dontpanic503
dontpanic503
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I watched a streamer have this exact issue on Eyrie of Crows today.
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@cpaul22 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705949#Comment_3705949
I've been having the same problem on Switch since the update. Just noticed that I can click on the grey box with the price in it (but nowhere else) and this takes me to the purchase screen. Hope it works for you too.
Yes! I came back here to say that I found this finally. I used to be able to click the whole banner but now it's just the tiny button with the price. Seems like a weird change to bother making.
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Having same issue on Nintendo Switch. Can get to Auric Cell purchase menu, but only option that works is "Back". Can't click on any of the cells to purchase.
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Yes, this is also happening to me, playing on Nintendo Switch.
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This happened to me today as well. Torment Creek map, playing as Claudette. Victor pounced and hit me, but then detached and landed on the ground, then it sounded like he got crushed and disappear. The game acted as if I had Victor attached for the rest of the match. I couldn't interact with anything, and couldn't escape through the exit gates. The killer either DCd or bugged out, because they also didn't move as Charlotte for the rest of the match.
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@Katzengott said:
Now Sadako is the perfect mixture of pig (traps = tapes) and tombstone myers (insta mori). You just constantly need to juggle sideobjectives while doing gens and not getting hit. She doesn't get the pressure from hooking survs, as she's not intended to hook anyone. Played a few solo matches and most of the time still 3-4 gens were done... before we were all dead. I don't mind her yet, at least she doesn't camp or tunnel. She's different. Give survs a bit more time to learn how to play vs her. But may still need a bit of tweaking.
I think there's inherently a problem when, as you say, "she's not intended to hook anyone." This update fixed some things with her, to be sure, but if anything it makes slugging even better, which makes gameplay more boring and frustrating for survivors. She feels somewhat better to play as from this update, but possibly even worse to play against than before.
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I like this a lot. It's been miserable playing against new Sadako in solo queue since the update, and I think this kind of change would help a lot.
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I encountered this issue today, and I believe it's a bug with Blight's Add-On Compound Thirty-Three. Pallets that blight was supposed to break using his power didn't break properly from survivor POV, so it looked like he was able to go through them. It looked just like the examples in the videos.
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This happened to me as well. Legion appeared to still be in frenzy, but wasn't and was able to down survivors. I've seen clips of this on Twitter as well. Legion should be killswitched until this is fixed.
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This is still happening. Had a Freddy teleport to the generator I spawned at literally the moment the game started just yesterday.
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I've had this issue too. Lots more disconnection errors during matches, kicked from lobbys, even the game just closing randomly since the update. It's always been slightly buggy on Switch, but it's much worse now.
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Still occurring for me as well. Also still experiencing issues where bloodweb won't load when going up a level. Both are rare, less than 10% of the time.
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Same here on PDT. It's been showing 100% bonus for Survivor all day, but Survivor queue times have gotten longer and longer. Killer queue times are 15 seconds or less. 9:30PM PDT
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This. Silencing cleansing or chest opening very rarely matters. But the extra seconds will negatively impact most games. And imagine needing to cleanse Devour or NOED with this. This "buff" could literally lose you the game.
For such a weak perk to begin with and such a minor new effect, this does not need a drawback. They could add the silent cleansing & opening with no drawback and this would still be a niche, rarely used perk.
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Agreed on most counts for sure.
Off the Record - I also don't like how this change feels so incongruous with the intent of the perk. Instead of being stealthier after unhook, this will incentivize survivors to get in the killer's face to body block. The buff should have been to add reduced scratch marks or no loud noise for rushed actions while active or something like that.
Calm Spirit - I completely agree, this reads as more of a nerf than a buff. It's rare that being quiet while cleansing or opening matters, but the extra seconds will negatively impact most games. And imagine needing to cleanse a Devour or NOED totem while running this. Such a minor buff didn't need a drawback.
The changes to Thanatophobia, Self-Care, and Botany Knowledge all feel misguided. Agreed that the shortened stun on DS is super problematic and will likely mainly benefit already strong killers. New Eruption feels like it will lead to really boring gameplay and punishes solo players more than SWFs. And the Spine Chill change feels awful. I get cutting the vault speed boost but the line of sight change will make it basically useless.
Beyond that I think most of the changes are fine or even great, which to be fair is most of them. And the base kit changes seem almost universally good. I just hope they reconsider a few of these perks.
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Can confirm this has happened to me too, just started this patch. Was able to sabotage hooks with toolbox but not repair gens with it. Works some games but not others, on variety of maps. Conirmed key bindings for item use & interact are different. Very inconsistent, didn't work one game then worked the next. Playing on Switch.
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Can confirm this occurred to me as well, playing against The Shape on new Haddonfield. Exposed icon never went away, but he did regress to Tier 2 as normal.
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@rysm said:
Yeah to me it hasn't made a huge difference because I can't hit all of the "great" skill check regions consistently lol. How is everyone else finding it?? Pairing the new wiggle mechanic with Power Struggle has messed with my brain... I can't seem to work a continuous L1 press for the struggle + an R1 for the pallet drop 😂
I was actually wondering about this as a console/controller player myself. How does it work with Power Struggle? Does PS override the wiggle if you're by a pallet? Or do you have to time it and hit R1 twice or something. I'll probably have to just try it out later and see.
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Just experienced this. No lullaby, and no terror radius or chase music. There was a heartbeat, though.
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Can't provide logs as I'm on Switch, but same thing here. Happened with a Yellow medkit + bandages and a Green medkit. Both times was left injured but with a full heal bar. Not every time, only started with mid-chapter patch.
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This just happened to me too. On hook, last gen popped, got rescued and was still injured. No speed boost either.
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I have had this exact same issue. I've completed multiple gens with other survivors, and am not earning any progress towards the challenge. Started it yesterday after the release.
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I have also noticed this. I even double checked that I had the Scoring Events setting set to "On", and I did. Some games just don't display any scoring events at all.
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I have also had this issue on Switch. Some games the graphics seem fine (low quality compared to other platforms, but still fully rendered), but other games all the textures are blurry just like this. It used to happen once in a while before this patch, but now it's much more frequent.
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My idea is similar to yours about taking perks out of the bloodweb, but a little different. Basically, replace specific perks in the bloodweb with "perk tokens" at 3 levels at the same frequency as current. You can then use a perk token to activate or upgrade any unlocked perk for that character. This way, you can essentially have any build you want right off the bat, but the grind & bragging rights are still there for people that want to unlock every perk on every P3 character.
Either way, it's high time for an update.
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Reiterating this issue is not just the RCPD map issue, which has been acknowledged. Just played a game on Azarov's Resting Place, game crashed about 1 minute after last gen was completed.
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Just happened to me too. RCPD, 2-3 minutes in game, crash with "Software was closed" error. If this keeps happening I won't be able to play at all due to DC penalties.
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This happens to me too, typically shortly after last gen is completed, both as survivor and killer. It happens about once a day for me, and I typically play 8-12 matches a day. Game freezes, error code comes up "The software was closed because an error occured", and back to Switch home screen.
I've tried doing full system reboots of my Switch like some people recommend, but the issue is still here.
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Am seeing this on Switch as well. Various maps, the scratches will show up in a quick flash, then disappear.
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I'd make it just give Bloodlust a larger speed boost, so it helps you close down the chase faster.
Chaining chases together could encourage slugging, which I don't know that they'd want to do. But increasing the speed boost would help do what it's intended to do, which is improve the killer in chases.
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YES. The chase indicator would be huge for solo queue. I love basically all of these changes. The chase indicator in particular seems super useful for solo queue. Seeing perks and items would be helpful too, can't tell you the number of times I've had Deliverance active and I see multiple teammates jump off gens to come rescue me, when I'm just waiting for the killer to get far enough away to yeet myself safely. XD
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I love the idea of a practice mode with killers/survivors with super basic AI like the tutorials, just to get the feel of a killer's power. For those of us who don't have friends who play DBD. It would also be nice if you could select a map for it, so if a reworked or new map comes out you could check it out, learn the new structures, etc.
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I'd love to see add-ons that change the type of trap she has. For example, an add-on that changes the traps to the laser collar and has a different trigger than gen completion. Give her 3-4 different traps that have different animations and triggers, that way there's a "game" to figuring out how to best play around what trap she's running.
Mostly a flavor/fun change, but I still think it would be a cool change for her.
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My only suggestion for Doctor would be for hooked survivors to automatically regress out of Madness 3. Could very slightly help dissuade tunneling, and make it easier for the unhooker to draw aggro, since the unhooked won't be screaming. But mainly a qualify of life change for those that find the Madness 3 audio very stressful to not be subjected to it while just hanging on hook. But Doc is pretty much fine as is.
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YES on the trapper speed boost perk. Would make him really scary if he's chasing one survivor and another one gets trapped. Also like the idea of skill checks on disarming traps, synergizes with his Unnerving Presence perk.
I also think it's super necessary to give him base kit ability to carry multiple traps. I don't think people appreciate how much time is lost when you're walking to an area, pass by a trap spawned in a terrible location, and have to either set your current trap down in a bad spot or leave the second trap and ... maybe come back for it later? It's such a time sink for him and forces bad decisions. Just let him carry 2 or 3 traps by default.
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I see you and raise you this one. How is this type of matchmaking even possible? I had just downloaded Pyramid Head and was trying him out to learn his power, and this was one of my first few games. SWF as well, you can tell from the add-ons & offerings. And this isn't even going to be a fun game for the survivors either, they're going to run circles around me. So it's a boring match for the survivors too.
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Just notify survivors once NOED is active, instead of waiting for someone to go down. That would help tremendously and remove some of the feel bad moments without significantly nerfing the perk. We get notified when exposed from Rancor, Make Your Choice, Iron Maiden, etc. That's my suggestion, & do the same for Devour Hope.
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I like Bubba as he is now and I actually like that he's easy to use. It's good for the game to have some number of killers that aren't super skill-intensive so newer players have multiple options beyond just Trapper as they get better.
The only change I'd like to see for Bubba is some way to dissuade his worst behavior: i.e. camping. Maybe something like a built-in borrowed time effect on his chainsaw if you've been unhooked in the past 3 seconds. He'd still get the hook trade and can pursue the escaped survivor, but it wouldn't be a guaranteed slaughter. Mostly I just want this because I play solo queue and get unhooked right in front of his face. XD
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I don't think it would solve much, because other than streamers, rank doesn't mean much so tons of good players would just switch to chill mode and still play hard. I'd rather see a challenge mode that sets up non-ranked games with different rule sets for more fun/casual play.
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I'm a big fan of the special attack part of this. The fact that it's a Demogorgon perk and it doesn't work with Shred is such a bummer.
I also like the idea of tying the range to terror radius, but that's also just a Doctor wish thing, since he's my main when I play killer, and I like fun builds for him.
I don't think the cooldown needs to be reduced too much. Leaving it with the cooldown encourages better killer behavior: down, pick up, carry to hook, start next chase. Reducing the cooldown too much could encourage slugging. But yeah, special attack all the way.
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My experience with MMR so far:
As survivor, played about 20 matches. For context, I'm a purple rank survivor, not great at running/looping, but decent. The first 10-12 games I played with MMR on I was put in survivor squads of mostly rank 17-20 survivors, and against similarly ranked killers, and my escape rate went way up. I think I only died in 2 matches. Then the game seemed to decide I was way more skilled, and the next two games I was immediately paired against rank 1 killers, and got stomped. After that, it eased off and started pairing me against green & purple rank killers, and with relatively evenly ranked survivors, and the games felt more balanced. So... my experience as survivor was that the games were the most balanced when I was matched with other players of relatively similar rank.
As killer, played about 10 matches, and noticed little or no difference from before MMR was implemented. I'm a much worse killer than survivor, hovering between yellow & green ranks most of the time, but was still paired against survivor squads that are 4 purple or red rank players. (Which is consistent with normal matchmaking. It's a very common occurrence for me, at rank 12 or 13, to go against a rank 1 survivor and 3 others in red/purple.) That said, I got slightly more kills than I do most nights playing killer, so maybe the skill assessment was doing something right? It's possible it was pairing me against people who were ranked beyond their skill, since I did get more kills than usual. I did notice more outlier survivors, like 3 red & purple rank survivor with 1 brown rank survivor mixed in, but it's hard to draw many conclusions from so few games.
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This happened to me too, playing on Switch. After a fellow survivor got interrupted on a save attempt, I floated off the hook just like that.
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I just posted this on another thread. My thought on NOED is a very minor tweak, which is just to tell the Survivors they're exposed as soon as it activates, instead of waiting for a hit. Every other perk that exposes you tells you right away, so why not NOED? Survivors would pop the gen, see they're exposed, and either GTFO or go hunting for the totem, but it wouldn't immediately give the killer the upper hand by having someone already downed.
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In general I don't encounter too many toxic Killers. A couple times a day I'll face a tunneler or camper and can usually play around it okay. I did play against a Spirit who refused to hook anyone and just kept slugging. She'd only hook someone once they were moments away from bleeding out, so we spent the whole game on the ground. Wouldn't have been as a bad against a killer who couldn't pop up out of nowhere like Spirit.
I occasionally find Killers that do the hatch fake out where they carry you to the hatch, drop you near it, then close it in your face. But it's much more common to find Killers who actually do give you the hatch or carry you to the exit gate if you're the last survivor & played well.
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On both sides, a clearer understanding of aura reading/info perks. For example, as Survivor, learning about BBQ & Chili was game-changing and I stopped wondering how they always found me so quickly. As Killer, I never understood how Survivors always knew I was coming until I figured out they were all running Spine Chill.
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I play killer and survivor evenly, and from my experience, the issue has a lot to do with matchmaking. As a mid-rank killer (Green ranks currently), I am frequently put up against all Red Rank teams that run circles around me. The game actually feels balanced when I'm paired against survivors of similar rank, and I typically do get a couple kills in those scenarios. But I have way more chance of getting matched against a Rank 1 Survivor, and that shouldn't be possible if matchmaking were balanced. There's also vast chasm of difference between playing against SWF and 4 solo survivors, and that inherently makes the game unbalanced.
Certain killers, like Freddy and Spirit, should get a nerf, but in general I think survivors need a bit more to do. Add a little complexity to their objectives just to make the early game slow down a bit, so killers have a chance to find people before gens start popping left and right. And things like the proposed change to Object are great, because that perk currently overwhelmingly benefits SWF, and they don't need the help. If the devs can find more ways to close the gap between SWF and solo play, that would help a lot.
Most killers I've seen don't "expect" 4ks, they just expect a game where they feel like they're playing against survivors they have a shot against. As a survivor, I feel confident that I have a good chance of surviving, even in solo queue, and have easily climbed to low ranks. Playing killer can be very demoralizing by comparison.
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I've seen this playing as killer multiple times. Once in The Game, when I dropped through a hole to the bottom floor, I got a glimpse of a survivor hiding in the locker just below the hole. Happened once on a Springwood map and once on a Backwater Swamp map too.
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Lots of good suggestions so far. My main suggestion, particularly with trapper, is to find your 3 Gen right when the match starts, and trap that area like crazy. Don't worry if 2-3 further gens pop quickly, you're going to lose them anyway. But set up 3 gens (with a 4th close by as backup) that you protect at all costs, and focus on those. Set your traps on the escape routes away from the gens, so you can chase the survivors into them, and always keep one in hand to break loops or trap a hook if you get someone down.
Once you get into the Yellow/Green ranks, the game for killer gets much harder, and getting matched to Purple/Red ranks becomes pretty normal. I highly recommend trying a variety of killers and playing with their perks until you find builds that fit your style. Hope that helps, playing killer can be frustrating for sure. Take breaks and try to just have fun with it.
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Overall, I really like this. Even if not the obsession, it can help you figure out what perks the killer is running so you can adjust your gameplay accordingly. My only comment would be to maybe put a minimum radius on the timed aura reveal. If the reveal happens when you are really close by, but hiding behind something, the killer will see that you're right there and get a basically free hit. Not thinking a super big minimum radius, just something like 12-16 meters. Enough time to realize "crap the killer can see me" and high-tail it out of there. Maybe the risk is part of the gameplay you're going for, but that's my only suggestion. Otherwise, really positive on this change.
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As a relatively new player, I like the new HUD elements, but not the placement. Having the portraits & hook counts of survivors is good, but the placement on the upper-left means I'm constantly looking all around the edges of the screen. It also takes away from the immersion in the environment. I prefer having the upper half of the screen pretty much empty of components so the focus is on the game & the environment. Having the generator progress and objectives on the very top also feels really unnecessary and affects the immersion. Lastly on the HUD, it's actually harder to read names & determine health states now, particularly bleed out meters. They were much clearer on the old UI.
Regarding the animations, I mostly think they're an improvement. They feel much more realistic. As a console player, they also feel more natural with the way controller joysticks work. This feels more like something that players will get used to over time, so I'd keep the new animations. The HUD, on the other hand, seems like it will continue to be frustrating and should probably be updated again soon to return to at least something like it used to be.

