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Hexnix

Hexnix

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Hexnix
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  • @Balrog said:

    For players experiencing frame drops or performance issues, we do not believe this is connected to Denuvo but we want to look into it. Can you please contact Support?

    https://support.deadbydaylight.com

    This can't be serious, right? You do NOT believe that all these reports about performance issues and crashes, which seem to have started at the exact time of the Denuvo anti-cheat trial update, are connected in any way?

    I'm also experiencing massive lag spikes which happen randomly, roughly every 10 minutes (so typically once or twice per match), and which freeze the screen for about one second. Sometimes the audio is also completely interrupted during these lag spikes. It can also happen while being in the menu, not only during a match.

    Furthermore my game did crash 2 times during roughly 10 hours playtime since the update last week, and before the update the game basically never crashed on my computer. So maybe it's not as terrible for me as in many of the reports from other people here and on the Steam forum, but I'm still kind of scared to start the game because I fear that whatever causes these lag spikes and crashes might not be so good for my computer hardware.

    Is there any estimated date when the Denuvo anti-cheat trial is going to end?

  • My experiences are not as bad as many people report here in this thread. Actually, the matches I played were pretty fun and I believe that I have escaped in more than half of the 10-15 matches I played so far. Certainly at a higher escape rate than in 1v4 solo queue. It would be very interesting if BHVR published some statistics with killer picks and escape rates for the 2v8 mode after the event is over.

    I would say RPD is the only map which is quite difficult for survivors to play on. If the killers stay around the main hall most of the time, it can be difficult to move from one side of the map to the other, and this often leads to all gens on one side being completed but the remaing gens being easy to defend for the killers. In three games on RPD so far I have escaped one time (through an exit gate) and the two other games ended in all survivors killed. For all the outdoor maps I would say that on average half or more than half of the team escapes, and I had several matches with all 8 survivors escape.

    Yes, you do get some unexperienced teammates in most of the matches, but so are often the killers when compared to 1v4 mode. So in my experince it's easier to have longer chases, especially due to the wide abundance of pallets in 2v8. It also feels like that killers in 2v8 tend to break chases earlier than in 1v4. Sometimes I've seen killers break chase even after a single pallet stun.

    Tunneling, camping or slugging, which makes up a lot of the frustration for survivors in regular matches, are practically non-existent in 2v8. And without the self-unhook mechanics nobody can give up anymore during the first hook stage.

    I usually play as the Guide role, and as someone has mentioned in a previous comment, it seems to be a good strategy at the start of the match to run across the map and start to repair a generator at the side where the killers have spawned. Then, usually the first cage will appear somewhere nearby and you can do a quick first unhook. In case you get found by a killer at the start, keep running into the empty parts of the map and try to lead the chase far away from your own spawn side, so that the killer won't pressure multiple survivors at the same time. With this, I've often seen two or three gens pop before the first down, because many teammates tend to double or triple the initial gens.

    Frankly, 2v8 is much more chaotic and action-focused than the regular 1v4 mode. But in my opinion it is a fun variety and very welcome as a temporary game event. The only thing I am a bit disappointed about is the removal of the herbs, which I think were a good game mechanic in the last 2v8 iteration. And I'll have to see if the Oni & Legion combination, which are probably the most popular killer picks at the moment, might get a bit boring to face after a while.

    Lastly, I want to mention that I appreciate that the devs added the new hook animations which look pretty neat :-)

  • Nerf: Nurse

    Not specific to Nurse, but this is probably the killer that benefits the most from aura reading:

    1. Rework the Nowhere to Hide perk so the source of the aura radius is the damaged generator and does not move with the killer. Reduce its distance from 24 to 16 metres.
    2. Show a red icon in the HUD for survivors whenever their aura is read by the killer (similar to the icon for Weave Attunement).

    Nerf: Blight

    I actually like to play as a survivor against Blight, as long as there are enough pallets on the map. But once most of the pallets are gone, chases become very difficult and often short against good Blight players. So I would increase the animation duration for when the Blight destroys a pallet from a rush by 1 or 2 seconds.

    Nerf: Ghoul

    Completely remove the mechanic to mark a healthy survivor and take the first health state from a distance. As a survivor it feels very frustrating to lose a health state while the killer is still 30 metres away and you're not even aware that he will target/chase you next. The animation of the survivor just stopping for a second looks arkward and the "bite" marker which is shown for a short duration on the survivor looks just out of place in this game. I think the slingshot to catch up to a survivor and then a regular M1 hit after a short cooldown would still be enough on its own for this killer to be quite strong.

    Small Nerf: Houndmaster

    Reduce the dog grab duration from 8 to maybe 5 or 6 seconds. Or give the survivor a difficult skill check after being grabbed for 3 seconds or so, so that they could get free from the dog grab prematurely. Currently when playing as the Houndmaster and the dog grabs a survivor, I can first kick a pallet or generator, drink a sip coffee, and then get back to the survivor to still get a guaranteed hit.

    Small Nerf: Clown

    Reduce the aura reading radius of the Cigar Box add-on from 16 to 8 metres, or even remove this add-on entirely. I think the only thing this add-on does is giving you free hits on unaware survivors that are trying to hide, but it doesn't do anything good gameplay wise. Yes, I know that Clown is one of the weaker killers in the game and he could need some macro pressure buffs too. I just think that this add-on is problematic, especially against newer players.

    Buff: Trapper

    All traps should be carried at the start of the match. As a compromise, remove the Bloody Coil and Honing Stone add-ons which leave survivors injured after disarming a trap or in the dying state when freeing themselves. These add-ons are quite annoying to play against as a survivor.

    Buff: Xenomorph

    I'm not sure what exactly to buff, but he feels to be one of the weaker killers when playing against him as a survivor and when using the flame turrets extensively. But note that I have not played against a Xenomorph with the latest changes yet.

  • First Main: David & Clown

    Current Main: Mikaela & Houndmaster

    Favorite Map: Toba Landing

    Favorte Perk: Kindred or No One Left Behind

    Favorite Item: Map (only when playing a boon build)

    Favorite Chapter: End Transmission

    How many P100s: None (highest Mikaela currently on P60)

    Hours: ~1500

  • Houndmaster

    I've recently started to play the Houndmaster and I think Discordance is a very strong perk for this killer. When the notification of two survivors working on a single gen triggers, I can immediately send the dog to that gen with the search command to pressure multiple people at the same time. If I'm in a chase right now, and dependent on the situation, I typically send the dog after the survivor gets downed but before picking them up for the hook. This usually works well to still pressure the survivors away from the gen, especially when used in combination with the Belaying Pins add-on which makes them oblivious for 20 seconds.

    For the other perk slots I currently use Oppression and Overcharge, which I think are great perk designs because they still give survivors an opportunity to pass a difficult skill check to avert some generator regression. Probably there are more powerful perks than these, but from the survivor POV they don't feel annoying if you still have the means of influencing the effects (this also applies to the Merciless Storm perk for example).

    As the last perk I currently have Hex: Haunted Ground, just for the fun/memes. While it seems pointless to run this as a single hex perk on its own, in practice the majority of survivors do cleanse hex totems as soon as they find them. So it's always fun when this triggers and you know that they inflicted the one minute exposed effect by themselves :)

    I don't feel like the Houndmaster needs any chase perks, because the chase command for the dog is already very powerful.

    Clown

    On Clown I currently run Coup de Grace, Hex: Blood Favor, Pain Resonance and Grim Embrace.

    Since Clown has no real map wide pressure, I think he benefits a lot from chase perks to keep the chase times short. Especially Blood Favor immensely helps to get a quick first down. And having some form of gen regression/blocking perks seems to be necessary to keep up with fast gen speeds if survivors split up and work efficiently.

  • @Royval said:

    I haven’t encountered a cheater in at least 6 months and I’m very high mmr. I don’t believe this.

    It seems that some people are still not aware of these "hacker nurse" killers which are in some games these days. Or maybe it is only a regional thing? I play in the EU region.

    If you have not yet come across such a game, I recorded a few of them over the last 3-4 days and I had several more of these games that I didn't record.

    https://streamable.com/jprec8

    Here is another recording that clearly shows that the killer is in fact a scripted bot, because apparently its pathfinding went wrong in that game and it got stuck to a wall:

    https://streamable.com/lqzvkr

    If these bots run for 24 hours a day, probably thousands of players are affected by the disconnection penalties.

    Everytime I have such a hacker nurse game, I do report the killer for using exploits via the ingame report system. And I have already gotten ingame confirmations that actions were taken about my reports. Luckily I had not have any of those hacker games yesterday, perhaps some of the accounts are already banned.

    The Steam forum is also full of topics with complaints about this problem:

    https://steamcommunity.com/app/381210/discussions/0/603022770850292157/
    https://steamcommunity.com/app/381210/discussions/0/603023006927730557/
    https://steamcommunity.com/app/381210/discussions/0/603023108354396724/
    https://steamcommunity.com/app/381210/discussions/0/603023006927763561/
    https://steamcommunity.com/app/381210/discussions/0/603022770850248573/
    https://steamcommunity.com/app/381210/discussions/0/603022666611370975/
    https://steamcommunity.com/app/381210/discussions/20/603023108354369036/
    https://steamcommunity.com/app/381210/discussions/0/603022666611306054/
    https://steamcommunity.com/app/381210/discussions/0/603022666611302094/
    https://steamcommunity.com/app/381210/discussions/0/603022666611327767/
    

    I agree that the disconnection penalties are very annoying because they can quickly accumulate to 15 minutes and more. As long as this cheater problem is not fully solved, perhaps the penalty should at least be limited to 1 minute.