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Cyn0_0

Cyn0_0

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Cyn0_0
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  • Just confirmed it completes when using it 3 times in chase as survivor as well.

  • I dont think it's considered a healing action by the game mechanics. It says something like "gain a health state" or something so it's not affected by healing buffs/nerfs (ie botany knowledge, sloppy butcher). I think the better option would be pregame lobby showing the load out to the team.

    I agree it should somehow be made visible. I've had teammates purposely lead the killer over to me while I'm sitting in the locker waiting for the heal. Luckily in this one instance the heal popped and the killer didnt like that the Steve did that so he killed the Steve and gave me hatch 😅

  • It takes a few trys but it is doable solo. As others have suggested, my build was windows, boil over, flip-flop, Unbreakable. Flip-flop and Unbreakable just wasnt cutting it. I also tried switching out Boil Over for tenacity, but I think that boil over hiding the hooks can catch an inattentive killer off guard.

  • This was such a dumb tome challenge.

    To get it "normally" you have to use both bottles in a loop where the survivor can reach the piss cloud, like playing around shack.

    The actual way is to do it at the gates when the survivors are t-bagging you for playing so poorly (at least the was my experience 😅)

  • Blind the killer 10 times. Better just keep lightborn on for the next few days 😆

  • @sir_goat_ said:

    i wiggled free many times while using the perk, and yet the challenge was not complete, i thought ds and power struggle will count.

    I think game mechanics wise, DS and power struggle are considered stun saves, not the same as wiggling from the killers grasp. Were you only trying these two methods to complete the tome?

  • @Alionis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447120#Comment_3447120

    Of course not. The wiki generally doesn't mention bugs.

    Sorry, my apologies for not being clear, I was checking if it mentioned the 'locker spamming mechanic' that I had assumed makes the locker fall. I am curious to know if this is actually a bug or not.

  • I dont think that's a bug, but rather an obscure mechanic that happens when the survivor spams a locker. I've only seen it happen a few times, and it seemed like that was the reason. Like, idle crows to draw me in then played shack to get a Head On play from the locker she was originally idle in. After that the locker tipped.

    I'll have to dig on the wiki to see if it mentions this...

    Edit: I didnt see anything mentioned on the wiki

  • @MrPeanutbutter said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446454#Comment_3446454

    Getting disconnected is definitely ruining matches for other people because either the killer gets DCd in which case the match is instantly over, or survivor gets DCd in which case the match is probably effectively over.

    Lag/latency issues can make matches unfair if it’s helping killers get hits they shouldn’t or survivors are teleporting all over the place making them difficult to hit/find. I think BHVR should determine what is a minimum ping to avoid unfairness and not let you load into a match unless your ping is below that threshold.

    Oh my god, yesterday I had the worst instance of a lag hit as survivor, it was one of the McMillan maps with a tower, I jump down head for a pallet, watch killer fall down, drop pallet, take two steps forward, and killer hits me from the opposite side of the pallet 😅. They had the red ping icon, and I was on yellow (80-90 in the details screen). I literally stopped and had to do a double take for my brain to comprehend what just happened. 😆

  • @MrPeanutbutter said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446066#Comment_3446066

    OK…so because not everyone has access to reliable internet, everyone who does has to suffer with constant disconnects? If this was allowed without penalty there wouldn’t be a game at all because nobody would play.

    I’d argue that the position of “I don’t care if I ruin other peoples’ games” is a far more “privileged” attitude than “I expect people to have a reliable internet connection so we can have a functioning game.”

    I can see that point. Stepping back a bit, we need to define 'ruining the game'. From the OP that's consistent DCs do to network, whereas I switched the conversation to wifi/switch specific where lag/latency/ping is the predominanting issue.

    Given those differences, do you consider the lag and latency to 'ruin' the match, or only the major network issues?

    (Also I'm glad we can have a genuine discussion without getting heated, I appreciate that)

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446323#Comment_3446323

    Wireless connections are still more than adequate and will not cause regular disconnects, I use wifi for my PS5 and I haven't disconnected from the game in months if not years. The level of 'connection issues' we're talking here is extreme. Hell the game allows for up to 300 ping before it even warns you that you have an issue, without preventing you from playing, despite the effect this has on the game.

    This is more like "I don't own a PC or a games console but I want to run DBD on my Nokia 3310 and it's gatekeeping if you don't let me."

    If you don't have the infrastructure to play an online game, then you can't play an online game.

    Granted we are talking about one extreme end (the multiple DCs from connection issues) verses the less extreme (generally weaker connection with occasional issues), so I agree it's not exactly comparing apples to apples, but I do think the person I previously quoted might still consider the difference less than desirable.

    Aside from all my above nonsense, I do want to know how much of this is actually user sided compared to server sided. Does anyone have some information on ways to discern that?

  • @EasyMcgee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446066#Comment_3446066

    This is a video game. One of thousands of video games, many of which can be played without any internet connection at all. Video games themselves being just one of many mediums for art and entertainment, the overwhelming majority of which again require no internet connection to enjoy.

    The comment is still accurate, at this point it's closer to gatekeeping.

    Let's change perspective. The dev's made a port of this game for Switch, Switch does not have an ethernet cable plug in, only a usb, meaning the only way to hardwire is with an ethernet to usb adapter, which does not provide the same quality connection as direct line. This inevitably leads to comparatively poor connection quality. With those factors are you also saying that players on Switch just should not be playing? Or more generally, anyone who only has a wifi option available?

  • @MrPeanutbutter said:

    If your network is crashing frequently enough to give you long DC penalties, you need to get your network fixed first before playing. If that’s not possible, you shouldn’t be playing. You are just ruining the game for others.

    Spoken from a place of privilege. If only everyone had equal access to the same internet quality.

  • @EasyMcgee said:

    Step 1 : Play as killer in a public match on Mother's Dwelling

    Step 2 : During chase see injured survivor pass pass through gap between tree and hill

    Step 3 : Attempt to go yourself, and notice that you cannot pass.

    • The Legion (Susie) , Cheryl Mason (Lisa Garland)
    • Discordance, Iron Maiden, Mad Grit
    • Mother's Dwelling
    • 1/5 games. (Played some customs in attempt to get footage and could not recreate)

    This has been happening a lot more as of late. I've had an instance where a hook placement prevented the killer (me) from looping a filler tile while a survivor was hooked, pretty much giving a free unhook. I reported it too, but I doubt any action has been taken 😅

  • I always thought (or assumed) that was done by the survivor 'lag switching' so they can work the gen and avoid the grab. I've had it happen on a few different killers and it's always under suspicious circumstances.

    Other than it happening a few times I never really looked into it.

  • I always felt that its conditionally killer sided.

    Main building - survivor sided, decent looping potential, line of sight blocks, moderately difficult for M1 killers , okay for anti-loop killers & trap killers, multiple exhaustion procs for survivors (head on, balanced, lithe), and a high priority gen with good line of sight to pre run.

    Killer shack - relatively balanced, connects into 3ish pallet loops (some safe some not), breakable wall to make more killer sided, possible centralized basement.

    Maze tiles opposite shack - highly survivor sided, a lot of line of sight blockers, pallet loops into pallet loops (most safe some not), a lot of breakable walls to go through to make it slightly killer friendly.

    Back corner - killer sided, few pallets, mostly unsafe, easy to make dead zone, gen offset from others (survivor sided if left to break 3 gen, killer sided if done early game).

    Overall assessment - Killer dependent , SWF advantage overall, macro play required from both sides, killer needs to be selective about chases, survivors need to prioritize high value gens in early game.

    Just my observations from playing both sides.

  • @lifeisstrange said:

    Depipping needs to be gone totally its just so freaking stupid, if your team mates are too good and the killer gets almost no hook and even if u did the gens and survives= depip. Most dumbest thing ever.

    Perhaps the whole ranking system needs to be reexamined.

  • Not sure then. It must have been some combination of survivor wiggle movement (no boil over) and possibly me swinging at the other survivor. Still weird since my pathing never should have brought me withing the pallets hitbox. Just DBD things I guess.

  • @CorvusCorax86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/377371/why-is-console-treated-differently

    But isn't a controller better for the 360 loop? So at least survivors can play better on console.

    Negative, because the camera flick is so limited. I play on switch fyi. I have not yet managed to 360

  • @l_Castelli_l said:

    Another I don't know how game mechanics work so it's a bug post.

    I'm guessing that is the case, but we cant know for sure without more information.

  • Personally I really like playing against Scratched Mirror, I think it's a lot of fun so I'd be pretty sad to see it go. I also think it could use a slight buff, giving him slightly faster tier 1 movement speed, not as fast as tier 2, but just a lil bump in the numbers, but I also understand why they dont.

  • Unfortunately it's going to be hard to say without clips. Did the survivor get up immediately or just very fast? And was there another survivor around to help out?

    If they are getting up immediately with no help whatsoever, that sounds like a cheat. Occasionally there will be a lag spike and it could be the servers "refunded" the hit (meaning it showed a hit on your screen but on survivor screen they were fine, latency/ping thing) and this is used by some players as an exploit termed "lag switching" which is considered a cheat.

    If they are left slugged (left in the dying state on the ground) the perks Boon: Exponential plus Unbreakable could allow someone to get up fairly quickly without any help.

    If a survivor was helping and it was immediate, the perk For the People can do that, making the user broken and injured and the survivor that was on the ground is picked back up in the injured state.

    If a survivor was helping and it was just very fast, the perks Boon: Exponential and We'll live forever (or something close to that) provides extra healing speed for pick ups off the ground.

    Do you have a screenshot of the end game lobby showing all perks in play?

    From your initial description it does sound really suspicious especially when it ends with a disconnect.

    Do you have any additional info to provide or do any of the above scenarios fit with what you recall?

  • As long as the loud noise notification was within the bounds of the detection range you will be spotted. If you have a screenshot of the endgame screen we could at least see if there was some perk in play to produce said notification.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3439942#Comment_3439942

    Yes, that's fine they follow noise notifications but they don't go through solid objects, only windows/broken breakable walls and short walls. The closed game doors are fully closed objects often leading to dead ends. This ALSO spawns the flag on the other side of a wall you often can't get around. I don't see how thats hard to understand.

    The zombies don't phase through solid objects and the knights guards have little to no interaction as it is, this doesn't need to be justified as a feature.

    I also would appreciate if you didn't explain game features to me like I don't understand how it works, this is a bug report, I've reported it. It's up to the devs/admins to decide if it is or not.

    I'm just describing the mechanics as I understand them with the sources I have, no need to get heated. There are many mechanics to this game and not everyone is aware of every tiny detail. I'm still leaning towards this is not a bug given what I've listed, but you do you.

  • In the description of the knights power it notes it goes through floors and ceilings (does not specify walls but my assumption is it would) once the survivor is detected. In addition the wiki notes the following:


    *Guards react to Loud Noise Notifications created by Survivors, akin to The Nemesis' Zombies.

    The following link is to the wiki page for what all produces those notifications.

    https://deadbydaylight.fandom.com/wiki/Loud_Noise_Notifications

    Given that I would recommend checking the perks the knight was running to see what noise notifications he could be producing. My bet is Call of Brine since it doesnt show the survivor it's in effect, as opposed to oppression and overcharge.

  • Still runs better than on the Switch 😅😆

  • I was thinking base kit sponge and sutures giving the increased great skill check area and a mild bonus to healing progression with said skill checks. Nothing too major, but something to differentiate the med kits. At this point I don't see any reason to bring anything other than the brown med kit.

    in Medkits Comment by Cyn0_0
  • I dont think this is a bug. The knights respond to noise notifications and when they start the hunt they will move to where the survivor was first detected to plant the standard even if its through an obstacle. Perhaps the killer was using something to generate noise notifications when you were on a gen?

  • @The_Love_Handle said:

    It would seem that the add-on "Scratched Mirror" for "The Shape" does not trigger the Survivor perk "Distortion".

    This occurred on PC

    This occurred on the map "Memorial Institute"

    I was playing Rebecca

    Just to confirm, distortion did not proc at all? Not just that you were not out of tokens and couldn't replenish them because the killer had no terror radius?

  • I've come across this same thing but it hasn't been acknowledged yet. From what I've figured out from personal observation is that when part of the challenge is to escape, and you do, the thing will light up in match but because the second part of the challenge wasnt met (no totems remain) it doesnt count for the tome.

    I just completed this and I used small games token count to keep track.

    I think the game is valuing "and escape" as the primary condition in match, where instead it should be tracking totems cleansed as the primary condition.

    I get the archives shortcut bug too, but it usually goes away in a day or two. No idea what's going on there.

  • @Mushmallow said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3437181#Comment_3437181

    I don’t know if that would still be possible nowadays. That happened when old Eruption, old CoB, old Overcharge, etc were a thing.

    I think with some combo of current pop, pain res, Eruption, jolt and some good RNG its possible, although I definitely agree it is no longer as easy for the killer to pull off.

  • @Murgleïs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3437254#Comment_3437254

    I am not saying 3gen strat doesn’t exist, but I am wondering if there is no counter like a lot people are claiming.

    So you are saying the SM would force one survivor away, but what were the other 3 survivors doing during that time ? Was it an indoor map against a whole team of soloQ ?

    How did she managed to regress and compete with the progression the 4 survivors got on gens ? What perks were she using ?

    Countering 3 gen in solo is hard, no doubt about that. I'd say the 'best' (or at least viable) strategy for solo is to be the survivor that works to break the 3 gen.

    Running something like visionary or deja vu can help visualize the potential 3 gens and work from there. Also using an irri map with purple thing to show everyone and yellow bead to show your location helps but that obviously requires a high cost item and addons.

  • I think Hens posted a video on YouTube highlighting the issues with the knight and 3 genning from the start on Dead Dawg.

    This is from 5 months back so it's slightly outdated but I think it still has the "current meta" you were asking for.

    https://youtu.be/Vv3I9hHLblE


  • Pretty sure map repeat prevention is a myth 😅

    I get repeats all the time. I also agree with the statement of some realms being more common. I rarely get Midwhich unless an offering is in play. That one really stands out to me.

  • @I_am_Negan said:

    Stop camping and tunneling for kills and you'll have fun matches.

    The way you're playing is to win so you'll be playing against others that are also playing to win. But if that's how you want to play by all means go right ahead.

    I disagree with this statement. That, by my own 'testing' does not work and typically makes things feel even worse. At least with camping you are at least (sort of) pressuring 2 survivors. If you leave and they get insta unhooked there is a very good possibility you will not be able to hook a survivor again, especially considering SWFs and map offerings, and given OPs description it's likely a lot of the struggle is the imbalance with SWFs.

    OP, I definitely feel you on this one. I never can maintain pressure on the survivors/gens even going 'full meta' type builds. God forbid you try to play a special build just for fun.

  • Are we sure the drone wasnt activated manually by drone merchant to keep an eye on the hex? Not sure if that can be determined from survivors perspective, but that would be my first guess before thinking it's a hitbox bug. I guess seeing if a huntress can hit you with a hatchet from the same position could determine hitbox placement for this interaction.

  • At this point I'm pretty sure the devs dont really care to put effort into their smallest customer base.

  • @CaptainHustles said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434302#Comment_3434302

    There have been some amazing ports to the switch that run beautifully. Games with way bigger environments and more action going on at once. The low power of the switch is a huge factor, but I also think BHVR could just do way better. Maybe they could one day hire external help to optimize the switch port if they dont think they can do it themselves.

    My thought is that with the numerous interactions between 4 sets of survivor perks, 1 set of killer perks, and the killers power + addons is too much for the systems hardware (as well as BHVRs servers) to handle.

    Are there other multi player games on switch like this one? I have a very limited awareness of other games.

  • So you are saying stacking progression bonuses as well as toolboxes, brand new parts, and built to last should also receive the same treatment? 🤔

  • I think the problem is that it cant be optimized on Switch. Hardware limitations or something.

    Its extremely frustrating playing on the Switch. Very hard time with any ranged killer, or even non-M1 killers in general. the joystick controls and aiming just feel so bad.

  • Whelp, that's cool. Just another reason this game should never have been released on Switch.

  • I might have been one of those survivors 😅

    Same thing happened in my game, Wesker has gone who knows where, finish the last gen and me and other Nea just stop. Wesker is out passed the exit gate and gives is this frustrated 'Aaarrrgggghhh' head wiggle 😆

  • Did you get last second saved from your first hook state? Once or twice I've seen the HUD miss marking the hook stages when the rescue comes as the absolute last possible moment.

    So yes, looks like a bug, just curious as to the potential circumstances that were not in the clip.

  • @l_Castelli_l said:

    Kinda surprising 90% of the "bugs" posted here are just people who are completely unaware as of how the game mechanics work.

    So much clutter.

    To be fair there are a ton of mechanics to this game that are not outright explained and not always intuitive. I cant really blame OP on this one. To me the 'intuitive' interaction would be the stun is effective throughout the animation.

  • I would like to point out that this idea is giving the totem prop a blessing limit. That still leaves 15 potential chances to set up a boon (5 totems, 3 boon applications each). I still have the mindset that this would be of little impact to solo, nerf to SWF, and ok for the killer. I still haven't seen any reasonable counter argument that demonstrates this would be too extreme for one side or the other, and still would be a good QoL adjustment for the instances it would come into play.

  • It's been worse than usual as of late. Part of me wonders if their servers just cant handle the mass of perk and power interactions happening throughout a match. Some being server sided, some being player sided and stuff like that.

    Idk how realistic of an explanation that is though.

  • Both comments so far are saying boons are just not worth it as is. So then by that logic this change wouldnt matter.

    Another note from first comment was that boons are especially effective in SWFs, yes, exactly where this mechanic would come into play.

    Given that, this mechanic would still be worth it, barely impacting solo while slightly nerfing SWF which is needed balance wise as a whole.

  • @Trollinmon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426546#Comment_3426546

    So I would call your ISP when you are seeing the red packet loss icon a lot during your playtime. Tell them you are having packet loss and ask them to ping your modem. If your ISP says they don't see anything then your modem and line should be fine. If that is the case it might be your ethernet cable or wifi connection that could be the issue.

    Thank you, i'll look into that.

    Today it's fine, no icon, so we will see what happens. 😐👉👉

  • @Trollinmon said:

    You can download winmtr and ping google to see if there is packets being dropped and what node the packet loss is happening.

    I am playing on a switch (😢) good sir. I dont think I have that option 😅

  • @MikaelaWantsYourBoon said:

    We can't balance maps while we have killers like Blight, Spirit, Nurse.

    I'd disagree on that statement, or rather, those killers are the odd ones out (Nurse especially) so they should not be the ones getting the greatest considerations. Weighting 3 killers over the other 28(?) isn't the appropriate rationale to go with.

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