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aNAAA

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  • @ToriumSlurs said:

    To modernize Dead by Daylight’s visual quality and performance across a broader range of hardware and display setups, I reccomend those improvements:

    1. Add NVIDIA DLSS support.
    Integrate newest DLSS to enhance frame rates and image quality for players with RTX GPUs. DLSS uses AI-driven upscaling and frame generation to deliver smoother gameplay without sacrificing visual fidelity.

    2. Update Intel XeSS to the latest version.
    Implement the most current version of Intel XeSS to ensure optimal performance, improved upscaling quality, and full compatibility with Intel Arc and other supported GPUs.

    3. Upgrade AMD FSR to the latest version.
    Adopt the latest iteration of AMD FidelityFX Super Resolution. This includes improved image quality and optional frame generation, enabling better performance and visual smoothness on AMD and other compatible GPUs.

    4. Expand FPS limit options.
    Introduce additional framerate cap settings to support modern high-refresh-rate monitors. Recommended options include:
    • 144 FPS
    • 165 FPS
    • 180 FPS
    • 240 FPS
    • 360 FPS
    • Unlimited

    These enhancements will improve overall responsiveness, visual clarity, and performance scalability for all players, while making full use of current-generation hardware capabilities.


    As someone who truly enjoys using these advanced graphics technologies, these improvements would be very much appreciated. They would greatly enhance my experience with the game and make it even more enjoyable to play. It would be really nice if I would be able to play on 240 FPS.

    4. Expand FPS limit options.

    Introduce additional framerate cap settings to support modern high-refresh-rate monitors. Recommended options include:

    • 144 FPS

    • 165 FPS

    • 180 FPS

    • 240 FPS

    • 360 FPS

    • Unlimited

    I TOTALLY AGREE WITH YOU <3

  • @Zanecc said:

    slugging with 2 people left, has to go. Either give the abandon option or let the player end himself while down. This lack of feature makes this game blow. No one wants to spend 10 minutes on the ground. Dumb game.

    For the last two survivors, the second-to-last survivor should be given the option to revive themselves (a system they originally planned). Because the endless 2v1 at the end of matches is awful.

  • The current system isn't punishing enough. Several things need to be done.

    • The progress bar needs to fill faster.
    • Remove the killer's bloodlust when chasing a newly unhooked survivor.
    • Why not give the survivor a decisive strike if they tunnel ?
    • And for the last two survivors, the second-to-last survivor should be given the option to revive themselves (a system they originally planned). Because the endless 2v1 at the end of matches is awful.

    I don't think BP's penalties are really a problem.

  • 4sec but maybe u can use 2 times… + remove blood lust if u chase player unhook…

  • There are plenty of solutions to try to avoid the tunnel and the camp. But it doesn't seem to be very current, even though they tried a few things in this direction on the old PTB.

    • Dead Hard
      • Should become permanently usable again, like a regular exhaustion perk, with a cooldown of 40/50/60s.
      • The 0.5s timing is too short considering ping, servers, and hitboxes.
      • Slightly increase this timing to make it viable.
    • Decisive Strike
    • Stun duration 6 seconds or timer 80 secondes (increase the timer to penalize tunnelers)
    • Should not deactivate when self-healing (but keep deactivation for gens/totems/unhooking/endgame).
  • I completely agree, we should be able to launch custom matches solo, without bots and without a killer. Just to practice loops, hitting fast vaults, making turns with The Hillbilly, and things like that.

  • And putting Decisive Strike at 1min30 is, I suppose, absolute cheating in your opinion?

  • @kit_mason said:

    Setting your usage of generative AI aside, I'm not sure how survivors would expect to win games if we hugely up gen times and add even more macro loss states whilst removing a lot of chase-focused win conditions.

    Survivor players largely already don't care to understand what gens are priority, and by adding an activation condition they're more likely to commit to a bad gen to work than set up good pressure around multiple key gens simultaneously.

    Killer players are also disincentivised to chase if they're not going to be given any sort of win expectation. Vaulting under breakable doors opens genuine infinites - right side downstairs DDS main door immediately comes to mind and upping survivor movement speed fundamentally breaks every single tile in the game as survivors are in a far safer position than they were.

    As a result, Killers will just play territorially. 3 gen holding is easier when the survivors can't even work the gens in the first place so playing for 1 hour lockout becomes optimal, as gens take longer and chases aren't worth it.

    Your reasoning isn’t entirely wrong, but I find it quite dull. It often leads to the same outcome, and overall survivors feel really weak. Looping the killer has become much less interesting and fun than it used to be :/

  • @Ohyakno said:

    "Chase is the most fun part of the game"

    "Anyway increase gen times"

    There's a certain disconnect here. Also good God do I hate emojis and this chatgpt garbage. Imagine outsourcing your creativity to a machine. Shameful.

    I used AI only to generate the layout. (You are hyperfocused like a Labrador on a piece of meat. :D )

  • @fussy said:

    Well yeah, it's my own fault that I didn't stop reading after "Slightly increase survivors’ base speed".

    There was a trade-off for the increased movement speed. But I'm sure you read it all, my little rascal :)

  • I also understand your point of view; it's obviously a game that can't be 100% balanced, but if we take the examples of playing against the nurse, it doesn't happen every day to come across this kind of killer. :)

    I think the modification or addition of survivor perks was quite consistent with the current gameplay and meta. As for movement speed and chase duration, that remains to be seen :)

  • @Deadman7600 said:

    Personally, I disagree with much of what was said here so imma use that format to respond.

    1. Strengthen survivors in chases.
    • no, the point of pallets and vaults is for survivors to regain some of the distance they lost to the killers base speed giving them more base speed negates almost all chase mechanics.
    • no again, this is meant to add to the tension of the chase by trapping you on one elevation, dropping should be a calculated risk not open up the entire map to you.

    2. Greatly slow down gens.

    • This component idea at first might seem good, and it could work as a game mode type thing, but I don't think that's really a good idea for base dbd. This idea just has so many moving complex parts that it could even break the game, think about how many spawn locations would need added and how hard it'd be to memorise them, and what if one glitches into a wall like totems did in this recent update, that just bricks a gen.
    • Also, gens are objectively the worst part of this game, and that's coming from someone who finds their mechanics relaxing. Making them take longer would just be an unnecessary lengthening of the match.
    • If I were to try and make gens longer I'd personally use something like the blood gens from blood moon, make the pumps kickable and make them take slightly longer than they previously took to finish them. That way there's more variety in the gameplay of the generators and more ways for killer to slow them down.

    3. Survivor perk ideas.

    • Balanced landing already exists.
    • I don't like it because it basically just draws stuff out unnecessarily (like a majority of your suggestions). You should use a vault for all that its worth not get an extra go around.
    • Did we not learn anything from mft?
    • I actually don't mind this boon perk though. I'd say there should be a limit, so you can't just go absolutely insane with it but I think being able to add 4 or 5 fragile pallets might be a fun idea for a boon.

    4. Changes to perks.

    • there's a reason dead hard got changed to be post unhook, as another commentor said, 'e to dash' should not return.
    • again no to everything said except maybe the first point. The stun is fine in most cases and a conspicuous actions should be a conspicuous action.
    • I actually really like the head on change.

    5. anti-tunnel.

    • If a killer already has bloodlust when you get unhooked removing it won't stop them from getting that hit.
    • This literally has no meaning or explanation.

    6. Breakable doors

    • I think that has some potential but it should be once and the killer has extra breaking speed on said door because the goal of those doors is to flat out stop people from going that way and shouldn't just be free distance for the survivor.

    7. Menu improvements.

    • yes.

    Look, clearly you didn't write this yourself, chatgpt wrote this. You can tell because the only sentences to use the word 'I' are the in the beginning and final paragraphs and chatgpt has no sense of self (not to mention the emojis). So I don't know how much you actually thought about what was said, but this absolutely would ruin the player experience for the killer side in so many ways and also make other mechanics like gens so much more boring.

    "Look, clearly you didn't write this yourself, chatgpt wrote this. "

    Do you really think he came up with all his ideas? That I didn't just use chatgpt for layout? xD

    I understand your questions, it is indeed a 1vs4 game but behind each player hides a real person who enjoys playing or not.

    "If a killer already has bloodlust when you get unhooked removing it won't stop them from getting that hit."

    So you tunnel yourself and the killer also has the advantage that if the tunnel lasts a long time he gets speed boosts. I don't think that goes in the direction of fair play. :)

    I gave them some leads and ideas, then they are free to do what they want with that.

  • Survivors definitely not that fragile in chases, that we can justify adding “press e to dash” button again

    I don’t find this argument valid. Killers also benefit from speed boosts, even though they are already naturally fast. It makes sense that some killers gain extra mobility depending on their addons, perks, or certain conditions. Likewise, I think it’s fair that survivors can dodge a hit with Dead Hard—it’s neither unrealistic nor “superhuman.” As a killer, it’s perfectly possible to wait out an evade and punish the survivor afterward.

    Doing generators is really boring, majority of people wouldn't be happy to deal with them longer than it is already (True)

    As for generators, an interesting idea would be to add steps where survivors need to explore the map to gather missing parts. This would add more variety to the gameplay: once all the pieces are installed, the generator could then be fully repaired in just about twenty seconds. The time spent searching and assembling these parts (around 2–3 minutes) would make the experience more dynamic and far less monotonous than simply sitting on a generator and waiting for the progress bar to fill.

    :)

  • a692f10f9a700ccd0fa5b76ec253dc82.jpg

    5 min with 3 crows.......

  • Maybe new temporary mods like 5 perks per person.

    Game hardcore without perk.

    Maybe 6/7 generators to repair.

    Maybe Capture the Flag : For example the killer watches an object that we have to take somewhere, as soon as we take a hit the object falls.

    Maybe survival loop time : 1vs1 (but 4 surv) The cumulative time of each survivor must exceed 10min to win the game.

    Maybe hide and seek

  • I think in a game to have 3 crows above your head while lying down, you've been on the ground long enough. It's often the case when the killer doesn't want to hang on to bother you. :)

  • NOED : Why 4% speed boost ? One shoot is already better...

    Morri should work according to the completed generators, If 1 generator down, 1 player morri. 2 generators, 2 morri.. If 0 gen, morri off.

  • We await the NERF of the spirit...

  • A spirit with 300 hours of play can kill a team of 4 players with more than 4000 hours. There is a problem and it is not the level of the survivors.. It's clearly not fun and we are still waiting for THE REAL NERF..

  • Same for me, I didn't see the entity at the windows..

  • Head on : The player inside a locker must be revealed to his team when his perk is ready to use

  • First of all I think the player who "HEAD ON" it has to be revealed to the allies when he's in a locker. Its impossible to play with when you dont speak with your mates..

    Futhermore this perk works once on cing...

    Increase the radius to help in the basement. It's pretty risky to go in the basement and it's alaso risk getting caught anywhere in a locker.

    :)

  • First of all I think the player who "HEAD ON" it has to be revealed to the allies when he's in a locker. Its impossible to play with when you dont speak with your mates..

    Futhermore this perk works once on cing...

    Increase the radius to help in the basement. It's pretty risky to go in the basement and it's alaso risk getting caught anywhere in a locker.

  • I'm so hyped ! Good idea !

  • Blind the killer automatically if he remains too close to the hook without being engaged in a pursuit ?

    Increase bleeding time on the hook ?

    Brok the hook if the Killer camp ? (Define an area around the hook)

  • Blind the killer automatically if he remains too close to the hook without being engaged in a pursuit ?

    Reduce bleeding time on the hook ?

  • +1 I agree "Remove franklin's in exit gates". I'ts interesting to disturb the survivors during the game, but in the end it does not matter. Just avoid teamplay and help for the survivors...

    It is not urgent, it is already necessary to solve the problem of FACECAMPING :)

  • Hook with survival facecamp: 95% slow down bleeding on the hook 

  • Hook with survival facecamp: 95% slow down bleeding on the hook