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Well, after the removal of Denuvo from the game today, my game has completely returned to normal. Very cool experiment that rendered more than half of my game unplayable for two weeks. Please go with a different anti-cheat if you have to move away from EAC, BHVR.
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I think that the issue would mostly go away if the Judgment couldn't see auras while charging her power. Aura perks could still give value without making cross map hits quite as free.
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I was hoping that the update today would fix it, but nope, still the exact same. Killer is completely unplayable for me during 2v8. Fun.
@ShanoaLegendaryPlz said:
So.. i wasnt having this issue since the update. But playing as Hinako and seeing that her hair was practically invisible made me start messing with the graphics. At one point i set the fps limmit to a smaller amount and when i started playing with that, there was huge input lag. Like my skill checks nearly missed every time as the button would be pressed around the great, then it would activate almost at the end. So i put the fps back to 120 and the lag went away.
I dunno if that effects your issue, perhaps your fps got lowered?
As I said a few posts ago:
"I'm not having any (new) performance issues related to network latency or FPS drops or stuttering, and I can switch between keyboard and gamepad and see the immediate difference in responsiveness."I play survivor with a controller and it's pretty much the same as it was before the broken update. I play killer with M/KB, and while my mouse inputs are read correctly, my keyboard inputs are not.
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@Balrog said:
The best things we can do is get logs or other data and submit it on BetaHub to the team directly:
https://app.betahub.io/projects/pr-5642738318
To get logs, quit the game after experiencing the issue:
Windows Key + R → appdata → Local → DeadbyDaylight → Saved → Logs → DeadbyDaylight.log
It would appear that someone else has already made a bug report on that site regarding this issue, though I think the video provided, while appreciated, doesn't really convey exactly what's happening very well when casually viewing it. Every key press has a delay, and the input continues to be received well after the key is released. I'm not having any (new) performance issues related to network latency or FPS drops or stuttering, and I can switch between keyboard and gamepad and see the immediate difference in responsiveness. My keyboard also, of course, does not experience this delay outside of DBD, and never experienced it before this most recent update.
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Well, this goes way beyond being a little less responsive for me. If I hold W for like 5 seconds, my character will continue walking for at least 3 additional seconds when I let go. This keyboard input delay also extends to typing; both in the in-game boxes and in the steam overlay.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004696#Comment_4004696
"Sure, that happens occasionally, with a ton of risk. If they pull it off, good for them. Having difficult to pull off actions that carry risk/reward are fine."
How am I supposed to interpret the above sentences, if you aren't literally saying that weaponizing OTR is fine because it's difficult to pull off, and has risk/reward?
And I've already said that perks having endurance effects is bad, because recently unhooked survivors should not be encouraged to run towards the killer. That is not the intention of anti-tunnel.
Current OTR is way healthier for the game because it actually helps a recently unhooked survivor to actually escape a chase from a killer, which is what anti-tunnel should be doing. Current OTRE is also much better for scenarios where the killer is tunneling off the hook, because previous OTR could just get the endurance effect removed during the basekit endurance timeframe.
Most tunneling killers just proxy camp anyway, which makes the entirety of the perk's effects largely useless without the increased endurance effect. Even if the tunneling killer is somehow out of sight when the unhook happens, the perk doesn't even prevent pools of blood from forming, which again makes the entirety of the perk's effects largely useless.
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Another buff to killers and tunneling. Thanks, BHVR.
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The patch that was initially supposed to put a stop to tunneling as the dominant strategy now only makes it easier and further incentivizes it.
Bravo, BHVR.
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Absolutely phenomenal. You immediately abandon the anti-tunnel parts of the update, but keep the change to OTR, removing it's utility as an anti-tunnel perk, leaving only DS (a perk that's been gutted 100 times by now) as the sole anti-tunnel perk remaining. So in a patch that was originally meant to deter tunneling and fix the issue once and for all, you instead massively buff the most unfun strategy in the game and only incentivize it further. I'm flabbergasted.
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It's almost every single game. Almost every game is the killer proxy camping and tunneling, occasionally slugging, regardless of how far the game has progressed. 5 gens, 4 gens, doesn't matter. First hook gets tunneled. Strong killer that can win without these unfun tactics? Doesn't matter. It's easier for bad players, so it's the path they choose. If the previously proposed changes had gone through, I could fail to escape every game and still have fun. DBD is just incredibly frustrating as survivor right now. It was so disappointing to see every content creator become hyperbolic doomsayers over the patch. BHVR didn't even give it a week of testing before backtracking in what is the most embarrassing display of submissiveness I've ever seen from a dev. I'll probably play only to get the rift done, then maybe occasionally play killer, because anything else is a miserable experience. I remember reading those patch notes and genuinely feeling hopeful for the future of the game.
Finally, after almost a decade, the most unfun aspect of the game was going to be addressed… and this time, not with some bandaid perk that later gets nerfed or outclassed into uselessness. Instead, now it's a maybe sometime in the future thing, and it'll probably be watered down into something that has zero actual impact in preventing these things, while killers retain all the incredibly buffs they would've otherwise received.
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Her Circle of the Moon appearance would be ideal for this.
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If Almo thinks it's a bad idea, it's most definitely a good idea.
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Great. They're going to take an overwhelmingly good patch that only needed a few minor tweaks out back and neuter it into oblivion, and survivor will continue to be a miserable experience 80% of the time because the majority of killers never actually learn how to play the game and rely exclusively on tunneling/camping/slugging. And it only took a couple days for them to back down. Thanks, BHVR.
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The same logic also applies to Trevor. The Belmonts, even without the Vampire Killer, have superhuman abilities. This is where you're just going to have to accept the video gameness of it.
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3719072#Comment_3719072
then it's not castlevania
Confusing map design is not an integral element of Castlevania aside from Simon's Quest.
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@MalekithHatesSnow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666636#Comment_3666636
People love to exaggerate they'll just say the killer is tunneling but they won't mention they were on a gen or healing right next to the hook or the killer didn't hook everyone else first before them, or they purposefully body blocked the killer with their endurance or that there's 1 gen left with everyone still alive it's just black and white "Killer tunneled me that's it end of story"
People love to pretend that this is true. That the poor killer is absolutely forced to tunnel, when 99% of the time the killer either proxy camps or immediately returns to hook after an unhook and tunnel the survivor out at 5 gens.
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@Crowman said:
The devs said Freddy is disabled because of the Dream World effect clashing with the Light Out effect. It has nothing to do with how strong Freddy could be on the mode.
It's funny to me that community that has been begging for a more casual DBD is immediately asking for balance changes on a temporary game mode.
A temporary game mode that will, presumably, return periodically over time. Legion is broken in it. Infinite information, with zero ability to counterplay from the survivors. No TR, but Legion still gets to see killer instinct? How tf is that fair? Legion should either have the killer instinct removed or be disabled entirely.
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Well if the goal was to drop its usage to 0.003% by the playerbase, well done.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3119671#Comment_3119671
First of all. Killer queues are roughly at how survivor queues were before the patch (at worst 5 minutes). So by your logic, killer was in a terrible spot and no one wanted to play killer.
Now in regard of camping and tunneling. Survivors received a basekit buff against tunneling + BT buff + OtR buff. Those are very strong buffs, so i really don´t know why you think those things haven´t been addressed and claim that the devs didn´t do something about it.
LOL
Basekit BT is worthless, and OTR does nothing against a killer waiting to hit off hook. With DS being gutted to being absolutely worthless and the endurance change, in addition to the numerous killer buffs that were received, it has been nothing but direct buffs to camping/tunneling since the patch. I could not care less if I win or lose in a game, but being camped and tunneled completely takes all the fun out of playing, and that is 99.9% of my games now because it's been made even easier by these patches.
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I actually think base Nurse is fine, and even fun, to go against. I like that she plays completely differently from every other killer, and that it's reliant entirely on mindgames and breaking LoS in unconventional ways. Her addons, namely her range addons, however, are ludicrously OP. Many people seem unaware just how much they increase her blink speed. She becomes nigh unbeatable when a competent Nurse uses them. Also, her blink attacks should be considered special, as many exposure perks are stupidly powerful on her. Also also, she shouldn't be able to hold her first blink indefinitely, as she can use this to proxy camp; especially when using the aforementioned broken range addons.
@LunaticLizzie said:
As somebody who plays plenty of Killer but also just an absurd amount of Survivor,
I generally find that playing against Nurse is one of the easier times I have. You just wait for her to charge her blink, then double back, and she's forced to either downflick to force her blink to be shorter, or try and go for the second blink after, and you can then play around with whether you decide to double back the next time she uses her blink, or keep running and have her downflick for nothing with the expectation of you doubling back - There's plenty of counterplay I've kinda just slowly discovered via facing her.
Playing Nurse is a whole other ballgame, I think I might just be trash with blinks though.
One of my favorite things about anti-loop killers is how it forces me to think differently about how I'm going to loop them, because you CAN loop an anti-loop killer, it just takes a different mindset than the usual, and more than anything, it takes paying attention to what the killer's doing.
Then you're either going against really awful Nurses, or have miraculously found the few Nurses who aren't running one or both range addons. Omega Blink Nurse has no counterplay unless the Nurse is inept.
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@Sally_S_gay_son said:
https://forum.deadbydaylight.com/en/discussion/comment/3061187#Comment_3061187
Both sides want fun matches, most people do not like to tunnel if they do not have to in order to get like 1k, with gens speed increased and some other qol changes I think people will end chases quicker than before and in time hopefully realise they can pressure more people which will improve gameplay for both sides. I am sure most people who play mostly survivor just want to have fun back and forth match and do not care about dying, and would rather die than hold m1 against a camping bubba and then exit to the gate
People will always tunnel and camp, it's the most effective way to win esp for people who are not good at chases and macro gameplay and majority of people are not good (same with survivors - most people are causals and do not know how to connect tiles), but all of that was happening with all these powerful perks and was effective and will be effective again.
At least people who are bad at killer cannot use the dead hard excuse anymore
This isn't true. The vast majority of killers camp and tunnel because it's an extremely easy and effective strategy against non-sweaty SWFs. This strategy is being super buffed in this next patch, and you think that they're going to stop? lol. BHVR continually releases perks as bandaids to base design issues with the game. Tunneling and camping are huge issues. You can talk about how they're legitimate strategies all you want, but the fact of the matter is that it simply isn't fun for 4/5ths of the playerbase, and it actively discourages people from continuing to play the game. DS, BT, etc. were created to address this issue, making them staples in the survivor meta. The same thing can be said for perks like Corrupt Intervention, as it feels pretty bad to have a gen(s) pop before you can even find your first survivor. I would love to run other fun perks, but I'm stuck running builds that simply allow me to actually play the game a bit longer. If you want to see more varied builds, these base game design issues need to be addressed at the base game level, and a worthless 5 second BT isn't even remotely sufficient.
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Their first iteration on the PTB was just fine. Remove the distance and give a 1 second endurance effect. Now, with it being 0.5 second endurance and endurance no longer triggering if you're afflicted with deep wound, it'll be largely useless. If a perk is too strong, nerfing it into oblivion is not the correct solution.
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With how many aura reading perks and addons there are for killers, as well as stealth options for numerous killers, immersive isn't really viable. Distortion and Shadowstep won't be enough unless you're going against a bad killer. Even with Distortion's upcoming buff, tunneling and camping are receiving buffs several times more potent in the same patch.
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I'll definitely be taking a break from playing survivor. Tunneling and camping is already the worst part of the game and far too prevalent, and this patch is an immense buff to both.
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Fantastic analysis. It would be nice if BHVR would read this before pushing this disastrous update on the game.
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Yeah it will probably be the worst perk in the game when that patch goes live. Why on Earth does anyone need a perk icon to tell them a killer is coming towards you when said perk requires LoS? Baffling.
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@Hero_awesome said:
https://forum.deadbydaylight.com/en/discussion/comment/3017326#Comment_3017326
Again it's a step in the right direction. I still believe kindred being base kit is wayy too strong for killers. It literally removes the mystery and just shows what everyone is doing.
It's an advantage inherent to SWFs, and the goal should be to bridge the gap between soloQ and SWFs to make the game more fair and help aid balancing. They're actually severely widening that gap with this update.
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Anyone half decent with Nurse will completely dominate any group of survivors that aren't the highest MMR in a 4 man SWF if they used these busted addons. Her instant blinks are unreactable, and she cannot be mind-gamed. The moment she hooks someone, the game is over.
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@Fantasy said:
They nerfed it just because it was meta.
And the only reason DS and BT are meta is because they're bandaid perks created to fix base game design flaws. Same thing with Corrupt Intervention, but at least they made some attempt in this to address that issue by extending gen times, whereas survivors get completely shafted with the biggest buff to camping and tunneling in years.
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Yep. Killers buffed in every conceivable way, and the few ways to delay tunneling/camping completely demolished. Base BT being only 5 seconds is a bad joke. I've seen numerous killers wait out normal BT to tunnel. Do you really think this is going to stop that? All killers move faster than 107%, so the haste is irrelevant unless the killer is dumb enough to hit you during that time. So, a completely worthless base gameplay change for survivor coupled with massive killer basegame buffs. And DS even got hit, reducing stun time to a measly 3 seconds and disabling it in the endgame.
What -should- have happened, is make DS basekit but disable it when the exit gates are powered without the stun duration nerf, and just flat out make the current BT basekit. This, in addition to slowing hook progression when a killer is camping would do so much to improve this situation. As it stands, anything but a 3 or 4 man SWF is heavily susceptible to these unfun strategies, and these changes make that exponentially worse.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3014645#Comment_3014645
Actually no you don't, what you need is Off The Record.
And the 5s can't be waited out, because killers now won't know whether they need to wait 5s, 15s, or 80!s. Imagine waiting 20s only to still trigger Endurance, I'd definitely just give up the chase at that point, imagine if you spend 2 minutes tunneling someone off the hook with an unavoidable endurance AND a DS on top of that? What a waste of time, easier to go for the unhooker who isn't getting an automatic sprint boost.
It's painfully obviously most of you scrolled to BT/DS changes, had an aneurysm and rushed straight back hear to Karen.
Because deterrents to camping/tunneling need to be made to the BASE game. Oh boy, now we simply swap BT for OtR, what a meta gamechanger! Not to mention the complete gutting of DS.
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@GHOSTfaceP3 said:
https://forum.deadbydaylight.com/en/discussion/comment/3015951#Comment_3015951
Spine chill only activates when a killer has a clear line of sight they also added a 0.5 cool down
Which makes it quite possibly the worst perk in the game once it releases. You don't really need to be warned about a killer staring at you when you have clear LoS on them.
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So you're another killer main who treats all survivors as a hivemind and punish one person or group for something someone else did in the past. Got it. Sound logic.
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@Marc_go_solo said:
https://forum.deadbydaylight.com/en/discussion/comment/2730705#Comment_2730705
With the sheer volume of people making false reports because they feel bitter over the smallest of things, dealing with a multitude of investigative cases with only a finite number of employees to deal with the case load, making a report system that would work as you say would be impossible.
Also, keeping something in that some braindead racist decides to weaponise would mean that the problem would never be sold.
Even if the perfect system existed to do what you think, and the amount of people they could employ was infinite, by keeping the tool in place means the reports would be the equivalent of putting a plaster on a broken leg. It's not lazy, but it is efficient. And efficiency is the way to go.
For the record, I feel it's a shame the masks have gone. But instead of aiming frustration at people trying to combat hate crimes, aim it at those who pricks who caused this to happen.
LMAO hate crimes? Are you serious??
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2730735#Comment_2730735
that's great, you're being compensated, and you'll live. don't be so ######### selfish
Wanting to keep what you've both paid for in DLC terms and earned through gameplay is "selfish."
What twisted logic you employ. It's no wonder you so fervently defend censorship in the name of a perverse ideology.
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The fact that anyone is defending this lunacy is depressing.
Oops, people can play as black characters and then say racist things afterwards, better remove all black characters from the game too. That is the exact same logic. I've never even seen a Bubba using the unlockable cosmetics in my hundreds of hours of gameplay, let alone behaving like a cartoonish villain and being wacist. The probability that this has actually happened more than twice in the entire game's lifespan is next to none.
Do people forget how often Leatherface players camp and tunnel? What's more likely;
A) Claudettefaces were targeting black survivors to be big meanie bigots.
B) Claudettefaces were targeting the first survivor they saw and did what Leatherface usually does, and then the person who was playing survivor assumed intent based on the killer using that cosmetic with zero actual evidence.
This decision by BHVR is nothing more than rancid virtue signalling at the expense, once again, of their playerbase.
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It's very obvious that something is missing when playing as/against him with them stripped out. Even if you somehow weren't aware of the voice lines prior to doing so. He's very... off... with them gone. Even with BHVR's very generous 1 hour "warning" before release notifying people that the voice lines used heavily with all content advertising him from streamers and the like were removed, it still feels extremely scummy to do this. His voice lines were a huge selling point.
I couldn't care less about the dumbass meme jokes from "I came" and the 12 year olds giggling at it.
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Because it's political activism being injected into an apolitical game, and opposing such a thing does not make one a "homophobe." Of course being gay isn't inherently political, but you cannot deny the political machine that operates under the banner of LGBTQ* exists, and the tiresome pandering by corporations every year around June is part of that.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/2081424#Comment_2081424
I'm biased towards Wraith, but i don't think i could see much more interesting stuff in his backstory.
With Doctor i'm simply thinking: "Man, it's been a long-ass time since i've seen an evil dude be evil just cause he's evil. I don't need no tragic backstory or reasonable reasons, just gimme a movie about a guy who is bad."
There's been no shortage of poorly written stories with characters just like that in recent years, though.
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No.
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Have you considered treating your adult playerbase with basic respect and decency instead of this unneeded condescending coddling? Give us the option to turn it off.
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Because the developers do not respect their playerbase in the slightest. We are to be treated like children.
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@ShamelessPigMain said:
To be entirely fair, there's probably a legal aspect to it as well. Online mediums of communication can be held responsible for what their users say, which can include wonderful stuff like death threats, harassment and hate crimes. Given, it's a pretty crappy filter, but it gives BHVR a legal shield. And who can blame them for not wanting to get sued?
Lmao that's complete nonsense. Give users the ability to toggle this insane filter off. This game isn't rated E for Everyone, for God's sake.
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@Mandy said:
I've seen that before and the more I look at it the more I dislike it. It looks overly packed and at a quick glance would be very difficult to see the required Survivor information.
It's not even remotely difficult to see such information at a glance.
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/1947348#Comment_1947348
#1: Never said they should do that... even though in this instance they basically have done it.
#2: Why the heck not? Yes there's an infinite amount of disabilities, but just because you can't include all of them doesn't mean you shouldn't try to include as many as you can. Double that if the methods of including them don't make the game worse for anyone. This isn't an all or nothing thing. Its a case by case thing, and in this particular case there's no reason to keep it the same. Also... disabled players are part of the player base so... your assertion that they wouldn't be making decisions for the player base are just flat out wrong.
#3: Not if the Devs are careful. It is entirely possible to make the game better for a minority group without compromising the game for the majority. Besides... every time they add a new killer or buff a particular killer, they are also catering to a minority group. Unless you think the majority of players main Clown (for some reason)... that rework was 100% a change for a minority.
Your posts are so devoid of logic that they are painful to read, and the OP is one of the most entitled people I've ever seen discuss this game.
"Why the heck not?" You answer that question with the next sentence. A developer cannot conceivably account for every single possible disability. Game development is a business. You have finite resources and time, and that creates problems if you try to "include as many as you can." If you account for X disability, but not Y disability, then the people with Y disability get to ask the very justified question of why their disability wasn't worth the investment that X disability people got. Why was X prioritized over Y? Do you know what would happen then? They'd be called the same names OP is calling them, and it would be just as absurd then as it is now. It's cheap and quick to accommodate extremely common disabilities like colorblindness and hearing impairment, and these can be accommodated for without negatively impacting or changing gameplay for other players. The same can't be said for those who struggle to pay attention for brief periods of time. Feel free to brand me for wrongthink and hurl the ists and isms at me for being a reasonable person.
With that said... the hook struggle mechanic is boring, pointless, and sometimes flat out doesn't work. I've died before despite mashing my ass off. It should be changed to skillchecks or automated like the first stage, IMO, but it should be changed for the right reasons, and this ain't it.
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Signed. Hideous UI and animations.
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It's almost like the person who designed it went out of their way to make it as awful as possible without being too obvious about it.
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@Gay Myers (Luzi) said:
https://forum.deadbydaylight.com/en/discussion/comment/1859780#Comment_1859780
When things are added, they have explained that the current UI makes it hard for them as it limits the devs as to what they can add, the new UI allows them the freedom to look at new changes and mechanics they could add.
Having both enabled would mean trying to figure out how to update the old one too, which is also development time spent on it then.
Current one being customizable would be interesting though.
It's absolutely horrendous. It's much more convenient with the information viewable as it is now, and it could be made much better with a compromise like this:
I can't imagine why you'd have to spread out the entire UI around the screen to accommodate some unknown future UI additions.
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It's really, really bad. Having the information spread out all around the screen like that is pretty much the worst way you could've possibly chosen to display it.
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@chieften333 said:
https://us.v-cdn.net/6030815/uploads/J9U7BDE9JSP3/20210108-191518.jpg
This concept someone made is perfection. THIS Is what i want out of a UI, not the mobile game crap they're trying to stick us with.
Hire whoever made that instead, please. That is perfect.
