sizzlingmario4
sizzlingmario4
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Be strategic with your tapes. Don't wait until you're already almost condemned to take a tape and then die as soon as you get hit. Take your tape earlier so you don't build up condemned from teleports and be careful while you’re holding one. If you think she’s coming to you or you need to unhook someone/are at high risk to get hit, put your tape away and get another one when you can. If you do get hit with a tape it’s no big deal if your condemned isn’t high, if it happens and she’s playing hit and run then wait until she’s far away from you, then take another tape and reset your condemned. You can also strategically decide when exactly to put your tape away - if you’re near the TV you intend to put your tape in and you hear her teleport somewhere else, you know for the next 10 seconds she can’t teleport to your TV and you can put the tape away safely.
This isn’t related to condemned but also keep in mind that she can use the TV screens as locational info - it will play the cursed video if any survivor is within 16 meters, otherwise it will just be static. So if you try to hide near a TV she might realize you’re somewhere around there if she’s paying attention.
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@DjEnderFox107 said:
https://forums.bhvr.com/dead-by-daylight/discussion/391533/impossible-tome-challenge
Can’t you still get a flashlight from the secret chest on the new alien map?
You can, but the challenge requires Residual Manifest to be equipped and that perk is disabled.
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Good news! The challenge has been removed from the tome and replaced with a different one:
https://twitter.com/DeadbyDaylight/status/1702781253559152668?s=20 -
Because Xenomorph’s tail is far more oppressive than a basic attack and has very little counterplay so if you miss you should be punished harder. That’s why.
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They should just be removed. Making them guarantee you won’t be sent to a certain realm is pointless because you can easily just get another map that is either just as bad, or worse.
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Are you on Xbox? If I recall, Xbox requires names to be visible in accordance with their policies, so BHVR cannot implement anonymous mode on Xbox.
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If we’re lucky maybe they’ll do an extra bugfix patch next week for the flashlights like they did when Undetectable was bugged.
Otherwise yeah the challenge won’t be possible to complete before the rift ends unless they extend it.
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Skull Merchant changes, MFT nerf, anti-camp, AND Borgo rework?
This midchapter is gonna be awesome if they handle all of these well
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No, that’s not what the killswitch is for.
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No it's a stupid perk and should be reworked entirely
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It just needs the 2 second linger back that it originally had, Starstruck Nurse is gone so it shouldn't be a problem anymore
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@Phantom_ said:
How is fixing a bug equal to Xeno getting nerfed? At this point, some of you guys are just using words you don't know the definitions of.
Every single killer has a cooldown after missing an attack, no one should be an exception to it.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542131#Comment_3542131
God forbid people having actual lives outside of this game and not knowing the ins and outs of every killer that has been released in just two weeks. How dare people not know them thoroughly by then? Undeniable skill issue indeed. Give me forking break.😑
It was a bugfix AND a nerf which happened at the same time. The cooldown movement speed before was supposed to be 2m/s, sometimes the bug made it 4.6m/s. Now the bug is fixed AND the speed was reduced to 1.2m/s (rightfully so imo, as the previous speed wasn't punishing enough for missing). Two separate things happened here.
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They've literally confirmed a nerf for MFT though. Xenomorph's cooldown movement speed never should've been increased and reverting it was an easy numbers fix that could be done quickly. If anything, the MFT nerf taking a bit longer makes me hopeful they are doing more to MFT than just a numbers change, because a numbers change won't be enough to fix MFT. Not to mention they usually don't do perk changes in bugfix patches, but adjusting the new killer slightly in a bugfix patch has happened plenty of times before.
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It’s bugged, you’re not supposed to scream if you’re inside a locker.
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Making them faster to break doesn’t actually fix any of the walls that are better off never being broken. Certain breakable walls just need to be revisited and/or removed, they don’t need any change to the breaking time or how they work, they just need to be placed in more strategic locations where they actually mean something. Midwich does a good job with them.
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It goes on a case by case basis. I will say, that Wraith’s addon that applies Hemorrhage and Mangled should lose one of the two effects, that one truly is free Sloppy Butcher and I agree with you on that one. But with most killers those types of addons are not really equivalent since they typically involve using the killer’s power and some are harder to apply than others.
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@Ayodam said:
Dredge spawns extra lockers on any map it appears in. But shelterwoods doesn’t have much structure besides the main area (which was introduced with Skull Merchant) to support lockers.
They added more lockers in general to some maps, they aren’t Dredge-exclusive.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541690#Comment_3541690
I would think that if something gets marked as "not a bug" 3 times, that BHVR clearly knew what they were doing when they marked it "not a bug". There's zero room for misinterpretation with the ticket descriptions. All 3 tickets were clearly worded.
Perhaps a mistake was made earlier on when the first bug report was closed as not a bug and the reports following that were based on the first one (and accordingly closed as not a bug), but either way the most recent information from BHVR is that it’s a bug, and the behavior of lockers with every other scream perk in the game would suggest it’s a bug. To suddenly make Ultimate Weapon an exception to the rule would be completely arbitrary and confusing.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541589#Comment_3541589
I too thought it was only a Nurse/Blight problem, but DMS nuisance among other issues just make it very frustrating to play against. I almost think it would be fine if it only made the first person scream, or if multiple people are in the TR when opening the locker, then all of them at that time. This is also assuming the bug that Mandy now confirmed involving lockers to be fixed (that is screaming while inside of a locker).
Yea either that or it shouldn’t last nearly as long. The Blindness is fine but the screams shouldn’t be active for a full 30 seconds.
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I thought Ultimate Weapon was OP on the PTB but didn't say much about it because I thought maybe I was overreacting at that time and I've done that before. I regret that now.
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@Mandy said:
There has been no change to the vault in the current hotfix, we're acknowledging that there is currently a bug with the vault animation. It's also something that we acknowledged in our recent Reddit AMA.
There will be a fix for this in an upcoming PTB. But we wanted to acknowledge that this was on our radar and is being worked on.
This is pretty specific to fast vaults and the distance gained as well as the difference between male and female survivors - just to be a bit more specific.
What should we be expecting when it comes to fixing this issue? After the fix, will all vaults be similar to the current male vaults (which are giving more distance than females/female vaults aren’t giving enough distance) or closer to the female vaults prior to the Alien release (when the male vaults were absurd)? Or something in between?
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541335#Comment_3541335
I think aside from the few Skull Merchant-Mains, nobody would really care if she gets gutted into being unplayable, given that she is probably the most hated Killer ever released.
Tbf, if they’re going to put in the time and effort into reworking her, they may as well make her fun for both sides. If they just gut her they’ll solve her 3 gen issue but then no one will play her and all the time spent developing her in the first place will have been wasted.
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That’s good, maybe that means we’re getting the rework in this midchapter?
Total guess here but my first thought from this picture was maybe this is what happens to a drone after it gets hacked, and as a result the Skull Merchant can’t put another drone there for a period of time (because drones can’t be within 22 meters of each other).
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Huh, yeah, that is a little weird. I’ve never noticed that.
Though I would say the Knife probably shouldn’t be an iridescent addon, they can move Field Recorder up in its place.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541018#Comment_3541018
Because it encourages players to run something different, try something new.
I cannot speak for eveeyone, but I thought we DIDN'T like the stagnated meta with the same perks being meta for 7 years.
The meta being stale isn't great, but changing the meta by introducing overpowered perks is the wrong way to change the meta.
Usually, this game's perk meta only changes when either the devs nerf the meta like they did in 6.1.0 or in 6.7.0 (Overbrine/CoH/DH nerfs), or when a new perk gets introduced that is strong enough to change the meta. Every time a new perk gets introduced that is strong enough to change the meta, more often than not that perk is overpowered. Circle of Healing did it, MFT did it, Ultimate Weapon is doing it right now.
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@Chocolate_Cosmos said:
They fixed the movement speed bug, nice, but they also nerfed him back to PTB on top of that. I was hoping they would fix the bug first before going to nerf him, since the bugged version of the Alien was what we have been all playing until now. Feels kinda bad tbh.
Even when the bug didn’t happen, there wasn’t enough punishment for missing.
@CoolerBleend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540191#Comment_3540191
I'm pretty sure disabled turrets post coming out of a tunnel are meant to be immune
They’re not, this was a bug that was fixed in today’s update. You should be able to destroy these turrets now.
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@MikeStev said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541110#Comment_3541110
hi bro, can you help me? explain this, im confused... buff or nerf
- Decrease the Tail Attack cooldown movement speed from 2 to 1.2 m/s when missing or when it is obstructed
It’s a nerf. It means Xeno will move slower than before after missing a tail attack.
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@Peanits said:
Others have mentioned it, but turrets are crucial to playing against The Xenomorph. They are not meant to be something you can overlook or choose not to use. The tail attack is a little stronger and can be used more frequently than some other powers because it's possible to disable it with a turret. If you approach a Xenomorph chase the same was as some other Killers and solely rely on pallets and windows, you're probably going to die pretty quickly.
About pallets and windows being tools for Survivors, while that is true, they have never been foolproof. Some of the earliest Killers (e.g. Huntress, Nurse, etc.) have powers that can hit over them. Even the very first Killer, The Trapper, could trap a pallet or window to turn that helpful tool into a death trap. Yes, they can help you, but only if you use them at the right time. They are not meant to provide absolute immunity just because you reached them. If you know the Killer has a power that can attack through them, you'll need to keep that in mind. In a situation like this, prethrowing the pallet might be the best option because it'll give you a chance to gain some distance or break line of sight before the Killer gets close enough.
With this in mind, I don’t think some of the addons that affect the turrets/make them easier to deal with as killer should be as strong as they currently are. With turrets being such an important component of Xeno’s counterplay, they’re already time-consuming to set up in good spots and these addons make them very unreliable. I’m not saying they should work every time either though - there should be counterplay to the turrets, it just shouldn’t be as easy as some of these addons make it.
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It should be rare, but they should miss occasionally. Once or twice per game at the most, sometimes none at all.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540871#Comment_3540871
We shouldn't be nerfing perks because of camping, which is a LOSING strategy for killers if the survivors play around it, albeit an unfun one. We should be fixing camping as a whole, not nerfing or buffing perks because of it.
Camping isn’t the only thing making STBFL too strong.
Besides, even when the devs eventually add the anti-camp mechanic, it’s unlikely camping can ever be completely fixed or removed entirely unless they implement much more drastic measures to a point where it may not be worth it if it has a ripple effect on other parts of the game (much like their disastrous base UB test did). It doesn’t hurt to help ensure perks don’t make those strategies even more frustrating to face than they already are.
Making it 4% is not going to make it useless, it’ll just push it closer to how it was prior to 6.1.0; it would actually still be faster than the pre-6.1.0 cooldowns all the way up to 7 stacks and only slightly worse at 8.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540734#Comment_3540734
The killers that you are defining as "M2" killers want to hit you with their power anyway not their basic attack, so its not actually used on them.
Sometimes yes, however that’s not always the case. It’s also too oppressive for camping and while I agree with the general consensus that it does help M1 killers quite a bit, it would be better if those killers got actual changes that weren’t perk-reliant and BHVR continues to address bad map design to help them. STBFL’s usage rate isn’t as high as some of the other meta perks because some killers don’t have much use for it. But many still do and that doesn’t make the perk any less overtuned.
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Should be 4% per token and tokens should also be lost anytime the obsession loses a health state, not just on basic attack. The perk doesn't have enough counterplay against M2 killers.
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They should just differentiate the medkit rarities a bit more. To do this green and purple medkits should be improved a bit and they'd probably have to nerf brown medkits.
For example:
Brown medkits are now only 30% faster for healing others and reduce self-heal speed by 40%.
No change to yellow medkits.
Green medkits are now 33% less efficient for healing others (using 24 charges), but healing others is 100% faster, which is more in line with the "Emergency Medkit" name. So you get either one slow self-heal, or one super fast heal on a teammate.
Purple medkits get back the skill check bonuses that they used to have.
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It’s been 2 weeks, so if someone played a lot every day since Xeno’s release I think P72 is plausible. I haven’t seen anything higher than that though.
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@chibizodo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540556#Comment_3540556
Can we just deck the zombie like we kick victor lmaooo
Maybe it can be that you have to walk up close to it and get it to miss an attack on you then you can attack it from behind and it falls on the ground for a little bit and doesn’t move (kinda like what already happens when they fall from a great height, but for longer). Now they have more counterplay but it still wastes survivors’ time.
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@Mandy said:
Blocked gens have always been able to regress with perks such as Pain Res but they do not regress with passive regression - killers can't kick them, Hex Ruin doesn't work on them. It's the instant regression that works, that's by design and has always supposed to work in that way.
This was not how it worked until recently. Pain Res used to ignore blocked generators and there was also a bugfix in patch 6.0.0 which specifically prevented Eruption from working on blocked generators:
I remember reporting this myself when it was a thing and it was fixed.
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I agree. Counterplay shouldn’t be reliant on perks and items. Pallets are an option in this case but they’re often too limited for that counterplay to be worth it. I was surprised nothing was done with zombies when all the other special flashlight interactions were removed.
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A feature like this was supposed to have been implemented several patches ago but I have yet to see it ever actually do anything. I don’t think it works.
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Having turrets be a deterrent to hooking would not be a good idea.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539553#Comment_3539553
Yeah i know, it was a joke since they said coin offerings. Honestly cut will probably be the play until this bugs fixed. Itll lower the chances even more.
Yeah I'll definitely be using cut coins more often now lol.
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They can killswitch the survivor coin offerings and leave cut coins alone.
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Awesome!
Btw, all you have to do to fix the embeds on mobile is change the beginning of the link to “twitter” instead of “x”.
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@SleepyLunatic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539072#Comment_3539072
First time ever seeing this.
Since when is this in the game? This needs to be fixed instantly and they have to ban everyone abusing it.
I'm not sure but I saw it myself for the first time yesterday. Here's the relevant bug report: https://forums.bhvr.com/dead-by-daylight/discussion/390823/survs-glitching-into-lockers-and-becoming-invincible#latest
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@JPLongstreet said:
Can they even killswitch items?
I don't know, this is what I've been wondering about. And even if they can killswitch items, does this also remove them from the pool of items that can appear from chests? Residual Manifest would have to be disabled too since that perk guarantees a flashlight.
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It's a horrible, game-breaking exploit that a lot of survivors are doing. It works on every map, your best bet is just not playing killer right now unfortunately.
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@Milo said:
Okay, I might be insane, but didn't it have a counter of sorts when it was released?
Counterforce never had one. Small Game does but it tracks totems cleansed by anyone, not just you, so even if Counterforce did have a counter they would not be the same necessarily.
I still think CF should get one though.
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Agreed, there's no counterplay to this and it feels terrible
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@Seraphor said:
Doesn't it already have this? It definitely does for the killer perspective.
It does but not if you’re near the killer. This limitation should be removed.
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It picks a dull totem at random at the moment the exit gates are powered. It is not predetermined. If you cleanse 4 totems and there is only 1 dull totem left, it is guaranteed NOED will activate on that totem if it’s dull when the exits are powered.
If all 5 totems are cleansed, or if all of the remaining totems are already occupied (with boons or other hexes) at the moment the exit gates are powered, NOED won’t activate, even if one of those totems becomes dull later.
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It’s a bug, it’s not just Repressed Alliance, it’s all forms of gen blocking.
@Shroompy said:
I'm pretty sure its never prevented the gen from exploding from like Surge, Pain Res etc as other gen block perks don't prevent the gen from doing so. All it does it prevent it from passively regressing
Pain Res used to target the most progressed generator that wasn’t blocked. If there wasn’t one, it wouldn’t do anything.
