TamboRhyyn
TamboRhyyn
About
- Username
- TamboRhyyn
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Comments
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Hope does affect crawl speed, actually. I've done several slug races with friends, and I always come out first because I'm the only one who uses hope, slowly seeing myself crawl ahead of them. It's just like… 1% faster since 7% of whatever the crawl speed is amounts to like, 1% increased move speed or something.
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That born sure was light
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I should mention this happened twice, not just once.
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Vaulting into Pinhead or Artist because the vault key and interaction key are the same is such a huge pain, and that even goes for healing/vaulting being the same on a controller, too. Definitely something that should be looked at.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2770562#Comment_2770562
I should have recieved the shards about 1 day ago, but still havent recieved them. Are they still being distributed and I need to be a bit more patient or do I need to create a support ticket?
Still haven't received shards on my PC account, wondering the same.
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@lethargicsauce said:
While playing as Zarina, (since I just got her) I noticed that I was only getting a slight bit of Renewal's necessary healing for it to activate when using For The People, which I found odd since F.T.P. can be quite the risky perk and also fully heals a survivor you're healing. It happens on all the maps I play on every time I use F.T.P.. While I haven't seen if other characters have this problem or not (since I only have F.T.P. on Zarina at the moment), I'd assume it happens for them too. Also, the other perks I'm using at the same time are Inner Healing and Off The Record.
Steps:
1: Boot up el DbD
2: Play as Survivor
3: Pick Zarina Kassir (or maybe other survivors, dunno for sure at the moment)
4: Pick For The People and Renewal (a.k.a. Second Wind)
5: Use F.T.P. on an injured or downed survivor
6: Notice that Renewal only gains a sliver of progress instead of full progress
Here's the video clip that contains the bug (?). The timestamp is 2:07 to 2:18
It isn't supposed to count as progress. For the People's instaheal is a separate mechanic from healing in general, as it doesn't instantly incur 16 charges. From my understanding, it is working as intended.
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Are you referring to the chattering? The Chatterer legendary cosmetic doesn't speak, he's only supposed to chatter with his teeth when he teleports or gets stunned.
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@slipttees said:
I didn't receive my shards, now what?
I reckon the system is just taking longer than 24 hours, I'm sure they'll be here soon - but some clarity would always be appreciated by the forum mods!
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@sizzlingmario4 said:
This is not a bug - 4 seconds off is exactly what it's supposed to be.
The way Wake Up works is that it increases opening speed by 25%, as you stated. An exit gate normally requires 20 charges to open, and a survivor's default opening speed is 1 charge per second. Wake Up increases this to 1.25.
So normally, it would be 20 charges / 1 charge per second = 20 seconds to open the gate.
With Wake Up, it becomes 20 charges / 1.25 charges per second = 16 seconds to open the gate.
oHHHH yeah the whole charge system, I forgot that applies to non-item things. Thanks!
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@Mandy said:
They will start going out a little bit later
Figured as much, thank you for the reassurance!
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@DoomedMind said:
In fact every effect are not listed, but I think this perk does well what it has to do. More (like increasing the %) would be too much very fast.
Sprint Burst / Vigil / Fixated is my favourite build, imagine recovering from exhaustion in less than 30s, that would be broken.
And good loopers would manage to get DH twice.
Or the % would vary depending on the effect, that can be a thing !
I've suggested the last one before! Making things like blindness recover, say 50% faster, while exhaustion stays a lower value :0
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@Yords said:
What is the new status effect from the blue glyph?
They give you either blindness or oblivious (for a minute?) randomly when you complete the interaction with blue ones!
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But... she's already in the shop? They added her last Halloween, I think.
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@immoraldemise I did! You never specified if you let the FULL animation play out, which is why I ask - you just say you pointed in his face unspecified, that's just why I ask :,0 a lot of people cancel the animation and have issues, I had to specify that to some friends of mine
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Are you letting the full pointing animation play out? You need to let the full animation for the pointing play out.
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@GoshJosh Thank you! I also think that having the perk trigger on injured survivors going down is sub-optimal, but it still has usefulness so I guess it's bearable in regards to preventing pallet saves. I also do wonder how much the time would need to be tweaked, taking into consideration if they DO stay at the loop (which the perk discourages) versus running to another loop, how much time you'd need to add to the effect to compensate for that time where they're not at a loop? 20 seconds does seem like a good place to start regardless. I'm glad you enjoy the idea, it means a lot!
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@GoobyNugget Oh yeah for sure! I just don't know how it would be remixed to be more ominous lol, but I'm sure they can make that work
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@Kees_T Oh no it doesn't do a riff of the killer! Just the killer associated with the map youre on.
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@Volfgang57 Yeah :0 That's what I figure might be going on here. Interesting that this is the first time it has ever happened though! Either that or the ghosts of long-dead survivors are getting a little antsy with wanting to light burn that Nurse lmao
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To be honest, I see it more as an extra place to look to see if spine chill is working or not. I'm not always looking at the perks in the bottom right, so maybe if I'm glancing at the survivor portraits on the left, or looking elsewhere, seeing that I'm getting the random speed in my periphery can help me better deduce that It's active.
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It is entirely possible that someone has said this before, but from my scouting, I couldn't see it, so apologies in advance if someone did say it. All I have to say about the survivor animations is that there appears to be a weird snap / missing animation for looking from shoulder over the other shoulder when crouched. That is all :,)
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Did you close the hatch? Rancor ONLY triggers when the five generators have been completed, not when the endgame is triggered via the hatch being closed.
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Can confirm - my friend "Skybones" on Steam is having this same issue.
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@Mozzie said:
https://forum.deadbydaylight.com/en/discussion/comment/1809393#Comment_1809393
Unless you are incredibly far away from a hook then no, it isn't.
No no I understand that! I am fully aware of that, my whole argument here is that, a mori will always finish killing a survivor quicker than the pick up time to the hook + the full. Of course if youre right underneath the hook then hooking the survivor and having them go through the entity animation can kill them quicker than some longer mori animations, but how often is a survivor right under the hook? Usually you're downed at a loop or in a building where there is SOME distance between you and the hook. Usually you need to carry them to the hook and then it will play the 15 second death animation, my statement here is that, assuming we are using a regular scenario where the survivor is not generally under a hook, a mori will give you some extra time to get going. TYPICALLY. That is the entire statement I am presenting :,)
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1808839#Comment_1808839
Exactly. On top of that you get fewer points for not putting them on that last hook. There is literally no good reason whatsoever to waste an Offering slot on the Mori unless you plan on double tunneling HARD at the very start of the game to get a 3v1 fast.
Oh I'm not arguing about the effectiveness of the mori, I'm just pointing out it's quicker to get a kill.
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I am quite fond of this feature! I myself do main the same 3 killers at the moment on the Xbox, where the menu and the UI is typically already very slow and tedious to get through with the constant freezes every click, so this would especially be of great benefit to console players.
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@gibblywibblywoo Thank you! I try to put out my suggestions for less used perks and the liking, I really would love to see a greater variety of perks being utilized! A lot of them have so much potential that isn't realized, and some of the concepts are so nice to be in such an unfortunate usability ditch.
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@maaadinsomniac said:
Dec. 11th 11AM ET - Dec. 14th 11AM ET: Felix's Holiday Formal Sweater*
Code: SNAPSNAP
Maybe it's same code, but active for this present since 11th?
The twitter guy confirmed a bit ago that it was indeed a mistake :0
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How funny! I was recently considering making a "QoL Improvement Suggestions" post with that exact suggestion in it! Good to know I'm not the only one wanting to have this discussion.