InsaneCoaster
InsaneCoaster
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621076#Comment_3621076
I know for a fact there was a mod, back when we had that brief age of modding, that got pretty close to the original maps. They couldn't change textures or overall visuals, unfortunately, but the lighting was pretty close. Especially MacMillan's.
Though most filters just make the maps uglier. That one you've found sounds pretty cool.
Ah yes I remember that! Damn that brief era of mainstream modding was an interesting time.
I've started to use separate custom filters for every map/realm. Sometimes the ugliness comes from slapping on the same filters to every map.
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Her original best add ons have been nerfed already which I think puts her in a fair position now.
Of course she's still a top tier killer, but she takes a lot of skill to play well against good teams and with the removal of her recharge add ons, there's even more of a focus on skill, because you can't miss blinks and fall back on almost immediately being able to double blink again.
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@GeneralV said:
Nah, it doesn't really give you an advantage.
All they do is make the game look horrible. As if the map reworks hadn't messed up the visuals enough, a reshade just goes further down the rabbit hole.
It's interesting you make this point, because part of the reason I use them is actually to make reworked maps have more of a similar feel to their original counterparts. Of course you can't completely revert it through filters alone, but MacMillan for example is now horribly dark in my opinion compared to the original maps.
I do agree though, some people's filters can be quite ugly.
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The advantage on the grand scheme of things is very small and I don't see it as cheating (although I use ReShade myself in the interests of establishing any bias here).
It's not like you're wallhacking or adding information that isn't already there, you're just enhancing the game. In my case, my monitor isn't the best when it comes to contrast and clarity in dark scenes, so a lot of maps are difficult to see without filters. I use them to both help with this and also to rebalance the colors and lighting on maps I don't like the look of by default.
I personally don't understand why some people make such a massive deal about filters and consider players who use them cheaters. Of all the things you could complain about in this game (perk balance, map design, actual subtle cheaters etc) and people blame their losses on this... I personally find it very strange.
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The Devs do not have a feature that allows them to replay what happened in a game. The only data collected about a game is things like player IDs, the outcome of the game, the load outs and cosmetics selected, the chat box etc.
If people make in-game reports about something a player is doing in the game itself, literally nothing is likely to happen to them unless people start actually following their reports up with support tickets linked to video evidence.
The only exception to this is of course things like harassment or abuse in chat, because this is recorded automatically as I mentioned. In this case, an in-game report will suffice.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/2925873#Comment_2925873
Should I add it to that tall stack of "means nothing to console" we have growing? ;)
I mean just because it 'means nothing to console', doesn't mean it's not important. A lot of people used Engine.ini modifications on PC, 99% of the time completely harmlessly to improve the performance of the game. This affects a lot more people than you might think.
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I've seen games quite literally designed to be played by kids that have a better selection of graphics settings than DBD.
The fact you even had to make config changes to simply toggle AA is crazy. The option should be reenabled and put in the in-game settings for all to use.
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Try the following:
In-game settings -> Graphics -> press the 'Auto-Adjust' toggle to the opposite it's currently set to, then press it again to reset it.
I know you said you checked the game settings, but putting this here just in case, since this usually fixes blur issues. If this doesn't work, try putting the resolution percentage all the way down to minimum, and then increasing it back up again.
Second Possibility:
Engine.ini modifications have been disabled this patch for almost all commands you could originally put in that file. So anything you previously had like anti-aliasing settings, Vsync settings etc will do nothing anymore. This has caused complaints about blurriness. In my opinion, the change was stupid, but it is what it is, unless BHVR undo that possibility or make their settings menu better, we'll have to live with it.
I've made a few edits to this comment to add things I originally missed.
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I guess to build hype. If it were just rift after rift after rift it wouldn't feel as exclusive and time-limited. Plus they take time to prepare of course.
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The blanket answer for the entire game is no, but in a sense, yes, changes have been made over time. Some map reworks have changed the maps to make the lighting darker. This is most noticeable on realms like Autohaven and MacMillan.
As the above says, if it's a blanket issue across the entire game, it might be a bug. Otherwise, it's common for people to use software such as graphics card software filters or ReShade to brighten and change the look of their game, since the game can admittedly be quite dark on certain maps.
To be clear, they are not officially supported by the game, so should be used at your own risk, but are not bannable either and are widely used in the community.
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Yeah, above comment is basically right. Even though typical stretched res is stretching the horizontal resolution the opposite way to which you are effectively stretching it from 16:9, it'll probably either give black bars (as above suggests) or decrease your FOV. I'm not sure if the recent 'fix' of stretched res works for stretching both ways or not, but either way it'll look bad and one of these two things will occur.
If you're thinking of buying a 21:9 monitor primarily for DBD, I wouldn't recommend it personally.
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Worse because I didn't get to verse Nurse.
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If anyone were to get banned, it would more likely be the survivor for working with the killer. Chances of you being banned are literally zero. Even so, bans for stuff like this almost never happen anyway.
You've got nothing to worry about to be honest.
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A VPN will only make your ping worse. I wouldn't recommend using it for DBD. What sort of ping are you getting without the VPN, and what sort of ping do you get outside of the game? For example, if you use an internet speed test (like fast.com or speedtest.net) what ping (in ms) do you get?
If you have bad ping in game and bad ping outside of the game:
This is likely an issue with your own network/internet connection. For example, an issue with your home network or a problem with your ISP (Internet Service Provider).
If you have bad ping in game, but good ping outside of the game:
This would normally be an issue with regards to region (location), since unfortunately not all regions have DBD game servers. However, in this case, you're saying it's your first time experiencing this, so I'm assuming this isn't the case.
Given no one else has answered, I'm more than happy to help out further, but would be great to establish the above first to get an idea of what's going on :)
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There's literally no point, and given it's so easy to get above the cap anyway with rank rewards/bloodpoint codes it doesn't really serve a purpose.
Not to mention 1 million is an annoying number, because it's impossible to fully level up a character from Lvl 1 --> Lvl 50 with a million bloodpoints, meaning you often end up with half-levelled-up, not quite playable characters. This was fine before, but now it's just become a bit of an unnecessary irritant given we already have to deal with insane levels of grind. It would be much nicer if you had the freedom to save up bloodpoints without having to worry about a cap so that when you decide you want to level up a character, you can do it all in one go.
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Some Rift cosmetics are released in the store after at least 6 months, but there's absolutely no guarantee a particular cosmetic will be available again after its Rift has ended. You could get lucky though, and the cosmetic you wanted could be released again.
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I use a Radeon RX 470. With reduced settings, I play on usually triple figure FPS, but the game feels like crap. It never used to be like this - only over the last several months has performance dropped. My FPS is still fine, but the game feels stuttery and laggy quite often despite it.
That being said, the game just isn't well optimised in general, so honestly I don't think it would make a huge difference AMD Radeon or not. I know people running on RTX 3070s etc who experience stuttering too. It's just DBD.
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By the way if the issue persists, you might want to bring it up in the Technical Issues subforum. It's more likely you'll be able to find help there, otherwise the post might get ignored/removed here.
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If you have a stable connection, this shouldn't happen.
What sort of ping are you receiving in lobby before the game?
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Neither, and they certainly shouldn't sell things for KYF. However, more flexibility when it comes to map generation (like spawn seeds) and a better spectator mode with more options would be awesome.
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@dallasmedicbag said:
sheesh, that's quite a surprising majority agreeing that she's balanced. i think y'all are facing terrible nurses, Asian nurses literally end the match in 3 minutes.
I don't like this whole 'this region has bettter XYZ than this region' etc... All regions have good survivors and good killers. More likely most of the playerbase doesn't regularly verse good Nurses because most of the playerbase isn't at a very high MMR. And even at high MMR, they're not ridiculously common.
Even so, I don't think Nurse is op. Yes, she definitely has the most potential, but her power does have counterplay and is actually quite fun to verse in my opinion.
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@patriotsteeler05 said:
Yeah take everything you think you know about dead by daylight and throw it out the window it's all useless you can't do anything
This is just objectively false though. Perfect map knowledge, knowing about LOS, strong movement and knowledge of how killers get pressure is absolutely essential to countering a good Nurse; even more so than most other killers. So either you're referring to a newer player who doesn't have these skills or you're forgetting about the value of these skills.
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One of the most balanced maps by far. The only, and quite literally only, downside is that the RNG can vary quite a lot, but then that's a long-lasting problem for all of DBD, not exclusive to Coal Tower.
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It's pretty clear at this point the Devs likely don't care too much about this issue, but as a Nurse main it's still incredibly frustrating and I'd love to see it fixed. I would give video evidence, but it would be no different to what other people have sent.
Just upvoting to make it clear this is still a major issue (as it has been for years).
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Hitboxes themselves are mostly fine, latency is what causes weird hits.
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I don't know for sure, but have you verified it? Just a guess.
Edit: as in verified via email
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Maybe very occasionally I'll miss one, but it's usually out of not concentrating and being observant enough. It's very uncommon I'll actually miss a hook because I can't see it, despite it being near me.
That being said, highlighting hooks regardless of if they're behind walls or not would be something I'd support. It wouldn't make much of a difference on the whole, but would be useful now and again and also useful for those who can't see the hooks as well. I use quite a lot of ReShade settings in my game, so I could be a little biased.
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Their argument is basically the following: the more people know about how the score is calculated, the more easily it could be reverse engineered and abused. So they're deliberately very vague about what a 'win' actually is and tell us virtually nothing about what a good/poor performance would look like from the point of view of the MMR system.
I agree it's frustrating, especially as someone who doesn't even support an MMR system in the first place, but unfortunately, it just is what it is, and I highly doubt we'll ever learn much more about it unless someone manages to crack it, which would be very difficult given it's all processed server-side.
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Something that would be absolutely amazing would be them using MMR to analyse the gameplay and movement of players of different calibres and creating bot difficulty levels accordingly. So, for example, the hardest difficultly setting for killer would be playing against survivor bots who play like the top 0.1% of survivor players according to MMR.
Obviously this would require a ridiculous amount of effort to make this work smoothly with options to use all killers with genuinely intelligent survivor bots (or to play survivor against a realistic killer bot), but it would be fantastic for learning or unrusting without affecting your MMR. I doubt it would happen for this reason, it would be waay to much work and the effort put into maintenance and bug fixing would be huge, but in a perfect world it would be fantastic.
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I think even just 2 new chapters a year would suffice on the condition they were really well desgined and a lot more focus was put into optimising the game.
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There have recently been reported issues with missing DLCs on PlayStation platforms since the update. Since there's a good chance it's the same problem, I would check the following announcement first:
https://twitter.com/DeadByBHVR/status/1435278487540035584?s=20Hope this helps :)
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@musstang62 said:
If this helps to give the design team better data on higher level play and leads to actually good balance decisions, then I'm all for it
Also, matchmaking has been one of the biggest criticisms of this game since forever, so I'm at glad they're at least attempting to make that area of the game better
Getting better data can be done anyway behind the scenes. You could even have a hidden MMR score that doesn't affect matchmaking at all but instead ranks the skill of the player in order to find game data at different skill levels.
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It does give an advantage if it's really stretched on certain loops, but given for some people like myself it's pretty much a necessity to play at a smooth FPS without lag, you don't really have much choice.
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Unfortunately MMR will never work this way. Devs have made it clear they want MMR to very much be a behind the scenes system with all values being hidden.
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There are some advantages to female characters. As Anniehere said, they're smaller. They also have different movement mechanics/animations to male characters, which a lot of people prefer (including myself). I generally play female survivors a bit more than male ones simply because of this, other than that I don't care about whether they're male or female.
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@IamVoiceOver said:
Almost every single match against a Doctor I go into always ends up with me getting hooked three times. There's only been maybe one or two matches where I get out, but that's only because the person playing the Doctor is either new to the game, or new to the character.
EDIT: I voted the way I did not based on killer skill, but just experiences playing against the character.
It takes time to learn to counter him, but once you do, he's quite a balanced killer on most maps. Even pretty good Docs can be countered well.
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I'm astonished the results are as close as they are.
Obviously Haddonfield isn't a good map for killer, but I don't find it ridiculously bad. RPD on the other hand is just awful pretty much no matter who you're playing or what side you're playing. I would take Haddonfield any day.
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Always good to learn things from streamers, but you should avoid forming your opinions as carbon copies of theirs'.
When new to the game, I took a lot of what some streamers said almost as objective fact, and looking back on some of those things now, I couldn't have disagreed with them more.
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If you ask me, all tiles should be removed and the survivors should have to play on a completely open map with no windows or pallets. Only then will killer be a truly fair experience; no more skill to worry about, no more fuss!
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Both are equally toxic, by which I mean neither are particularly toxic. This game's community suffers more from entitlement than proper toxicity like you get in some multiplayer games. You see people complaining about the most stupid things, but it's relatively rare to see someone go fully out of their way to harass or excessively insult or bully, which is what I'd consider toxicity to be.
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@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/2396668#Comment_2396668
Your initial description of counterplay is completely correct, but is that really fun and interactive? The #1 reason why people find survivor fun is the 1v1 scenario; the challenge; the ability to outplay your opponent in an exciting chase. If holding W and breaking LOS is the only viable counterplay to a killer, then there's something seriously wrong. There's no skill or fun in that for the survivor.
This is where I don't relate, to be honest. Though subjective, I personally don't think that killer powers, with the exception of Blight, have been fun to play against in a 1v1 scenario for a long time, and so I don't really play Survivor just to outplay killers in 1v1s anymore as I used to. The fun of survivor, for me, is using different builds that syngerize and benefit myself and my team in different ways (seriously, I love perk builds), using different items, knowing that I'm benefitting my whole team for the 4v1 and not just the 1v1, and of course, the 1v1 itself BUT how it also affects the 4v1. Either way, I'd argue that making distance and breaking LOS against a ranged killer makes perfect sense, actually. I also don't believe his close-range 1v1 is as oppressive and overpowering as you're proposing, given you're not playing in a very bad, short wall filler pallet that every other ranged killer is also insane in.
Knowing that I can decay all the damage that Trickster has done to me by making him miss shots and lose LOS is satisfying to me personally. It feels as if I've evaded the police, and I enjoy that. This is entirely subjective, and where players' opinions about certain killers will differ.
but even tiles that would usually be pretty strong for a survivor are often unplayable due to their open nature and how easy it is for a Trickster play to get free hits without having to use much skill.
Which ones?
There are a lot of scenarios against Trickster where you could have 100 hours, 1,000 hours or 10,000 hours and things would barely change, because there's no opportunity to use your skill
Which scenarios?
This is why people like versing Huntress; you have a brilliant opportunity to use your skills in movement and prediction, meaning the better player will more often come out on top in a chase.
The issue is, the distance making, LOS breaking, and predropping meta is just as effective against her as it is against any killer. The survivor can always come out on top if they WANT to, and the only thing holding them back is a desire for a more interactive 1v1, and the team not doing their objective as they should be, making a good chase that uses a lot of resources effectively meaningless. Not playing in the most effective way is what gives Huntress a chance, and the same can be said for Trickster, from my experience against both.
First of all, I actually 100% agree with you that killer powers haven't been fun to play against in the 1v1 scenario for a while (with the expection of Blight). I have similar issues with the design of Deathslinger, Twins and even PH to a small extent.
Perks
I suppose a lot of this is very subjective, but I personally really don't care much about perk builds. I mean obviously I enjoy running certain perks, but at the end of the day, what makes me satisfied in an average public match is competing in a challenge; who can make the best play, who has the best mindgames, the best movement etc... Naturally perks do assist in this, but it's not my #1 priority. There are exceptions; for example; I love watching competitive play and have done for a long time now, and a lot of comp play is down to teamwork, the 4v1 and effective perk usage, but for your average public match of DBD, perks aren't a big thing for me as survivor.
Evading the killer, LOS
For me personally, the idea of "evading" the killer and breaking LOS is not what I find fun. I can see how people would have different opinions to me on this, and I fully accept that, but it's just not really my thing. I want my chases to be very active and competitive; I want both sides to always feel involved in such a way that both players are able to use their skill in the game as much as realistically possible. In most cases, you just don't get that with killers where the main counter is holding W and breaking LOS. There are only really two exceptions to this for me, and that's Huntress and Nurse. Huntress, I feel is an exception, because there's counterplay to her both from long distance (LOS) and short distance (you have the ability to effectively use structures and tiles to your advantage, since she has a wind-up time and is punished for missing hatchets). Nurse is also an exception, since you cannot pull the same mindgame repeatedly. You have to mix up your gameplay and make constant predictions, so simply holding W isn't a consist counter. Both sides need to use a lot of skill to counter each other effectively.
Which tiles are unplayable against Trickster?
Pretty much any open or semi-open loop or area where the killer has good moments of LOS no matter how well you play them. Most of the maps in this game simply aren't designed for a killer like Trickster. The reason why they usually work with Huntress, is because of the wind-up time of hatchets (which good survivors can counter by learning timings), the hatchet hitbox with objects in the map (which the survivor can use to their advantage) and the punishment she gets from missing. Against Trickster, this is not the case. Even at a tile as strong as shack, it's been proven that Trickster is practically guaranteed a hit (as in an injure or down) no matter how the survivor plays, and that includes simply looping around the outside instead of running inside and getting projectile hits at the window or pallet.
In which scenarios is skill negated?
Essentially any scenarios such as the above where there is no way to regularly block LOS (or prevent knife hits) during a chase.
Also at pallets. If you drop the pallet, they just respect it and get free hits on you. If you greed it, even if they initially respect it, they can often still get free knife hits on you as you continue around the loop. Huntress can do this, sure, but not to the same extent. It essentially turns into a dice roll.
Conclusion
I fully agree with your counterplays, they work, but I don't see them as fun for either side. I personally believe a lot of recent killers like Trickster have taken the fun away from playing survivor. Don't get me wrong, none of them are overpowered, they're just dull and lessen the element of skill in chase.
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Trickster isn't an OP killer on the whole, he's just OP in the 1v1 scenario relative to how much skill he takes to play. Most people also consider him extremely boring to play against.
Your initial description of counterplay is completely correct, but is that really fun and interactive? The #1 reason why people find survivor fun is the 1v1 scenario; the challenge; the ability to outplay your opponent in an exciting chase. If holding W and breaking LOS is the only viable counterplay to a killer, then there's something seriously wrong. There's no skill or fun in that for the survivor.
And when you're not able to gain this much distance, you're oppressed in a chase that often negates your skill as a survivor. There are a lot of scenarios against Trickster where you could have 100 hours, 1,000 hours or 10,000 hours and things would barely change, because there's no opportunity to use your skill. Like you said, deadzones are obviously going to be lethal, but even tiles that would usually be pretty strong for a survivor are often unplayable due to their open nature and how easy it is for a Trickster play to get free hits without having to use much skill.
Huntress on the other hand, takes a lot more skill to play effectively. You can't just bring up your hatchet whenever you feel like it, you need to be very methodical with your timing, movement and aim. If you miss your hatchet, you're punished more than people think. This is why people like versing Huntress; you have a brilliant opportunity to use your skills in movement and prediction, meaning the better player will more often come out on top in a chase. This is not so common with Trickster, and the same problem applies to Deathslinger too.
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There are bugs that have been in the game for months, and in some cases literally years and still exist despite the fact that so many people experience them. Constant bugs on Nurse (M1 bug for example), issues with joining lobbies, bugged friends lists, they've all been in the game for ages now to the point where we're just used to them.
In their defense, they do fix a fair number of issues every patch, but most of them seem to be much more minor. The really complex, ongoing bugs seem to be ones they couldn't initially find a proper fix for, and therefore just gave up and left them in the game.
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Gone are the days of fresh, original events.
Although events have always had their problems in DBD, it's become much worse now. It's literally just a recycle of the previous year's event. Even the cosmetics were using the same design. I wouldn't even be surprised if it turned out that the cosmetics for this event were prepared last year and left dormant until the 5th anniversary came around. It's literally the same.
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As much as I can respect the design of the Steam Deck, I don't really feel like it's for me, or at least certainly not for a game like DBD. I don't feel that comfortable playing on such a small screen with controller inputs. Just doesn't feel right.
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In terms of straight-line movement, they should both be exactly the same. I've noticed no differences when playing with console players.
In terms of other movement, yes, as you sort of mentioned, keyboard and mouse players will have more freedom in terms of turning speed and better precision.
Edit: console players can of course change the speed that they walk/run at smoothly due to it being an analogue stick, whereas keyboard and mouse players cannot without tapping their WASD keys at a different rate. So on the assumption that the controller player is running forward as fast as possible, it will be no different to holding W on PC.
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I generally prefer the feel of outdoor maps. Don't get me wrong, indoor maps can be done well, but I feel like almost all the indoor maps in DBD have major flaws to them.
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Honestly, I don't find camping too much of an issue. Yeah it's boring, but unnecessary camping isn't actually too common I find. EGC Camping obviously occurs a fair amount, but at least that's justified. That being said, I am biased, since when I play survivor, I usually play in a SWF, meaning we can organise hook saves much more easily than in solo queue.
I think players should be discouraged from it - some kind of mechanic would be good, but I don't see it as a major issue. It was far worse in the days when you had someone like old Bubba, in which case hook saving was essentially suicide if they were facecamping.
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One thing to add, if you're unsure about the system requirements on the Steam page, you can use something called SystemRequirementsLab to tell you if your PC meets the requirements for a given game.
To be clear, this is 3rd party software and has nothing to do with BHVR or Dead by Daylight. It's well-established software, but this would be up to you to decide if you want to download and run (naturally), but it's something to consider if you're unsure about the specification listings on the Steam page! :)
If you end up installing the game, and it doesn't run well, Steam also offers a refund to any game bought through their store for up to 14 days with no more than 2 hours of playtime.
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Reshade still works perfectly fine for me. Have you tried reinstalling it or creating a new reshade profile?
Edit: when you say 'Reshade' are you referring to Reshade.me or the Reshade settings from NVidia? Either way, both should be working from what I can see.