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@bill_overkill123 said:
ok so let me start this off with the preface that yes, the killers are supposed to kill the survivors, but damn, ive been running into a lot of toxic ones recently. i just got out of a match against an onryo where i was the last survivor, i opened the exit gate while injured and she of course proceeded to down me, picked me up and took me inside the exit gate and drop me, just to shake her head and pick me up and hook me. ive been tunneled, camped, body blocked, and all sorts of things, so how do i deal with this? its very frustrating and annoying :/
I know the feeling…I had a pig match where the other 3 survivors DCd in the first 30 seconds of the match. I found the pig just standing on the hatch so I could get in to it, she then closed the hatch chased me to an exit. She let open the exit then downed me and hooked me
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@DredgeyEdgey said:
https://forum.deadbydaylight.com/en/discussion/comment/3167675#Comment_3167675
Nah at least 25 maybe 30cm
This currently what is being said the hit boxes are.
an additional 4cm will encompass the arms and hands which is all he needs for the hit box
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@DredgeyEdgey said:
Please let this change be good I'm getting tired of missing a surivors by like 2cm.
I believe they are going to increase the hitbox to be 24cm
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@Biscuits said:
I get use out of it maybe once every 4 presses, I feel like only cheaters and very lucky people are getting value every time they press it.
agreed. I had a match today where i used it, got the exhaustion from it and at that exact same moment, wesker was able to pick me up with his ability, You have to be really accurate at your guess on when the killer switngs
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it didnt disappear. now if they have yellow or red it will appear next to the player with the ping. It will also appear in the match next to the player with the high ping and above the survivors with a knife if its the kiiler
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3167618#Comment_3167618
I don't disagree, It's good that BHVRs quickly recognised an issue and is working on rectifiying it
Lets jsut hope they buff Blast Mine after the nerf/bug fix they did on it
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@Brokenbones said:
Expect even more when his hitbox change is added
To be fair, his hit box is messed up. The hitbox for him on survivors is smaller than his body.
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Tonight, i play 10 matches solo and died in all of them. Tunneled or camped every match. Sometimes my "team mates" didnt even try to save me. they cowered and hid instead of trying to save. I literally had a SWF leave me behind on first hook. I feel most of the time, that if you are not part of the SWF they could care less about you. ALos, BHVR, needs to find a away to buff Solo Queue, without buffing SWF or NERF SWF without killing Solo. They also need to deal with the epidemic that is Tunneling and Camping.
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Can we get this reverted back. I thought the point of nerfing PR was to not give the killer a notification of where the gen was with the most progress. Paired with DMS, it will kick the survivor off the gen and block it telling the killer exactly where you are. What was the point of PR not giving a notification if this is still a thing?
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im still wondering if its working properly as ive been at 100% survivor bonus for 3 days now with no fluctuation
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@ReverseVelocity said:
They should just revert the change, to be honest.
From a BHVR dev. It was but they didn’t know about until they designed wiretap.
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I played tonight and only had 2 Wesley’s in 15 matches
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@[Deleted User] said:
tbh I like the map rework, but I have to say it's boring playing 10 times on the same map.
That's what I got today, most of my games.
From what I’ve seen if the “map rework” not much has changed. They did open it up some and added an side area, but they bot are are still almost the entire rod with a small section on the top floor closed off
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That was the confusion with the phrase hook instance. Apparently it means each time the person is hooked not hook state
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@KOj420 said:
https://forum.deadbydaylight.com/en/discussion/comment/3161416#Comment_3161416
If you wanna reread I'm talking about the new perks...
HOw are the new Perks OP?
They nerfed reassurance so it can only be used once per hook instance (each time the player is hooked. not hook state)
They nerfed better than new by removing the gen repair buff it gives
Wiretaps range cannot be extended with open-handed and can be removed by kicking a generator
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@Roaroftime said:
https://forum.deadbydaylight.com/en/discussion/comment/3162856#Comment_3162856
I'd love an end game build like this but I'd never get to use half of these perks because I never get to end game in solo queue :(
I know the feeling. They really need to find a way to buff Solo queue
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@Grandpa_Crack_Pipe said:
Incentives must be bugged, i'm not getting +100% killer BP with insta killer queues right after the newest killer dropped.
I've had nothing but +100% survivor BP Bonus since yesterday with no fluctuation.
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@Bot_Salvo88 said:
Play killer then for a couple of days.
It would be nice to play killer and not have 10 minute queue times.
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I get that he is the shiny new toy,, but im tired of seeing him every single match
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3161374#Comment_3161374
You can't force killers to not camp, that is true, and barely anyone is asking for that. People just want the strategey to become less effective, which is absolutely needed, considering how unfun it is to go against, and how little skill it requires.
I know how unfun it is...ive recently been playing more survivor where Im camped and tunneled some of the time. They can only do so much though. No matter what they do, people will still camp. Even if they nerf insidious to remove the hiding of the Aura, it wont stop camping.
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So EAC will ban people for altering files, but the blatent hacking and cheating it does nothing about. Intereseting...
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Surprised it didnt get nerfed like Reassurance and blast mine.
Also dont think it should affect healthy survivors that get injured during end game
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/3162059#Comment_3162059
Two minutes is still really good compared to prepatch, when we did not have Wesker. Like, without it, you would be waiting Hella Hella.
Thats 2 minutes for a survivor match with 100% bonus, not killer. Thats why i think they are broken.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/3162045#Comment_3162045
But it has been fluctuating...
And even if it didn't, who cares, really? Enjoy your instant queues as killer during one of the biggest chapter releases. Lol.
Mine has been 100% on survivor, not killer. and they have not been "instant". Even with 100% bonus on survivor, ive had to wait up to 2 minutes for few matches.
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@TheWheelOfCheese said:
Most people are going to see 100% survivor for awhile after the release of a new chapter because everyone wants to try the new killer. This doesn't mean the incentive system is broken.
100% for a constant 24 hours sounds like something is wrong as it should be fluctuating if it was working properly.
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@UnknownKiller said:
I swear that survivor bp boost was never down of 100% also i find killer queques in less than 5 secs like survivor
I agree with you. Since 2PM yesterday when they went live, ive only had 100% survivor bonuses.
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@HugTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/3159826#Comment_3159826
Proximity points deduction could work, but I'd be more enclined to a paused timer if killer is within a range and no survivors are in that same range (to prevent chasing around hook exploit).
The only thing with your suggestion to look for Insidious with Kindred is that currently it... doesn't work. The black bubble surrounding the hook hides the killer's aura long enough that you can't know if they do have Insidious.
They already have point deduction for camping.
On the chaser emblem, there are these:
The issue is you cant force someone not to camp if they dont want to. Even with band-aid perks
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This a tweet from someone who works at BHVR on the change to blast mine
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I’m more curious why there was no mention of it before today. They made notes available for every other change making this one fell out of left field
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i think there should be the option to purchase an entire line at once (ie when going for a perk, you can purchase all nodes in route to that perk at once) or in the case of later blood webs where no perks are options, a quick level option to buy all available at once
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3160361#Comment_3160361
Did they actually state this or is this just speculation?
BHVR has been quiet on the topic and hasnt said anything as to why it was nerfed. But if they want to keep it like this, i think they should reduce it to match Wiretap and be 33% for it be viable again
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/3160263#Comment_3160263
I see why you thought I’m saying that survivors don’t have agency in chase, but I’m only acknowledging that the killer ALSO has agency in a chase. That does not mean survivors don’t.
Yes, a killer can have a hook denied. But you’re missing my point. I am not saying that blast mine’s problem is that the killer has the ability to deny it. My point is that BY DESIGN, the survivor cannot control if you get value from the perk or not. That’s why I compared it to dragon’s grip as well. The killer can’t control if the survivors will work on the generator before the duration expires, and i wouldn’t mind seeing be changed to how blast mine used to be, as well as Blast Mine being reverted of course.
The difference between Dragons Grip and Blast mine, With DG you dont have to activate it first by doing something up 66%, you jsut need to kick the gen. With Blast mine, we can only plant it once we repair a gen 66% first then we have a single Blast mine to plant.
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I honestly think its not working as intended. Since it went live (even right now) ive had nothing but 100% bonus on survivor. This is the same as it was when it went live last time too. Constantly 100% survivor.
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I think the thing that gets most survivors is that they took the dash away from dead hard and in the very next chapter put a dash power on the new killer so now they cant dash away.
My main issue with Wesker...How I slammed a pallet in his face at the end of his dash yet, he was still able to grab me at the same time the pallet hit him and he was able to grab me
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3160118#Comment_3160118
Why would that make it broken
When it was first released, I had the same issue where it was 100% Survivor the entire time and it was broken then too.
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I just had a match where I dropped a pallet on wesker at the end of his dash, he grunted like he got hit, but i still got brabbed through a wall. they need to fix the collision a little better
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IT came back today but I think its still broken. Ive had nothing but 100% bonus on survivor since it came back
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But I sholdnt be penalized for their server not being able to handle the load of everyone playing right now
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I think it was a bug they couldnt fix so they called it perk change. It wasnt in the PTB notes or in the dev update from last week. It was like this in the PTB and was reported as a bug. I hope it gets reverted back. I also would like a response from the devs on one of the numerous posts about this on why they made this change and effectively making this perk useless.
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I think its more that this is the first time it has been mentioned. It wasnt in the PTB notes, dev update last week (where they mentioned the MoM reversion), and this coming out of no where. I am aware this was reported as bug in the PTB. This just feels like they couldnt fix the bug so they just called it a perk change with no notice or why it was changed.
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Either revert the change or make it so its way less than 66% of a gen to get
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/343527/can-a-dev-explain-why-blastmine-was-nerfed
Probably because of it's information. You can argue they should of just removed the gen highlighting.
As a solo q survivor, this information is important. It lets the others know where Im at as to not run the killer that direction. If someone else is running it, I avoid running the direction so they can finish the gen. How is that a bad thing for Solo q survivors to have and share information that a SWF has just by being in communication with each other the entire match
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I used blast mine as solo survivor. One because it was fun to pair with parental guidance, but secondly, it let the other survivors know where I was and not run the killer in that direction. Why would they nerf a good info perk for Solo queue which already has a hard enough time with information?
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Why was this changed? The amount you have to do to get the perk to activate was fine because we got it back if the generator wasn't kicked. Please change it back or make it so it activates sooner.
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@Chocolate_Cosmos said:
That perk had to be changed. You can't just have ability to hold hostage someone forever or just make someone stay alive no metter what even at end game where killer has nothing better to do since gates are 99% and no gens left.
"then go for the rescuer..." Sure, so if I play weak killer with no instadown atm and they can just run to exit anyway while I can't even secure a kill. No can't do, sorry.
Killers are getting a perk to defend against 99% gates called Terminus. Even if a healthy survivor gets injured before gates are opened they become broken.
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@TheArbiter said:
https://forum.deadbydaylight.com/en/discussion/comment/3150342#Comment_3150342
Yeah lets not make Nurse stronger by maker her faster, other change is great though
Currently nurse's base speed is 3.8 m/s. Mostly every other killer is 4.6m/s. A survivors base speed is 4.0 m/s making Nurse slower than all survivors. She will need that base speed increase as to be able to chases without the blink.
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They just need to make 2 changes to nurse to make more well rounded.
- Increase her base speed to match that of other killers, so she can chase and down exposed survivors with basic attacks.
- Make her blink attack a special attack (i.e. like Blight lethal rush) there by not able to down exposed survivors by blinking on top of them
Then perks would need to be nerfed because of "certain killers"
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@Phasmamain said:
The point of rituals is for you to play both sides hence why you get killer ones
I get that, but with the state of killer queues taking forever just to get a match, all I get is killer ones and very rarely do I get a survivor one. I just want survivor rituals once in a while. Why are there so many killer rituals and hardly any survivor ones?
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Currently, Killer queues are getting better. When the new chapter comes out next week (Rumored) with Wesker, it will skyrocket again i believe.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/3148328#Comment_3148328
I'm unsure if Auric Cells would win people over to play solo queue.
Auric cells would be a financial impact; however if you did Iridescent shards instead of BP, it would have more way to incentivize. Earn enough shards, you can get perks unlocked in the store or get a cosmetic.



