ABannedCat
ABannedCat
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- ABannedCat
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Disconnection penalities are a blessing, until the game hits you with a "You need a network connection to access this content", even though you have a full HD Youtube open and running on a second monitor, proving very much that its not the user fault, but just Behaviour ######### dedicated servers.
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2497541#Comment_2497541
My ping is always good and I still experience this as killer.
It looks weird tbh and throws me off.
From my observations, somehow the survivor's ping is invovled too. I always check the survivor's ping during the stun animation, and 9/10 times they have above 150ms, when it happens. Kinda sus, if you ask me.
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The map is just atrociously annoying. I enjoy it neither as killer or survivor. Too big; gens, pallets, and hooks spread out far too much, and it has bad performance.
As survivor I will play it out, just to not doom my teamamtes, but as killer I am really tempted to just go AFK for the rest of the match.
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The problem with W-meta is not that its strong, but rather that eliminates skill. A rank 20 Meghead can hold W just as good as a 7K hours Legacy Nea.
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Just means its easier to rank up on MMR with killer than it is as survivor.
I guess its because the MMR heavily takes kills and escapes into account, and with solo-queue a survivor is largely dependent on luck whether they can escape or not.
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To the people that say, "Just time out anyone with high ping", you dont seem to realise how atrociously bad server coverage across the world is for this game. Alot of highly populated places physically cant get lower than 100ms, because the next server hub is just so far away.
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People dont realise that VPNing is actually detrimental to the killer, because it applies a big delay to power usage. Want to throw a hatchet with 500ms ping? Because both wind up and relase are delayed by that amount, throwing hatchets is now effectively 1000ms slower than normal. It gets even worse with killers that stand still during power usage (Spirit, Twins, Pinhead), because they stop moving the moment their client registers the button, not when the server sends back the package.
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RPD might look good, but from the gameplay perspective, its completely garbage.
For killer its a horror, because its so big. Also half of the killer's powers get severely nerfed by the incrinate hallways, like Blight, Billy, Nurse, etc.
For survivors its equally bad, because finding generators is basically a matter of luck. Chases are really not great, because finding loops is basically guesswork, and hooked people often lose 2 hookstates at once, because the map is one giant maze.
Basically nobody has fun on that map, and its terrible for both killer and survivors.
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I already know what my ideal killer is.
I hate looping, so its Nurse.
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I suspect blink bug specifically is probably very very hard to fix, because it has been in the game ever since Nurse's very release.
Before her rework, there was a similar bug, where her blink was spazzing out visually and auditory, but didnt affect gameplay beyond that. I also noticed, looking at old footage, that on people with a higher framerate, the spazzing was much more violent.
I suspect the core issue is, that for whatever reason, every frame the game attempts to cancel the blink, but because prior to her rework, Nurse always had blinks available, it was never cancelled.
However with her recharge, there is a possibility that Nurse has no blinks available, so the cancelling attempt actually succeds now, and the game thinks there are no blink left.
Dedicated servers further strengthened my belief in that, because they made the spazzing out alot less violent. The average roundtrip time of a package of 50ms is alot slower than a 60Hz frametime of 16,6ms, or even less with people playing on 120Hz.
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I always kind of chuckle when I read names like "I simp for Demogorgon".
Interestingly enough, I see more survivors with funny names than I see killers.
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@Sakurra said:
https://forum.deadbydaylight.com/en/discussion/comment/2500192#Comment_2500192
Hi, sorry to say but it's not a perk for free. She may not hear her grunts, but the killer can hear her.
From my test with a friend in KYF, the bug is serverside. So it applies to everybody in the match.
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Killers can be blinded from pretty close to 90° angles WITHOUT using Shadowborn. So yes, they work from dramatically bigger angles than the Killer's FOV.
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This bug has been in the game for atleast 1 and a half years now. Doing certain actions, like crouching, "fixes" it, but thats up to the survivor. And it honestly should be fixed ASAP, because its pretty damn gamebreaking. Getting one of the stronest survivors perks for free.
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This should be a no-brainer really.
It is a very efficient way of using the time in the 5+ minutes killer queues. Killer lock took it away, and its so dumb.
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@Gwinty said:
Frosty Eyes = NoeD Eyes.
It is very predictable and the best way to know that the time has come to rattle some bones.
So you are telling me that by equipping the Frosty Eyes cosmetics, I get free generator slowdown?
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Even if the chatfilter was working properly, and censored only the bad apples, I would stil prefer an option to toggle it off. I want to read chat undisturbed, and not have a censored politically corrected version.
I am a grown adult, that plays a 18+ game. I have the guts to just brush off words.
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@Mooks said:
Wait… Mori spamming is still a thing?
Old Coldwind farm.
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I dont.
Trying to play around keys is a nightmare, not worth the effort. I will just play normally, and if they all escape through the hatch, I will just write GG, gratulate them on their free escape and move on to the next match.
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/2494717#Comment_2494717
See the above statement, neither side is ok and shouldn’t exist, the difference is is that one side still plays within the game’s rules (however loosely they follow them) and mechanics while the other throws 90% of the intended defence tools the other side has in the dumpster
Voicecomms are breaking the rules of the game as well.
They give survivors information that is purposely hidden otherwise, or is only obtainable through perks. Its basically every tracking perk included as basekit, and more.
And Nurse doesnt ignore 90% of the defence tools. Stealth still works phenomenally against her (she is infact the easiest killer to hide from), jukes still work against (3rd person camera), genrushing still works against her (thats a defence in of itself).
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/2494692#Comment_2494692
Yes, unless it’s a Nurse and the bugs cease existing that match, in which case, the Nurse wins
https://forum.deadbydaylight.com/en/discussion/comment/2494693#Comment_2494693
I’m not happy about Nurse matches being decided by ######### coding. But if I was to make the choice between inconsistent bugs keeping a monster of a power in check, or letting that monster loose with nothing to keep it in check, I’d take the inconsistent bugs any day of the week
So you want one monster to be kept in check (Nurse)?, but the other monster (skilled 4man) roaming freely with no punishment whatsoever, is completely fine?
Goes to show your clear bias.
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/2494685#Comment_2494685
That’s because Nurse is a broken mess, if she wasn’t she’d win tournaments every single time if the Nurse player is good enough
You mean, just like a stacked 4man can win every single game, if they are good enough :)
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/2494624#Comment_2494624
explain to me how ignoring everything but walls (and even then, aura reading go brrr) is balanced
Nurse is the only killer in the entire game that can end the match within the first 2 minutes. Something that not even Spirit or Blight can do on account of having to actually play the damn game
The only things holding Nurse back from being a DC on sight for most people is the bugs and amount of time it takes to master her, she isn’t balanced, nothing can realistically top her consistently and nothing ever will
Tell that to tournaments where even good Nurses can get ######### on, by mediocre survivors.
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Killer used to be the host, so their ms was 0*.
*Technically speaking not 0. Killers ping was their computer system latency.
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The hitbox stays for the entirety of the swinganimation, so the killer can still hit survivors when their weapon has almost reached the ground.
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If you dont mind the endgame chat, you can hit them on the hook. That replaces the hookscream with the much quieter hit-scream.
Unfortunately it slows you down alot, so its not an option if you are playing serious.
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I have no trouble hearing noises alone, but rather I have trouble picking them apart and locating them. If I have multiple sources of sound, they just muddle together in my head. I also have trouble locating sound, sometimes even confusing left with right.
So I am always kinda impressed when I watch a content creator, and througn the deafening chasemusic, they say "I heard you."
Ingame this makes it extremely hard for me to play killers that rely on sound. For survivor its not so bad, because most killer's breathing or footsteps are louder than anything else around, like Spirit, Clown, Nurse, Oni, etc.
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@glitchboi said:
This one will be interesting.
I'm willing to say Doc. His "stick" can crack a skull if he uses full force, and since Nurse gets stunned after blinking as well as gets a cooldown, it gives Doc a chance to get a hit in. I'm also pretty sure he'd be able to take a hit from her bonesaw.
Lorewise, Nurse can blink without fatigue, as evident by her mori animation.
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Looking at Task Manager, Dbd usually causes around 10-20MB/s disk usage during matches for me. So ....
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You can "disable" AA through the configs.
However, its not a real disable, because you dont get any performance boost from it. I suspect turning it "off", just applied another post-processing effect that undoes the AA effect. Peak programming right there.
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Not any script kiddies, but I have faced 3 (obvious) lagswitchers, ever since MMR came out.
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Nurse is universally accepted to be the strongest killer in the game. But at the same time she is also the hardest killer, to learn, and argueably also to master (some claim Blight or Billy are harder to master).
Depending on your general game sense, it can take hundreds of matches to even get decent with her.
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Maybe Pinhead is just bugged on the MMR.
I personally bought Trickster, just to see how the system reacts to me playing a completely new killer.
I played 3 matches, and got brown and yelllow ranks survivors. Matches were extremely easy.
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Wraith is rated rather high by most content creators, while simultaniously being not used in tournaments.
The reason is quite simple: He is a solo-queue stomper. Hit hit and run style works best when there is little or no communication between survs. And his chase might appear unfair from the survivor perpective, but its a huge timesink for the killer, that will cost him the game.
Just another killer that highlights the glaring balance gap between solo-queue and SWF.
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Check out Nurse's mori.
You stare down the survivor's face, as you strangle them to death.
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Is Nurse an option?
Her animations show clear signs of telekinetic powers. And she can use her blink ability (entering the spirit world) without becoming fatigued, if she really wants to.
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Bad optimisation.
My GTX 1650 can run Shadow of the Tomb Raider better than Dead by Daylight.
And SotTR has like 10 times better graphics, and indefinetely bigger worlds loaded.
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Me: *Misspells "you" with "yu", because I type too fast.
The filter: "##"
Me: "You have a very meme build."
The filter: "You have a very #### build."
The filter censors completely normal words, and common missspellings, its so f annoying.
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Footstpes got somewhat fixed. Far from 2016, 2017, or even 2018. But its definetely better than a month ago, or so.
Everything else, grunts of pain, generators, healing sounds, slugs etc is still awful.
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It shouldnt be a thing both from the gameplay perspective, and the realism perspective.
Gameplay perspective: Its uncounterable. The killer is locked in animation. They cant look at a wall, or bait it out.
Realism perspective: There is litterally a giant locker door blocking the light. How does the killer get blinded? Its like thse bullshit °90 angles flashlight saves. Your field of view is fully submerged on the wall, but you still somehow get blinded by somethign you litterally cant see.
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@violetcherries said:
https://forum.deadbydaylight.com/en/discussion/comment/2483798#Comment_2483798
No, sorry, I don't know what games you are playing but gens do not pop that fast. This seems more a case of you going against really good survivors that are beyond your skill level. Hopefully SBMM fixes this up for you.
3 generators get done in the first 80-90 seconds of the match. Thats over 50% of the survivors objective done in less than 1 and a half minutes. If that isnt fast, then I dont know.
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I have a GTX 1650, and my GPU usage increased by 5-10% across all maps, with litterally no change in grapgics.
Disappointing update, honestly.
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I play on a 60Hz, and have the framerate locked to 60fps.
Usually my GPU takes around 30W on most maps, however now it needs 33-35W to achieve the rame 60fps.
This update definetely is a huge tank to my performance.
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With the new hit validation, pallet stuns are pretty much garunteed, if the survivor has a decent ping. So I am all for that change, to bring back some risk-reward gameplay.
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This game actually had alot more atmosphere in the early years like 2016, 17, and first hqalf of 18. There were alot of ambience sounds like crows, wind, wolf howling, etc and the ambience and chase music was really quiet. Footsteps and breathing, and generally subtle sounds were alot more audible too.
But over the years they reversed all that. Shot up the volume of ambience and chase music, got rid of crows, wolfs, added an incredible oppressive sound occlusion system that basically muffles1 everything that is outsiden your FOV.
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@TheButcher said:
Though for real. Anyone playing Killer finding that a lot of hits that used to go through, just are not anymore? Like it's harder to hit survivors pulling 360's now when you try to counter with flicking your mouse?
Yes, I get aimdressing hitting objects more and more. Also when a survivor is laggy, they can do micro teleports and cause aim dressing to make you miss hits in the open as well.
But you see the developers to only fix survivor frustrations, while killer still get robbed off hits every game.
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As another person has pointed out, the SHift+W technique still exists for survivor.
Bloodlust gives a killer some counterplay against normally unmindgameable loops, but there is no counter to a survivor just holding the W key.
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Uhhh.
That one looks like she found an exploit to shoot through walls. There have been some bugs like that before.
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Survivors working coop at gens is not genrush, its inefficient. Even if there is one or 2 generators remaining, its still better for survivors to keep splitting up, and work seperetely.
The core idea behind splitting up is not the speed of the generators, but the lack of snowball-potential the killer gets. Even an Infectious Fright Oni or T3 Myers cant snowball if all survivors are 40m+ metres away from each other.
This overheat mechanics will only force survivors to work EVEN MORE efficient on generators.
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Nurse, and Bubba.
They look especially cruel and intensive in the first-person-camera. But rather meh in the 3rd person.
I fear that one day they will change them to 3rd person as well.