poinepp
poinepp
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@opxtreme said:
https://forums.bhvr.com/dead-by-daylight/discussion/405627/hook-bubble-removal
Yes we need this, give it immediately PLEASE!!! It should be like mobile's slightly opaque non animated overlay, still letting u clearly see where the objective occured and the auras around it. Plus mobile has off screen arrows too, core doesn't for some reason.
in fact they dont even have to do this instead just revert the hook bubble to its original state where it showed auras through it.
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@blithes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3656223#Comment_3656223
please enlighten me to views of what? because as far as im concerned it renders perks like bitter murmur useless unless run with lethal? and half the reason people run kindred is to let you know where the killer is going? you've said in the past that it is "by design to limit information that the survivors have with regards to the killers movements", but this does not align with aura reading on the killers end. both killers and survivors have been complaining about this since at least 2018, i think everyone would be happy if they got rid of it, or at least made it so relevant perks can work with it. i.e. like the image below.
and they are still acting like this was always a thing that it blocks auras and not enough people actually know that the bubble originally used to show auras through it
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@Mandy said:
The intention of the bubble is to obscure various views - not just to let you know when something has been completed.
what about it used to be see through for auras for almost 6 years then suddenly out of nowhere it got changed without even letting people know resulting in people thinking it was a bug?
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@RFSa09 said:
i hate the bus, the cowtree, and those weird claustrophobic loops in yamaoka/ormond, but they´re unique, we need them you know
they gutted cowtree for the third time not a big deal anymore
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I am also having frame drops when spammed
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they already killed the perk by making the black bubble opaque anyway so it would be nice to see it being basekit
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They already nerfed it and it doesnt even stack
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602244#Comment_3602244
The bug report has been acknowleged and a discussion is underway wiht our design team for the correct interaction with Kindred.
It should definitely not show the aura through the bubble and that is not going to change.
However the aura of the killer being shown to the hooked survivor is under discussion, the wording of the perk does state that the killer aura should be shown to OTHER survivors (not the hooked survivor), which it does correctly. It remains to be seen if the aura will be shown to the hooked survivor or if the text on the perk will be made clearer.
So you are seriously saying that after 6 years remaining transparent and nobody had problem with it, suddenly it was decided that it should be blocking auras? But like why? it felt right being transparent for auras and nobody likes how it is now
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@Peanits said:
The price of the Tiffany legendary outfit was an error and has since been fixed. You may need to restart your game for the changes to take effect.
As for the others, legendary outfits replace a character with one from another game/movie/etc. entirely and tend to come with extra bells and whistles (e.g. unique voices). Meanwhile the other two are simply outfits for existing characters; they don't convert them to a entirely different character.
tubarao doesnt have unique portrait ingame btw will this be adressed?
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i love this perk and its design and i think it needs some love yeah agree with the changes but maybe instead of %15, 17 or 18 might be more appealing
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@LapisInfernalis said:
It was a bug that existed for multiple months.
I dont think it was a bug bc i remember since the first footages of this game ive watched back in 2017 this has always been like this until early 2022. So i assume it was just an intented feature but somehow got changed by design. You could also hear them screaming in the mori across the map now we dont.
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As far as i know if eac detects and ban you, even bhvr cant unban you
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@CrypticGirl said:
Yeah, I remember the days when we were able to see the Survivor's aura during the mori animation, and I'm sad we can't anymore. I have a classic clip of it here...
https://clips.twitch.tv/CarefulInexpensiveAmazonCopyThis-aOh720IjUIRg2Fjb
God that looks so cool! I wish they never changed it
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i believe they are not coming back plus they're one piece items too
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Its just he can so freely m1 you when in crawler mode for me other than that he is completely fine. But seriously a xeno in crawler mode is basically a huntress moving at 4.6, always has her hatchet ready to shot and also m1 you without needing to bring down the hatchet
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Firstly, tinkerer would not be ideal for her. But i usually use ultimate weapon, bbq, pain res, lethal
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i love that they didnt change this i think it adds more variety and differences between survivors
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having the same problem with certein maps i normally have 80 fps stable but on some maps like yamaoka and the new alien map my fps suddenly drops down to 60, 65 i think its bc the new void realm which is implemented to the maps during the event so your pc has to procces even more stuff during match
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Elodie's downed screams lol
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pryamid head purely irritates me with the cages and insane zoning i find it so boring to go against
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i know it's easy to say don't beat yourself up for that but seriously don't i have had such miserable games and still having from time to time it's not that you are bad there are many factors why games went in a certein way.. you win some you lose some i always repeat that to myself it kinda relieves my frastruation in those cases
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@Foempticol said:
https://us.v-cdn.net/6030815/uploads/CCXNMRAI8TDA/20230607-174148.jpg
Just make the hook bubble transparent, here is an image that I came up with
this is how it used to be back in the day like why would they even need to change it in the first place idk
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@HPhoenix said:
I am suprised that this bug still exist after a year, or two maybe?
they didnt wanna fix it then called it a feauture
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@forthelulz said:
The bubble thing has always been this way, I've used Kindred for at least 2 years now every single match and that's always been an annoying thing but "normal".
But not being able to see Killer aura when you're on the hook is new, and hopefully it's a bug. Anyway happening to me too on PC / Steam.
bubble has never been this way until dredge patch it used to be transparent for auras you could actually see them through it
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please revert the hook bubble where it shows auras through it its so silly being this way now
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They already gutted flashllight clicks i disagree on that it would make it unnecessarily complex but the idea for bleeding out sounds good
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Pryamid head is for me one of the most boring killers to go against his zoning just irritates me and most of them are tryhard sweats with no personality
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@I_CAME said:
I get this a lot but it's not specific to any one killer. Bleeding out for absolutely no reason is more common than it has ever been. It's definitely something that Behavior should look at. We at least need the option to give up in certain scenarios. Absolutely nothing about being bled out for four minutes is fun.
i cant believe bhvr still didnt address killers abusing this like i wanna play the game rather than waiting on the ground to move on to the next match
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@GannTM said:
Killers are 4.4 because they have some form of anti loop in every situation, it is less about strength. Blight can’t really use his power in every loop so that’s why he’s 4.6.
i hope they dont touch artist for that bc she have this ability to injure anyone anywhere on the map
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@Quizzy said:
I mean. That should obviously be intended. Cant do full animation if ur holding an item. Otherwise, it wouldnt look right doing certain things while holding the items.
I mean yeah but they used to do more than standing still when holding an item while back
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@Emeal said:
it took me 5min to get over it, if its linked because of reasons, then its gonna stay linked.
there was no clipping issues if you just wear tops with pants and i believe konami didnt have a problem with it too...
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cant believe devs still didnt adress bleeding out on the ground for bming
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534635#Comment_3534635
Xenomorph can't hold his tail. Once he presses M2, he commits to firing it. Not to mention the range of the tail is 4.8m which is shorter than lunging unless there's a wall between you.
Plus Huntress doesn't spawn in flame turrets that destroy her hatchets forcing her to have to reload her power. Even if the turret placed doesn't knock Xenomorph out of his power, it should be buying you distance to get to the next tile as he's forced to path around it or destroy it. And Xenomorph has no way to make up distance and forcing him to back off from a chase is a win.
agree, nothing wrong with what you are saying but i think it would be more healthy if he actually needed to hold his tail thats how we could acutally properly react it
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@Crowman said:
Huntress is always able to use her M1s.
She can't use M1 while charging a hatchet. Xenomorph can't M1 while using his tail attack.
Being in Crawler mode isn't a real choice for Xenomorph. It's just the form he goes into after some time which gives him access to his tail attack.
well this might be a bit long but its not about huntress already my point is that imagine a huntress her hatchet always ready to shoot but she also can m1 you without needing to bringing down the hatchet or when you play nemesis you charge your attack and when you wanna m1 someone you need to slow down a bit my idea here is basically he should not be allowed to use m1 when in crawler mode bc in a chase i am always like now he is in crawler mode he is gonna use tail attack i should try to dodge it but he just ends up m1'in zoning you and you cannot tell if he is gonna use m2 unlike pryamid head or nemesis
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He gains bloodlust too when in crawler mode
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bc for some reason, survivors now dont do the full animation when holding an item in the lobby for example feng look back when in the lobby but if she holds an item she just stands there still
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survivors now for some reason dont do the full animation when holding an item in the lobby
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@LuckyJewel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505900#Comment_3505900
Yes i know but do you think that would make people satisfied for this feature? In my opinion its not a good idea at all.
i dont think so, and if you ask me i would prefer the old version but screaming animation being longer so they wont cut off artifically in the middle of screaming
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@LuckyJewel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505900#Comment_3505900
Yes i know but do you think that would make people satisfied for this feature? In my opinion its not a good idea at all.
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@LuckyJewel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501814#Comment_3501814
Yes and i figured it out but its very annoying and it seems like when a survivor scream, they scream as if they are afraid from being hooked, but after the hooking animation, they become silent, so the fact of this feature explain that they are scared from being hooked, not to feel the hook pain as it use to be, that's why they become silent while the survivor hook screaming animation is already ongoing xD.
we'll get used to it additionally if you look at the animation closely survivors open their mouth the moment they touch the hook so it makes sense for them to start screamin as soon as their bodies get pierced by the hook
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started with spirit, legion but now artist
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do you know you can't insta down people blinking with perks anymore since blink attacks are considered special attacks now? same with blights rush attacks too if they even have that perk they wont even need to use m1 a lot as their secondary power grants more advantage anyway its not likely to see devour hope, noed from those killers that know what they doing with their power
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@LuckyJewel said:
Is it a bug or not? Because if Its not, then it looks soo inconvenient and boarding for everyone around during the gameplay
it is a feature that also was implemented during the alpha
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Dont just worry about losing just play normally its okay you win some, you lose some just dont let it get to your head and go like"oh i am bad" as someone said in a previous comment its also normal to have like 1 or 2k against a decent team
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if they revert it we will have shorter screams because normally hook screams are meant to cut off when the animation is done so this is why they are slightly longer now but i agree revert the animation but bring back the longer realistic screams or make the screaming animation longer so it wont to have cut off
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it doesnt even stack anymore and this is still the case?
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@yes_hello said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493929#Comment_3493929
That's a great idea! I'm not sure how dedicated BHVR would be to make that change, retroactively. Some screams are significantly longer than others. Each survivor would essentially need various hook animations that align with the specific screams. Seems cumbersome to implement, given all the nuances to each character. I played a game yesterday where all the survivors' screams and downs were muted. Imagine an intricate system of different hook animations with different screams. I'm not a game designer, but I'd predict more problems than a fix, given BHVR's past with audio and/or visual changes not functioning correctly.
Perhaps in the future with engine updates, this will be something they choose to tackle. For right now, however, it seems like the easiest solution would be to revert the change. Based on what I'm reading, the large majority of people discussing this change find it undesirable.
yeah agree with you and like revert back and make them last longer when we are far away like how it used to be since skull merchant came out it wasnt possible to hear the full scream if we were on hook so maybe make it long if the hook is far away until a solution is found
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@HansLollos2 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493870#Comment_3493870
You're right. But they scream before that "Fleshy hooking noice", you know what i mean. And it just feels wrong. These screams haven't been desiged for that and that results in a weird cut off, as @Rogue11 said.
that sounds weird to me to but what i would like to see instead maybe they should make a new longer screaming animation if they wanna make the screams sound more natural
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@yes_hello said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493894#Comment_3493894
The direction many of the actors had seemed to allow for long, drawn out screams. Not sure if they had animation times in mind while doing so, etc, but I hear what you are saying and agree. If I'm being perfectly honest, though, I think the screams that get cut off right as they go limp (let go of hook and let legs down) are more realistic than continuing to scream while totally limp.
Nothing is perfect, but I personally think the screams are more logical and sound better pre-patch. Some survivors have screams that match with the animation time and sound much more natural, while others (RE characters especially) are cut off mid scream to match the animation. On the contrary, however Nicolas Cage has a few screams that I personally think are a bit too short for being hooked (they're really realistic, just short). They sound more like an ever-so-slightly, drawn out "just got downed" scream. Nothing wrong with it, per se, but it did catch my attention. I think the audio individuals at BHVR did a good job of seamlessly cutting some screams short. Not ALL of them sound odd, however, but I won't dismiss your valid points that some don't align. In this case, I doubt they will rerecord, so it's probably a matter of the lesser of two evils.
Ultimately, though, the current screams just don't seem to fit.
my replies keep getting deleted everytime i try to edit them but again id be okay if they revert it back but they can maybe make the screaming animation even longer if they really wanna make them realistic