stvnhthr
stvnhthr
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Playing SWF should take the place of one perk slot. I think that is doable and would even things out some.
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Happens both ways. I constantly get red rank killers with a team of green or gray ranks. I think the new matchmaking system is interesting, I wish I understood its algorithms.
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@CheyeneKL said:
Quick question, are you playing on an older xbox/ps4/switch with cross play on? I don't have Head On on my PC account, but when I played Switch, it was very, very difficult to time Head On correctly once I turned on cross play. My friend who currently plays on Switch has trouble getting Head On against PC players, even before they know they have it. I'm not sure what it is but it almost feels like there is an automatic latency for everything you do on console (at least the Nintendo Switch).
A lot of other interactions have the same issue- I got hit through a lot of vaults on Switch and have no problem making them on PC. I also get hit during the beginning of Sprint Burst instead of dodging a hit like I would on PC. Dead Hard was a complete joke whenever playing on Switch with cross play.
Anyways, slightly off topic tangent aside, Head On does seem like a tough perk to use against a laggy killer. You're probably better off using it a little early or in completely unexpected moments (someone else runs past your locker in a chase, etc)
On a PC. Some games it works like it should. I have terrible lag, I live in a small town, not much I can do with the internet options here.
It is so frustrating. Lots of time I will do a head on and my character slowly steps out of the locker in front of the killer. I am doing the correct key strokes, it just does not work. The worse is when you try to exit and nothing happens, the killer walks up and opens the door and you look like a noob even though you did everything right and the killer should be stunned.
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This is a known cosmetic problem for meg caused by the quarantine. Once barbers are allowed to open back up she will get her pony tails shortened.
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Just happened again. I was leaving Conehead's school by way of exit, but I just stopped. I could not run out, timer is counting down, killer is coming, I just want to leave.....and cut to black screen and a 25 minute DC penalty. Is this a new perk? When last survivor goes to escape they get a 25 minute DC penalty? I think that perk is a little OP. But apparently alot of killers are running it. Forget BBQ and chili this new perk screws up players for 1/2 an hour at a time.
I don't know if this is helpful, I had just picked up a flashlight, it is fully charged but would not work at all. Not sure if carrying a new items has anything to do with the bug.
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I can confirm this happens on the regular.
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Please actually respond, the robo "Pending" response does not show you care or actually read our posts. We are a community. We support you, just looking for a little support in return.
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So no actual input from DEVS? I guess that confirms these are robo pending posts which have no real bearing on if the problem will be addressed.
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Can you blind or drop pallet on Victor? Also Victor can hit you while you are in a locker.
For a little balance I would like to see Victor be stunned after he misses a jump attack. As is now he is a little OP he can just jump and attack until the crazy hit boxes register a hit. If he can't be stunned by pallets or flashlights I would like to see this changed.
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It is doing it again today. I hid in a locker and Spirit would open other lockers but my locker's doors would also open whenever another locker was opened. Head on is not working, so I ran away and started flying and transforming to the hook posture.
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Do we have a married survivor? There are so many demographics which could be "represented" which are left up to the players. You have to remember some folks don't understand that unless sex is part of the game it is not important to give sexual preference, it just becomes about trying to push a political/social agenda.
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/1801699#Comment_1801699
Wrong, I care, just like the person said above, representation is important
That is a bad idea. If you identify as a letter then you should have the ability to imagine your character shares your values. It becomes politically motivated when you advertise it or spell it out.
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Are you devs actually looking at these or is it a bot who puts up the Pending notice as soon as we post?
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It is her ghost, that hook is haunted
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You don't have to fix this too fast, I've never laughed so hard. Do not mess with the DeShayes Twins, they will swing you like a club, stick your butt in a tree and instantly kill you.
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@weirdkid5 said:
https://forum.deadbydaylight.com/en/discussion/comment/1790435#Comment_1790435
The reason this change was made is because of hatch standoffs. I'm assuming you are relatively new to the game. Before this, if the killer swung, the Survivor could escape. If the Survivor tried to escape, the Killer would grab them. Both sides would literally just stand there staring at each other for up to 4 hours straight, it had happened multiple times.
If you saw him standing there, then you made a mistake, a missplay. The correct action was to GO DO GENS. If the Killer camps the hatch, the gens are free to complete. If he closes the hatch, the Gates get powered and you can open them. You literally played into the Killer's hands and you expect it to go any different?
If you did this before the change, he would have just grabbed you midjump and you would have died anyway. Literally nothing changed.
OK. This is what happens when you rely on the hatch. It's entirely your own fault.
Pretty new, I've been playing for only three years.
I had done three Generators, my team did 0. The hatch spawned between two close exit gates forming a triangle. I had carried the team. I am surprised you take the Killer's side, unless you are a killer main. The killer found the hatch and camped it since he was in easy reach of the two exit gates. He should have closed the hatch or hunted for me. Instead he camped all three routes of escape. I think camping the hatch by a killer is as toxic as tea bagging at the exit. Just play the game and don't try to add strife to your opponent's game.
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@weirdkid5 said:
If he activates the shutting animation you cannot get out. If both of you are standing over it, his action prioritizes yours.
It's to prevent hatch standoffs. It should remain this way too. Survivors have enough bones as it is. The killer deserves to be thrown one every now and then.
He had not started the shutting animation. The killer was being a jerk and looking forward to shutting it when I found it. I caught him off guard, snuck up behind him. He did not see me until I jumped in the air to escape. My animation had already started. He closed it after I was already leaving, so his action canceled my earlier one.
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@weirdkid5 said:
If he activates the shutting animation you cannot get out. If both of you are standing over it, his action prioritizes yours.
It's to prevent hatch standoffs. It should remain this way too. Survivors have enough bones as it is. The killer deserves to be thrown one every now and then.
If you get the hatch your whole team is dead. The killer has got 3 kills. Would you care to explain how the killer needs a bone throne to him when he has already won?
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There seems to be a disconnection malfunction in many areas. I have had several games with about 30 seconds of play, time enough for the killer to down a survivor and start carrying them off and the carried survivor will DC. The game then stops and says a player disconnected during loading which is total BS, we were all playing. In this scenario you lose add-ons, points, and offerings.
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Hands down lag is the biggest problem. I'm not a programmer, but I have to believe there is a way it can be eliminated like so many other online multiplayer games have figured out.
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The question was asked how often do you come up against a Mikey with unlimited tier 3. From my observation it is somewhere between 30%-60% of the time. In an hour of play against 4 Mikeys it was two of them. So it is a very common add-on which must pop up all the time in Mikey's bloodweb. So even though it is called an ultra rare perk, it should be called super common.
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Happened again today but to another player. We were behind the fence, Trapper was walking away in the other direction, he was not facing us, probably a good 20m away. I have no idea if he swung or not but the Cheryl took a hit. Again it was like the invisible man hit her. A couple seconds later and she got hit again. THE KILLER IS NOWHERE NEAR EITHER OF US, and as far as I can tell he did not swing; shouldn't matter because he was facing the other direction and almost off screen. A second later she got hit again out of thin air while I was healing her from the first hit. No traps no damage add-ons. This is a serious problem DEVS, players are just randomly going down, it is like they catch COVID or something and they just drop. Please acknowledge.
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It happened again on Haddonfield against a Ghostface. I was in a room in a house, the killer was running down the street. HE WAS NOWHERE NEAR ME. This is not lag and it is not crappy hitboxes, this is the killer is nowhere near a survivor and they get hit twice while standing still in an empty room. It is like being attacked by the invisible man. I was at full health and bang I get hit, I look around and bang I get hit again while I can see the killer somewhere else on the map. This is a serious issue, can you comment on it? Are the DEVS aware of this? Is it happening to other players?
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@gibblywibblywoo said:
It's not. If you managed to both trigger it and stay off the hook until the end game then you played smart. The killer might feel cheated but Deliverance has been around for a while, and if they were concerned they could have just made sure they at least 1 hook everyone.
That is what I thought. I was just confused because the killer did not complain but a fellow survivor did and he was red rank so I thought maybe he knew something I did not.
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Cool! The Devs used my description and suggestion for Chucky and Bride of Chucky! That makes me so happy. I guess they could not get the license and had to make generic killers? Anyways I am so happy to see my idea for using two killers that you trade off between got into the game! Even the powers are pretty similar to what I described. I would have loved it to have been Chucky, but the "Twins" works. Thanks for listening to our suggestions.
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Devs? Any response? It is hard enough to hit DS with the lag, but to hit it and not get dropped is pathetic.
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@bobby_trippe said:
I had an idea of a "stock" game mode were killers and survivors could only use their unique perks, no ad-ons only passive offerings; no mori, no maps. "Stock" matches not based on rank or effect rank.
This alternate game mode could be something that changes from chapter to chapter.
I like this idea. I think the Devs could come up with a few interesting game modes while sticking true to the spirit of the game. Alternate game modes could have higher bloodpoint rewards. Something like two killers and eight survivors would be a hoot or play til you die where when the gates open they lead into another match and you just keep joining new games or even running into existing games.
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@RaSavage42 said:
Just make them abilities:
A slight boost to the core attributes that survivors have
Even more they can then be put into roles to match their perks/ abilities
It's too much to go through them all but everyone kinda already knows what to expect
Something like that. All perks max out at level 3, but what if survivor's unique perks could have a level 4 rare ad-on which only the original survivor could use? So my Nea has self care 3 and would never have access to an add-on for it, but Claudette with this hypothetical add-on could occasionally have self-care level 4 which would give her a unique self-care advantage like one time instant heal or healing at %300 percent speed. By keeping the perks unique to each survivor it would never allow you to have a player with superman like abilities in all areas.
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I miss the old vacuum pallet days, they seemed to work so much better when you could drop a pallet while running. Now you have to stop, stand still and wait for the prompt and hope it appears before the killer catches up.
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@Slendy4321 said:
https://forum.deadbydaylight.com/en/discussion/203123/ultra-rare-survivor-specific-add-ons
Would definitely love to see something to make survivors unique. So that they're not just skins but actual survivors. Just like every killer is unique in their own way
Exactly what I am thinking. Sort of like how sports teams tailor their games to each team they play; this game they know defense is going to be key, or they have to concentrate on a different offense. It seems like it would add unique play possibilities as opposed to using the same strategy every time.
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Does Latency make players disappear? Like the server just does not show the killer for a part of the game and then it re-renders/shows them in a new location. Lately I have had numerous instances where on my screen the killer is visible and then when I change my point of view the killer is suddenly somewhere else. I have had numerous occasions where I just lose site of the killer who I am watching, it is like the server just stops showing them and I look all over and then suddenly they are back; and it is not like I am a bad player or don't know how to track their movements.
For instance I had a huntress behind me, she throws a hatchet I turn around a long wall going another direction and she is now in front of me and her hatchet flies by both of us. From my view she is behind me and then just gone and suddenly she is in front of me. This is a case where there is no way and not enough time for her to have gone from one position to another. I suspected cheating but I am now wondering if it is latency.
On the plus side I love that Lobby time has been reduced significantly, I can get into a game in seconds as opposed to several minutes, sometimes in the past it was over twenty minutes to find a game.
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I think most folks are missing the point of the term Ultra Rare. Meaning is highly uncommon, rare. It would not break the game because it would effect a small percentage of games. I did not say do away with teachables, it would not change how most people play their games. It would be for a unique once in awhile change of play.
It would be fun and give the killers the same "oh snap!" moments in game when they figure out a Survivor played an Ultra Rare, sort of how Survivors feel when they get hit once and moried. Like, "I did not see that coming."
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Weren't latency problems fixed with dedicated servers? That was the plan right?
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Chucky would work. He could leap up and kind of bounce when he ran or he could walk and be a tad shorter than hag.
As for the OP, Jason is not added; he is tied up in a legal nightmare.
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I always spend points on the bloodweb while I wait. Once the other 3 have readied up I then hit ready.
What I don't understand is people who wait until 15 seconds before go time and leave the lobby. Then the whole waiting game starts over.
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Play killer because you always get more blood points if you are decent. Even if all 4 survivors escape 95% of the time the killer has high or second high score. I recorded data of 200+ games and I have the data to prove it. Play killer for points, play survivor for the challenge. If your only idea of winning is a 4k then you don't understand the game.
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It is how the game currently is. Until hitboxes are fixed it will continue. It makes no sense to fast vault hit the ground start running and then see the killer swing and hit you. Or the killer can hit you and they are not even close enough for the red light to be on you, it is insane. I wish real world physics and object detection were part of the game.
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that is how hit boxes are on all systems
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@Mandy said:
Event hooks cannot be sabotaged so it's possible that you were trying to sabo these, which is why it didn't work for you? Are you having the issue with all hooks? Also you weren't running Sabo perk, I am presuming that you found a toolbox in a chest?
correct, normal hook
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I like my idea of having crows fly in the direction of the hatch once it spawns. It is a little thing, but it would greatly increase the odds for both killer and survivor to find the freaking thing. I also hate that the hatch spawns so close to the doors usually. The doors usually spawn way to close together and then placing the hatch near them gives the killer an unfair advantage.
Another idea is to make the hatch spawn directly between the first two generators done. This would mean players have to be mindful of what is happening in the game. Right now you just kind of have to run around mindlessly looking for the hatch which aint fun.
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The definition of winning is the most points, not 4 kills. So are you saying you consistently have less points than all the survivors at high rank? From what I've seen killers still at high ranks earn more points or at least come in second. Remember killers are immortal so if living or dying is your idea of winning that is skewed, killers always survive so if living/dying/killing is your definition of winning they win every time. Number of generators done compared to number of survivors hooked is the objective comparison.
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It looked no different than the other hooks. So does this mean the DEVS made the blighted generators unkickable so survivors and killers get equal event opportunities? Or did they again make it one sided and only benefit the killers (sop)?
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I see them flying in an arc so it would require a little more skill than say a Huntress hatchet. But imagine being able to lob one around a corner or through a building window and hit hiding survivors. It would be so fun to play. Devs what do you think? Is that doable or beyond the game's engine/program abilities?
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It doesn't always work anyways so no need to nerf. I've stared at a killer staring at me and it has not gone off, so yeah leave it as it is, or fix it so it actually works.
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Any clues on to what this was? It was really weird. I have not had it happen again.
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can confirm, I assumed it was designed not to be broken




