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bm33

bm33

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  • Yun Jin looks great. She got a perfect outfit.

    Megs head looks out of place with the dress. Dress doesn't look great either.

    The makeup on Mikaela I don't like at all. The dress looks good.

    I don't like anything about the Kate head. Dress is OK.

  • Atleast these will be available for little more than 4 weeks so if you wait you can get them with shards for the last few days they're available. Still not a fan of them continuing time limited cosmetics like this. Also sucks for the Yun Jin mains that finally get a cosmetic and may not be around/able to get that cosmetic in that short period of time.

  • Use Prove Thyself if you plan to stack tokens while working on a gen with someone, that way they don't get hit with a 15% speed penalty while you're not putting in any progress on that gen.

  • After Stranger Things was pulled I wouldn't get my hopes up for another license with Netflix.

    Also characters in game are supposed to be 18+ according to the Devs. If they do any Addams Family license it should be Fester as survivor and Debbie as killer.

  • One time I left the room when I was in my survivor lobby. My dog must've hit the button on the controller for me to look for a match. I came back to the Oni hitting my character out the exit. Got decent amount of BP and enough emblems to safety pip. No idea what my team/Oni did while farming to get me the BP/emblems but I was genuinely surprised that happened. 😂


    I let people die on hook that attempt escape. Atleast with them I know I'm in a 3v1, way prefer that to the players that just hide the whole match waiting for hatch. I'd rather the devs adjust the game to make players on both sides want to play over quitting in whatever way (afk, DC, suicide, etc.).

  • @Ghoste said:

    The current 60% kill rate includes SWF. I’d bet it’s even higher vs. solos. That’s not what I’d call balanced.

    Also doesn't include any match where a player DCs.

  • @Sharpefern said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282739#Comment_3282739

    She was awake. You can see it in the HUD that she didnt fall asleep from that hit, no laurels. You have a buffer time from getting off the hook.

    I agree that Feng made the bigger mistake. But Ada could have easily avoided by literally going in front of the Feng. She 100% had the ability. She leaves the hook walking until she gets hit and then goes to the only unsafe tile in the area.

    I believe I said " Ya know what thats actually fine now you dont have dead hard" as in not who I was going to go for but this will work.

    You can see where she actually gets control of her character, she didn't have time to move more than 2 steps before you hit her and that's why Feng made that distance. You even went around the side during the unhook to hit Ada not Feng. There was no chance given to Ada to move out of the way for you to go after Feng. There are times when a recently unhooked survivor blocks a killer from hitting the unhooker and is asking to be tunneled but this wasn't one of those times.

    You chose not to go after Feng and that's fine - like I said Devs haven't done anything to really discourage tunneling and it is efficient to get kills - but it's not Ada's fault you tunneled her. Feng and you are the reason Ada was tunneled.

  • @Ayodam said:

    Ada’s feet had just hit the ground when you hit her the second time. She couldn’t go anywhere. But Feng kind of positioned her to get hit. Not like Ada could do much to avoid you in that situation, and she couldn’t go left because there was a structure there and she couldn’t move right because there was a structure there as well.

    This. There was no time for Ada to move out of the way. That video doesn't look like any attempt was made to go around Ada for the hit on Feng. Not only did Ada only make 2 steps before she was hit but killer went around hook to hit Ada once unhook finished instead of Feng. Since she was hit so quickly she also was already in the dream world by time she would've noticed that pallet so wouldn't have known if it was real or fake.

    The Feng shouldn't have unhooked with the killer right there and 2 healthy survivors still in the match - she should've lead the killer away or at the very least put herself between the killer and Ada if she's going to make plays like that. There's no way though the killer wasn't going to tunnel Ada - they made sure to hit Ada and the instant excitement of "now you don't have dead hard." If you are looking forward to no Dead Hard you aren't giving up that opportunity because a pallet was dropped or to go after a healthy survivor with a flashlight nearby. Not saying it's wrong - devs really haven't done anything to stop tunneling and it is efficient if you want kills quickly - but Ada didn't do anything to encourage getting tunneled.

  • Aim should be closer to 2e/2k where survivors/killer have good back and forth with 3e/3k being a tough match where one side just managed to outplay the other.

    Every match should have at minimum 1 escape and 1 kill.

    4e/4k should be incredibly rare. These should only happen when one side completely screws up or matchmaking was ridiculously off - or killer/survivors gave the other side the 4e/4k.

    Ultimately though I'd rather it not just be flat out kills but kills and hooks. A 2 hook 2 kill game tends to have little interaction while a 10 hook 2 kill game has a bunch of interaction.

  • You should post this in bug reports because the max amount of time players can be in a match is 1 hour and 5 minutes, after that the server is supposed to kick them out. If they were in the match longer than that time then something got bugged.

  • I wish when you ready up to find a match that instead of going into the match lobby it just loaded you directly into a match once all players for a match were found. The only thing that should be shown that gives you a chance to dodge is player ping - give like 10 seconds to see if someone has red bar or not - otherwise you just set your load out and hope for the best.

  • Years ago in a Q&A stream the devs acknowledged that the dailies had more killer ones pop up than survivor, at the time they said they were "looking into it" but there has been no update since that stream on when/if they'll finally do something about it. Since that time the only change to dailies has been increasing the BP and adjusting some specific dailies amounts (like survivors needing to sabo 4 hooks instead of 3).

    The simple solution that has been thrown out repeatedly since has been have there be 3 survivor and 3 killer dailies - then there would always be dailies available for both sides.

  • @AnneBonny said:

    https://forum.deadbydaylight.com/en/discussion/comment/3279137#Comment_3279137

    and i think the point of the aura extension for lethal is to counter distortion

    other perks need attention far more than distortion atm, this isn't a needed change

    I didn't think Lethal Pursuer needed the attention or change to be 11 seconds at tier 3 but it happened. Distortion can receive the attention to change it to 11 seconds at tier 3.

  • @AnneBonny said:

    you can probably find a locker within 10 seconds of first losing the token

    Point of Distortion is to counter aura perks so you don't need to hide in a locker. Devs can adjust it by 1 second to counter Lethal Pursuer.

  • It only shows the auras for 5 seconds. You can run Distortion or hop in a locker if the killer is heading over to kick the gen or just leave the area. It's going to end out being a rarely seen killer perk.

  • @JPLongstreet said:

    With the current instability of the game, it's hard to fault players wanting to yeet on out of wonky matches.

    Our PlayStation cousins are loading into matches as killer just to have their cursor fail. What exactly should they do then? Can't even farm properly, let alone kill.

    It's not just killer, it's survivor too.


    @Seraphor said:

    Annoyingly, I got DC'd the moment I was hooked for the first time in one match today. It must have looked like a ragequit to the other players, but I had an active Renewal ready so I was more than prepared for the hook.

    My swf teammate and I have both had similar games where one of us gets DC'd and it probably looks like we ragequit but it's the game itself kicking us. It's happened to him a few times recently and each time end game screen says the killer DC'd too and he can see the killers load out even though the match is still going.

  • @tippy2k2 said:

    Nobody bleedin but we had our first cat fight today. Olive is sulking so she must have lost as she goes back into the basement to hide and won't come out even with treat bribes but it's not your fault Olive! Holly is a good weight class above you!

    It's only been a week, cats can take up to 3 months getting comfortable with change in their environment and this is a big change for both. My cats still don't have run of the house because Dante is just barely comfortable with us.

    If there are anymore fights maybe look into getting some of those multi-cat pheromone diffusers since they're made to chill out cats while they get used to eachother. Also maybe give them both collars with bells for now - sometimes fights happen because one scared the crap out of the other accidentally because they didn't know where exactly the other cat was. The noise from the bell will help them pinpoint where the other is when they can't see eachother instead of just relying on smell.

  • Lockers are only a counter if you're spending the match locker hopping waiting for your teammates to die so you can get hatch.

  • They keep making changes to the game that make old challenges much more difficult to complete and since they are in old tomes they continue to add them to new tomes since the name/code is in their files - just gotta copy/paste.

    Hatch challenges, for both sides, should've been replaced when they changed the hatch mechanic. All they need to do is just replace them with red glyph challenges.

    The longer they put it off the more time/effort it will be to go back and change those challenges.

  • @AntiJelly said:

    Obviously this question is primarily aimed at any BHVR employee/CM/moderator who may be viewing this, but if anyone happens to have some insight, it's welcome.

    What is BHVR's stance on decompiling/viewing DbD's .pak files, as well as discussing the contents within?

    Some studios don't like it, and ban for it, while others are perfectly fine with it (particularly studios that allow modding for their games). I don't believe I've ever seen BHVR take any particular stance on it though.

    Obviously modifying the .pak files is pretty much all but bannable, EAC would probably auto-ban before it even gets to a BHVR employee. I'm specifically curious about viewing them and/or talking about them and sharing the information within.

    In a post from 2019 Peanits told someone that Data Mining is against the Eula.

    @Peanits said:

    I would suggest that your friend stops data mining. It is against the EULA.

    But beyond that, voice chat was tested very early on (back in the early alpha days). This was already mentioned in the past and we had decided against it. What you're seeing is more than likely just a leftover from that. There are no plans to add voice chat at the moment.

    And multiple posts where players discussed leaks Mandy included data mining discussions being against forum rules.

    @Mandy said:

    This is definitely not the type of discussion that's appropriate to have here. We do not discuss leaks/suspected leaks/data mined information on this platform at all - it's expressly against our platform rules.

    @Mandy said:

    A quick reminder here, to not to refer to leaks or suspected leaks on this forum...(alleged data mining falls well within that ruling).

    Thanks

    @AntiJelly said:

    Also semi-related is the small-ish (but quickly growing) DbD modding community, who I think are mainly using the leaked Dev-Kit build from that big 2019 Ghost face PTB fiasco to do their modding with.

    If BHVR has any particular stance on that, that'd be nice to know too.

    As recently as August Mandy has stated modding is not supported by BHVR and can trigger a ban that they will not remove.

    @Mandy said:

    Adjusting our game files in this manner is not something that's supported officially and can trigger a ban, one which we will not assist in getting removed.

    We also will not have these discussions on our official platforms.


  • Isn't Meg getting a like Christmas fairy outfit because we voted on 2 Christmas outfit set choices months ago and she had an outfit in both.

  • @Terion said:

    https://forum.deadbydaylight.com/en/discussion/comment/3276317#Comment_3276317

    wow okay if uninstalling and reinstalling really fixes it, ima try it. I mean whats to loose, my progress is saved anyway.

    Its still super inconvienient, they should better solve this issiue asap than having people uninstall and reainstall it. Im the one loosing time over it.

    Really mad rn over this not gonna lie.

    Oh it's incredibly frustrating and I agree there should be a better way to fix it instead of requiring uninstalling/reinstalling the game.

    I looked back to when I made my bug report post for the grade progress error, it was in May and then when I updated it in August saying it was still an issue that was when I was told to contact support. It's a glitch that's now been in the game for over 6 months and players continue to run into it.

  • Feels off while being carried and I'm getting a couple extra skill checks after being put on the hook. I'm on ps4.

  • I've had same thing on ps4. Can't pick up the banner and it'll stay in the same spot after a chase.

  • The tweet is just worded poorly. Hotfix 1 hasn't gone out yet, the hot fix patch should probably come out Tuesday Nov 29 (this is based on timing of past hotfixes after a release). Saying "fixed hotfix 1" is a confirmation that when the hotfix patch goes live that the fix for that bug is definitely included in that patch.

  • I had this happen all the time months ago. I made a bug report and then updated it when it still wasn't fixed like a month or two later. Mandy responded telling me to contact support so I did. They had me uninstall/reinstall the game and it stopped the constant grade progress error, now it happens very rarely.

    I have seen people say uninstalling/reinstalling doesn't fix the issue for them. If you try that fix and it doesn't work then should try sending a ticket to support.

    It's a pretty obnoxious bug especially since you can easily lose pips so it feels like you are only ever losing pips and never gaining pips because it never happens after a negative pip match. The moment I got the bug fixed I went from never making it past gold to consistently making it to Iri 1 or 2 - I haven't changed how I play, that's just the amount of pips I was missing out on thanks to the grade progress error.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274694#Comment_3274694

    BPs.

    If you really thinkg Prove Thyself is used because of the removal of the Penalty when two people are working on a Gen, you really lack game knowledge.

    If the Devs would remove the Bonus-BPs from PTS you would see a huge drop in numbers.

    This. It's basically a guaranteed quick 10k in objective.

  • @VideoGameMage said:

    I don't think the info needs to be taken away, but I would love a perk that would make the loud noise/unhook notification delayed by a few seconds or even appear somewhere else on the map. Red herring could be reworked to do that.

    Could have Guardian remove the noise notification. Still get to see the unhooker's aura so killer still gets some sort of info.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275068#Comment_3275068

    Where did I single you out, or even respond to any of your posts? Also thats an extremely false equivalence, gens don't move, and there literally are perks that show you gen auras (which again, are stationary around the map.)

    I kinda wish gens walked around the map when survivors weren't working on them. It'd be hilarious to watch a survivor chase after a gen to work on it.

  • Instead of the loud noise notification it should be the entity whispering "psssst your sacrifice got away."

  • @JustAnotherNewbie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275041#Comment_3275041

    Because hardly anyone uses the other boons. CoH is the most popular currently and the change you suggest would be a significant nerf to this one more so than the others in part because of how commonly used it is.

    Blocking off all totems for 1 min will affect SWF and solo differently. SWF will be able to co-ordinate and set their own pace and solo will be swept up by everything that is already happening and probably not be able to keep up with both gens and cleansing totems that the killer will know which ones to defend as he;'l have set them up himself (so he'll know to leave Haunted Ground unguarded as bait and protect his more important ones). Unless you mean being able to set up a spot you like and the game will generate the hex that goes to that spot randomly.

    Now what if the killer decides to place his hexes around his 3 gens? Good luck getting those and the gens as solo survivor.

    It would just make you wait a minute to set up a boon, it's not like it would prevent you from setting a boon up the entire match or incapacitates you for a minute at the start of a match. You could go work on a gen first and once you finish the gen you can set up a boon.

    Since when can killers set up their own totems? When did I agree that was a good idea? Any comment I've made has been how that's just a bad idea to implement. This perk idea is completely separate from a killer able to set up their own totems. The idea is for it to exist to help out with the RNG and spawns - similar to how corrupt helps with the rng and spawns of survivors with gens except in this case it's totems.

  • On an old stream they showed UI that was scrapped that had ton of info and showed stats. Such a bummer they scrapped it.

    It's at 16:30 mark if you want to see.

    https://youtu.be/ShGrqQ0iyD8

  • @JustAnotherNewbie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275009#Comment_3275009

    I like it when the conversation against escalates to "I find CoH op". Because I don't think anyone else ever mention the rest of the boon totems and you saying blessing a totem should also be blocked probably is cause you hate CoH. As if the other boons weren't useless already. Fine if you get that then I hope survivors get no sound on booning a totem and no sound when killer is near. He should be able to spot it by sight only. That way I can accept your change.

    I didn't say CoH is OP in any way in my comment. I didn't say any perk was OP. The only perk I listed was Inner Healing but not because it's OP but because it's the one I could quickly think of the name for perks that require the survivor to cleanse a totem to use. I was giving multiple uses to a possible perk that would block totems at start of the match since there's multiple uses for totems now on both sides.

    Why should boon totems make no sound when a killer is near when hex totems make a crackling fire sound when a survivor is near to help them find hidden ones? I'm fine with it not making a sound when it's put up unless it's removing a hex totem in which case it should still make the exploding sound so killer knows their hex was removed by a survivor and isn't a bug.

  • @JustAnotherNewbie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274977#Comment_3274977

    I would assume if they went through all that trouble to place it down, they'll probably guard it with their family's life.

    So basically guard totem and let gens fly or leave totem and have survivor that watched them immediately cleanse it. 😂

    @Jay_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274977#Comment_3274977

    simply having the hexes light 1 min or 1min 30 after the trial starts would solve a lot of the issues that hexes currently have. having killers place them will as others have said cause the survivor to follow them to instant clense

    I think they should make a perk similar to corrupt but for totems. Block all totems on a map for the first minute. If you're running a hex build you'd throw it on to protect your hexes and it also prevents survivors from putting up a boon totem at the start of the match or using one of the perks that requires cleansing a totem to use like Inner Healing.

  • @JustAnotherNewbie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274779#Comment_3274779

    Wouldn't that require time from the killer? In the time it takes the killer to find their desirable totem spawn the survivors will have done a gen and probably working on two more.

    It seems to me that it's the same issue Trapper has at the start of the game.

    All you need is 1 survivor watching the killer to immediately cleanse the hex totem. Most times I find a hex totem quickly it's not because I spawned next to it but because I saw the killer checking it for survivors. So not only do you have the kille waste time finding a totem to set the hex but you basically guarantee the survivors have an easier way to find the hex totem as well.

  • No, he just needs some buffs. Make it so he doesn't have to travel all around to the far corners of the map to collect his traps. Make his traps change color based on the map so they don't stick out thanks to lighter ground and lack of ground cover to hide traps. Have the traps always give survivors deep wound if they escape a trap so stepping in injured is still punishing the survivor for not paying attention to where they were going.

  • It has to be causing crashes for them to kill switch. There have been bugs on both sides that while players feel they are game breaking the devs don't and don't killswitch whatever it is. Multiple times we've had uncleansable totems on maps that guarantee the killer getting full stacks of Devour Hope and the maps have never been killswitched when that happens.

  • Not a fan of the new pallets. I don't know why they wasted their time on them when they've already had multiple graphic reworks - who was complaining about their looks to get yet another graphic rework?

    They wasted time/resources giving pallets another graphic rework instead of focusing on the fog that looks horrible on alot of maps (Farm map looks like random little bits of exhaust) and the fog causes performance issues because it's poorly optimized. Focus should be on that instead of pallets that were fine as they were.

  • They really need to go back to the past tome challenges and adjust them to account for the changes they've made to the game. Just replace them with a glyph challenge or something.

  • 1 & 2 - if the hex always starts away from the survivor then they know to go to the furthest point from their spawn to find the hex totem they need to cleanse - similar to killers that play alot knowing where abouts the survivors will spawn at start of match so they know the area to head to. Same thing if they made hexes in the open more hidden - survivors will never waste time looking in the open and will instead find the hex quickly just looking at the more hard to find spots. There's also hexes you want survivors to break - retribution for auras and Haunted Grounds for insta downs. Also with the totems in the open it makes it easier for you as killer to see a survivor from a distance working on the totem as well as find boon totems easier.

    I do think hex totems should look like a dull totem from a distance and not look lit until a survivor gets close to it. The sound should stay because there are plenty of things on maps now that sound similar to a lit totem that can have survivors wasting time looking in the wrong areas.

    Also it doesn't help that you as killer can load in after survivors start moving or vice versa. I've had many a match as survivor when my camera is still spinning and I can see other survivors moving or worse - the killer running straight at me.

    3. The location of the hatch spawns at the start of the match - it just doesn't appear until 1 survivor is left. It's complete luck when it appears under a survivor or a killer. For every time the hatch appears next to me there's a time it's immediately closed by the killer because it appeared under them.

    The problem with this game is that if you play it often you learn the spawns of everything so it's easy to find survivors starting spawn location, totems, hatch, etc. once you've put in enough time. If they added more maps at a time it would slow down players learning the spawns as quickly but unfortunately we get maybe 1 map per patch and it's easy to learn the spawns of one map between patches.

  • I said it when he was in the PTB, he's the pretty faced Jeff. Jeff's going to miss out on cosmetics because their style is so similar and Vittorio is going to be the one that's played more since he's more attractive.

  • I made a post in the Feedback section about the same thing. People go straight to the "she isn't played enough for cosmetics" while completely ignoring that she started with less cosmetics than Vittorio, has nothing to do with her being played less when it was an issue at release.

    It's so weird that BHVR spent multiple tomes building up her character's lore but then at release totally screwed her over with cosmetics by given her below the bare minimum which discouraged people from playing her.

  • @Chocolate_Cosmos said:

    Well if I quess why, it is probably because:

    - People don't much play her / main her as much as the other Survivors

    - Many people don't like her default skin

    - Her skin options are very limited

    The problem is she was barely given cosmetic options at release. It's why I compared her to Vittorio - she started with only 20 cosmetic pieces in the store while he's starting with 29 in the store. Saying "people don't play her" isn't an excuse for why when at release she wasn't given as many cosmetic options as Vittorio. They started her with limited cosmetic options which doesn't encourage players to play her.

  • @RatMilkOwO said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273028#Comment_3273028

    Get back to me on that if there isn't it's probably the same thing with no error message does he get a matchmaking penalty

    No penalty. The first time it happened on Friday we were able to head straight into a match. Today I was still in the matches for a bit and he restarted the game each time to see if that'd help so didn't check to see if there was a penalty - although I think today the penalty was turned off anyway thanks to the playstation cursor issue.

  • @RatMilkOwO said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273004#Comment_3273004

    Was the error message "disconnected from host" cause I haven't been able to play for a good while cause of it and this is exactly what it does to me

    First time when I made this post there was no error message, I'll check to see if he had any error messages on the recent ones.

  • This happened a couple times again today to my swf teammate. Same thing, he was playing normal when all of a sudden he could no longer move his character, he was then booted to end game screen that showed him and the killer DC'd and could see the killers load out. Each time I was still in the match playing. It was against different killers than first time (Huntress and Knight) and different maps (Chapel and new one).

  • I had this issue over the summer on ps4. Made bug report here, Mandy told me to contact support. Support told me to uninstall/reinstall the game and that fixed it for me.

  • Happened to my swf teammate in multiple matches, also on ps4.

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