TheOwl
TheOwl
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@BougieBlackChick said:
Has anyone reported it here by any chance?
It's been reported here on the forums and is acknowledged as a bug in the known issues thread: https://forums.bhvr.com/dead-by-daylight/discussion/369120/known-issues#latest
At this point, it just comes down to waiting for the fix. Personally, I do think it wouldn't be a bad idea to disable the perk until it is working correctly since the bug is especially punishing against new players who can't hit the skill checks, but that is ultimately up to the developers.
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Good points. I wish more players would stay open-minded about the developers' vision. Whether you like or dislike the upcoming changes, they deserve credit for branching out and being a little more ambitious than they have been in recent patches. Many players have been asking for a meta shakeup for a while, which is what this patch will do.
While I don't agree with every change coming in the midchapter, I do like most of them. In particular, I'm excited for the game to move out of the three-gen/healing meta, as matches on both sides have been feeling uninspired, with little variety in builds on either side. It's time for a change to make the game feel exciting again, and I'm optimistic that this meta-shakeup will lead to some interesting variety.
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337389#Comment_3337389
I often get 3 "random factors" that happen to (whether intentional or not) bring the killer to the gen I'm working on. It's stressful, so now I've stopped caring. If they have more hooks than me, I sit on the gen to bait the killer. If they have the same or less, I run away and go find a new gen. (If we don't get gens done fast enough or get ourselves into a 3-gen because of it... that's probably partially to blame.)
Tunneling? Lately, I look at it as being killed Night 1 in Town of Salem. "Welp. Better luck next game..." 🤷♂️
I don't teabag in the exits, and I let the killer sacrifice me if they have 0 hooks by then.
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Right now, the biggest hurdle I have yet to overcome is feeling targeted by the killer for no apparent reason or provocation. They let the injured death-hook survivor go to chase me at full health instead? They camped no one else the whole game until I'm on the hook? I get slugged and mori'd, while everyone else gets swift ends to their misery?
Console briefly had anonymous mode and I had no reason to take it personal, but then they took it away and now I can't tell. I would like it back, because I'm sure there are a lot of forum go'ers who would love to ruin my day. 😅
Unfortunately, the varying skill levels of teammates are definitely one of the potential downsides of the solo queue experience. When you get grouped with a decent or strong team of solo players, the whole match can feel like a lot of fun, but when you receive grouping with players who give up quickly or sandbag you, it can feel frustrating. On a bit of a side note, your issue with other players bringing the killer to your generator is one I am familiar with and is the reason I love bond so much. If I am in a chase with the killer, I use it to avoid running into a spot where my teammates are working. If I am the one working on a generator, I use it to see my chased teammate coming and start hiding before the killer can see me (unless I want the killer to notice me).
That said, like the other random factors, you genuinely have no control over your teammates in solo queue. You only have control over how you play, so it is best to focus on your playstyle and adjust it to have the most fun. Out of curiosity, have you ever tried playing in an SWF group? That may alleviate many unenjoyable experiences you encounter and add some enjoyment to the game.
On your other point, a killer deciding to focus on you also tends to result frequently from something outside your control, and I've had my fair share of experience with the same thing. Typically, I just tend to chalk it up to the killer having issues with somebody that played as the same survivor as me in a past match, and I'm just the target of their frustration from that match. Alternatively, (while I am not the best player) another reason could be that the killer may have found catching me to be a little frustrating compared to the rest of my teammates. Putting myself in the other player's position tends to make me feel better about receiving special treatment from the killer.
Still, to touch on your point about DbD's anonymous mode, I play on PC and use it for privacy reasons. However, I do also get the sense that it sometimes contributes to my getting targeted in-game. In my experience, there are a lot of mixed feelings in the community around players who use anonymous mode, and these feelings can result in others giving special attention to people in the match playing on anonymous mode.
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@WarzMythTTV said:
I love James Sunderland and I'm sure a lot of us do but the model in dbd is very awkward (Ex. The chest compared to the rest of the body, the arms compared to the rest of the body etc.). BHVR, Please fix James!
I agree. Personally, I think the overall appearance the developers gave James in DbD is fine, but the proportions/animations are definitely off, particularly in the shoulder/arm area. The arms almost sink into his body when James carries an item, and his running animation doesn't look quite right.
Hopefully, the developers will be able to fix the issues with James eventually. Lisa finally getting her missing earring in the recent update gives me hope that the developers are continuing to monitor and adjust the appearance of the Silent Hill characters (and that they can go back and change them as needed), so hopefully, James will receive the attention he deserves.
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While I can't speak for the other perks yet, I did just try a match with Make Your Choice, and when you are far enough from the hook for the perk to activate, nothing is happening. You hear no screaming and do not receive any notification as to who triggered it, so the change means that if you are outside of 19m, you did not get an indication.
It's a very unfortunate nerf, to say the least. MYC was a favorite perk of mine because it encourages not camping/tunneling, and this change makes it almost worthless as you have no way of knowing who is under its effects.
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I'll have to see what this change means in the game, as maybe it won't affect much. Still, from how it is described, it sounds like a nerf, which would be an incredibly puzzling decision, especially since this was not mentioned/tested on the PTB.
Oddly enough, Make Your Choice was not triggering screams during the PTB, and while a bug report was made for that issue, and the report was acknowledged, I'm wondering if the whole problem resulted from this change not being documented during the PTB.
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I plan on waiting to see how The Skull Merchant plays (through content creator videos) before deciding whether to purchase the DLC, but I am leaning toward not buying it right now.
A lot of good changes are coming at release to make the killer feel better to play, but at the same time, the change that allows survivors with claw traps to deactivate drones is very concerning to me. Admittedly, it may not play out how I imagine (which is why I'm looking forward to watching others play The Skull Merchant). Still, I can't help but feel that this change makes her much worse overall and will lead to one player removing all her drones, leaving her with effectively no power except the possibility of tracking one potentially exposed survivor.
Overall, I'm striving to stay open-minded about the killer, and if she looks fun to play and seems viable enough, I will get the DLC. However, that one change regarding the claw traps left me very concerned and caused me to be more skeptical about getting it right at release.
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@some_guy1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3358291#Comment_3358291
that's because the outfit icon still uses the old model with old design(probably an oversight), the body piece icon uses the correct icon though
Thanks for clarifying, and that makes sense!
I remember something similar happened when The Clown got a visual rework. None of his tie colors matched the ones visible in the store icons (although that issue was eventually fixed).
On a side note, It's unfortunate that the outfit in the OP's picture is no longer available, as I think the red logo outline looks better than the white outline in the current version of the outfit set.
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From the looks of things, it should be the body piece that comes with the "Trench Digger" outfit found in the in-game store. However, I just checked in-game, and the actual outfit in that set looks different from its thumbnail, so I am unsure if that's what it is. It might be an error with the listing of that outfit, or the body was changed at some point to be different from the image shown in the store.
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Many of the changes will make The Skull Merchant feel better to play, and I give the developers credit for such a quick response with many good quality-of-life improvements for her. Still, at the same time, I do have some concerns with the changes.
In particular, I find the change that allows survivors with claw traps to disable drones concerning, and I feel it creates new problems for a killer that is already not the strongest. The claw trap recharging in an active drone area and the increased claw trap battery life mean very little when a survivor no longer needs to wait for the battery to run out and be removed to disable a drone.
Additionally, while the Lock On buffs will make getting rid of it incredibly difficult, I think a survivor gaining it in the first place will be a rare occurrence. Even with the upcoming unhackable duration increase, disabling a drone is, for the most part, very straightforward, especially now that you can do them with a claw trap on, so I don't think many players are going to stay in an active drone area long enough to face any danger of becoming exposed.
Hopefully, the developers will continue to monitor her performance and improve things as needed. I feel she can be fun to play (especially with certain add-ons) and completely understand why others will immediately jump into playing her. Still, I think The Skull Merchant will need some more improvements to be at her most enjoyable.
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Those are good tips for finding more enjoyment in-game, and looking at this game in a less competitive light is beneficial.
DbD places a lot of emphasis on RNG with things like tile spawns, maps, and even what type of players you face. While skill does play a role in how you perform, recognizing that certain random factors that are not always in your control also influence how the match plays out is a good way to decrease performance pressure and the stress that accompanies it.
Shaking things up with new perks and playstyles is also a solid way to decrease this pressure. While everyone will have different feelings on the subject, going into a round with weaker addons, non-meta perks, or no perks places less pressure on me to perform well. As a result, although I am less likely to win these matches, I find them more relaxing.
Another helpful thing is to take breaks from the game or even a specific role (if you're a player who plays both sides). Continuing to play when you aren't having fun can affect your ability to concentrate and play to your full capability in a match, leading to less-than-optimal results and more frustration.
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I gave your bug report an upvote, and from the looks of things, other players experienced the same issue and didn't get the login reward BP either.
On the positive side, I got the login reward for today, 1/27, so hopefully, things with the reward are working correctly now.
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@bm33 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328941#Comment_3328941
OK, glad to see it wasn't just me. I'm on PS4, what platform are you on?
I play on PC via Steam, so it doesn't appear to be a console-based issue. I wonder if many other players didn't get the reward, too?
Do you remember getting the login reward yesterday? Today is the first day of the event in which I've noticed I didn't get it (I'm almost certain I got the bloodpoints yesterday), so I'm curious to see what will happen tomorrow. 50k is a decent amount of bloodpoints to miss out on, so hopefully, the reward will work tomorrow.
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@bm33 said:
Anyone else not get the 50k BP log in reward today? According to the Lunar New Year event blog post we're supposed to get 50k BP every day but today when I logged in I didn't get anything.
https://us.v-cdn.net/6030815/uploads/0F48NY92ZIN4/20230126-201302-jpg.jpg
Yeah, I didn't get the login BP bonus today, either. I'm glad to see somebody else bring the topic up, as I was starting to think I was misremembering things about the event giving a login bonus each day.
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I believe the developers are working to fix this issue, but I figured I would also share that I am experiencing it on PC. However, I cannot even play a single match and keep getting the error when I load the game and attempt to get into a lobby.
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This situation is unfortunate, and it is a shame that none of the glaring issues got a fix. Hopefully, the developers are releasing a fix for the performance issues soon so that all players can enjoy the game issue-free. I have been experiencing consistent performance problems since the patch, too, and have hardly touched the game because of it. Dealing with frequent game hiccups is frustrating, disheartening, and makes me feel that I am better off spending my time doing something else.
Honestly, I wish there was more communication from Behavior to keep us updated throughout these issues. Don't get me wrong, I genuinely appreciate the effort of the mods who are working hard to help where they can, but I miss the days when the Community Managers interacted with everyone more. During those times, it always felt like we had a more direct link to Behavior and that they were constantly acknowledging and reporting issues to the developers, which was a positive thing.
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Honestly, I think that the game needs a certain amount of grinding to keep players invested. However, the grind, as it currently sits, is terrible and is very off-putting. I've been playing for close to four years and still don't have everything even near being unlocked. Dead by Daylight is such a perk-reliant game, and the random nature of the blood web, along with the cost of items and low point gain, often make it difficult and frustrating to get a set of perks you want. This problem is especially evident when you have all of the teachable perks unlocked and must go through many ineffective perks in your blood web to get one that you want.
I've been hoping that the developers would adjust the grind for quite some time and think removing perk tiers is a great way to go about it. Truthfully, I thought we would get some news about a grind reduction during the anniversary stream. However, we didn't, so I wonder if the developers are even examining the amount of grind.
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Truthfully, it is an interesting perk idea, but I don't think it is worth bringing on any killer. It has potential on certain killers. However, the short duration of Lethal Pursuer, its one-time use, and the fact that Distortion or the new Object of Obsession counter it makes it a very hard perk to recommend. You are almost always better off running something like Whispers or Corrupt Intervention that provides consistent value in the early game.
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I'm very sorry to hear about your issues. The game's performance has been suffering quite severely this patch, and I know other people have gotten matchmaking penalties for the same reason, which is very unfortunate.
Honestly, guaranteeing game stability for all players should be a priority above anything else to the developers. The fact that there are many threads about the game having performance issues on the forum with no developer response is disheartening.
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The sets now being linked is very unfortunate as it does mess with the amount of customization you can do with Jill or Leon. Ignoring the matter of paying more for a headpiece (for Jill) that is the same as default, you can't mix and match almost any of their cosmetics now. Hopefully, the linking is an error, and it gets resolved as it is unfair for people who bought the outfits thinking they would be unlinked.
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I know this thread has been around for a while, but I hope the renewed conversation gets some attention from the developers.
Honestly, I feel bad for everything console players' experience regarding optimization. Still, I hope you know you aren't alone in suffering from poor performance (although I'm sure you experience it worse). I play on PC and have an RTX 2070. I constantly deal with freezes in DbD, similar to what Scott showcased in his video, and they frequently cause me to be at a disadvantage on both sides. As others have mentioned, these issues seem to have ties to the game's status effects (such as blood lust, exposed, blindness, etc.), and usually when one of these effects activate, I'll experience a performance drop. DbD is the only game I play that I experience these kinds of issues with performance, and it would benefit from a health patch to improve optimization for all players, as it is frustrating to suffer in a match due to issues that are out of your control.
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I respectfully disagree that playing The Wraith requires no skill. He needs more knowledge than many other killers on the roster since the player must understand how his lounge works to use him effectively. They also need to have an understanding of his shimmer distance to be most effective.
However, despite not finding him overpowered or requiring no skill, I will say that I find him very unfun to face as a solo survivor player. Most Wraiths I go against utilize the all-seeing addon and employ the hit-and-run tactic to win. While I feel they have every right to do so, it does not create the most enjoyable experience, especially when matchmaking often groups people of differing skill levels.
Additionally, I can't entirely agree with what others say about the hit-and-run style meaning the killer is not tunneling. A Wraith player can use this tactic and focus a particular player down, especially with the Wraith's fast movement speed and specific addons (particularly the all-seeing addon). I often find that my Wraith matches usually have my teammates going down quickly. After my teammate gets put on a hook, the killer will leave the area to damage other players through surprise attacks, but they will not commit to chasing a specific person. Instead, they will run back to the hook to get the unhooked survivor or rescuer and leave everyone they attacked to remain injured or heal. While ineffective against coordinated teams, this tactic is strong versus solo teams who lack communication, and it makes every time I face the Wraith more frustrating than enjoyable. It doesn't help that the number of people playing the Wraith and using the all-seeing addon has greatly increased since his buff.
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I agree. The bots work quite well, and I think these tutorials will be beneficial in helping to teach new players the basics of a match. Even as somebody who has been playing the game for years, I enjoyed doing a bot match. It was entertaining to jump into a quick game to play around as a killer or survivor without worrying about ruining the enjoyment of other players or not having the time to sit through a whole match, and I think the developers are onto something great with this concept.
Hopefully, they eventually let us choose our own killer/survivor and perk loadout for the bot matches. It would be fantastic to experiment with some killers and perk combinations that you are afraid to try in live matches.
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Awesome change! I've been hoping they would implement this feature as it helps sell the idea of legendary cosmetics being completely different characters. Hopefully, we get some pictures of the legendary skins like Cybil and Lisa to use here on the forums.
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@Aven_Fallen said:
Yes, both Maps are disabled in Custom Games. I got Thompsons House this morning.
But I have also read that the Maps are disabled. Sadly no official Information about it, as far as I know. (Apparently because Killers were able to block the Basement Stairs on Thompsons House and Rancid Abattoir)
That's unfortunate, but it isn't too surprising. The basement stairs being blockable in Rancid Abattoir was actually brought up in a thread here during the PTB feedback phase, but the developers must not have become aware of it until after the launch. I'm glad they know about it now, though, as that basement setup is quite troublesome.
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When playing in solo queue, it is best to go in with the expectation that you will not survive the match and do whatever you can to pip before the game ends. Versus SWF groups where some players may have specific roles, a solo player needs to do a little of everything. Try to get some saves, work on generators, and run the killer for a bit. Additionally, don't be afraid of dying to the killer as it will only cause frequent frustration if you are.
Personally, I wouldn't recommend bringing left behind. Exiting via the hatch is very situational unless you have a key, and depending on which rank you are at, the killer will more than likely slug the third person to prevent the hatch escape. Kindred is an invaluable perk as a solo survivor and should always be a part of your loadout. In addition to this, I would recommend an exhaustion perk and decisive strike to help keep you alive, as unsafe saves happen reasonably frequently in solo queues (even when you have kindred).
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I'm on the East Coast in the USA and have the same issues around that time. It takes about 10 minutes to get a match as a solo survivor, and when I do, I usually get put into groups with teammates who are either relatively new to the game or don't do objectives. I'm rank one, and it isn't uncommon for me to get at least one brown-rank teammate a match while the killer is a red rank. However, it really isn't the fault of your teammates, but rather the matchmaking and ranking system in the game.
While I can understand the system is doing that kind of matchmaking to stop people from waiting too long, that kind of matchmaking isn't enjoyable, and it causes me to play less survivor. I've been playing as a solo survivor for years, and while the quality of people you get matched with has constantly varied, I never remember it being so consistently bad. Hopefully, things improve as the developers begin to implement the MMR system.
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Awesome design! I don't think I've seen it before, so thanks for sharing!
It would be great to get this design in the game, and I would definitely buy it. However, it looks like it was a submission from last year, judging from the date of the original post. Because of this, I doubt we'll see it, which is a shame, as it is one of the best submissions I've seen for the cosmetic contest.
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I've checked the sale out, and agree that there is a slim selection of items on deep discount. However, to clear something up, the 10% off is actually the usual price for buying whole sets, so those items aren't part of the sale. I'll include a screen capture below of the announcement that lists every item on sale.
Truthfully, I was looking forward to a cosmetic sale, but I will say I find this one a little disappointing. Regardless of the cost of the items (as everyone is willing to pay a different amount for cosmetics they like), the selection is quite minimal and consists of outfits for characters I don't play. I was really hoping to see more of a selection.
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I respect your opinion, but I feel that making him 115% is not the correct way to adjust Trickster. Yes, he is weaker around specific loops, but he has the same issue that Huntress and Deathslinger have in this regard. Neither can get easy downs at certain taller tiles, as these tiles are supposed to be the counter for ranged killers and to make the Trickster 115% would cause him to be uncounterable.
One main change I think he needs is to have one ricochet as part of his base kit (this will give skilled players a little more counterplay around certain taller loops). Additionally, it would be nice for his main event to receive an adjustment to make it a little more viable (either increase the duration players have to activate the main event or allow players to store it once they build it up). However, despite my thoughts, I don't think he is in a bad spot at all right now, so any changes he gets should come in smaller increments to avoid making him too oppressive.
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1) I started playing during The Nightmare on Elm Street Chapter.
2) My first survivor main was Laurie (as a new player, I wanted to get Decisive Strike), but now I play Cheryl, Laurie, and Jane equally.
3) My first killer main was Leatherface (I played him exclusively until I got BBQ & Chili). I don't have a main anymore, though, and tend to play whatever killer I feel like playing.
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@Huge_Bush said:
I think they have the rarity values mixed with Plunderers Instinct. I have been running it non-stop for the last few months and in the last few weeks I have noticed I rarely see rare items anymore and only get brown and yellow with the occasional green. Hopefully they'll fix it soon.
Yeah, I've noticed the same thing with plunderers. Hopefully, it does get fixed soon, and the developers are aware of the issue. To my knowledge, they haven't said anything about it, so I do have a concern about whether they even know it is a problem.
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I don't mind going against him. Playing against The Trickster reminds me of the Huntress. He is beatable if survivors utilize cover effectively and make distance whenever they get a chance as his slower movement speed hinders him. You also want to try and stay separated when going against The Trickster. The issue is that many players remain around open areas, and together, against him, which gives the killer quick downs. I had a match last night at the Thompson House where three of my teammates kept going down instantly because they would group up together and stayed in the open. The second you see or hear the Trickster coming, you need to run to the nearest tall structure to defend yourself, or you are going to go down quickly.
On a slightly different note, to give a little more information to your question, I would also say there is a noticeable difference between console and PC Tricksters, contributing to players feeling different reactions when going against him. It is harder to aim your blades on a controller, and console players are at a disadvantage because of this. As a result, he is an easy killer to go against or quite intimidating depending on whether the Trickster player uses a mouse and keyboard.
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It is interesting that you brought up your experience with plunderers. I recently used it for around 5-6 trials to help find chests for challenges, and it seemed like I saw much lower quality items than if I were not to have plunderers on. I wonder if the rarity increase from plunderers somehow swapped with the default value, causing these problems? Regardless of what is causing it, something does feel off with chests giving better items than usual.
https://forum.deadbydaylight.com/en/discussion/comment/2065589#Comment_2065589
Above is a link to a bug report a member put in on the issue. It may be beneficial for everyone who feels this is a problem to check this thread out, comment in it, and give it an upvote so the developers will notice. To my knowledge, the developers have not acknowledged that something is off with rarity, so perhaps they are currently unaware of any issue.
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I respect the developers' decision not to ban anyone, and I do not feel that anyone should receive a ban for using Breakdown as they may not be aware of the glitch. However, it really would be best to disable the perk until the developers can fix it. As people continue talking about the glitch, the number of players using Breakdown will only increase, which may become quite problematic.
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Are you playing on the PTB, or live game? The change hasn't gone live yet, and is only on the PTB right now, but it should hit live servers in a few weeks.
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The bug fixes and Trickster buffs will be a part of the PTB build tomorrow, but they won't come into the live game until the next day, which is Wednesday.
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To my understanding, the PTB is going live tomorrow, and will include the bugfix patch changes and buffs to Trickster. The bugfix patch (including The Trickster buffs) will hit the live game on Wednesday.
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Truthfully, I feel that The Twins needed some changes, but this direction is a little off the mark. This tweak punishes players for using the killer's power successfully and will only result in frustration and make The Twins unenjoyable to play. I feel that the developers would have been better off adjusting the cooldown on releasing Victor instead. This change would encourage players to be more careful to protect Victor and give a bigger reward for players who destroy Victor. However, it would also still punish survivors for being injured and grouping up together. The developer's current change pretty much ensures Victor's death if survivors group up together as five seconds is a very long time to be unable to react.
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Iron Maiden does help Trickster reload faster. In the PTB, a glitch made Iron Maiden not affect Trickster's reload speed, but that was fixed when the chapter came out.
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I am sorry to hear about your bad in-game experience. Dead by Daylight can sometimes be frustrating, leading to people becoming upset when a match doesn't go as they had planned. If I can offer a suggestion, I would recommend turning off post-game chat to help eliminate these issues.
To counter your point about J Flicks being permissible, I believe @Shenshen is correct, and I heard something similar. The developers have stated that J Flicks are unintentional, and people should not get used to using them. Personally, I think the removal of J Flicking is a good thing. I feel that they offer little in the way of counterplay as the only way to counter them is to guess whether the Blight player is utilizing J Flicks. Since they are unintentional, and not every Blight knows how to do it, that isn't a fair guessing game to play.
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Honestly, I've been finding solo survivor unenjoyable lately, too. It's even to the point where I'd rather play and completely lose a killer match than play another match as a solo survivor.
While I won't deny that more killers are playing aggressively since the update regarding utilizing camping and tunneling as strategies, most of my lack of enjoyment from playing solo survivors comes from matchmaking. I play at rank 1, and it seems to be a complete draw as to whether I will get decent teammates. I do not expect others to be perfect, and I am not the greatest player myself. However, it is disheartening when I constantly get grouped with players that do not work on any objectives. It pretty much ensures our defeat, and sitting in a queue for so long just to be matched up like that isn't the best feeling.
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It is disappointing that there is no bug fix patch today, but I'm not too surprised. The developers likely didn't work during the holiday weekend, so they didn't have time to do anything with a patch. Hopefully, they will be able to get an emergency patch out before next Tuesday as All-Kill came with some game-changing issues that need addressing.
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I'm sorry to hear about your experience. I try not to let other people's playstyles affect me, but this is easier said than done. Truthfully, I had a similar match last night, but thankfully I didn't go to Haddonfield. It did make me take a break from playing killer for the rest of the night, though, because the match was quite the battle and a little taxing. People are allowed to play however they want, but I do wish that some players in this game would try to keep the fun of the other side in mind.
It was a 3-4 man party. Two of them switched to fleshlights at the last second, so the survivors had three flashlights total, and two had OoO and were continually trying to taunt me. Honestly, I've never been so thankful to have very few perks on a killer because I put on lightborn after only seeing one flashlight in the lobby, and it greatly helped me get hits in the end. Thankfully, it was able to kill the survivors because some of them were not that strong at looping, and the players with OoO followed me around when they really could have been doing generators, but I still would not call it an enjoyable experience.
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All jokes aside, I've also been waiting for a Maria skin since the Lisa skin announcement, but I'm starting to doubt we'll get one. I have a suspicion that the Cybil skin didn't sell enough to meet expectations, and it may affect our chances of seeing Maria. I hope to be proven wrong, though.
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Here is a picture of my meager collection of badges. I've been on here since the forums started but lurk much more than I post, so my badge collection is very unimpressive.
I remember the LOL reaction. It is a shame that people were using it to mostly insult other posters, as it could have been very helpful in bringing attention to more humorous content if this wasn't the case.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2056877#Comment_2056877
They nerfed remember me because of closing hatch starts EGC.
Thanks for the reminder! My memory was a little foggy about it, and I thought it might have had something to do with Remember Me's tunneling aspect, but now that you mention it, I can remember the EGC being the reason.
Honestly, though, it would have been better if the developers added a stipulation to Remember Me that all generators needed to be powered for the extra gate opening time to take effect and keep the previous values. That way, the perk would still be helpful, but survivors who fail to get the hatch still have a chance of opening the gate. I know Remember Me was never the strongest perk in the game, but it was one of my favorites before the nerf, and it was the one perk on either side that I was saddened to see nerfed.
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I'm looking forward to using No Way Out when the chapter releases, and it is probably my favorite perk from the DLC. It is quite a situational one, but I love perks that add an element of surprise and length to the endgame, and I enjoyed using Remember me before it received a nerf. No Way Out is an even better version of the old Remember Me (which makes me wonder why the developers even nerfed Remember Me), and I cannot wait to give it a try.
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Hopefully, this glitch gets fixed quickly. I saw a video on YouTube that had the survivors using it to remain unhittable, and it is a very unfortunate problem.
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Honestly, you could play two different ways when running OoO.
If you are entirely unafraid of the killer chasing and finding you and are using OoO to help start chases, I would run perks that will help you stay alive longer in a chase, such as OoO, Decisive Strike, Dead Hard, and Iron Will.
On the flip side, you could also play a little more stealthy when using OoO. Essentially you show the killer your aura, and then when they come closer, hide. For this purpose, I would use a slightly different build that helps you stay out of view like OoO, Urban Evasion, and Iron Will. I would fill the final spot with Decisive Strike.
Overall, I would suggest using Decisive Strike for any build you run with OoO as the player you are going up against is more than likely going to want you out of the match as quickly as possible. Alternatively, you could run Kindred, and this could provide your team with some valuable information if the killer ends up staying close to the hook to ensure your death.




