Best Of
PC - ゲームプレイできずBANされる
- 手順1: ゲームを起動する
- 手順2: マッチ待機時間0になっても始まらない(待機画面のまま進まない)
または
マッチ待機時間0になり、始まるが、ロードが進まない - 手順3: ロードが進む場合もあり、ゲーム開始されるが、突然リザルト画面に飛ばされ「専用サーバーが応答していません」と表示される
- 手順4: リザルト画面から「続ける」ボタンが出ず進めなくなる
または
リザルト画面からホーム画面に戻ると、ペナルティを課されBANされる
追加情報
- レオン・S・ケネディ
- 問題の発生頻度 → 毎回
- 事象発生時のログを添付します
Re: Survivours are boosted by perks
Can't ignore what was said about players who have better awareness using the same sort of thing, it's true that they do become relatively untouchable for the lower tier M1 killers. Sprint Burst and Vigil are far too powerful. It's fine to have perks that assist your performance in chase, but you can't have perks that pardon you from needing to perform at all.
Re: Killers seeing survivors’ aura
If you’re a new player, I understand your frustration for killer aura perks. However, this game isnt really about hiding anymore, even though you can. If you don’t want your aura read every match, try bringing something to hide it.
However, as you progress, you’ll learn which killers need aura perks, when your aura is being read, be able to gauge how much time you have until you’re revealed , etc etc.
Also, try playing killer with and without aura perks ( if you already haven’t) and you’ll see how important information is.
Best of luck in the fog
Re: Nintendo Switch 2 version
It's also pretty disappointing that they don't say anything about it. It makes you really angry that they don't Care at all. I'm seriously thinking about deleting the Game. I kept telling myself to just Hang in there until the new Switch came out. Well, it's been out for a year now, and there's absolutely nothing heppening with the Game. They Claim the Switch Community ist too small, which is why nothing ist being released. But why isn't ist as big as the communities on other Platforms? Maybe it's because the Game Looks like something from ten years ago. If I hadn't known dbd beforehand and someone showed it to me in the Switch, I wouldn't have bought it either simply because of the way it Looks.
Re: no to the Slug
Your health bar depleting also progresses the game towards its end.
You're only waiting 4 minutes if nobody comes to get you, it's the same as dying on hook if nobody comes to get you.
Knockdown strats do not stall the game out completely, the game is not being prevented from ever ending (which is what being 'held hostage' actually means).
In fact, full-team knockdown strats are high risk, macro-intensive stunts.
It's very unlikely that the killer knocks you, stands over you and doesn't continue building pressure to stop the other survivors. If the killer does decide to play that way, standing over you, not moving, then the gens will be demolished and the killer will lose the game.
It's very likely that you'll receive more than the standard 3 chances to play before you're dead if the killer does use a knockdown strategy, which isn't something you should be unhappy about (I imagine the issue has more to do with not benefitting from all the busted effects tied to getting unhooked).
Also, think about it a little more: Let's say the killer knocks somebody down at a pallet (happens a lot if they actually win the micro-game on a tile). There's another survivor nearby so the killer can't pickup lest there be a pallet/flash save, so the killer had better chase that other survivor. The knocked survivor under the pallet hits max recovery and gets picked up mid chase into your proposed free god-mode effect, body blocks the killer with it and both survivors in that encounter proceed to get away. This whole process can rinse and repeat for the entire match. This is already the way it currently is with WGLF/MFT, but you want to go ahead and make that sort of thing into a base-kit feature….How is that not complete BS toward the killer?
Re: (RANT INCOMING) BHVR’s stance on teammates refusing to participate feels awful for survivors
Yeah so true. My main reason personally. Sorry it took me so long to reply.
Re: no to the Slug
The difference is that each hook stage only lasts 60 seconds, and the hook actually progresses the game towards its end.
Being slugged lasts 4 minutes, and you literally can't do anything but crawl. You are forced to not play for 4 minutes. On the hook, you can at least attempt to escape or miss skill checks to sacrifice yourself and next out of a toxic match. When slugged, you don't even have the choice to die faster, and if you leave the match, you get a matchmaking penalty—unless everyone is already dead or downed.
Besides, slugging stalls the game completely. Rescuing someone who is slugged can be suicide because survivors don't get a base-kit Endurance (borrowed time) effect when picked up from the ground. The killer can just instantly redown them. You are quite literally a textbook hostage if the killer decides to play that way.
Reworking the Krasues Teachables
I really love playing The Krasue and have been since her release, currently P93 with her as of now, but I think most of us can agree that her perks need some help.
Her power is so much fun to use, but Wandering Eye, Overture of Doom, and Ravenous just feel way too weak and situational right now. It honestly hurts to see her own perks get left out of most builds because they just don't offer enough value during a match.
I wanted to give her perks some love, so I reworked all three of them to make them genuinely useful and fun to run. Here is what I came up with.
Wandering Eye
Whenever you injure a Survivor, this perk activates for 30 seconds. While active, any other Survivor within 32 meters of the injured Survivor has their Aura revealed to you for 6 seconds. If another Survivor tries to heal within that radius, their Aura is revealed to you until they stop.
After the duration, the perk goes on cooldown for 60 seconds.
Hex: Overture of Doom
While this Hex Totem stands, whenever a Generator reaches 70% the Hex triggers a sensory illusion for 30 seconds.
- The Generator's progress bar is visually frozen at 70% for the Survivors working on it, making it look like they are making no progress.
- During this time, the Survivor's camera view is locked into a reverse angle while they stay on the generator.
- The generator is highlighted in yellow, and the Killer gains the Undetectable status effect while within 24 meters of that specific generator.
Ravenous
Each time a Survivor is hooked, gain 1 token, to a maximum of 4.
- 1-3 tokens: Missed and successful basic attack cooldowns are 6% faster per token.
- 4 tokens: All Survivors scream, revealing their locations, and suffer from the Exposed status for 60 seconds.
After the 60 seconds ends, all tokens are consumed and the perk resets to 0 so you can build it up again.
Re: I Would Buy MORIs
Yeah but they were attached to skins and honestly some of them weren't even that good
I would much prefer they have something closer to how For Honor has executions (and ideally the same level of detail/quality but that's probably not happening lol
Re: The Lich Feedback
Are you suggesting Lich gets punished for double casting? Also swapping spells is already incredibly fast and you can pre select spells before the HuD option is even open