scrunkly
scrunkly
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- scrunkly
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@NeverSolus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093934#Comment_4093934
Likely. Which is a weird choice for an event for everyone.
p100 bloodwebs have been bugged for virtually every event that rewards offerings since the prestige system was introduced. players are always at a disadvantage if they want to stock up on offerings on a p100 character. it costs more bloodpoints overall & the spawn is fixed. its ALWAYS 1 of each item/offering per p100 bloodweb. its been that way in the past & its still this way now.
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if this isnt a bug then the p100 bloodweb needs to have boosted chances for event items and offerings. this happens EVERY event and its unfair for people who want to continue getting items on their favorite killers and survivors. it honestly feels like im being shafted for using the prestige system in the intended way
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there seems to have been an update on this skin, but it is still bugged.
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it has been two weeks, but thalitas legs are still broken. maybe she needs a couple more weeks of rest to heal?
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still bugged as of the 9.1.3 bugfix patch
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was going to make a report about this myself. couldnt figure out why i couldnt always see pallets & windows with the map, but i only bring maps when im using totem builds so this makes a lot of sense now.
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its been ten months since this has been reported, but it still hasnt been fixed.
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@scrunkly said:
it only took an entire year, but its been fixed as of the walking dead chapter release.
also, fixing this cosmetic bug caused another. now, her legs look broken/warped while using this cosmetic. her cleats are bent upward and deformed
credit @yoichibear for the screenshot
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it only took an entire year, but its been fixed as of the walking dead chapter release.
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@MarbleThrone said:
The better question is, why would anyone ever run those perks together? Finesse doesn't work when injured.
saw a streamer run no mither and finesse together for a build request some hours ago. guess now i know why
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if this is intentional please let us know at least. since it hasnt been mentioned in patch notes ty <33
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@MrRetsej said:
A fog vial was used by your teammates just before each of those sprint burst refreshes, and you ran through the effect each time.
The fog vials are beyond broken.if youre implying that the fog vials are causing this bug then youre wrong about this. i came to the forum to report this bug myself. its occurred in trials w/o fog vials. and the effect ends once a conspicuous action is done.
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please have event offerings spawn more often in the p100 bloodweb for survivors! i want to collect pie on my p100 survivor that ive put a lot of time and effort into!
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@MoZo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3913488#Comment_3913488
I know, it’s a shame. At least during anniversary if the bug is still there we can stock up on hella cakes. I already have 400-500+ masquerade event items on my p100 nea so im good on them. Hopefully i can get like 5k cakes from the event
do you mean because theres only one event offering for the masquerade? i guess thats a silver lining. it cost me around 600k bp just to get one map on my p100 aestri today, compared to getting eight maps with 200k bp on my p75 renato. just completely killed my will to keep playing, i know the devs had bigger fish to fry with this bugfix, but damn it feels bad knowing the event i waited for months is pointless to play right now due to a bug
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still bugged after the 8.6.2 bugfix patch today… less than two weeks of the event left
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still no fix for the bug thats causing event items to come up infrequently in the p100 survivor bloodweb, what a disappointment.
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im having the exact same issue on PC (Steam). its extremely rare to get a bloodsense map in the p100 bloodweb. i spent bloodpoints on a survivor with low prestige to compare, theres a very big difference. for reference, in a p100 bloodweb it takes around 200-300k bloodpoints spent per bloodsense map. itd be nice to get some clarification about if this is intended. if not, hopefully the appearance rate gets fixed before the event ends, id really like to get maps on aestri since this is her first bloodmoon event! :)
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this is still bugged by the way
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breaking a pallet with the knight's guards doesnt trigger game afoot either. this bug has been a thing for months, can you guys fix it already?
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@Iron_Cutlass said:
If the Killer puts in work to down the Survivor, it denies the Survivor their perk. Likewise with H: NOED, if the Survivors take the time to cleanse Dull Totems, it denies the Killer their perk.
I think it is a fair exchange. H: NOED is the Yin to Adrenaline's Yang, both are equals and opposites.the difference is noed is a reward to a killer for essentially doing poorly. rewarded by the hex's effects, rewarded with time when the survivors stop repairing generators to search for and cleanse dull totems. these are not equivalent, comparing something a killer does naturally in a match (hooking) to an optional side objective that uses up a lot of time.
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a lot of random clutter is added to this map to make it seem fuller than it actually is. instead of doing that, make the map smaller and condense the meaningful tiles. theres a deconstructed jungle gym on this map that never has any lockers. please, add lockers to it. theres also a boulder that sometimes spawns on a pallet gym, essentially extending the loop and making the tile even safer against ranged killers especially
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i dont like playing on this map as either side. its three gen city because of how the gens are split, and i think its boring to defend one side of the map as killer. i dont play any strong, high mobility killers, so im usually forced to just stay on one side of the map against decent survivors. its frustrating on the survivor end to cross from one side of the map to the other if the killer holds the chokepoint at any time during the match. the map also feels too big, the main building is next to useless to loop as survivor, the pagoda tiles feel stale to play as either side, and overall i wish the map were a little brighter. also, the majority of the filler pallets on this map favor most killers, the exception being the tall rock loops that counter killers like deathslinger and huntress.
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@solsol said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652023#Comment_3652023
No, but they shouldn't be able to find out my steam name in the first place, that's the whole point of anonymous mode.
thanks, i asked because i wanted to know if they were able to bypass steam's privacy features as well. sorry that this happened to you, hopefully the devs can come up with a solid fix for this soon.
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are your hours hidden on steam?
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pain res + deadlock = gen with highest progress that is not blocked by entity gets hit by pain res
pain res + grim embrace = while all gens are affected by grim embrace pain res does not activate
surge + grim embrace = gens blocked by the entity lose 8% progress from surge, but do not continue to regress until unblocked
pain res is very inconsistent in the way it interacts with entity blocked generators, and its been changed multiple times in the past for how it specifically interacts with deadlock and repressed alliance. this is how it's functioning as of patch 7.5.0, but who knows how it'll exist again in the future. i can only assume that the pain res/ge combo functions similar to the pain res/deadlock combo, but since theres no unblocked gens for pain res to activate on, the token gets preserved instead.
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i blame the comp scene for leaking into casual play for this
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sounds like you played against a hacker. you should report the account if you still have access to it.
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@[Deleted User] said:
Something feels extremely off on the survivor end since the Chucky update. It happened overnight and it's almost worse than before the softcap raise. I'm getting teammates with under 100 hours with alarming frequency. I'm closing in on 5000.
im bringing it here because i know im not alone in this so thank you for sharing. ive been watching twitch lately and noticed many streamers having a similar experience. i have more hours than id like to admit, but i had a survivor with 74 hours yesterday and they werent the only newer teammate that ive recently.
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good luck soldier o7
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bugfix update went live today. definitely didnt see an improvement in spawns
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@HicksLV426 said:
Has BHVR given you any update on this? Really annoying. Prestiged 6-7 times on survivor and I've gotten 15 bulbs...
nope. i found some posts on here and reddit of other players complaining about the same thing. some of the posts are from last year's event so im guessing this isnt something they care about enough to change. theres only two weeks left of the event, so if there isnt a fix for it sometime this week, i think its safe to assume they wont change it.
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@jayoshi said:
Came here to ask the same thing. I've gotten dedicated server disconnect issues. The problem is when it disconnects because of their servers, I get a DC penalty which sucks because I'm on 15 minutes and it's just going to keep going up. It's very frustrating
im glad to know its not just me having trouble.
this is what my matches are looking like, everyone having really high ping.
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@Ariel_Starshine said:
They need to remove the penalty for when the server kicks the bucket.
This should be a given. :(
ive been fortunate enough to only run into the server shutting down twice since the event started, but ive seen players complain about this issue A LOT. hopefully they at least take away the dc pen before the event is gone
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@[Deleted User] said:
Wait, there are broken bulbs?
barely. their appearance rate is teetering on nonexistent in the bloodweb.
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the collection is considered licensed, so it wont be made available for iri shard purchase. heres a link to the confirmation by mandy.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501789/
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565341#Comment_3565341
I have been playing Xeno and I feel like dragging is a bit off. I keep hitting the wall as if my tail hitbox is not extending to full 4.8 meters so while the hitbox does work correctly in open areas and straight lines. it has trouble hitting over objects. the active hitbox of the tail still feels a little bit bugged and needs a little more improvement. I thought it was just me playing badly but it appears other people have same problem.
i think it was fixed in todays update, with no mention of it in the patch notes.
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thwack is one of my favorite perks but ill admit is a bit underwhelming. this change sounds good but i dont think it needs the hindered effect
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565298#Comment_3565298
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565279#Comment_3565279
Cheers, I've been having fun with Xeno.
I couldn't play in the PTB, and didn't want to run her while her tail CD was bugged... then didn't want to run her while the hit box was bugged.
Being console, I lack the finesse of a mouse user, but I can score some good hits. It's much nicer than Nemesis where I can actually turn into hits, instead of having to strafe.
I did sit playing with strafe hits to see if I could effectively swing the tail through shack window; kept clipping the wall at various points, sometimesni felt unfairly... but in the same breathe, haven't had too many instances I've felt really hard done by to say it was hitboxes instead of my console aim.
Intriguing if there is still some lingering issues.
the thing you explained about the tail clipping the wall when trying to attack through windows is one of my complaints about the attack right now. before this midchapter update that wasnt something that happened, and now that its been "fixed", hitting survivors that vault a window in front of me and start to move feel impossible to hit. it feels bad to have a power thats meant to make vaulting as survivor an unsafe option, just not do that anymore?? added with needing to worry about turrets on top of that makes xeno not worth it to play for me personally. for the record, i play on pc with mouse and keyboard
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are you sure it wasnt caused by the tome challenge that gives the player random perks? that challenge is bugged so it doesnt give the random perks during the game, but shows random perks in the endgame screen
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565341#Comment_3565341
Calling it a trick shot is a problem because it gives the impression that Xeno can make any sort of special shot... and it can't.
The tail's hitbox was heavily nerfed between the PTB and Live, and it was heavily nerfed again when the cooldown bug was fixed. Xeno's tail has been absolute trash compared to a Nemesis whip, and this happened before the midchapter dropped.
alright, im just going to assume theres been a misunderstanding or youre not actually reading what i wrote. i do actually agree that nemesis' whip is way better when comparing the two, the only real downside being that a survivor needs to be infected first to lose a health state. hopefully xeno's hitbox gets fixed in the future, because with the way they are right now i dont want to play them anymore, and i wouldve never purchased them if i knew the tail was going to be changed like this.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565311#Comment_3565311
You said "crouch under objects" like it's some sort of trick shot.
im ngl i have no idea what you think i was implying, but i dont understand why hitting a survivor over an object would be a "trick shot" and even if it is, i dont see the problem? going for hits over objects was the main appeal of xeno for me, i dont want to only hit survivors thatre locked into an animation or straight lining etc. up until the recent midchapter, xeno was able to do that reliably. most wouldnt call a huntress or slinger that hits over an object a "trick shot", so why is xeno being able to do it too an issue all of a sudden
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565311#Comment_3565311
You said "crouch under objects" like it's some sort of trick shot.
im ngl i have no idea what you think i was implying, but i dont understand why hitting a survivor over an object would be a "trick shot" and even if it is, i dont see the problem? going for hits over objects was the main appeal of xeno for me, i dont want to only hit survivors thatre locked into an animation or straight lining etc. up until the recent midchapter, xeno was able to do that reliably. most wouldnt call a huntress or slinger that hits over an object a "trick shot", so why is xeno being able to do it too an issue all of a sudden
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im aware of how the hitbox looks visually while attacking. i didnt say it was an arc??
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565308#Comment_3565308
Xeno's tail attack doesn't arc over objects. That's just an illusion that happens because Xeno has a lowered field of view in crawler mode, but the tail's hitbox it based off of Xeno's normal field of view (which is taller than it is in crawler mode).
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@NewPlayer100102 said:
https://forums.bhvr.com/dead-by-daylight/discussion/394393/xenomorphs-tail-hitbox
I guess what the video is illustrating is that if a survivor ducks around what looks like a short walled object they'll 100% dodge the hit by ducking, which previously didn't work all that well for them. I think it wasn't working because it was broken, and now things are as intended. I wonder if the last iteration of the tail had a sort of abusable feature that made it difficult to accurately use visuals to predict its hit location but had a delay in when its hit was recorded on the target resulting in unintended lagging looking hits around or in this case over edges.
Two issue with the video example though, that car and all cars like it are terrible when their collision is considered against to what you're seeing. And maybe it is 100% intended that if the survivor hits duck over a short wall, you should 100% miss.
I personally think that's not a fair or balanced state, but it feels intentional from recent games.
this would make sense if it were consistent. the problem is that you can still hit survivors that crouch under objects but its just very unlikely, its still possible which makes me think its a bug rather than intended
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3563607#Comment_3563607
Great news, now maybe we can actually see how strong Xeno actually is in a working state 😁
Initial impression is it seems pretty decent to me. Tail is a little punishing on a miss, but not enough for me to feel like I shouldn't try... the 2.0m/s seems like it'd feel nicer... as the 1.2 is a pretty sharp down turn... but not convinced the 2.0 would be over powered.
its not your "fat thumbs". the tail attack still isnt back to how it was on release. its particularly difficult to hit over objects now. i agree that 2.0 isnt overpowered, thats still half of the survivor's movement speed. players didnt even get the chance to experience the 2.0 before it got nerfed because it was bugged.
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@ThanksForDaily said:
Alien players used and abused tail hit survivors without losing any distance, same if they miss, didn't matter. Devs fixed that issue and no one wants to play Alien anymore. Simple as that.
@ThanksForDaily said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561426#Comment_3561426
Because they spammed and played only M2 knowing there's no downside. The point is after the update I haven't see any Alien player. Maybe once. Keep that.
no one wants to play alien now because of how badly its punished for missing now, and this miss penalty is included on breaking turrets with the tail attack. its much safer to go for a m1 attack over using the tail, and since thats the case the player may as well chose a m1 killer like myers. i understand that playing against xenomorph on release felt unfair and frustrating, but we shouldnt be complacent when a killer, especially a new one, becomes so bad that no one wants to play them. instead of playing xeno now, those players might be double speed alch ring blights, mdr spirits, or aura reading slowdown nurses.
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for whatever reason, using directional keys to strafe with the tail attack doesnt work like it did before this patch. i actually had an easier time strafing when the tail was bugged, ironically. can still move the camera to adjust the attack mid launch, but the tail definitely isnt back to what it was on release. im also having difficulty consistently hitting over things now as well. its a shame this killer hasnt been in a non bugged state since its release, because id really like to enjoy xeno without adjusting to three different versions of its attack power.
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@xLaWzZ said:
I love it when people don't read. Read what I wrote! Pain res doesn't do anything to any generator. It should hit the UNBLOCKED gen with progress. It shouldn't hit the blocked gen, which it doesn't, this is good.. But it doesn't even hit other gens that have progress either.
As I said, 3 gens with progress. One gets done, one gets deadlocked, you pain res and it should hit the 3rd right? It isn't..
you should take your own advice. i wrote that the perks never originally worked together that way. imo, two strong gen regression perks not synchronizing is fair.
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how is this a bug? this is how it originally worked, which is why players rarely ran pain res and deadlock together. if you want to run those perks together then you need to manage your pain res hooks to not use them when deadlock is up.
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a small reduction from 40s cooldown to 35 or 30s and it being activated in chase would be a reasonable buff, i reckon. i never really understood why this perk activates in a certain radius from the killer since i consider it a chase perk.


