Arisquelle
Arisquelle
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Having the same issue on PS4 with Kate. Completing Prestige 11, Level 11 and then Level 12 won't load and I get a bloodweb error. It happened during stream so I can show that here:
This is the first time: https://clips.twitch.tv/ImportantDarlingLlamaDAESuppy-kBBHGJzlBpY5Dsc1
This is the second time: https://www.twitch.tv/videos/1570990070
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@StarTrekJediN7 said:
Same thing happened to me as well exited match while on summary screen crashed on PC Steam account filed a report and submitted. When I relaunched game I was Ash IV. I wanted to send in a customer service report and I can not get the normal report to work so I came here to the forum. I main on PS4 if that happens there I will really be upset. Would love to get some compensation here.
I had another PS4 player check. He wasn't playing at the time it happened. He got reset but DID get his BP.
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Same here on PS4 (mine blue-screened on me at the end of a game). Tried re-loading again and was going to grind tonight to get both sides to Grade Iridescent-I (Was two pips from that as survivor and was Iridescent-IV on killer side.)
A friend checked and they got the rewards but I did not get them, even upon restarting the game again.
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This is now fixed and can be closed :)
Thank you for being the awesome devs you are!
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@LetsPlayTogether said:
Cause they overdid it in previous events?
I didn't ask why they didn't anymore; I simply stated that I miss when they did.
I miss many of their events. Summer BBQ was really fun.
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Consider the fact that, while all of this would be nice, it could also introduce a number of additional bugs because of the amount of coding/programming that goes into the game as a whole.
Just remember when they added Plague and her puke ability making survivors broken. Until they released her, survivors didn't have problems healing injured survivors. As soon as they made the broken status conditional outside of No Mither, a bug was introduced that prevented injured survivors from being healed even if they didn't have the broken status effect.
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So, I just tested this out in a custom lobby. I'm not sure if this is the way it is intended, but your static blast still affects everyone within the terror radius, even if the obsession is on the opposite side of the map, that survivor and anyone close enough to hear the terror radius screams.
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Additional information: It appears that going up a tier fixed the problem. Either way, I'm on Tier 46 and it looks fine here:
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@Fibijean said:
Yes - what they did is considered griefing and working with the killer, which is absolutely bannable. Assuming you reported them after the game (which is compulsory, otherwise the team won't be able to track them down), you can submit additional evidence, such as that video, to the Support team via this link: https://support.deadbydaylight.com/hc/en-us/requests/new?ticket_form_id=191426
The chat stuff unfortunately is not reportable to BHVR, since they have no jurisdiction over anything that happens outside their game. However, you can report those things to Sony through their own chat report system.
Thank you so much for the additional information. I did report them for griefing and I will send the video link to the address listed above as additional information.
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It didn't look like the images attached so they are there. The awesome PrimeDiamondDoll posted her POV here: https://www.youtube.com/watch?v=ebbOmwtDPbg
Her perspective of me being stuck starts at around 11:00 minutes.
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@w_sohl said:
They don't have skill checks because totems are cleansed with an incantation and not physically. What they should add is the survivors saying said incantation.
Unal la thrack
Uthvas bethude
Donviel dienve
OMG! That would be so much better than the awkward moansand grunts of survivors like Feng and Adam
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With tutorial in a KYF test lobby: https://youtu.be/zUOoM-UNcn4
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/1255961#Comment_1255961
Immersed in your corner are you? Well don't mind if I drag this killer chasing me over to your crouching corpse CLAUDETTE!!!
....
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Ok, I'm calm now.
LOLOL! This made me laugh so hard but it isn't always the CLAUDETTE's who do it. I run Kindred most of the time and when I saw a Feng crouching in some cat tails on Pale Rose, when the Killer started coming for me after hooking a survivor, I ran right to the and started pointing, lol. Can't stand when players crouch idly and do nothing.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1255990#Comment_1255990
It rarely happens in my experience. I feel like Better Together is really good on the indoor maps, but on all the outdoor maps survivors can look up and see the generator lights to give them enough info to know not to run there.
But maybe it would be okay to run them there because you see your teammate is working on the last generator 30 meters from it. Just because there is an incomplete generator, doesn't mean that it is bad to go there. With Better Together, everyone, as a team, could ensure that you don't 3-gen yourselves and give yourselves enough time to complete the last generator. People are a little more aware of generator locations so will more easily be able to hop on a generator someone is run off of.
Imagine being a killer facing a team that ensures they don't work on generators together. You find one survivor and start chasing them. Meanwhile, for the length of that chase, 3 other generators are being worked on without any debuff and the team can ensure that they leave anchor generators alone to not gen-lock. If your teammate is good at running the killer then you will have 3 generators completed before the first person is ever saved from the hook. Now the killer looks around and realizes he only has 1 hook and the generators are not close enough to easily defend.
If your teammate is not good at running the killer, then they are put on the hook and have 60 seconds before they go into struggle. No one leaves their generators unless the killer chases them off the generator and if that happens one of the other two would go for the save while someone is still working a generator. They save the person from the hook and each go to complete their separate generators without healing right away. How does any killer effectively kill when a team is working that efficiently?
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@BigTimeGamer said:
meh, only one of those perks thats worth it is Kindred, and for solo information only
Not always for solo information. There are several times that I'm in a full party and I run Kindred because when you're being chased it is hard to communicate when you're trying to think of where to go next and plan your next step. When I run it in a 4-man, I'm able to communicate to my teammates if someone will need to help and also tell them if the killer is cutting them off or to stop running because the killer is there.
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@ALostPuppy said:
Eh, Better Together really isn't that great. In terms of aura reading perks I'd much rather have kindred, empathy or bond. Not worth the slot. And if someone good was running the killer around they would already know where to run and where not to. It's only useful for newer players who don't know the maps, imo.
Are you telling me that a person who is good at running the killer NEVER accidentally causes the killer to go after someone who is working on a generator? I love Kindred. I think that if everyone brought in Better Together and 3 people brought Kindred and everyone made sure to complete a single generator on their own before they save anyone from the hook then the team would be unstoppable. The killer can only chase one person at a time unless there is more than one person close to them in which they slug and then go after the other person that was close. If no one cooperated on a generator for the first 3-4 generators and made sure that they stuck on their generator instead of rushing for the hooked survivor or even being close to someone being chased then a killer can't get a 4K.
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@BigBrainMegMain said:
Then the killer will swoop down with his Discordance and tell us to keep the hell down and go home.
Then we'd be separated again.
I said working ALONE on generators. It's another reason that I don't like working with other people on a generator. There are too many negatives to cooperating on a generator. There's the 15% debuff for every additional survivor with you. If the killer runs discordance then he can find you. Prove Thyself is trash now because at least before, it made two people work without a debuff at all. Working with other people on generators when there are more than 2 remaining to be completed and survivors doing nothing but healing is what kills most survivor groups.
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There is that. I just looked and Bond gives 36 meters instead of 32 but Better Together also has the added benefit of showing you where all other survivors are if you are working on a generator when someone is put into the dying state.
And Better Together has that same downside xD
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If you also take into account that working together on a generator (especially at the beginning of the match) is inefficient with the new nerf to cooperation efficiency.
Then if you had a 4-man squad, 3 people could bring in Kindred and everyone would be able to see the killer while they are near the hooked survivor. The whole team would know who was going for the save and the other two could stay on their generators. If you're paying attention to the Better Together then you can also ensure that you don't gen-lock yourselves.
#EfficiencyOP
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Nevermind. Friend just DC'd and is taking the penalty. But see image attached in case that helps. It's also the match that starts in my Stream at about 01:34:03 at URL https://www.youtube.com/watch?v=MSwJB0P6UKY
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I came here from my other post. I agree that I like this method for better ranked matches but there is also the problem with survivors leaving and entering lobbies. At first the ranking might be accurate but then one person leaves and the game eventually puts in another survivor and their rank doesn't seem to be factored into the equation.
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@Mrwood204 said:
The only way to fix waiting times is to increase the amount of available killers.
There needs to be something done for the killers to be honest. We have enough survivors, we need to recruit more killers.
Ooooh! This sparked another thought! If they added a queue # or some indicator to let survivors know the killer to survivor ratio, do you think some survivors would switch? Maybe a banner on the main menu which indicates either "Recruiting Killers" or "Recruiting Survivors"?
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Sometimes ranks DO NOT matter... but it is rare.
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I guess no one likes reading a long post....
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@switch said:
Honestly the idea on paper seems nice, but in reality it is not so good.
Everyone will sell everything they have on characters they dont play and put all bloodpoints in strong killer/items, that wouldn't be very fun huh...
I think that everyone is thinking that this would be an enormous advantage. I'm NOT saying to give us back what we paid for them; that WOULD be ridiculous (excepting the special offerings that cannot be used anymore because we cannot use them). I'm saying to give us back 10% of what we paid. I would even be happy for 5%. The math adds up like so:
ER=Exchange Rate (the amount that you would earn for selling the item back to the Entity)
Color Cost 10% ER 5% ER
Brown 3,000 300 150
Yellow 4,000 400 200
Green 5,000 500 250
Purple 6,000 600 300
Pink 7,000 700 350
This means that at a 10% ER, it would mean that you have to sell 10 brown things in order to be able to buy another brown thing. You would have to sell 24 brown things in order to purchase a pink thing (only saying thing because I do not want to spell out "items, add-ons, or offerings").
Here are my positives:
1-Players don't end up with pages and pages of things (I like to keep things simple and clean so having 3 pages of things makes me a little twitchy)
2-You get a few extra bloodpoints to play with (especially since there is a bloodpoint cap; to be honest, if this happened then I see an influx of people exchanging a lot of things for bloodpoints but then it would taper because everyone would have everything sold and you would get a more steady flow)
3-It could encourage people to prestige their characters again now that there are cosmetics for most of them.
4-If the concern about it being abused is REALLY a concern then they could institute a limit on how many you can exchange each day. If they were to set a limit of no more than 25 exchanges each day, even with pink things, 25 pink exchanges would result in 17,500 extra bloodpoints. You can get a total of either 5 brown, 4 yellow, 3 green, and 2 purple or pink things from a bloodweb with that.
5-If killers don't have to deal with all crappy add-ons then maybe they wouldn't camp or tunnel as much...? (This is simply a hopeful positive that I am holding close.)
Expansion on #2 with the concerns about people abusing it to get good things: This is not something that would provide a lot of benefit as the cost of selling everything to get what you want is NOT really ideal. On paper, that looks like a possibility but in reality, someone will run out of things they are willing to sell and then buying from the bloodweb just so that you can sell those and hopefully get the 1-in-100 thing that you are looking for before running out of bloodpoints again. It would be just like it is today; some players hoard their bloodpoints up to a million and only spend a few hundred thousand occasionally to not waste their bloodpoints and some players will spend them as soon as they get them and will remain at under 3,000 bloodpoints when they go into matches. Conservative vs. impulsive is not something that can be planned for nor should it be a factor in deciding how to improve on the currency (that makes my analytical brain wonder what kind of poll results I would get asking whether players are conservative or impulsive or a little of both, lol).
It makes much more sense to get rid of the things that really do not do you any good (clear reagent, map addendums, sabotage add-ons for tool boxes [excluding the hacksaw], etc.). Keep all of the HUNDREDS of brown bloodpoint offerings (do not sell those because it costs you nothing to put those up and you get a few extra bloodpoints when you bring them; if you wanna toss those then you're just lazy and illogical because why would you sell something that gives you extra bloodpoints just to get bloodpoints for selling it?).
For those worried about killers hoarding good add-ons or only keeping the good ones, I refer you back to the calculations and my statement about conservative vs. impulsive. If someone is going to hoard something for later, then they are going to do that regardless. Yes, you might have a few more matches with killers that have good add-ons but survivors also have the opportunity to sell killer things and build up purple flashlights, brand new parts, and insta-heals as well. For instance, I am generally a hoarder because I like to see the numbers rise and how high I can get them. I ended up with 285 Winter Party Starters on my Kate before the event ended and I have 41 Ebony Memento Moris on my Little Miss Amanda Piggy.
Long winded personal conclusion: The benefits outweigh the detriments for allowing players to sell their things back to the Entity. Hey! He could be a little bit better of a business man here ;P
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@Hoodied said:
It would be nice to throw away all those odd bulbs
I actually like them quite a lot but only on a green or purple flashlight due to the battery drain. You just have to get used to a slightly different aim time but I've gotten a couple really amazing flashlight saves from a long distance with an odd bulb.
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@prayer_survivor said:
The most annoying thing for me isn't the bad addons or bad keys, it's when appear 2 teachable perks in the bloodweb I don't want to unlock to other survivors. Why I have to try to avoid these perks each level until lvl 50? Because they always appear until you select one of them.
They will actually go away if you ignore them enough. The best thing to do is go ahead and get one of them out of the way to get to another bloodweb. I used to avoid them as well until I realized that by doing so, I end up having to spend more bloodpoints to get through the bloodweb.
If you ensure to get one of the perks on move 3 then you start the entity eating the bloodweb two moves sooner than not choosing one of the perks.
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@My_Farewell said:
Although i personally would like it, it's part of the "gold sink" system that many games have.
While all games do have this "gold sink," very few do not offer you the option of selling those bought items back but it is usually at a VERY low (10%) exchange rate.
I want to know why Behavior doesn't allow this within Dead by Daylight.
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I think giving separate survivor and killer dailies would be great but I would say a maximum of two survivor dailies and two killer dailies at any given time and you get one new of each at the normal time each day with the option of trashing ONE (either survivor or killer) each day.
This would keep the gameplay fair (meaning that those who play for hours cannot take advantage of continuously getting new dailies every time they complete one). It also gives everyone an extra daily that they do not have now and (for those that do not like killer dailies) you are guaranteed one daily for your preferred playing type.
Currently, I am hounded by killer dailies. I usually get three killer dailies for every survivor daily that I have. There is also the fact that each killer has a "kill by your own hands" daily worth 60,000 BP. Not a single survivor has any daily that is worth that much. And I understand that killing by your own hands is a lot more difficult than any of the survivor dailies, which is why you earn more. However with Rancor, I don't get rid of those anymore because it is a lot easier to get that kill and your 60k BP's. It would be nice if you could create a daily for each survivor to escape without being injured (equally as difficult) that is worth 60K.
@Chaotic_Riddle said:
I think rituals would be a lot better if they targeted Survivors and Killers you love to play the most, rather than playing someone you haven't touched. Survivor's are just re-skins and playing a Survivor you haven't leveled up at all with the current grind is a pain and trying out new Killers who haven't recently been released with the current state of the game is practically signing yourself up for defeat if you don't have them leveled up or a basic understanding of how to play them. Having rituals just stay attuned to who you love to play could easily rid ourselves the grind, but I guess that is just my opinion. I do like your idea though, but I just wish they could stay true to what and who you love the most in the game.
As for the person who suggested dailies geared towards the characters you play, this could be more difficult because it is a personal preference: I am a Survivor main and do not like to play killer. I use the killer dailies as incentive to improve on the killers that I do not play very well AND still need a trophy for them. For example: If I get a Trapper daily then I'm going to trash it in hopes that I will get either: a survivor daily (my preference) or a killer daily for the Clown (as an example) because I still need clown trophies. I do not trash killer dailies just because I don't like the killer. After you force yourself to play them, you may find out that you are actually decent and not complete rubbish. (I will admit to being a little bit if a weirdo, though. I have a goal of reaching end game, which to me means having all trophies and all characters P3 level 50 with all perks.




