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darkshadows8326

darkshadows8326

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darkshadows8326
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  • I have encountered the same bug on Xbox Series S so it might be the basement that is causing it. since usually maps don't have a staircase right above basement the box for basement might not have lost its collision box. Here is a video for a better showing of the bug.

    https://clips.twitch.tv/ModernNiceDotterelYouWHY-2yiXFDVwH9Ss6mYh

  • It isn't ranking up, Killer match ranking and pip count aren't connected anymore. You can get a Merciless Killer match rating but still depip. The disconnecting is a direct way to rob someone of the adept achievements that are still quite difficult to get.

  • Party creation fail for survivor and can't connect to host when searching for a match as either survivor or killer. Unable to play on Xbox series S

  • I have been allowed to connect to the servers now. However, 8 hours of being unable to access the server is detrimental as some others also might be experiencing worst cases up to the point of being unable to obtain the daily login rewards.

  • It has currently been 8 hours since my first attempt to access Dead By Daylight servers on the Xbox Series S, multiple attempts have been made, at least once every hour, and I still have yet to gain access to the servers to obtain the event rewards including the daily login rewards.

  • Unlike some of you here, I myself don't enjoy sprinting aimlessly into walls during a chase. I'm not faulting your choice to throw matches however when the audio glitches out and becomes quiet and a player uses audio cues in that scenario it is a huge detriment to the player. Boosting the audio to counter the very loud chase music and very loud lullaby will be necessary for audio balancing. It doesn't have any effect on Huntress gameplay whatsoever and is not considered a nerf. They increased the audio on chases in the past to make it difficult for the killer to hear other survivors nearby whilst in chase. Same premise here but for survivor side.

  • Pretty much, don't hold Entity Victor hostage or he will hurt you.

  • So killer aura is just broken then.

  • I have used Kindred+Distortion and Kindred+Wake Up and have had both times where the killer aura just doesn't show up for me randomly. So it would seem that Kindred itself is just bugged and not revealing the kilers aura sometimes.

  • BHVR won't acknowledge it because that would be admitting they screwed up with their update and would have to temporarily remove DC penalties which they don't want to because it is their baby.

  • Someone from development team dropped their sticky honey onto the wiggle skill checks

  • This is the scenario of when it happened. Wasn't my internet as I would have lost full connection to the lobby and to my stream.

    https://clips.twitch.tv/KindDullLlamaDoubleRainbow-9-1ujft_SoDtvcAx

  • Actually it is quite the opposite as nearly nobody wants to continue to play a match whenever someone disconnects. It turns the match into killer favor and if killer disconnects the game gives all remaining survivors an escape even though they never escaped. Disconnects ruin a match for the killer and survivor. Playing a match with an early DC for 25 minutes and never being able to win or moving onto the next match immediately without wasting time and effort for minimal points.

  • Perhaps add a 30-60 second end trial timer when a disconnect happens. would give killer extra time to secure a down or survivors to help their team to not lose. During this period most functions would be disabled such as self pick-up, bloodlust etc. to ensure no last second tomfoolery would be enacted.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/350415/disconnection-rework-suggestion

    It needs some time/event limit. 1deadhook survivor DC's after last gen pops because noed robs 3 survivors of escape. Similarly 4 deadhook survivors all on the ground with 1 DC robs killer of won game.

    Frankly I don't know where the limit should be

    How about any downed survivors on disconnect trial end count as a kill for the killer, if the survivor side has the disconnect.

  • I was at 70% before the match and was still at 70% several hours later, I eventually got into another match and opened the first gate and exited the trial which it counted that one.

  • Blight's power is meant to slam into surfaces and angle its attack not gain unnecessary speed to move around an object, that is Oni, Blight having this gives him a free injure on any loop because he can just switch into using either or. His power was meant to be simple but the hug tech is a legitimate bug, circumventing an actual function of his power for more strength. Imagine if Wraith could injure survivors without needing to uncloak due to a bug and people just like you were to say it is part of his kit and is what makes him interesting. Remember when Victor could injure survivors inside a locker and people were saying it wasn't a bug only for it to get patched next update.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3214049#Comment_3214049

    But that is still not fair. If it's not SWF where everyone can coordinate to give map (and in solo this is not the case even if you could write them and they would all read it). So killers will almost always get his map under these conditions.

    The game itself isn't fair, it is 4v1 the killer literally has to have control thinned out over 7 gens, chasing 1 survivor at a time and getting three hook states on each survivor. Survivors only need to focus on doing generators and not getting hooked a third state. It is 2 sides so giving the side, that has more to focus on, a little more room by having greater map control, characters specifically chosen and favored by the Entity to feed it, would lessen the numerous amount of tasks on killer. Maps have very little impact on survivors but some maps are better and worse for certain killers.

  • Killer should have higher priority for map offerings and survivors each should only be 12.5% so the only way to combat a killer offering is having everyone put up map offerings it would become a 50/50 killer/survivor chance

  • A perk needs a nerf if it affects base gameplay to severe extents and STBFL falls under this category since at least 17 killers can bypass fully or partially the negative effects of STBFL on a consistent basis. BHVR might as well remove the perk entirely and just make its 40% recovery base kit at this point. Is that what you all want?

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3179967#Comment_3179967

    It is perfectly fine.

    Perks which inflict exposed are also not usable on all killers with the same effect. TR perks are almost useless on Freddy, Huntress and Trickster, because they have a lullaby you can't affect in any way.

    If you have problems reaching the next tile, maybe don't dead zone yourself. Or use Overcome.

    But tinkerer is not useless on Freddy, Huntress or Trickster as it still affects them since they have a terror radius. A perk that is almost useless on some means nothing as it isn't useless. Your point is moot. Huntress has many bugs with Tinkerer causing her lullaby to be removed all match, Overcome is not going to counter the speedy recovery of 1 second and you assuming dead zoning isn't the problem because there are maps with very few pallets and you can't be dead zoned by what was never there to begin with. Tinkerer on Freddy isn't almost useless since his lullaby stops gaining intensity at around 15-20m making it difficult to track him anyway and he still has a large terror radius. Tricksters lullaby is his terror radius which does get affected by Tinkerer.

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/337459/kill-switch-stbfl-until-it-is-reworked

    It isn't broken. STBFL requires a certain playstyle or killer to be truly effective (e.g. Pig, Demo, Slinger, Wesker). You can notice the perk at about 4 tokens (if you have a good idea of cooldown and hits the killer got so far also earlier). If you are the obsession it is your job to get in the Killer's way to waste tokens on you (with a body block or similar). That is not always easy with certain killers who can easily use an M2 on you (Demo or Pig) but it works quite well. Why? Every time the killer hits the obsession with an M1 he loses 2-4 tokens depending on the perk tier.

    I don't know why you are complaining about this perk. The killer has to play a certain way to get the full effect and it takes time to build up too (8 non obsession hits to be precise) which means 4 downs normally.

    It's completely fine.

    So you are saying it is perfectly fine to not be allowed to make another tile, it is perfectly fine to have several killers benefit from a perk more than other killers. BHVR changed Tinkerer in the past because Huntress and Hillbilly gained instant power use from the perk and changed it so it would affect all killers in an equal way. BHVR changed Blood Favor to work on any injure state when it was only basic attacks so it would work on every killer equally. STBFL in its current state with the Recovery on a successful hit base buff is too powerful on killers that can ignore its negative conditions. Balancing would be to make it lose tokens on any injure state to the obsession just like how Remember me was changed to work on any injure to the obsession. Logically speaking, BHVR not changing this perk now after buffing base kit recovery speeds means they either forgot about it, haven't played their game or just want to be lazy and do nothing about it. Clown can recover fast enough to make the speed burst from the injure meaningless. Even dropping the stack percentage by 1% would balance it out.

  • Can confirm, since I already posted about it too

  • Here is the function of the new prestige system I have encountered so far, Teachable perks of a character are unlocked after reaching Prestige 1 with that character and all the perks at T1 will be placed into the inventory of all other characters respectively. Whenever you Prestige them to P2 and P3 all perks of the same will be upgraded along with it to T2 and T3 for those that haven't done so already. However if before the Prestige system overhaul you had unlocked the teachable perks by the old method then the perks will be in the perk pool even if you haven't gotten the owner of those perks to P1. This should be a more than satisfactory reasoning that BHVR employees don't wish to provide in detail or they themselves don't understand how it works fully. Par for the course.

  • @Slan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3167884#Comment_3167884

    Wow you treat killers as devils who try to ruin your game when they have the chance. Now ask yourself the reason for camping, tunneling and slugging. You cannot blame someone for wanting to win, and sometimes these strategies provide an advantage to the killer. Survivors also try to use what are considered to be "unethical" like the things mentioned before, such as genrushing or bullying the killer. Every side here has their issues.

    https://forum.deadbydaylight.com/en/discussion/comment/3167525#Comment_3167525

    You have not said a thing about Tenacity, and the fact that your mate can come by at any time and heal you, even when they are in chase, makes this pointless. Tenacity also allows you to go to your mate.

    As I said, you know the consequences of not running these perks and if you are slugged, technically it is your fault for not preparing yourself.

    And the consequences of running those perks means you hinder yourself even more than not running, also Tenacity isn't an anti-slugging perk because it has no anti-slug effect and just like unbreakable can only be used in certain situations. Smart people use perks that have many chances to be used, they don't run a build that works only for slugging because the value off of it isn't worth the waste of perk slots. You think that everyone plays SWF but no, only a small percentage have communication with their teammates even in a SWF. Allowing the punishment of solo queue players by forcing them to stay in the match for 4 minutes doing nothing, however you say that they should just spend the 4 minutes dragging themselves around the map and still bleed-out, isn't fair to people who play the game and just want to move onto the next match.

  • @Slan said:

    https://forum.deadbydaylight.com/en/discussion/344567/idea-for-new-mechanic-to-reduce-the-suffering-of-slugging-for-the-4k

    Just bring anti-slugging perks like Unbreakable and Tenacity and it is done, you will no longer have the problem. If you do not do it, then you know the risks. As simple as that ;)

    Anti-slug perks like unbreakable are situational and unlikely to be able to be used in this scenario due to being used beforehand or being unused at all. A single perk won't stop them from slugging again only to hold the game hostage a second attempt. Most of the community doesn't use situational perks because of how very little use you get from them. This is to allow the downed survivor not have to sit doing nothing for 4 minutes because the killer wants a little bit of MMR boost and allow the instant kill function on final survivor alive to go through more smoothly when they implement the mechanic.

  • It isn't just Prove Thyself but the combination of several gen speed perks. I have had problems with my team members wasting time and not doing gens or going down within seconds of starting a chase. I bring in Overzealous and Prove Thyself due to BHVR having you spawn next to teammates 90% of the time even in solo queue. BNP on a commodious is also very strong giving a free 25% of a generator then still having 90% of the toolbox. Basically it is the stacking of perks and powerful items that is the problem and BHVR's tendency to force the killer to waste perk slots on combating one temporary thing(Shatter Hope) instead of limiting the effectiveness or use of the other side.

  • The loops got much weaker and the number of god pallets was reduced from the original map due to the map losing 33% of its size and the hallway being widened, I admit I am having trouble with the broken walls and blocked pathways but it is entirely my own fault as the player relying on my memory of the previous design and it would be the players duty to play the map enough to visually map out the new design of the map.

    RPD was never killer or survivor sided, it was sided to the player with the most information on the map due to its static spawns, right now the map is more killer sided with the size decrease and several god loops being pulverized literally.

  • If kill switch is for game breaking bugs then why didn't they kill switch Nurse when she was and still is swinging while still in her blink phase. STBFL is breaking the game especially when some killers can avoid the negatives of it with their power while other perks have changed to work around these power damage states. STBFL allows the killer to recover and get a second hit before the survivor can even get to another tile with the new update.

  • BHVR just did a dumb here, they make a mechanic but keep the effects hidden from everyone by not including it in the perk description for endurance perks. I suggest they put that in because poeple will be flooding the bug report section with reports saying that off the record isn't giving the endurance effect.

  • I have aimed the flashlight at her during first blink but they have been able to still perform the second blink to close the remaining distance while being burned.

  • I have posted this too, it seems that BHVR has no intention on fixing her due to their lack of acknowledgment in her messed up visuals or perhaps they are unable to realign her visual with her model.

  • Smart move to not let the community hear of this and instead have only the developers know as many people like to abuse these glitches and somehow have the audacity to think themselves as not cheating.

  • Yeah, I noticed that happen in a game VS Legion too. I counted the hits and heard the 5th hit make contact with a player body but the killer didn't receive the down on the survivor. It was a rapid hit succession from 4th to 5th hit is all I can add to that.

  • Posted the same spot. The glyph pulls the model forward but since the game won't allow for clipping the glyph can't be interacted with.

  • @ThatOneDemoPlayer said:

    Boons Perks are fine, some of them even need buffs

    Unfortunately they aren't fine due to how easy it is to set one up and them having infinite uses, this would allow the killer an alternative to dealing with boon totems instead of wasting one of their four perk slots to deal with them or wasting 40-60 seconds a match trying to find and snuff the boons. Would also cause boon users to play more passively with the threat that their boon totem can get put out easier. Only boon perk that would need a buff would be the recent one with a slight number increase to the speed bonus by maybe 1-2%.

  • I did have this one time mid stream, everyone was running around the top to find more generators but the only one on top was finished and we were all super confused.

  • I was in chase, I slow vault so it will trigger but it will not give me points because BHVR didn't implement the tracking in properly or BHVR doesn't have good challenge ideas

  • @BastardKing said:

    https://forum.deadbydaylight.com/en/discussion/326333/hook-camping-penalty

    Why is the solution always to punish killers for doing their job?

    How about this then, remove 30% of the pallets from all maps since survivors get too much in the ways of safety nets.

  • It is a camera angle that causes the silence on Survivor side. If your camera is pointed away from the killer then the audio gets muted as if it and its source are not there. However looking in their direction returns the audio. Also fast vaulting has a similar effect on survivor side sometimes randomly.

  • So what you are saying is BHVR wants to screw over killers indefinitely again.

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2971783#Comment_2971783

    If a generator is blocked it is not supposed to change progress in either direction no matter what for as long as it’s blocked.

    Yes it is, blocking a generator just stops all players from physically interacting from it. A regression perk can still affect a generator so long as no player is interacting with it. Blocking a generator doesn't prevent it from losing progress, that would be something else entirely by logical pursuit.

  • No, when you and another work on a gen at the same time it is charged by your repair percent addition to the generator. If you get on a generator at seemilngly the same moment as another you could potentially only have done 49%, whereas 3 would be 33% and 4 would be 25% should you start working on it first then one other gets on you will get the charge because you would have had already contributed some and the remaining would be split by the number working on the generator.

  • The problem is Victor being counted as a Basic attack instead of a power attack.

  • Change you interactions and actions buttons so they aren't the same. I am on Xbox and I changed interactions to X or Square for PS controller.

  • You aren't working on the generator anymore so ruin will affect it. Not a bug.

  • @TragicSolitude said:

    Boil Over was a terrible idea for a perk from the get-go. When the wiggle increase is too high, it incapacitates console players and can make someone with Boil Over unhookable on certain maps. That's not acceptable. You can't make a perk ridiculously OP against a large percentage of the playerbase just to make it viable against the other percentage. BHVR needs to come up with a better purpose for the perk.

    A separate use for the perk would be the nearest hook gets blocked by the Entity for 10/12/14 seconds, other than that the 100% wiggle is a necessity for combat against PC players whom already have numerous unfair advantages over console. Reduce their graphics to remove grass and lighting darkness, having a high dpi where as console is limited and not too long ago PC could stretch their resolution giving them a larger FOV that hurt the killer on all platforms.

  • Playing on console the 100% was of no issue because I used it to my advantage, it forced me to manipulate how I moved to gain more control which PC players have trouble doing since right now all a PC player has to do is spam their left and right movement keys quickly even with the 80% where when it was at 100% they couldn't do this to fight against boil over. Many console players never have thought of boil over 100% as being problematic as we played around it for our own usage.

  • No survivor in my trial had Unbreakable and the 2 perks I had were Ruin and Undying. Another survivor had not picked them up as I had downed one and as I walked back to the area the downed survivor was at, there was no second survivor nearby do to pick up the first downed individual, being an open area as it was and seeing the survivor initially downed getting up directly. At that point in the match both my Hex totems had been cleansed. Either there is some other glitch involving the abuse of Soul Guard or the several individuals whom used the secondary effect without meeting the requirements were cheating.

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