockers are "actions".
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@thrawn3054 said:
Where did they say this was being charged?
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@wydyadoit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340413#Comment_3340413
since "snapping out of it" is a named action with its own animation and it's the only action a survivor can perform why is there an entire section dedicated to explaining skill checks?
"Madness 3 - All effects of madness 1 and 2. A survivor must now perform snap out of it in order to perform any other action. Afterwards madness will revert to level 1."
unless there are other tremendously hard skill checks. ๐คท๐ปโโ๏ธ
Madness 1 "slightly" affects skill checks, Madness 2 "moderately" affects skill checks, and Madness 3 "tremendously" affects skill checks. Each level of Madness increases how much the skill checks change in direction and placement on the screen which is why it's not just "same as 1&2 and you need to snap out of it."
In Madness 1 & 2 when it affects skill checks it is referring to any skill check like those when you are repairing a gen or healing, not just difficult skill checks.
When you're in Madness 3 you cannot perform specific interactions they've listed, by listing the interactions you can't do it removes the question of "why could I unhook but I couldn't heal that player."
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I wish I didn't see him for 60+ games, I hate the darkness - it's annoying and causes headaches.
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I'm happy they're doing something about back to back maps. There's a ton of realms and a bunch of them have multiple maps within the realms, there's more than enough maps to prevent 5 from showing up next round. I hate ending up on the same map multiple matches in a row without a map offering being played. Maps are the one thing that gives a change in scenery when facing same killers and killer/survivor load outs. I'm curious how Badham is going to be treated since there's 5 versions of the same map.
Map rework I'm worried about Trapper with grass. Hopefully there will still be plenty of grass all over the map to hide traps in. Hoping no breakable walls.
I'm glad Eruption was nerfed, although seems bit heavy handed. Incapacitation should never have been part of a perk and hopefully they won't add it to any future perks.
I'm happy Haddie is FINALLY getting a cosmetic. I think it's funny they are making it look like she's getting 4 when 2 were originally for her release but they held them back with one being released in Prime and the other stored away. Then there's the 1 anniversary cosmetic they they're probably making a time limited cosmetic at anniversary time. They increased production but Haddie is only getting 1 new cosmetic, meanwhile Feng just got 2 unique and 2 recolors in the last patch. If they increased production for Haddie to get 1 new cosmetic after a year then how many more are the characters with already abundant cosmetic collections getting?
I also guess since Haddie prime cosmetic is coming to the store this means the other prime cosmetics will also come to the store? If so I'm happy to see that those without prime will finally have access to these cosmetics.
Bot update is cool, hopefully this gets them closer to being put in matches to replace players that DC.
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I'm glad they removed incapacitation from the perk - that was unhealthy for the game and hopefully they won't add that effect to any other perks in the future.
I do think they went overboard with the nerf hammer, could've just replaced incapacitation with entity blockers and that would've been enough.
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I'm genuinely surprised they didn't replace incapacitation with entity blockers.
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I'm glad she's getting a new outfit.
Find it hilarious they are making it look like she's getting multiple new outfits when 2 were green ones meant for release but they decided to put one out on prime and lock the other away and then 3rd outfit is anniversary outfit they were probably planning to do as time limited release during next anniversary event. They increased production but Haddie only gets 1 new outfit. How many more are Feng, Meg and Dwight going to get with the increased production when Haddie only gets 1? ๐
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@Mandy said:
It would be more confusing to players if it counted for challenges and didn't count for perks, it really does need to be one thing or the other. And in this case, Pyramid Heads cages have been designed to be unlike hooks so it makes sense that anything related to unhooking (or hooking) doesn't work, that includes perks and challenges.
Couldn't challenges be changed to be "safe rescues" instead of "safe unhooks" so it would count for both unhooks and cages - similar to killers "kill survivors by any means" includes hook sacrifices, cage kills and moris. That way you can complete the challenge as survivor even if someone gets caged and the wording is changed to make it clear it is more than just hook related unlike perks that specify hooks.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339964#Comment_3339964
Yup.
Thing is - I'm not really sad to see Eruption go (I just hope they actually make it into a decent perk).
I'm sad that we're already looking at a regression meta less varied than it was pre 6.1.0. And that sucks.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340152#Comment_3340152
In now creeping up on 1,100 games that I've played and/or watched on stream, I've never seen this happen.
Not once.
I've seen Eruption win games and I've seen Eruption do nothing - and everything in between.
An actual hostage situation? No. Because that's actually bannable when killers do it.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339952#Comment_3339952
Are you sure this isn't a conspiracy by BHVR to actually secretly nerf Unbreakable, make killer regression triple the current effectiveness, assassinate the director of Valve and replace us all with a master race of robotic penguins??
https://us.v-cdn.net/6030815/uploads/92IS4I62ZHK3/screenshot-2023-02-08-204519.jpg
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340097#Comment_3340097
CoB is in no way a 'problem perk'.
The only reason it sees all that much usage now is synergy with Eruption.
Once Eruption gets gutted, PR will be all you see.
I didn't say CoB I said CoH, a survivor perk.
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Darryl just wants to snuggle with everyone.
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I like it. I like how there's no early eliminations - you play the match from start to finish which is really nice when playing with friends. I have fun on both sides and losing doesn't feel bad. You can still gain progress and get trophies even if you're playing solo v bots. I love as a ghost possessing the teddy bears and running around. ๐
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Perks that are problem perks (eruption/CoH) I'm happy for them to adjust. My main concern is they'll do ridiculous nerfs to perks that are in a good spot just because they consider them to be high use and not because they are a problematic perk in need of a nerf. They did that in the first perk overhaul, perks that were in a good spot but just popular were made useless to make them be picked less not because they needed a nerf - I'm worried that will happen again.
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335750#Comment_3335750
Not many are at grade 1 close to reset besides the ones that play everyday. I'd say the rush to grade 1 for most starts a week before reset.
I have a hard time believing not many are iri 1 when in the last week I see way more players goofing off and playing meme builds because they're not playing for pips than I do builds geared toward winning/pipping. Last week feels more relaxed than rush for grade 1.
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Serial Mom. Chucky. Tremors.
You made the post - if you wanted top 4 you could've said top 4 instead of 3. ๐
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334849#Comment_3334849
People DC when there's a penalty too. Doesn't mean there aren't those who don't because of it. It's very obvious when the penalty is off.
It is obvious when DC penalty is off, even when it only applies to a single platform. That is why I think removing negative pips would be fine. We already have the time close to grade reset when the most players are at Iri 1 and don't need to worry about pips. There is no obvious increase in hook suicides like there is DCs when DC penalty is off.
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By any chance were the survivors running distortion? Probably upset that unhook removed token and Trail of Torment was making getting tokens back more difficult. ๐
They were definitely overreacting if they thought no add on Legion with those perks was sweaty build.
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We've finally given the cats run of the house. Was delayed for few different reasons. Have decided Dante is a demon and has a demon portal because he disappears and we cannot find him anywhere. Have seen where he goes when he disappears and can't find anything in that area that explains how he does it, so either demon portal or he flattens himself to slip into the wall like Charlie explains on Its Always Sunny (clip for reference. https://youtu.be/iQ1qzoPV6V8)
Proof Dante is demon - his eyes are glowing while Darryls are normal.
Darryl is total snuggle bug. You can't see her but under the blanket is Kazi. They snuggle/slept like that for hours.
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Deadite Ash skin for Billy.
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@kingcarl2012 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334824#Comment_3334824
Absolutely not, reforming the safety pip standards and lowering requirements I am on board with, removing depips would be like removing the dc penalty people killing themselves on first hook would go through the roof.
People kill themselves on first hook when they figure they're not going to get much BP and will lose a pip anyway in that match so may as well move onto next match faster in hopes it is better. Removing negative pips wouldn't make it go through the roof, if that was the case we'd see an increase in hook suicides closer to rank reset when most people have already made it to Iri 1 and don't have to worry about negative pips.
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They should put in a basekit Whispers that activates if the killer hasn't interacted with survivors for 90 seconds. If the killer isn't interacting with survivors for 90 seconds that means gens should be flying and match will be over soon. Basekit Whispers after 90 seconds of not killer interaction with survivors would only be useful in those situations where survivors are hiding and avoiding crows while not doing anything to progress the game.
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They should remove negative pips. I've seen players say once they reach iri 1 on either side they play alot more relaxed because they don't have to worry about losing progress. I've watched streamers literally say "now I can stop running my meta build since I don't have to worry about losing pips." The negative pip just encourages players to play sweaty to avoid it and it adds unnecessary frustration to an already bad match.
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The hill bugs that would lock survivors in place. Killers were running the maps that had them because if a survivor were to run near that spot they would get stuck and couldn't move away until the killer picked them up. Killers would then kill the remaining survivors before coming back to finally kill the survivor that was stuck. The maps were never kill switched and survivors had to wait for the devs to fix the maps.
There's hook bugs that are similar to where survivors can only be unhooked from one if the hook spawns in certain area, similar to fat shame spots randomly spawning requiring the killer to move around the object.
The spot on RPD map where survivors can go to not be picked up requires a chest to spawn there, that's similar to an uncleansable totem spawn which isn't guaranteed but is a bug one side benefits from when it happens.
Oni had a bug that allowed him to get way more blood orbs than he should've allowing him to get his instadown power way faster. He was never kill switched and the devs took their time fixing the bug.
The boil over issue was a problem with bad map RNG for the killer, similar to how pig used to start everyone with a trap on and camp out in front of a single box afk in hopes of bad RNG for the survivor.
Both sides have issues that can and should be fixed without the solution being punish the players that benefit from the issues.
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@burt0r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334778#Comment_3334778
Well until they fix whatever problems there are on the maps we are still left with a bunch of survivor players shamelessly abusing/exploiting those spots without remorse.
A behaviour that is due for punishment.
But hey, let them have their "fun" and hope killer are patient enough for it to get fixed.
There have been (and will continue to be) plenty of bugs and issues in the game that favor killers and punish survivors that the devs were slow to fix. Bugs always crop up that favor one side and punish the other, it happens to both sides. Punishing the side that is benefitting from a bug that favors them is not a solution, it's a bad band aid fix.
Post these spots in Bug Reports when they happen so they get looked at as soon as possible. Repost them after patches if they still aren't fixed. I just went through 15 pages of Bug Reports and not a single one for spots where killers cannot pick up survivors. Part of the reason it takes devs awhile to find/fix bugs is that people aren't reporting the bugs as bugs.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334537#Comment_3334537
Wait...hang on.
Are you implying that killers aren't players?
Because if this can't be fixed, and - by your logic - we shouldn't do anything to 'punish' survivor players for using these spots to take games hostage, how is this not punishing killers?
That is an incredible reach and twisting of my words to come to "are you implying killers aren't players."
The bug can and should be fixed - it's the devs coding causing the bug and they are perfectly capable of fixing the coding in their game. The bug is what is currently punishing the killer players. Fixing the bug would result in killer players no longer being punished by the bug. Punishing survivors instead of fixing the bug so it doesn't punish anyone is not the solution.
No where have I said the bug can't be fixed - that's all you. I have repeatedly said the devs can and should fix the bugs in their game. Since the devs are perfectly capable of fixing the bugs in their game punishing any players is never the solution, fixing the bugs so no one is being punished is the solution.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334320#Comment_3334320
Again - if they were able to fix this, you...don't think they would have?
What exactly is the solution then - because, as things stand, you can basically take a match hostage for 20-30 minutes.
The devs are definitely capable to fix these map issues they are just slow when it comes to fixing them. Different patch notes have listed them fixing these types of spots on different maps multiple times. Unfortunately issues on maps come back, even when they don't touch the maps in that patch. Lery's has had multiple uncleansable totem spots that they fixed and then would return a few patches later.
Punishing players for bugs the devs are slow to fix is not a solution. Holding the devs accountable to actually fix the issues on the maps is the solution. You hold the devs accountable by making bug reports when you encounter these issues.
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They should put in a FOV slider for accessibility. I've never noticed as a survivor a difference in killers finding me when they're running Shadowborn.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332029#Comment_3332029
It doesn't matter how often it happens now.
It matters how often it will happen once people can use it to basically take a game hostage forever.
Case in point - Boil Over.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332120#Comment_3332120
Just...make it not work on slugs?
These spots have been reported maybe thousands of times since the game's inception. Some of these have been around for 3+ years.
If they were fixable, they would have been fixed.
Another solution is needed.
Punishing the players with DC penalties because the devs have not fixed known bugs is not the solution.
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I've had the "party creation fail" several times on PS4 when returning to my lobby playing solo or in swf.
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I've experienced this as survivor. It's making doing things that are not healing take longer than they should.
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Because they rarely use the kill switch and when they do they are inconsistent about it.
There's alot of times they should kill switch something that is obviously bugged and broken but instead they leave it in game for months until they get around to fixing it.
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It's about time they bring him back. He was gone way too long.
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That's what Balanced Landing is for, you can fall and keep going without the pause.
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@scenicpickle said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332130#Comment_3332130
pay attention why is this a complaint on the forum to begin with ???? like if you were on a gen and they did that to you is that a problem? is the game on pause while you get an envelope?
In my original post I said still let the grab happen, just have it finish giving the survivor the event BP. If I get grabbed from a gen I still get my gen progress scoring event pop up for the amount of time I was on the gen. I have no problem with the getting caught bit, it's the losing out on event BP I was in the middle of collecting because while killers just have to swipe an envelope the survivors have to stand there waiting for it to be collected.
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I know alot of people DC because rage quit but my swf teammate has the worst luck when getting kicked from games either due to game being unstable or occasionally his internet. The other day his internet was acting up because cable company was doing work in his area (found out after when he looked it up to see what was going on). First one was on his 3rd hook while he was being carried, second was after his first down in a game. We thought it was hilarious because he looked like a rage quitter. ๐
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@Ithiria said:
Is it not your fault for doing it in his face?
Especially when the killer would like to use it too.
Saw no killer around, was stealth killer. On other side of wall.
Also there were ones that were my envelope at start of match, killer still could've grabbed it after I activated it but chose to make it so I got less BP from not activating it.
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There should be a cap on gen speeds and regression. Also have an exhaustion like cool down on perks like Pain Resonance, Jolt, and Eruption so can't do multiple back to back hits on a gen. Also cap on healing speeds.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331190#Comment_3331190
Honestly, even simpler.
- Fix the exploit.
- If you get 3 AFK crows, it's treated as 'leaving the match' and you're DC'd, with penalty.
So if I got slugged under a hook and get 3 crows I'd get hit with a DC and penalty? Killers would definitely abuse that just to make survivors either waste 4 minutes bleeding out or eat a DC penalty. It would be a dream for killers running Knock Out until bleedout builds.
BHVR should fix the exploit of that spot the survivors were going to to avoid being picked up and if there isn't already you should make a bug report of that spot.
As for players that hide all match, I'd be all for a basekit Whispers that activates after 90 seconds of killer having no interaction with survivors. If survivors have enough time to complete a gen without interaction with a killer there's no reason gens shouldn't be completed, if gens aren't getting done it should be because the killer is interacting with survivors so there is no need for Whispers to kick in.
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Devs just posted about swf and voice chat in a blog 7 days ago in the Japanese section if the forums. You can use Google translate to read the post.
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They'll nerf it and make it useless like self care but will still have the random teammates spending the match hiding and booning instead of being useful and unhooking their teammate before they die on first hook.
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I just hope perks that are in a good spot on both sides don't get unnecessary nerfs because they have a certain % usage rate like in the first perk rework. There were perks on both sides that were just fine that were made useless just so people would stop using them not because they were causing any issues.
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@BarnesFlam said:
You know what? The Ormond map should be kill-switched too.Too much snow, too much holiday spirit.
Lery's too, it's snowing outside by the gates there. Too wintery for the summer.
Also kill switch Midwich and Badham during the summer break, winter break, and spring break - schools out during those times so why is there a school themed map available to play, shouldn't it "feel special" by only being available when school is in session?
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@Halloulle said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330562#Comment_3330562
... I tried to avoid the envelopes best I could and still got 22 (or 24?) while giving a surv another prestige level (5-50). - And on the one or another character I didn't have some but wanted some I could get 5+ by spending ~50k BP. I really don't think it's a lack of envelopes...
I got 20 envelopes total going from level 1-50 on a survivor and I was trying to get the envelopes. I had 15 levels that gave 0 event anything and another 15 that only had event items. The remaining 20 had one offering each. I love firecrackers so I'm happy to have alot of those in my inventory.





