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whereismykebab

whereismykebab

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whereismykebab
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  • @wimpy said:

    Is that Shelter Woods? It looks like the Temple of Purgation.

    yes, sorry, I corrected the title

  • Reverent doesn't seem to count the sacrifice that ends the game

  • It keeps crashing after booting for me. Never once did it crash before.

    Steam still thinks its running, so I have to force Steam to shut down. After that, starting the game it gives an error code 30005 (CreateFile failed with 32)

    Forcing the game to close through steam again will then usually allow to run it without issues. It someties crashes again, so I have to repeat the process.

    Once I'm 10 seconds into the main menu, I'm safe.

  • After the recent update it crashes after booting up during the main menu while Steam still thinks it's running and can't close it

    So I have to end Steams task, thne relaunching it gives the CreateFile failed with 32. error. But after a while Steam is able to close it. Then it boots as normal.

    It never crashed to desktop for me before.

  • Tried it twice on steam as well and tiered up several times with none of them counting towards the daily

  • Yeah, it's whenever the chains break on the environment, more appear, but one teammate not knowing it, or heck knowing it but still losing time to "reset" can kill the whole team.

    I don't believe it's intended, as it was supposedly fixed in previous patches, but it's still very much a thing. Same like pallet validations (which was miserable for killer as it showed a successful hit) but now I'm sometimes getting hit after the killer stun.

  • were you exposed by any chance or was the heal not completed? were you in deep wounds?

  • There should be a watchdog that prevents it in the first place. If someone is moving beyond reasonable speed (accounting for lag) or has zero cooldown or has over 20 perks, a survivor instahealing or changing their own hook state or carry status etc., the game should just automatically detect that and ban the account. There should be no need to report that in the first place

  • Also, is it supposed/intended to delete the healing progress when triggered?

  • Yeah, I've had some corners that where survivors were unhookable due to the distance.

    Not so much the direct distance but the distance accounting all the walls you need to walk around and I don't think the hook spawns account for the pathing distance

    With the basement in the swamp pantry main building, the corner behind main is also unhookable which the survivors exploited by running there each time they wiggled free.

  • @LeFennecFox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087119#Comment_3087119

    Thana: 100% didn't need the buff and besides legion/plague there are tons of healing options that get better and better every update

    Jolt: I only see being a problem on nurse or survivors grouping up for absolutely no reason

    Pain Res: Actually shouldn't exist in the way it is. Was buffed with gen time increases and it can take like 20 seconds of worked time if 4 stacks thana is active while they did the time

    Pop: basically a joke now since it only beats out Pain Res when the gen is >75% by a small margin

    Overcharge: Ehhh after ptb nerf

    COB: Actually pretty alright still since it's 60 seconds of ruin with surveillance info. The real issue you might not have noticed is that there is a bug and it regresses even after you tap the gen without giving an indication it might also happen with overcharge or it happens only with overcharge not sure

    Dying Light: Pretty bad unless you happen to be chasing non obsession always and get lots of hooks quick

    Gift of Pain: Might combo with thana a little too well since it's a strong 16% ignoring other injured survs and if survivors heal to counter thana they heal slower too. If they don't heal against a competent killer they will be at risk of having too short of a chase and can't go for unhooks.

    If you're not going against an insanely strong killer and people are actually doing gens immediately you will still pop 2-3 gens first chase before any slowdown is really going to start showing itself. The problem is that people simply don't do gens and generally your teammates are going to be very bad and stealth a lot.

    I think a lot of the gen slowdown could be tweaked some since combined they can be a little oppressive w/ new gen times + the value of the remaining gen regression increasing with the time worked vs % gained being way worse.

    I used to lose 2-3 gens on the first chase as pig, that was pretty common for an M1 killer.

    Now I often get 2-3 hooks before the first gen. It might be a factor that que times take too long so MMr might be sending me babies, although I mostly do get P10s in the lobby who know how to fake windows etc. and just the fact that killer ques used to be instant and now take longer than survivor ques used to

  • @Seraphor said:

    OtR and DS are not anti-tunnelling perks. They're "######### you for tunnelling me" perks, and about as effective as just saying that as well.

    Actual anti-tunnelling perks are Killer perks, like Floods of Rage and Make Your Choice.

    that is true, the ones I listed are those meant and intended by the update to help the survivor that is being tunneled.

    The ones on the killer side, many got nerfed, like Pain Resonance doesn't show the affected gen, Grim Embrace is overall just weak, BBQ no longer benefits the killer for hooking everyone, etc...

    BT and DS did deter it a bit since it could waste a lot of time but now they're minor inconveniences

  • @YOURFRIEND said:

    Obviously off the record should offer continual endurance for no less than five hits.

    This is for anti tunneling purposes, obviously.

    One is enough if the killer is chasing you right off the hook. As I said it would not stack if chase is broken to avoid taking body blocks with it.

    I mean, you get hit right at the hook and get chased. If you run Dead Hard and Off the Record, both your anti-tunneling and chase perks are now disabled by tunneling.

  • Yeah, with camping and tunneling now stronger than ever, the duration should be at least 5s. I've seen people DS being used only for the survivor to be tunneled out of the game 10seconds after.

    I wouldn't even mind if it was treated like a hook state (removing deep wounds and exhaustion) as long as it's off during endgame.

    I'd also be for OtR stacking with the basekit BT, since I don't think it's fair that if the killer hits you right at the hook and decides to tunnel you that your antitunnel perks are basically disabled.

  • The patch that was supposed to counteract camping and tunneling made camping and tunneling a lot stronger and frequent

  • Yeah, the times the filter makes things look like insults by filtering random words is way higher than actual insults

  • Targeting in what way? They see just the name during the match.

    I just think it's weird having the player/human as the subtext to the ingame character

  • I think the 75% are fine. What kills it is that it doesn't work while exhausted. So any exhaustion perk other than DH basically makes it a dead perk since they'll likely trigger before you're injured.

  • The killers who cam on first hook usually don't care about the points. There should be mechanics that make it possible to finish all gens and still have time to go for the rescue if the killer is continuesly camping to basically force a loss on a killer who camps on first hook.

    I would suggest that if the killer is around the hook 10 seconds after hooking and not in chase, slow down hook progression and increase gen repair speed for generators that are 40m away from the hook.

  • How about if the killer is around the hook 10 seconds after hooking and not in chase, slow down hook progression and increase gen repair speed for generators that are 40m away from the hook.

    The Entity is shy and can't sacrifice while the killer is watching

  • It also doesn't deactivate after it's triggered. Well, it does no longer work, but it's still showing the timer

  • @Mozic said:

    If you bring an offering to boost devotion BP gain you will also hit the new cap.

    Oh I see, but imo it should be possible without having to bring extra stuff, although I believe it's not possible to max out Survival without specific perks

  • I believe you can only burn her if she hasn't started charging the blink

  • I'm not recording every single game, but it's pretty obvious they cheated. Also both were off plattform so I can't really post an ID anyways.

    But I mean they shouldn't have to be reported in the first place. If a killer moves at 300% speed or anything beyond reasonable doubt that can only be done through hacking, there should be some automatic watchdog to just autoban the account before they can finish their first game

  • @drsoontm said:

    Maybe edit the title to fix it (Badham Preschool).

    I've searched for "badham" and found no result so I've posted another bug report. ^_^;;

    oh thanks, I didn't know you can change the title

  • @N8dog said:

    What the heck is Batham? Does Batman keep it in the Batfridge?

    it was very late XD, but yes, right next to the BatJAM

  • @Araphex said:

    That's not really pitch black and bring a flashlight. I seen someone use one and it lit up in front of the survivor.

    I'm also on Series X, so it might be your TV settings. Mine are set to default (Sony X950H) and typically the TV has really good blacks/darks. But I can still see some outlines of furniture like I see in the new Haddonfield rework map.

    Just some ideas because I don't have this issue.

    https://clips.twitch.tv/NurturingLightChinchillaDxCat-tk5_hhcKGzvpN4Iq https://www.twitch.tv/videos/1497354281

    It is fairly pitch black in some places, like you can't see the survivor at all on the stairs, maybe the black outline if it's contrasting with something brighter.

    On a side note, the window seem really broken infintes unless there is some doorways I'm missing.

  • I do believe that the DC bonus should add points to the SACRIFICE category and not Brutality, since that's what you're missing out on, you can still get full 8k Brutality points with a DC

  • On a related note, the box is still bugged as well, as in you can spend 2 minutes trying to start to solve the box but be interrupded by chains each time...

  • I've had a suggestion a while back to not be able to be downed immediately after it triggering, for lets say a regular killer hit cooldown.

    That way at least there is a chance the speedboost will get you somewhere where you can start looping.

    And yeah, it would also affect something like STBFL so maybe BT would just give an additional effect for iFrames, not having Endrance have that effect by default.

    Then again, the Artist cannot create birds close to hooks even if aiming at far away Gens. Similarly Bubba could be unable to rev the chainsaw when close to a hooked survivor and starting after the unhook should leave enough time for at least one to get away. This could however get in the way of "legit" chases, so I'd much rather prefer a short invulnerability after triggering BT, not being able to tank hits or bodyblock, but just not get hit again immediately after, just enough to not get instantly doublechainsawed

  • Maybe in some variation one of the structures is randomly open, although I don't think I've seen the door or closet open so far, but yeah, it would be pretty bad if Devour Hope or NOED would spawn there when it's closed, provided there is a variant of the map that is open...

  • @Starr43 said:

    https://forum.deadbydaylight.com/en/discussion/306881/random-twitch-shirt

    Shhh. For the love of god just let us enjoy this. Lol

    Ps. They also took away the death garden mask on console that was randomly added a while back and there’s an extra trapper mask in your inventory most likely.. go look.

    Oh I see, last time I saw a twitch shirt, it was a hacking Ace who obviously didn't get it legitemately, so I thought I'd rather be safe than sorry XD

  • If you hit great skill checks, you obviously get the full heal since the great skill check adds some % to the heal progress (So you don't use up as much of the medkit). You also get a full heal if you don't get any skill checks at all during the heal.

    It's when you only hit good skill checks is when you are left with an empty medkit regardless of color and a 99% heal.

  • @Jay_Whyask said:

    You didn't use it, the killer knocked the medkit out of your hand with Franklin's Demise.

    But you can see me spam heal and "E" which is my button for DH, resetting pallets, etc.

    I actually tried it in the next match and nothing happened.

    https://clips.twitch.tv/AggressiveCarefulDunlinKevinTurtle-__qD020TFhBDwnU4

    Edit: Nevermind, I'm stupid and needed to press the skillcheck button, not the ability button

  • I cannot 100% confirm it, but it seems that

    • hitting a great skill check will obviously heal you fully since it advances the heal by some percent
    • the times I didn't get any skill check promts at all, I got a full heal
    • as soon as you hit a good skill check (and no great ones) you're left with an empty medkit and a 99% heal that leaves you injured

    So it seems like the good skill checks might not count as continous progress and give some tiny penalty.

    It's the same issue with brown, green yellow and event with charge addons

  • Here is another one and proof that I hit all skillchecks

    Also the Meg had adrenaline which did not activate, I don't know if it's something you can see on my end of the log.

    https://clips.twitch.tv/SmoothPowerfulHamburgerNinjaGrumpy-fjXLR7WUsAEFR-w_


    DeadByDaylight.log


  • I can't be completely sure if this is the pattern while using a brown (and probably yellow/green/all medkit, but

    • hitting a great skill check lets you heal fully (since it advances the healing for several %)
    • not getting any skill checks during the heal gives you a full heal
    • hitting a good skill check leaves you with a 99% heal and an empty medkit

    So perhaps a good skill check give's a minimal penalty that leaves you just shy of a full heal, or maybe the medkits should just have 16.2 charges. Not enough to give you full heal if you fail a skill check, but enough to not leave you injured

  • There were also still the trap icons on some survivors who have taken them off

  • DeadByDaylight.log

    It's still happening after the update/patch. The most recent game from the log was affected and a few games before that.

  • @Jay_Whyask said:

    Look, I understand that Dead By Daylight in its current state can be a bit frustrating to play, but that's no reason to refer to Nemesis as a clown.

    Whoops, sorry, I just clipped some Clown clips on Dead Dawg regarding boon positions, so I had still clown brain I guess

  • DeadByDaylight.log

    Two of the games today (so far) had a very long loading screen that resulted in Error code 500. Yesterday or the day before there was actually a player that disconnected during loading, however the match started, the killer found me and chased me for 10-20 seconds before the match got aborted.

  • It could be an interesting idea as a sort of early game collapse, where survivors won't instantly pop a gen before the killer can even cross half the map. I don't remember who, but someone suggested having to find and turn on switches before work on gens can begin.

    With your approach, how would regression work?

  • @Jejune said:

    Isnt the game 18+? So...

    exactly my point, adults should be able to handle the word "but" in a chat, even if it almost looks like "butt"

  • @WeenieDog said:

    You dont think a possiblity of having 8 perks is a bit overkill?

    Not that I'm in favour of this suggestion, but survivors will have 8 perks soon once they're in the boon area.

    They will have their original 4 perks, and additionally self care, stronger botany knowledge, infinite lucky break and infinite distortion.

    If it is overkill, boon totem need to be reworked, if it isn't, it's fine for the killer to have additional endgame perks.

  • Survivors need to not be able to stop the regression by tapping. Make them continously repair a gen for 2 seconds or else letting go before that would continue to regress and reset the 2s.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2547253#Comment_2547253

    Yes, those are Hex disadvantages over Boons. Now think about the advantages hexes have over boons.

    I'm not sure about advantages. The ones that come to mind would be that they don't need 14 seconds to set up (although 14 seconds of survivor time isn't really much, they spend longer t-bagging on average). So the advantage is the killer hex spawing right next to a generator and being permanently disabled 20 seconds into the match, I suppose.

    Their effect is map wide, however two well placed boons would cover the whole map, or at least the areas that matter. And perhaps that their effect is not revealed until triggered (although the killer also does not know the effect of the boon, only that one as been set up)

    You can hear hex totems, although not quite as prominent as boons.

    But jokes aside.

    Pros of hexes:

    • no setup required
    • map wide effect
    • not as loud as boons, however often very visible or directly next to a survivor objective
    • it takes longer to cleanse than to snuff

    Pros of boons:

    • can be setup wherever the survivos want
    • can be setup infinitely
    • the two perks that are in the PTB right now provide FOUR additional and stronger versions of perks to ALL survivors (infinite distortion, infinite lucky break, self care, we'll make it without the requirement to unhook/stronger botany knowledge) in a fairly huge area, as depicted above, it'would be no scratch marks on half of the map, and it's even stronger on indoor maps, especially something like the Game or Midwitch where the effect would span over multiple floors.
    • These 4 additional perks are available in the PTB right now, so a survivor could have the usual 4 meta perks and 4 additional perks on top of that through the boon. And it would only get worse with more boon perks bein added in the future, which would result in at least 6 additional perks for all survivors, provided they grant just one additional perk and not two like the current ones and as a stronger version than their counterpart to boot.
    • Let's say there is a 3gen scenario. The killer simply cannot afford to go to a dead area of the map to snuff out a boon, where the survivors keep running off to to heal. If the killer went there, the killer would lose the last gen. Survivors however can easily stealth around until they find and cleanse a hex and will not lose any progressif they don't get caught and once the hex is gone, it's gone forever.
    • TL;DR the killer loses progress seeking out boons, the survivors don't lose hook stages if the killer can't find them while they look for a hex.
    • No risk of losing perks permanently.
    • Further and greatly strengthens organized SWF who are already the dominant side at high skill levels

    And I disagree that survivors absolutely need perks. I did the power moves achievement and it was fine. Sure it would have been nice to get more BP with WGLF or have Detectives Hunch or BT or be able to reset unbroken pallets or have Lithe, but it was perfectly fine without them. (for all it's worth, I was rank1 on both roles, currently Iri 1, which doesn't mean anything for matchmaking of course, but I'd like to think that I'm matched against competent killers)

  • @FilthyLegionMain said:

    Here's a neat idea for a perk: You can fake being injured by holding down a certain button. There would of course be a cool down after letting go but it could be useful to pretend that you were weakened. Perhaps it could also be used while injured to fake being in the dying state.

    That would actually be neat if the killer is tunnely, then the healthy unhooker could pretend being injured and take a hit

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2546274#Comment_2546274

    Then take the range down a peg, but limited opportunities to put them into play will make them go straight into the bin. Survivors can't afford to take that kind of gamble on perks that aren't worth the risk. I'm already unsure if these perks will see any use a week into their deployment, but if they get a limited number of blessings, they're probably not going to see use before the end of their first week.

    Cut their range by 25% and give the survivor a 60 second cooldown when the killer snuffs their boon, how's that sound?

    Cooldown seems like a good idea, something that makes it worth the killer's time to snuff it out. Maybe like Freddy's waking up, the more you wake others up, the longer it takes, at least on the same totem.

    Ideally the timer would be on the totem, although I am not sure how to implement it. Basically to make sure that the survivors don't take turns reblessing the same totem, let's say in the middle of a 3gen, or on a dead part of the map where they keep running of to heal. So basically the same totem cannot be reblessed for X seconds regardless of whose boon it was. I'm not sure how to indicate it with a timer. Perhaps the entity could just block it similar to Hex:Plaything.

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