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Alionis

Alionis

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Alionis
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  • 20251002163611_1.jpg

    Same bug happened to me today, but I also noticed that when the healing action is interrupted, the default bar showing your current progress would also show as full, not just the red progress bar while doing the healing.

    Not sure if that'll be helpful finding the bug, but I still wanted to post the screenshot I took, just in case.

  • I don't agree with people calling this auto-aim. To me, that implies it corrects faulty aim, which isn't what happens. The initial shot is all down to the player and it's only the four mini-glands spawning after that lands on an object that home in on nearby survivors. Even that I wouldn't consider auto-aim, since the player has zero influence on those mini-glands. There's no aim to correct.

    If it worked like Unknown's power and the mini-glands were meant to bounce off at specific angles determined by how the initial shot landed, then maybe, but that's not how Krasue's power works, nor what happens.

    Sorry for the quick rant, but it really irks me when people call this auto-aim.

  • I'm convinced there would be far fewer complaints related to this game, if people would read descriptions properly for a change.

    TL;DR Vigil is in fact not bugged

    https://deadbydaylight.wiki.gg/wiki/Vigil#Description_Discrepancy

    The wiki page for Vigil explains the issue in detail, it's a good read for anyone convinced something's bugged about that perk.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948626#Comment_3948626

    I checked the wiki, you are correct, Map Offerings are secret now.

    Would not explain the White Ward tho.

    The wiki wasn't updated entirely yet when you checked, they recently added to other secret tags as well.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950150#Comment_3950150

    This is incorrect. Haste (and Hindered) is based on a character's base speed. For a killer, this can be their default movement speed, the reduced movement speed while carrying a survivor, or their movement speed while using their power in some cases.

    For survivors, the default movement speed that relates to their current form of movement is used, so while running it would be based on 4.0m/s but while walking it would be based on the default walking speed of 2.26m/s instead. Fixated for example (which is 20% haste) increases the survivor's speed while walking to 2.712m/s (and not 3.06m/s). The same rules apply to crouching and crawling as well.

    So it is not always based on 4.0m/s, and back the topic at hand, the Celebrate Poster (and Foxy's Hook) do give Springtrap a larger increase in movement speed (in terms of m/s) than they give the survivor for this reason.

    Minor correction: it's not based on their base speed (i.e. a fixed value), but their current momentary movement speed, whatever it is. It's what allows survivors to transition between movement states (e.g. running, walking, crouching) and an on-going haste effect to apply to all of them.

  • @Defnotmeghead said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950174#Comment_3950174

    The 110% and 115% of killers is based on the 4.0 from survivors. We tend to express the speed relative to survivors. Lunging for example, has 172.5% movementspeed, but its "only" a 50% speed increase for killers with 4.6 movement speed. (it's a 79% speed increase for nurse)

    Which, in this era of DBD is odd, they could have reworked lunges in general to simply set the killers movement speed to 6.9. Plenty of killer abilities that are set to a certain speed when they are used. It doesnt matter too much, and I guess it could break more than it fixes at this point.

    Actually, the game already does do that, for years at this point.

    Yes, originally 110 killers had a shorter lunge compared to 115 killers and Nurse had to have special code unique to her lunge to compensate. For years already, the lunge attack temporarily assumes a base speed of 4.6m/s to apply its 50% to, regardless of what the killer's actual base speed is. Killers have the same lunge range these days, as far as basic attacks are concerned. Special attacks can differ.

  • Afaik, the wiki admins are all European. It's more common to learn BE spelling in schools there.

  • @Karth said:

    This "Skill Based Match Making" System. I hate that system as much as I love this game.

    4 years. BHVR. 4 Years with barely any noticable changes, hell only info we get about it is a redacted wiki since you want to keep things secret.

    It has become so bad for me I CANNOT enjoy playing with friends anymore (skill issue, I know), punsihed for massively increasing our comulcative MMR because…..advantage? shame i aint one of those 10k hour epic gamers but a casual one instead.

    Hockey Game. Amirite? Shots on goals SHOULD matter but hey, I guess not :<

    The information about mmr on the wiki is only redacted because the community kept misinterpreting it, which in turn kept causing issues during discussions. The wiki is also run by community volunteers, the redaction wasn't BHVR's decision.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856740#Comment_3856740

    I don't know, but what I do know is that one of Skull Merchant's cosmetics is stated to have been released in 2018, and thats pretty funny.

    Edit:

    Here it is:

    https://us.v-cdn.net/6030815/uploads/UGOEG396S00I/image.png

    2018 Skull Merchant was one of my favorite killers, no cap.

    12 June 2018 is when the store first went live and it's what unreleased rift cosmetics default to (i.e. those that only appeared in a rift so far and aren't yet available for purchase in the regular store). It's the one downside of no longer doing the cosmetics manually according to the wiki admins, obviously far outweighed by the automation of the rest.

  • @HansLollos2 said:

    The DbD Fandom Wiki is fantastic when it comes to Informations, it's not as good as the Warframe Wiki for example, but still.. There is rarely any wrong Information. It sometimes just takes them a while to update some Informations/Changes.

    But for the Host, Wiki Fandom, that's another Story. But i heard that many Wikis migrate to other Hosts. Maybe the DbD Wiki does that too.

    They did actually, the new wiki went live last night: https://deadbydaylight.wiki.gg/wiki/Dead_by_Daylight_Wiki

  • You guys really need to read up on the endurance status effect, what OP experienced has nothing to do with the perk itself.

    Endurance is canceled early if you do anything considered to be a conspicuous action. Since that is an intrinsic behavior of the status effect, perk descriptions that feature Endurance usually don't mention it.

  • I occasionally message the wiki's admins for stuff, usually when I notice something is amiss (which is rare). Apparently, they're currently moving the wiki to a new host, partly because of fandom's incessant ads. The fandom one will be abandoned after that (or already is, considering they haven't updated it past the last PTB). The new wiki is still private at the moment, but it should go public soon.

    Nevertheless, your question is actually answered on the fandom wiki still. If you go to Houndmaster's page and scroll down to the power trivia, the section "Dog (Chase Command)" lists it at the bottom: "Gate Blocker Linger duration: 5 seconds"

  • @Leonardo1ita said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830309#Comment_3830309

    I checked all blood point events in the Wiki, and it says after Endgame Collapse.

    Still it's not clear, because it could mean "unhooks done when the timer is close to second/third stage".

    You misread the wiki, it doesn't say "after", it says "during". All "Late" score events trigger if the endgame collapse is currently active.

  • I don't think Dracula is overtuned and I am frankly getting tired of this discussion happening with every single new killer buff. I prefer killers not having arbitrarily long cooldowns that make them feel clunky and unwieldy to play for the sole reason that people cannot be bothered to learn how to effectively counter them.

    Each of his forms has a downside, learn it and use it against him. Survivor players often tell killer players that they need to learn to adapt to situational changes to play effectively and counter strong survivor perks and I agree with that. However, that also applies the other way round: survivor players need to learn to adapt to the situational changes of Dracula changing his forms and counter them.

  • 12 meters, the wiki added that info today.

  • @AssortedSorting said:

    Hmm, the wiki shows that it has only ever received "buffs".

    Reverting to the "Original State":

    The Perk now only works if you are Hooked.

    The Killers Aura is only revealed with the T3 Perk and only within 8m

    T1 only shows the Aura of one Survivor to all other Survivors.

    This a troll post?Oh, wait, wiki is misleading, so the old version gave all other survivors Aura reading if you were hooked. Maybe they could make it so that if you are hooked, all survivors see each other s auraWait, that's exactly what it does. What are you on about?

    How is the wiki misleading? It may have updated the description, but the result is the same. Kindred activates for you whenever someone is hooked and shows you, the user, the auras of all survivors. If you happen to also be the hooked survivor yourself, it shows the auras to everyone.

  • The wiki didn't remove the old power, it moved it to its own page: deadbydaylight.fandom.com/wiki/Dream_Demon

    I'm guessing it'll do that for other killer powers too down the line.

  • https://forums.bhvr.com/dead-by-daylight/discussion/comment/1885171/#Comment_1885171

  • @Smoe said:

    If Half-chapters are not included, why are Hellraiser & Chucky included in the poll then?

    Because chapters/half-chapters are not defined by their content, but the patch numbers they release to.

    Chapters are even-numbered and also release once every 3 months. Half-chapters only happen occasionally and if they do, they release in-between two chapters alongside the mid-chapter patch, so they're odd-numbered.

  • What the wiki says is what the code says, all values on the wiki are datamined. Any in-game discrepancies usually come from the fact that the hud overlays tend to have a bit of "lag" (not sure what best to compare it to).

    It's why you shouldn't try to get exact measurement from timing game footage, it will usually be off by fractions of seconds because of that "lag" or delay.

  • First off, I am one of those players who hates Skull Merchants and by extension their players with a passion. In the matches against her, I usually didn't strain myself to keep her kill rates normal if we put it that way. As far as I'm concerned, Skull Merchant is a mistake that never should have happened.

    That being said, I remember Freddy's situation too well and as someone who loved to play as the original Freddy, I don't want that repeated, ever. These changes serve no good purpose. Skull Merchant either needs a complete overhaul (new power, new gameplay design, not just a "rework") or be removed from the game altogether, but not whatever this is.

  • It's pretty simple.

    Made for This isn't active when you're healthy, which For the People requires you to be in order to use it. You're completing the healing action while healthy and only becoming injured afterward.

  • The wiki doesn't really concern itself with anything that happened before the actual release of the game, probably it's difficult to research reliably.

  • Not liking the language, but the suggestion.

    Pretty sure I would have been able to unhook myself a couple of times already, had other survivors stayed away instead of slowing the progress of the meter with their proximity.

  • @Yoshirama said:

    You want to punish survivors for using resources to avoid being down?

    @OnryosTapeRentals said:

    Do you actually want survivors to play this game anymore?

    1. I want to punish survivors who use them in an abusive manner, which I specifically mentioned. My idea wouldn't negatively affect you as a survivor in an average match, it's meant to stop edge-case abuse and trolling.
    2. If a cooldown intended to stop abuse decides whether you'll continue playing the game or not, then I'd say good riddance, you were part of the problem prompting me write this down.

    Did either of you actually read my suggestion or did you both just read the title and skip immediately to conclusions?

  • That defeats the entire reason undetectable was added in the first place.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789094#Comment_3789094

    Oh that's a long time ago then. I looked for details but I can't find info on the wiki or otherwise about previous objective times.

    I know originally gens were 60 seconds I think? So I just assumed 60 seconds hooks were always in play.

    If you're looking for anything related to generators, look on the wiki's page called "generators". If you're looking for anything related to hooks, look on the wiki's page called "hooks". It's that simple, really.

    Generator repair requirements:

    • 1.0.0: 65 charges
    • 1.2.1: 70 charges
    • 1.5.0: 80 charges
    • 6.1.0: 90 charges

    Hook stages:

    • 1.0.0: 45 seconds each
    • 1.5.3: 60 seconds each
    • 8.2.0: 70 seconds each

    Not sure how you couldn't find any of that, it's not hidden information.

  • Sounds like the Wall Chicken charm. You can find it on the wiki, just look at the page for the Castlevania chapter.

  • @VomitMommy said:

    Would be hilarious to try time it, so you cleanse it 31 seconds and see if it becomes hex or not.

    That could happen, sure, but then I think that totem would have been a bust anyways.

  • Fairly certain is not a guarantee though. It takes 28 seconds to cleanse a totem with 5 tokens of Thrill of the Hunt. Assuming you indeed didn't make them enter your terror radius at some point, then Face the Darkness is broken.

    But the wiki is definitely not wrong here.

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785797#Comment_3785797

    That can’t be true at all because that’s how I cleanse face the darkness itself. I scream and then start cleansing the totem, and you can cleanse the totem every time even with the killer being out of range. I mean don’t you think the devs would account for an uncleanseable hex perk?

    The math has to be wrong somewhere.

    Are you saying the game's own code is wrong? Because that is essentially what you're trying to tell me here.

    I had nothing better to do today, so I went into a game to test this. The wiki's math is indeed correct, it takes you twice as long to cleanse a totem at 5 tokens than by default, so 28 seconds instead of 14.

    The math is indeed wrong somewhere, but it's on your end.

  • Apparently I can't edit my comment here.

    @HexHuntressThighs said:

    It takes 14 seconds to cleanse a totem. ToTH makes it take 50% longer. 50% of 14 is 7, 7 +14 is 21. So survivors can cleanse it if they wait at the totem, scream and then start cleansing it.

    That’s what I do every time I go against that combo.

    This is not how the math works at all. Thrill of the Hunt reduces the action speed by 50%, it doesn't increase the time by 50%. Those two are not the same and the game's code corroborates that, as it refers to speed as well.

    Thrill of the Hunt reduces the action speed from the default 1 c/s to just 0.5 c/s (i.e. half speed). This means it doubles the time it takes to cleanse a totem from 14 seconds to 28.

    I'm thinking the issue OP actually has is them not reading the perk's description properly. While survivors are indeed on a 25-seond timer that is only the case when they are outside of the terror radius. If OP comes too close to a cleansing survivor, the timer will reset, allowing them to cleanse the totem even with five stacks of Thrill of the Hunt.

  • What is the correct math then?

    Because based on how dbd math works, the wiki's calculation seem accurate to me. What gives?

  • Apparently, (don't quote me on that, but it's all over Reddit), it's the 10th? anniversary of FNAF and that's probably why it was announced today already.

  • "Nobody seems to get my point."

    And you don't seem to get the hint: your suggestions are not popular.

  • @legiondoctor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771298#Comment_3771298

    Its not new maps its just variants to make the map feel different

    Literally why I put "maps" in quotes.

    I should post this to r/woosh.

  • Ormond and Yamaoka just got new "maps" and especially for Ormond (I hate that map with a passion) that's plenty.

    I'd like to see more maps for Glenvale, it's one of the most atmospheric realms.

  • Worse: all 8 survivors still alive when the gates power, 3 survivors at the gate near you, with the 2 not opening it having nothing to do, and no one bothers to come get you from the cage.

  • @Skaphegor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760756#Comment_3760756

    They can easily change the charge rate to 0.6 c/s to make the power gauge fill within 5s again while also keeping the Tantrum at 3s with a 1 c/s decharge rate.

    They haven't probably not thought about it that properly.

    Agreed. My point was that it's not bugged, which OP seems to insist it is.

  • @Jaysax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762696#Comment_3762696

    That image is a mockup I made, in the actual version it would have the full words. Currently on the live version there are no words to describe what the icons mean at all, you have to mouse over them to get a tooltip telling you what they are.

    Ah, I see.

  • One additional pet peeve.

    There is more than enough space next to the character portrait on the BIO page, why the hell is the infobox for basic stats pushed so far to the right that it reads "Terror R…"?

    Who designed this and who signed off on this? If this were a UI Design class, I'd fail that person for inadequacy and sloppiness.

  • @CrypticGirl said:

    This was why I had suggested longer challenges some time ago, but no one seemed to be in favor of it.

    What I mean by "longer challenges" is ones that are easy, but would take multiple matches to do (i.e. repair ten generators). We've had some challenges like that, such as earn 3 gold emblems in a specific category.

    Good grief no. I hate challenges that require me to play multiple matches to complete with a passion, they are usually tedious. I want to be able to complete challenges in one match, doesn't matter how difficult or easy that is to achieve.

  • PTB Knight was fluid and powerful and felt like you actually had a power you could use.

    Live Knight feels clunky and underwhelming and the arbitrary cooldowns are horrible.

  • @ays12151 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760756#Comment_3760756

    Basically the code isn't correct and it needs to be changed. In my opinion something that isn't coded correctly is a bug, but okay.

    No, the code is working as intended. It's just a side effect of how the tantrum works.

  • I doubt that that is a bug, because it's how they coded the tantrum mechanic to work.

    Before 8.0.0, the power gauge had a capacity of 5 charges. Revving the chainsaw would add charges and stopping to rev would remove charges.

    Why is it 5 charges? Because the tantrum lasted 5 seconds. These two are linked. When you enter a tantrum, you are effectively decharging the power gauge. By default, charge and decharge rates are 1 charge per second. 5 charges divided by 1 charge per second equals 5 seconds.

    If the devs want to change the time of the tantrum, they have two options from a coding POV: reduce the charge capacity or increase the decharge rate. The former is easier to code, so they did that: reduced the power gauge to 3 charges. It has the desired effect of reducing the tantrum down to 3 seconds, but as a side effect also makes it so you hit the limit quicker when revving chainsaw.

    So, IMO, this isn't a bug at all, just how it's coded.

  • Toxic players during an event and whoever designed the achievement for opening the gate and escaping 20 times on the RPD map.

  • Common (mis)associations do not validate it. It's nice that you found guides on wikis before, but that's not where those should have been. The absence of guides on the wiki is also not denying people anything, that's a disingenuous shift of blame there.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729651#Comment_3729651

    I think the wiki crew should be welcoming Killer experts in to create pages of Strategy.

    • People come to wikis for help.
    • People go to wikipedia for facts.

    dbd wiki is not a wikipedia, because if it was people would not look at it for help.

    I'm sorry, but no, a wiki isn't a game guide, it's a game encyclopedia. If people look to it for gameplay guides, they're looking in the wrong place and that mistakes is solely on them.

    You may believe the two to be the same, but they are by definition two different things and you're trying to call an apple an orange.

  • @Emeal said:

    I have always found it strange that bHVR has a super useful system for giving players info during loading screen. But instead of putting advice from their most knowledgeable players, the advice and directions are very arbitrary.

    If I was director for a second, I would start a program for filling the loading screen with the most useful instructions for Killer counter play for Survivors. I would ask the bHVR statistians, "which Killer has the highest Killrate for lower mmr" and start there.

    Also @Unimatrix00
    Is the Site Dead by Daylight Wiki not good enough for people as a guide to the game? I mean, it is basically the offical copendium for the game, no?

    Actually this is an issue I have complained to the wiki editors about many times myself, they do not actually give constructive advice on that website. They only state the facts about Killer. I personally believe they should, but they don't. They dont want to deal with the momentous task of keeping up knowledge and are perfectly fine letting video creators deal with that.

    We as community has to realize that the wiki does not help new people much, it only gives them facts.

    A wiki is first and foremost a place for information: stats, facts, trivial knowledge, etc. It is not a game guide, there is a reason those exist alongside wikis for most games out there. The two fulfill different functions.

    I wholly agree with the wiki editors in that they prefer to just list factual information and keep that up-to-date, which is already a momentous task by itself, rather than also give gameplay tips and instructions that can quickly become outdated or that different people have different opinions about.

  • I've learned that killer is pretty painful to play without reliable perks.

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