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@LylakLavender said:
https://forum.deadbydaylight.com/en/discussion/comment/3229615#Comment_3229615
Yep I'm on console too. I had to set my messages to friend only just to avoid toxicity. I've been told get cancer and die. Not funny since I am a cancer survivor.
It is really frustrating that there is nothing I can do.
Unfortunately, it is not possible for all people to be good.
I never thought I would find out that you have cancer in this way.
If there is one thing I can do, it is to wish you a happy life.
I am ashamed of my lack of knowledge about cancer. I wish you a healthy life.
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We will play both.
As you know, I can't play Killer at all during the time I play Survivor at SWF, though.
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I'm on the console version so I've never had a public chat about results other than via DM, but the screenshots I always see are this awful litany of words.
I know it's like an echo chamber, but it's so memorable that I'm worried that a large player base might be all of these players.
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@TorQueMoD said:
https://forum.deadbydaylight.com/en/discussion/comment/3187238#Comment_3187238
I suppose you could also trigger the crows faster, but that sort of defats the point. Supposedly they're going to give everyone the ability to fully recover, but I'm not sure that fixes things for the end game. Sometimes I'd rather not rely on the killer to find and finish me.
Hmmm, I dont think its healthy for a progressive game to end abruptly. That is why I suggested the crow system. We thought that by having them find us earlier and pick us up and hook us earlier, the game could end earlier.
What about in the opposite situation?
In other words, should we implement a killer give-up system?
Five generators have been repaired, but none of the killers have hooked up.
Killer has used the give-up system and the game abruptly ends, you win!
I don't think it is better than to have the survivor escape it on the Killer gave up everything and AFK. Likewise, I don't think the game should end instantly because the survivor gave up.
When you escape or 4k, you need to think about whether the emotion of winning should take precedence over the fact of winning.
Of course, I understand that it is frustrating if you are left intentionally with a slugged That is the premise of my proposal.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3229348#Comment_3229348
first of all I never said anything about removing light and sound. Change was my word of choice.
Changing how bright the light is for one. Delay the light beam by even a couple of milliseconds so clicking fast wont cause a light stream (should help with people who cant handle strobe effect) or better yet put these in accessibility settings.
making it so doing 3-4 clicks in a row overheats (similar to hillbilly) the flashlight for 10-15 seconds or even 20 seconds if you really want to punish it (punishing's for clicking)
I see no problem with the current flashlight changes (the sighting bug should be fixed).
However, I am a bit interested in this chainsaw overheat system idea.
In other words, the idea that if the flashlight had an overheat gauge like the chainsaw does?
How about a 40% overheat gauge for each use and a 2% gauge accumulation for each second of use time?
Like the chainsaw, as long as you keep using it, you can continue to use it even when it reaches 100%.
It can be used twice for a save, thus addressing the creme de la creme about timing.
We can deal with claimers who say that the fun they were using to greet the survivor has been taken away from them, as clicking will be possible 3 times.
But another issue of 3 clickables for BM.
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@RatbasterdJr said:
Lol, this is the same dude that complains because he wins 99% of his killer games. Now he’s complaining about getting too many event offerings. 😂 Confusion?
It is a bit difficult to understand the frustration of top players.
I am a below average player, so I am not getting the 200 event offerings and can't start the game without spending BP because it is a waste.
I can give feedback to the developers that I know how to use my time to spend BP but it takes too much time.
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Should we adjust about the nurse?
Yes, we should coordinate on the nurse.
Is it pointless to rework the nurse because we will end up looking for whiners?
Yes. But adjustment is not pointless.
Do nurses ever fall from the position of most powerful killer?
Probably, almost certainly, no.
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If you avoid the gate:
You won't be visually insulted, but your eardrums will be destroyed by noise spam from windows, pallets, and locker vaults. Auditory insult.
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Same with Dwight Crow.
I did not say permanent exclusive item.
I will not buy it now and will buy it next Halloween.
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This time it is not a shadow nerf.
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Isn't it because of the frustration of being stealth?
If you get a free first hit without chasing, a large segment of survivors will say, "That's not fair!"
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Screams do occur, but it is no longer highlighted from the killer's perspective which generator caused the screams. That is the point.
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They got your first wish.
Now tell me two more wishes.
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@roundpitt said:
https://forum.deadbydaylight.com/en/discussion/comment/3228467#Comment_3228467
Speechless?
You can also trigger a bunch of loud noise notifications to draw agro away from the hook and make it easier for your team to save.
Incapacitated doesn’t stop you from vaulting, throwing pallets or getting in lockers. Think outside the gen.
Nothing is stopping you from doing a fast vault and then hiding in a locker to waste the killer’s time.
How useful is that BM in the progression of the game?
I was mute in my questioning against some of the possible actions you have presented if under the influence of the inability to act due to Eruption.
Could the chest be opened under the influence of the inability to act? I apologize if I am misremembering.
As I recall, there is nothing that can be done for a downed survivor as there is no treatment available.
Looping a killer? Why bother? Why should I make a disadvantageous choice in a downed situation?
The point of contention is that there is virtually nothing a survivor can do by making repairs that are essential to the progression of the game unfeasible.
Since the word "noise spam" was uttered by you, I wasn't sure if I should decide that this should not be a serious discussion.
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@roundpitt said:
https://forum.deadbydaylight.com/en/discussion/comment/3228455#Comment_3228455
Things you can do while waiting for incapacitated to expire.
😏 loop the killer
😎 save the survivor who was just downed
😲 look for hex totems
🤯 open an item chest
🤡 go afk
There’s plenty to do, but don’t go afk…
......??
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@Oiry said:
https://forum.deadbydaylight.com/en/discussion/comment/3228454#Comment_3228454
Obviously, I don't know the exact numbers, but a perk should not punish (specifically) solo players this much.
This situation reminds me of the perk "knock-out". why the hell is this game in the game even? Thankfully it's not meta, because it's virtually useless against SWF, but it's the same situation.
BHVR was warned before about Eruption after they posted the patch notes. They didn't change anything and still not doing anything, while my suggestion fixes the major issue and it's essentially a number change, which should be done in less than a day with testing included.
Yes. I support your idea.
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Kills was released half a month late in Japan, so I am looking forward to the end of the month.
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I actually think that 25 seconds of incapacitation would be too long.
Most of the reason survivors find games boring is the time they are unable to participate aggressively in the game. They will complain about the time spent on the hook or lying on the ground. (Or even holding the repair button would be boring. Conversely, you will also dislike excessive aggressiveness due to tunneling.)
And Eruption makes almost all actions necessary to progress through the game impossible for 25 seconds. I think this is a long time.
@Oiry said:
They don't even need to nerf eruption per se. They just have to shift its power so that it doesn't punish solos as much. Make it regress 15% instead, but make incapacitated 10 seconds.
It blows my mind that they let this perk be in this state for MONTHS. It is AWFUL! And the problem is not in the perk's powerlevel, its just literally garbage design, that doesn't consider the existence of soloQ
OR
It was balanced around soloQ, in which case it wasn't designed around SWF.
Can we please get any feedback about this perk?
I think this idea should be tested. The numbers may need to be adjusted, but the percentage of retreat should be increased and the time of inability to act should be reduced.
This seems like an effective change even for SWFs that can avoid the loss of action itself.
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@mizark3 said:
https://forum.deadbydaylight.com/en/discussion/comment/3227423#Comment_3227423
Do you mean how you slide off of traffic cone shaped objects? That is the basic learning curve of how to use Blight. If map geometry is shaped like a cone/triangle, then you can't bump.
https://forum.deadbydaylight.com/en/discussion/comment/3227546#Comment_3227546
Swamp maps are some of the most enjoyable due to varied height without RPD/The Game's oft complained problem of excessive floors, outer tiles often being not entirely worthless in the form of pog-logs, good balance of open and walled off areas for ranged and stealth/trap players (also tall grass and short grass aplenty), and it is the only realm where skilled Blights can show off their map knowledge, due to the abundance of cone shaped objects.
I am claiming that Pale Rose, currently in 6.3.0 patch notes.
The main building, the ship, is experiencing non-vaultable windows and transparent walls on the stairs. This is the same as one major chase point being rendered unusable for the survivor.
I saw this as a serious game-breaking bug that needed to be temporarily kill-switched.
This is not a complaint about map design or balance... My apologies.
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@JohnnyB87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3222281#Comment_3222281
Spoken like a true entitled Killer main. Right now the game is 100% Killer favored if they play the way the game is meant to be played. It's nothing to do with survivors needing all that base kit, it's the fact that killers are just as entitled as survivors, more so actually, and think the point of the game is to get 4Ks, which it is not and has never been. Don't need a 4k to get max points, and never have needed one.
I did not know what you meant by "play the way the game is meant to be played."
But I think the 4k perspective is interesting.
What if, for example, 2k2e is rated as having produced a better ritual for an entity than getting 4k, and earns more BPs, emblems and other incentives than 4k?
As an idea to curb tunneling, with the assumption that it is impossible to remove it completely.
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Or one more button.
I am on the console version, but in Survivor, there are extra dead hard or other ability buttons on the killer side. It would be nice to be able to use that.
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Wait... What? If you don't have a hook, is there anything else to do besides slugging? There is none.
If you know there is no hook and you don't pick it up, what player is going to complain about that?
I remain ignorant of why Killer uses that strategy. Is there a filter that makes every event feel like harassment against you?
I don't understand. If slugging were to virtually disappear with base kit unbreakable... They would stop complaining. I'll hold my head up.
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I too think that tunneling in 5gen is not very healthy.
That said, I think increasing the stun time of DS based on the number of generators is an interesting idea.
However, it is also clear that the emotional aspect of the problem is not solved.
Let's say such a situation actually occurs and a 7 second stun occurs. Perhaps the 5gen tunneling killer will tunnel again to get that stun back for that 7 second stun.
At that point, I can see "DS is garbage". In fact, it is not garbage, because the DS has gained 7 seconds +α. However, the fact that "I die" will cause you to mistakenly believe that all effective phenomena were in vain.
I have already seen some people say that OTR is garbage. It is the same with this 7 seconds DS idea. It actually buys time. Yet, if you are dead, all the PERK will look like meaningless garbage.
Winning as a survivor team is a killer loss, but as long as the dead survivor complains in 1death 3escape, all perk will be called garbage.
Of course, leaving the game early due to 5gen tunneling is not funny, so we need to discuss what should be done.
But whatever buffs we get... they will complain.
Now, about DS, I think we should also test 4 seconds in the next PTB, because 3 seconds is certainly too short.
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Grim Embrace, old BBQ, Dying light, make your choice, etcetc......
It could be an incentive if some of these perk effects of a design that encourages hooking evenly would be a base kit, making it a stronger choice rather than tunnelling.
(This is just a possibility. After all, the longer the four of them are free to move, the closer the killer is to losing, so it is impossible to erase tunneling altogether. Still, if all players can enjoy one game longer, so much the better.)
Now, a discussion about Grim Embrace encouraging even hooks but too small an effect. But the dilemma is that if the effect of the current time is increased, camping would be the best option.
My idea is to have a blocking or explosion retreat based on the progress of each generator's repair gauge at the time the fourth player is hooked.
But as already mentioned, the point is that this is virtually meaningless since above average survivors will complete 3 or more generators at the point of hooking an equal number of 4 people. This is also true for Dying light. When that PERK is in effect, you win without it. Hmmm.
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3227140#Comment_3227140
Can you explain a bit more in-depth? I don't get it.
I've played against Lullaby and it seemed to be working well? And even managed to reach 5 tokens which worked the same way it is described.
A known bug in the 6.3.0 patch notes states that the change in timing of skill checks for Lullaby does not occur.
The penalty does occur, but the bug does not change the timing of the warning sound before the skill check even if the token is saved.
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Would I be a bad person if I boon a totem in front of Nancy?
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Would you like to join me in supporting the HUSK-System? There is no follow-up report, but that should be in development.
If the HUSK works as a BOT controlled by the AI, it would be better than just leaving the game.
I don't know if this system can be applied to AFK. But if you just leave before AFK, the game will continue without problems.
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But, well, there is quite a bit of information that is not available in the game, so I can understand why you would want to look up more details about those things on the wiki.
I just recently gained some knowledge about Sadako's TV image changes. It's not explained in the game, is it?
I think trying to research and gain knowledge is better than making accusations without researching, and since the wiki isn't complete, it's great to hear from the kind and knowledgeable people on the forum.
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Now it's all COB and Eruption combo.
It is really sad to see the complete disappearance of the Ruin and Undying combo from the list.
All I had to do was bone. I still just bone, but I think the tier is about C.
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If you were cheating you would not be posting here. I believe you.
Subtle cheats (compared to flashy ones) are harder to detect, so there are certainly players who say it even if it isn't actually done. Because it is the devil's proof.
For example, you may not understand the killer perk, ability, or add-on effects because you are a beginner. A beginner has no knowledge of skins. Or they can defend themselves by saying the opponent is a cheater as a reason for losing.
The biggest problem is that you said you reported Needless to say, these players make it difficult for the reporting system to function.
I don't think you have anything to worry about.
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The only pressure is to quickly get to infection level II. We relied on Marvin's Blood for that, but it has been nerfed now.
I don't think it is frustration with Nemesis, it is frustration with Slugging and Face Camp. Yup.
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Even if it was not possible due to technical problems, I still would ask for a replay feature of that game after the game is over, as situations like those may indeed be hacking.
If we could switch perspectives for each player, like the spectator mode in Results, we could be certain how well we played or hacked.
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It's SWF where all survivors have voice chat at the convention, right?
Balance is a difficult thing.
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It is good to have an answer from the developer.
So neither of these issues are enough of a problem to allow for a major game-breaking exploit, so they won't be banned.
As for me, I would prefer a uniform kill switch, but if that's the case, I don't have a choice.
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Minimum online game etiquette? Sportsmanship?
None.
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@BrightWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/3226007#Comment_3226007
The thing about that is, that in comparison to hatchets, knives are a lot lighter to throw. So it makes sense that Trickster can throw many more knives before feeling the effects of fatigue, and given that he's also DbD's version of an SMG it kind of makes thematic sense that his recoil goes up instead of down. Though from a realistic standpoint it doesn't make sense, unless he's aiming deliberately upwards to counter his fatigue.
As for if he has the physique to know knives continuously, have you seen the type of training that K-Pop stars/Idols go through? They train for hours at a time for many days in a row to perfect their physical performances, on top of vocals as well, while promoting their music with talk shows, advertisements, meet and greets etc. It's a lot of work and even on top of that, you need to maintain your "look". Idols, be they K-Pop, C-Pop or even J-Pop aren't allowed to do certain things, like eating too much junk food, drinking alcohol, gaining anything above or losing anything beyond a certain weight limit, being in a romantic relationship, even their medications can be strictly controlled by their agents. Because these idols aren't supposed to be seen as people, but as "objects" meant to be admired and viewed from afar that also produce money for their labels.
So yeah, as for Ji-Woon being able to throw knives the way he does in the game, even before being welcomed into the Fog by the Entity. I find it very believable that he has the physique to be able to do so and he clearly did for a while. Sure he had to resort to drugging some of his victims, but that was more out of necessity than not being able to overpower a victim.
It is interesting to see the perspective of not being fatigued by rigorous training. Thanks also for sharing why the perspective moves up.
I had also forgotten that he had been throwing knives for a purpose long before he came to the Foggy Forest. But then I guess I'd want him to keep throwing it straight, SMG I can understand.
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Compose haiku.
It is bad chess to adore the queen and get the king killed.
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Ever since he came on the scene, I've wondered why the sights keep moving up when he keeps throwing knives?
Yes, I understand that you want to produce the recoil of a machine gun in a shooting game. But that's just the atmosphere.
If I kept throwing knives, I would get tired and the sights would move down.
The muscles that keep the Huntress from being able to throw the hatchet accurately are very convincing. But the trickster looks slender... Or does he have a habit of throwing upwards when he gets tired?
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Oh, um, let's see, how about a 4-second test?
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3225825#Comment_3225825
Because it isn't game-breaking, killswitching only ever happens for things that make the game crash, etc. Oni was bugged for about a year and pretty much had 2 add-ons basekit, did he get killswitched?
I shouldn't ask this here, but what is the ONI bug? Is it something that has been recently fixed?
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Would you like to join me in proposing a casual mode?
In casual mode, you can play hand in hand with bully squads, just like at a party. However, the map is always badam.
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Is it a known defect but has not been kill-switched and is still available for exploitation? Why is that?
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I can't say much, but how about going into a locker against Ultimate?
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We support cross-progression efforts.
Someday PS4...😶🌫️
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Thank you. I didn't know you had mentioned it was a bug. I wish you would have put it on the list of known bugs then.
You are asking if both the HagTech and W flashbang are subject to a ban even if it was unintentional and accidental, right? (Sorry for my lack of reading comprehension. Maybe this isn't right either.)
As for me... When I create a flash bang, I hit a series of buttons after I get into the locker, and I may slip on an object that I thought would collide with the bright, so I would still be exempt from accidental occurrences.
But BHVR is taking a definite penalty against DC... because it cannot determine whether it was intentional or accidental. If consistency is maintained, they could be banned... That is the fear.
Flashbangs can be avoided by staying calm and being aware of pressing the button once, but I'm not a good blighter and I might get banned, so I'm not going to play until the developer mentions it.
Will have to wait for the developer's response... Sorry for not being able to help you.
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Does anyone know how many times they have added new tiles without mentioning it in the patch notes?
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I don't mind if HagTech is gone, but is HagTech on the list of known defects?
Glitching is supposed to be knowing a bug is a bug and still exploiting it to gain an advantage.
W flash bang is on the list of known glitches, it was announced as a glitch. Knowing it (or rather, the player is assumed to know it because it is in the patch notes) and exploiting it to have two flashbangs would be exploiting a glitch.
What about Hug Tech? I'm too lazy to look for past patch notes, but for the moment, Hagtech is not up on the list of known defects in the 6.3.0 patch notes. It is a strange behavior to see, but if the patch notes do not list it as a known defect, I cannot determine if this is a defect. (Although, there are many bugs that we know about that are not listed as known bugs...)
If a player has been banned for hagtech to date, then it is a glitch, otherwise the developer may not be aware of hagtech as a glitch.
This is my criteria and opinion, but the fact is that we won't know until the developer responds.
The fact that they have released a list of known glitches this time is also a bit questionable.
When I have asked management in the past to release the bug list, I was told that they could not do so because some players would abuse the bugs that were released. However, this time the flashbang was made public. Perhaps they do not even consider that it is not an exploit to keep the W flashbang as a known bug and run with it.
Anyway, it is not consistent.
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Is it like a dementor?
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OoO too. And also Dark Sense.
There was a time when content creators used these four, commonly known as "eye builds," as a meme.
But it's still hard to distinguish between them.
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Need a nerf to remove the screaming at the blink of the nurse.
Because as it is now, two survivors can be executed at the start of the game with just the sound of the blink lol.