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_RupTurE_

_RupTurE_

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_RupTurE_
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  • I just use melee when I see that. I ran into it once and then learned how to beat it. It's not bad imo, part of the learning process.

  • A couple of my favorite killer perks are Dark Devotion and Blood Warden. Mainly, I like perks that can be used tactically vs. perks that require little tactics. It just depends on what you find fun. I value fun in getting use out of my perks and chasing survivors, I don't focus on the end result. If my tactics get me a solid end result that's just icing on the cake.

  • That's actually my build usually. Head On, Q&Q, Deception and Flashbang. Pebble is a good one too instead of flashbang. Once you get them with the lockers you can start throwing pebbles at lockers for maximum effect.

  • @MrBendiix said:

    The flashbang also gets rolled back to your hand if you take a hit as you drop it, so you can't really hook save with them anymore. At least against a killer that is not brand new.

    It's probably the same bug, if you are basically next to the killer you can't drop the flashbang. And since they are hitting you... you are next to them. Being hit doesn't really have anything to do with the bug. It will happen even if they aren't hitting you. It's just an issue with the survivor and the killer collision. It plays the animation and everything, which is the worst part. It feels like the hit validation all over again.

    I have a feeling they are going to keep it this way, but maybe make the prompt disappear like it does when you fall, walk down some stairs, or even some ramps. I know some areas on swamp where the prompt will go away in just the right spots as I have failed to drop flashbangs on time before due to those areas.

  • That sucks, I hope you figure out what is causing the problems for you.

  • They supposedly fixed this bug fairly recently, within the last year. Sad this happened. Frustrating, but this isn't a very good bug report. Maybe instead of cussing you file the report as requested in the guidelines and they would be more likely to address the concern instead of ignoring the post when they see it doesn't meet the format.

    Each time you attempt to self-unhook and fail your hook timer decreases. If you try to self unhook while the timer is also moving to the 2nd stage and you are successful then you get off the hook but you also made it to 2nd hook state.

    I agree they should fix it. Either the self unhook attempt should be cancelled if the timer reaches 2nd stage before the attempt is finished. Or if you self unhook you should NEVER be put into 2nd hook state.

  • @Decutor said:

    This is extremely frustrating, not being able to dodge lobbies like this:

    https://us.v-cdn.net/6030815/uploads/UEDI9U3KV5RE/image.png

    DBD is barely functional with a 40 ~ 90 ping.

    Facts, I had to play a 250 ping game last night. I was in a SWF and all 4 of us had 200+ ping no idea why we got placed on an Asian/OCE server.

  • This also happens if the survivor is working on a generator. The guard spawns and the knight teleports to the generator and grabs the survivor.

  • I only play Bill, P95. I've never had issues with people healing me up off the ground or healing me after unhooking, and they aren't required to be standing any place in particular. I can double check, but I think this is a you issue.

    Maybe check if you have any other input devices plugged into your computer that could be interfering with the healing, or maybe sticky keys turned on where shift is being held down while you are not pressing it.

  • to re-create, use the perk flashbang, or item Firecrack/party starter

    Example

    Step 1 : With the flashbang/firecracker in hand. Run up to the killer

    Step 2 : Drop the flashbang/firecracker while running into the killer.

    Step 3 : The animation plays but the item is not dropped.

    Additionally: This can be done at a hook while the killer hits you and you try to drop the firecracker.

  • I have experienced this bug many times since the hotfix.

    I cannot drop the flashbang if the killer is next to me.

  • They posted stats just a few days ago.

    Kill rates are 61% since 6.1.0.

    Hyperfocus is a problem but that's it. Killers can't expect to 4k most games both sides need to enjoy themselves. 60% kill rate is a good number. They didn't break it down into further mmr numbers but I can tell you. Right now is about the best killers have had it in a long time in terms of ease of killing in your average matches.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3158662#Comment_3158662

    50% is still way too high for how unreliable Blast Mine is and how short it lasts. With this change, 20% would be fairer.

    I use(d) Blast Mine a fair bit and I can't understate how unlikely it is to get value on any given placement.

    I myself think survivor perks that require gen repair should all work off time repairing not percentages. Look at Repressed Alliance. Currently the others like Flashbang, Wiretap, Blast mine all receive nerfs whenever gen speeds change or killers run gen progression slowdowns (thana, gift of pain etc.) All these effect the time it takes to activate the perks while also slowing down the objectives.

    If survivor perks that required working on generators worked off time then changes to gen speeds would not effect the perks and I think that is better.

  • I think the change itself was fine, but they really should have reduced the charge up time to at least 50% to be in line with Flashbang.

  • All of that is just your opinion. Noted and also note my opinion is different than yours. I would find it much more interesting to have to hit more buttons than just holding one down. Clearly we disagree and you're content just holding a button down. Good on you. I find it boring. I do agree you'll never make working on a generator fun, but it can be more interactive. Yes, I get you would find that more annoying, but I wouldn't. Good day.

    @DaddyMyers_Mori said:

    https://forum.deadbydaylight.com/en/discussion/comment/3047411#Comment_3047411

    You would hold different button (W) and go back to holding first button. I would just have to do another senseless action instead of just chilling waiting for skill check / killer.

    You can't make working on gen interesting. This would make those 10 seconds -> same time as you said -> way more annoying imo.


  • It wouldn't annoy me more. I would love to have to do something other than just hold a button and hit skill checks.

    @DaddyMyers_Mori said:

    https://forum.deadbydaylight.com/en/discussion/comment/3047404#Comment_3047404

    That would then annoy me way more than 10 extra seconds.

    and this is dbd, it would spawn inside a texture and you wouldn't be able to finish that gen anymore.


  • Not even close to being the same. Shouldn't effect solo queue at all. We are talking just mere meters from the generator, not like across the map or even two tiles away. Literally talking like 5-10m away. Something like that if done 2 or 3 times would still add 10 seconds of repair time to a generator.

    @DaddyMyers_Mori said:

    Problem is that any secondary objective -> like collecting parts etc. is going to screw soloQ even more.

    It's easy for SWF, you just make a call who is going to get that part, who got interrupted by a killer etc. but soloQ can't do that. You will have multiple / no survivors going for those parts etc. basically same as unhooking.

    As I said in my post the part would just randomly appear nearby the generator, the aura visible to the survivors only. They run over there a few steps and grab it and run back. It shouldn't be anything like doing stuff that is across the map where solo queue would be an issue.

  • I think prestige should be shown. I like Hunt Showdown and how they show the prestige at the end of a match. I also like Rocket League an how they also have a similar thing. However in their game you can customize the icon and show the prestige or use some other icon.

  • @Dwight_Fairfield said:

    I watch the chill, wholesome streamers who do not constantly trash talk other players. They're also very good at the game.

    We enjoy the same content! :nodders:

  • @VaJaybles said:

    https://forum.deadbydaylight.com/en/discussion/comment/2872119#Comment_2872119

    Yes! It was an intense endgame on macmillan against a wraith and you were trapped in a locker.

    Yea I remember that! I had used a pebble to save someone then deception on the shack locker and he didn't know which locker i was in but just stood there blocking 1 door. That was an epic game!

  • @Ryuhi said:

    Its kinda silly how breakable walls went from initially being a buff for killers, then turning it into a massive nerf for them. funny, that.

    @Adaez said:

    Ah yes breakable walls,waiting to give survivors some "real" extra objectives.

    You know maybe they could investigate adding some breakable windows? No god windows or anything just more like a useless loop that has a window that if opened would make it a normal type window loop. Where survivors would have to interact with it for 10-16sec or so to open it. Then it's open the rest of the game but unusable until someone does.

    Just as an example. Say an LT wall but one of the windows randomly started off blocked and would need to be opened up to be useable. This is in reply to Adaez's comment. I do agree that on a lot of maps, the breakable walls are somewhat of a nerf and the killer has to open them to make that area viable.

  • @VaJaybles said:

    https://forum.deadbydaylight.com/en/discussion/comment/2871667#Comment_2871667

    Wait. I played with you. Did you by chance cosplay as bill like within the last month?

    Yeah we did I remembered your name as well. It was a pretty decent game if I recall. I cosplay as Bill every Saturday. I've been doing it for ~3 years now.

  • I came up with my name "rupture" in the late 90s at the start of Quake specifically when Quakeworld became big. I had previously been using the name HellRaZoR and the name was very popular in various spellings at the time because of the movies I think one came out in 96 or so. So I was seeking a simple name that was very uncommon. I grabbed a dictionary and opened it up and skimmed my finger down a page and stopped. I happened to open to the R's and my finger was over rupture.

    At the time I'd never seen anyone with that name so I took it. Since then i've ran into a few others with the name. Even back in the quakeworld days there was a player on Evil Geniuses named rupture who was very good at quake.

    I locked in my twitch username "rupture" back in 2010 when it was still justin.tv since I get asked frequently how I got such a simple name without doing weird spelling or numbers etc. That is why. I just got in early.

  • @dragobv said:

    two at every house for optimal doorbreaking

    That would be some optimal breakage!

  • I mean you can still 99. I'm not sure I've seen people 99 heals enough to make ME take that into consideration when running a hemorrhage perk/add on.

  • Sure I mentioned the UI didn't show 2 hooks. There is a bug somewhere. Whether the UI is bugged or if you unhook successfully if you should still get counted as 2 hooks or not is not really my concern. Just that there is clearly a bug here. Everyone in the lobby was SWF and we all saw only 1 hook state. I couldn't communicate with the killer so I'm not sure what they saw on their UI.

    In my opinion, if you unhook yourself you shouldn't get a 2nd hook state added but... that's just my opinion. I just reported it how I saw it. They can fix it (or not) however they see fit.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2803596#Comment_2803596

    At least people on this thread seem to be getting their shards right now in this latest wave.

    Hopefully it will account for the majority of players if not all...but please rest assured that everyone who was due shards will get them.

    Just checked again while eating my lunch and boom, gottem! Happy Valentines and Birthday to me!!!

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2803512#Comment_2803512

    I appreciate the assistance here, unfortunately it's not that simple - some people do not have their accounts linked, nor have never linked them and they still don't have their shards.

    This is something still being worked on, it's not forgotten about - I just want to reassure people on that, you will get your shards if you met the criteria of playing Leatherface before the last mid chapter. The process is taking longer than expected and we are still sending out shards. I am so very sorry for the delay that some people have faced with this.

    I didn't mean to make it sound simple, I am sure there are many other situations than just one going on. I've been a dev for 16+ years and I know the pains of trying to capture every situation in a single database query. I know it seems simple to us players, but I'm sure it's been more difficult than anticipated. I was just offering what may be one of many situations. I trust I'll get them eventually, after all Valentines day is coming up and my birthday shortly after. More shards is a welcome gift 😂

  • I have not received my shards yet either.

    I suspect in a number of cases that the issue revolves around linked accounts with BHVR, Steam, Epic etc.

    The only logical reason I can think of why I have not got my shards, even though I meet the criteria is as follows.

    I have my Epic account linked with Steam on my BHVR account. I've played bubba tons of times on Steam but 0 times on Epic. maybe this could be useful info for the team @MandyTalk I know at the time I talked with PaulieEsther who had not got his shards he said he had linked as well and not played bubba on Epic. I know it's a long shot but the only idea I could think of.

  • I like how you think 1 game determines your skill. You ran one killer for 5 gens and died, but played a bunch of other games and got out. Using outlier games in your examples are a moot point.

  • A town hall type meeting with FW's would be pretty interesting. Unless it was scripted... :)

  • Your recap was far different than mine. I was just making a joke. Being a software developer for 16 years, myself. I know how it is. They are a in a tough spot, but these Q&A need a better format. Taking all the "Top" questions and then just not being able to answer them isn't much help. Maybe they should pick through all the questions they CAN answer.

    Either way, they are damned if they do and damned if they don't.

    I said in my video, it would be nice to see the stats broken down into All players, Top 66% (by MMR), and then Top 33%. That would give us a better idea of the state of the game at the various skill levels and how it changes as skill goes up.

  • @bm33 said:

    Past 2 months it was the 12th. Guessing when they tried to fix they forget the 1 in 13 😂

    Actually the past two months it was the 13th at 0:00 UTC just because you're in a different timezone doesn't mean it wasn't the 13th by the timezone the game uses.

  • • Platform

    1. PC (probably all)

    • Description of the issue

    1. Clairvoyance does not reveal hatch.

    • Steps to reproduce (if possible)

    1. Join a KYF match as the sole survivor against a Killer. So hatch will be spawned and open.
    2. Cleanse a totem.
    3. Locate hatch.
    4. Place an object of terrain or structure between you and the hatch.
    5. Press and hold active ability button to use Clairvoyance.
    6. Observe hatch aura is not shown.
    7. Also it seems the progress bar of Clairvoyance stays on screen when you finish using it but still have some seconds left.

    • How often does this occur

    1. All the time at least in KYF

    Attached video clip:

    ClairvoyanceBug.7z


  • Since the OP did not follow the directions:

    • Platform

    1. Confirmed on PC but likely on all platforms.

    • Description of the issue

    1. The perk Clairvoyance reads that is should reveal the aura of the hatch. However it does not. It does reveal all the other items listed. Exit Switches, Hooks, Generators and Chests.

    • Steps to reproduce (if possible)

    1. Start a KYF with another person as the killer so the game will start with the hatch open.
    2. Equip the perk Clairvoyance and Small Game to find a totem quickly.
    3. Start a game.
    4. Find a totem.
    5. Cleanse totem.
    6. Find the hatch.
    7. Position yourself so there is an object between you and the hatch.
    8. Press and hold the active ability button to start aura reading.
    9. Notice all the other auras show but the hatch does not.
    10. It also seems like the progress bar showing how much aura reading is left should also go away when you stop using the perk, but it does not. At least not right away.

    • How often does this occur

    1. Every time at least in KYF matches.

    Be sure to attach any screenshots, videos, or logs (if on PC) that you may have if you believe they could help us find *ttached Video Clip.A the

  • Actually... watching the vod... back the missed skill check still didn't appear to be what caused the recover bug. It seems when the survivor stepped into the same trap I stepped into... That fixed my recover bug.

    So it may be something with the trapper traps, or trap add ons. etc.

  • @Mandy said:

    I believe a fix was pushed for this issue today, so hopefully it's solve the issue for you.

    Early Christmas present!!!!!! Kudos to whoever worked on this and got it fixed and you for dealing with us complaining :)

  • I also have created a support ticket. I currently cannot invite or be invited to a group cross-platform.


    It's unbelievable to me that account linking wasn't tested first to make sure it didn't break cross-platform friends. I mean copying an account to another is pretty dramatic and should have been fully tested with all aspects of accounts.


    As a content creator and mostly survivor, the days I set aside for open lobbies have largely been ruined by this bug.


    Its also sad that there has been no update in over a month.

  • Can confirm, this same thing happened to me. Linked my account. Can no longer see console friends. I appear offline to them. We also tried to remove me from their list and re-invite. That doesn't work either. I would love to see somewhere where this is a resolution to this without losing shards. I've yet to see an official comment but I'm still hunting through tickets. I have not made my own since I've seen at least 2 other tickets so far that match my exact issue. Including yours.

  • Can confirm this same thing happened to me. I've heard you can fix it by "unlinking" but you lose your shards and bloodpoints (no idea what else) I have 220K shards so... yeah.