ABannedCat
ABannedCat
About
- Username
- ABannedCat
- Joined
- Visits
- 3,929
- Last Active
Comments
-
I don't have legacy myself, but I wouldn't be against the idea of giving it to people who prestiged before 24 November 2016 (the original deadline). It is easily verifyable via the Steam achievements.
That would give legacy to some people who didnt have it before on certain characters, but atleast it would make sure that everyone who lost their legacy will be getting it back.
-
Optimisation needs to be adressed before the graphics update hits.
-
@Snapshot said:
https://forum.deadbydaylight.com/en/discussion/comment/1494470#Comment_1494470
It's the way the game is architected. There are hundreds of checks the game calculates and refreshes EVERY FRAME, like should this perk activate, is this perk active so it has this and that effect, timers in the background, etc... That is why they are slowly migrating to an "event" system, because as the game gets bigger and more and more perks and status effects are added, it gets more and more spaghetti code and they finally realized and slowly do something about it, imo
That would explain high CPU usage, but what abuut GPU?
-
I am sure somewhere in the realms there are scissors laying around somewhere. I would imagine Lery's has some. Grab them, and get a haircut while working on the generator.
-
Plague's camera placement was unique in the sense that it was placed at eyelevel. Vast majority of the killers have their camera placed at the neck, thorax, or even at the abdomen (in the case of Hag). I assume the developers corrected their "mistake" on Plague in the latest update, but without adjusting the vomit stream.
Its basically a nerf to Plague because she can't look over some obstacles anymore.
-
Prestiging removes all perks, items, addons, and offerings. This includes event offerings. Don't prestige, if you wanna keep them.
-
Am I the only who who actually prefered old DS over new DS? Old DS had so many counterplays ... Enduring, Unnerving Presence, dropping, basement stairs, Clown's bottles ... plus survivor couldnt abuse lockers, or getting grabbed of a gen or window. Survivors also couldnt abuse it as much during endgame, because you could drop them. Non-obsession was pretty much a wasted perkslot, unless someone else gave you a free hit.
-
I loved playing Nuse until her rework came around.
Even if I disagree with the cooldown (its a funbuster at times), I learned to accept it because balance arguments in favour for it make sense. However her bugs are what really irk me. Having my blink cancelled sometimes, having my blink being undercharged by dedicated servers (even if I am playing on wired connection), my post-blink lunge being basically gamble, and then various unblinkable areas around maps (Midwich being the most recent example) .... those are all really unfuritating at times. And all of this bullcrap hasn't even being acknowledged by the developers at all in over 9 months now. Really sometimes makes me think the developers wanted to delete Nurse but without physically doing it.
-
Basic graphic settings.
-
For me (on low settings) corn used to be more brown-ish, while the floor was more black-ish. Now its just a big blob of yellow everywhere both on the corn and floor.
As for obsession, survivors used to only know if they are the obsession or not, they had no intel on the other survivor's obsession status. I don't know exactly when that was done (since I never used obsession perks as survivor), but I recall it being in 2018.
-
Newest update tanked ~5fps for me on all maps.
-
@Freesham said:
I think the vomit angle bug is caused by the first person camera being placed lower than usual. You'll notice that you can see more of her weapon than usual when you're running around.
Did they actually lower the killer camera *even more* now? It was already so low that for most killers it was at thorax level (Hag even has it at stomach level).
-
Nurse is bugged for 9 months straight now, and her bugs get only fixed if it benefits the killer (like the Anxious Grasp addon that allowed her to gain unintended amounts of movement speed).
And you espect this company to do a hotfix for killer?
-
If Decisive Strike gets a hotfix within 5 days of it being bugged versus Doctor, then the horrendous auras should get a hotfix too.
-
Normally for Nurse tracking perks is all she needs, but if you are new to her, you should put on some generator-slowdown perks.
Pop goes the Weasel works well once you get the ball rolling.
Corrupr Intervention can work too, but I would only pair it with Whispers for Nurse, since people tend to be more stealthy against her.
Hex: Ruin can work out, if you are okay with the RNG of totem spawns.
Outside of generator-slowdown, Monitor&Abuse is really nasty on Nurse, because it gives survivors less time to run or take cover. It also synergieses extremely well with Nurse's Calling or Infectious Fright.
-
Dbd is still in the public beta.
Change my mind.
-
DS not working versus one killier - fixed in 5 days.
Sounds being broken to the point where killers might as well play without headset - Still pending for months.
The developers have their priorities very well laid out. Its obvious.
-
I have been using the same computer for 2 years now and the game performance goes down noticeable with every patch. In 2018 I could play this game on high settings, now it just barely runs smoothly on low settings. I don't want to imagine how much fps the upcoming graphics update is gonna tank.
-
This is kind of sad. I always use the queuing time to spend my bloodpoints on other killers. Right now I am maining Spirit, and generally get alot of bloodpoints with her. However I dont wanna spend my BPs on her because I usually dont need addons and I already have her on P3 with all perks I need. So I put the bloodpoints on other killers I usually enjoy only with addons like Trapper, or Myers, to have something to do while I wait for the next match. With this killer lock thats no longer possible, and I am now forced to waste time outside of queuing to spend my bloodpoints.
-
Game's performance is massively detoriating with every update. The code gets bloated and further spaghettified.
-
Unessesary. No one asked for it. Removes mindgame potential at loops by giving survivor more information.
-
I am playing on low settings, and auras are incredible hard to see how. They are tiny and undersaturated. I don't wanna imagine how it looks for colourblind people now.
-
I am sorry, but if you lose on Red Forest as survivor, your team played very bad. Those 2 maps are insanely survivor-sided, due to their sheer size.
-
Small addition: It doesn't exclusively happen to the chainblink. I have had it happen to my first blink before. Its rarer, but possible.
-
Probably break sound even more.
-
The only thing that annoys me is his dreamworld. It takes away 10-15fps on my system depeneding on the map.
-
Might be because I generally have a good ping to servers, but grabs are no longer a major issue for me anymore.
-
@Ghouled_Mojo said:
He certainly has a very versatile way to play vs some of the other killers. I love Myers but I wish they would take his stalking limit off per survivor. Maybe they will make a few more with his add-on versatility.
I just wish they would revert the stalking condition to the survivor playermodel instead of the hitbox. Right now at some loops Myers can physically see the survivor, but is not able to stalk them because objects in this game have fat hitboxes. Back in the day you could even use his stalking as anti-stealth.
-
From my observations, hatch is one of the few things in the game that follow a first-come-first-serve rule and is handled entirely by the server. Which means a higher ping puts you at an disadvantage.
-
This thread gets a +1 from me.
In general the game has real bad optimisation. This can be circumvented on PC with the right amount of money, but console players are stuck with what they have. For the small maps, and outdated graphics, the game takes up way too many computer resources. I am afraid what will happen when the graphic update happens.
-
Dont remove it, but delete it instead. So it can't sneak its way back via spaghetti code.
-
@Peanits said:
I feel like you've turned a blind eye to the plethora of perks that slowdown generators either directly, or by forcing the survivors to do other actions other than generators slower.
Corrupt Intervention, Dying Light, Huntress Lullaby, Ruin, PGTW, Surge, and Thanataphobia all directly slow down generators or regress them.
Then you've got perks like Discordance and Surveillance which help you keep track of the generators so you know where to go to keep the survivors off of them.
And finally, you've got perks like Sloppy Butcher, which makes other actions (in this case, healing) take longer. Times spent doing other things is time spent not doing a generator.
This doesn't even go into lesser used or more niche perks which could give you some extra regression/info/slowdown.
I know you wrote off perks like Ruin and Thrilling Tremors because they don't work automatically, but that's because getting them off the generators is your job. You, as the killer, need to get them off them so they can take effect. In Thrilling Tremors' case, that info helps you figure out where people are so you can go chase them off. Thanataphobia as well stacks with other slowdown effects and can was a lot of time (a heal becomes ~24 seconds when combined with Sloppy Butcher, double that for Self Care).
Perks aren't the only way to slow things down. They can help you, but they're not meant to stop all progress for you. The best way to slow things down always has been to play smart and keep people off of generators.
This begs the question: Why is the killer expected to work for their perks, but survivor are not? Decisive Strike (the skillcheck is laughable easy if your framerate exceeds 30), Borrowed Time, Unbreakable all work automatically. Basically for survivor the strongest perks require the least effort and input from the player.
-
I too play Spirit, and standing still works more often than it should. But then I switch to survivor and go against a Spirit that tries that and fails miserbly, because killer footsteps are so insanely loud you can hear them through chasemusic.
The counterplay to Spirit is a good headset.
-
@EmpireWinner said:
https://forum.deadbydaylight.com/en/discussion/comment/1460782#Comment_1460782
Whine? For a killer doing their job? That's how you should play the game, screw playing fair.
The killer is forced to play fair. They have no choice. Tunnel? DS. Camp? Borrowed Time. Slug? Unbreakable is rare yes, but its exists.
Survivors on the other hand have no punishment for playing "unfair" (genrushing), other than Hex:NOED, but that should get the killer 1 kill maximum by camping the hook versus any hanf decent team.
-
@Aztreonam78 said:
Answering the title, Survivors must be able to do gens very quickly in order to counter Killers following such tactics like hard camping and hard tunneling.
The only problem with this is that generatorrushing takes no skill whatsoever from the survivor. A chimpanzee could do it as effectively as humans.
-
I assume its to incentive survivors to stack up on generators, and not split up and do generators seperetely.
Because if you have played killer in high ranks before you will know that survivors splitting up is a godamn nightmare due to the sheer speed at which generators pop.
-
@Artick said:
Let me tell you the truth. Killers 4ks 9 games out of 10 and it's all cool and balanced. Then they run into ONE team that's actually better than them, they lose and blame it on "op survivors", "survivor sided game", "gen rushing swf with crutch perks that in fact are just as crutch as the perks the killers was running". In order for the game not to be survivor sided in killer mains eyes they shouldn't ever lose a game or get outplayed.
Give us a break.
You missed the point. Killers might be killing everyone in the majority of the games, but thats not because killers are strong, thats because survivor do not use their tools to their full potential. Because its boring to sit on a generator alone for 80 seconds. Its boring to have the game only last for 5 minutes, because survivor split up and the killer can't pressure. So survivors purposely go out of their to interact with the killer. They purposely play suboptimally to make it more interesting.
And this a huge problem in the game. Its balanced around one side trying their best, and the other side ######### around half of the time. Thats not healthy.
-
@OniWantsYourMacaroni said:
Just wanted to clarify that this game doesn't have auto aim but a mechanic which is called aim dressing.
Aim dressing basically makes sure that the animation matches up when hiting a target.
The main difference between aim dressing and auto aim is that auto aim can give you hits you shouldn't get and aim dressing can take hits from you that should have hit.
To answer your question.It's most of the time the second option and sometimes the first one.
Thats not exactly how aim-dressing works.
The way aim-dressing works is that its an attempt to make hits look right for the survivor, by turning the killer camera towards the survivor a few frames before the hit actually registers.
However, depending on how far the killer has already lunged, the registeted hit is not applied instantly, since the swinging animation still needs to finish beforehand. So auto-aim locks on the survivor, hit gets registered, a few frames later hit gets applied (survivor changes health state).
This is particularly noticeable when the killer lunges towards a vaulting survivor, while hugging an adjacing wall. The killer registers a hit, because the conditions are met, aim-dressing kicks in to move the camera, a few frames later, the hit is being applied, however the conditions are no longer met, because now the window-frame is in the way.
-
@NumB_16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1450171#Comment_1450171
Ah yes the standing still MiNdGaMe.
And no, doesnt take any skill to play spirit, just a decent headset
The stand-still-mindgame doesnt work for Spirit anymore every since they increased the footsteps volume of killers. You can hear her waking during the phase. You just need a decent headset yourself.
-
Am I the only one who can clearly hear her footsteps while she is phasing, which makes her very easy to dodge?
-
Judging by how the game is at an all time high playerbase since the last couple of months, I can see this game still being alive in 2030. Even if it is only for the rank20 players. At that rank most of the problems this game has are not nearly as apparent, like bugs, geneeratorspeed, OP addons, keys, moris, SWF, etc.
-
@m1_hero said:
@WiselyWither hey thank for the bump and help getting their attention.
@ABannedCat it's sad that you have to have a work around where the game actively works against you, is there any news or do the devs think this is acceptable?
Unfortunately, I haven't read anywhere that the developers have acknowledged it anywhere. And I suppose thats because of how hard it is to reproduce (to find the exact reason in the code).
-
Increase the range, make the intensity of auras of Deerstalker indicate the recovery status, and show survivors that heal slugs. This would make it actually useful in slugs builds in my opinion.
-
Yeah, this has been an issue since the game's release. I personally saw this intesifying in the last couple of patches, and it hit an all time high when the Silent Hill chapter dropped. Its particularly noticeable on Nurse's post-blink-lunge, and I wonder if Hillbilly ghost-hits with the chainsaw are related to that.
After playing for a long time I have found a partial workaround to that. And that is manually letting off of the attack button instead of the game letting decide when to stop the lunge. That way you have more control about when your lunge ends. A small problem is Dead Hard, though.
-
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1424011#Comment_1424011
Interactions are on the to-do list as well. It basically stems from the fact that they are no longer in the interaction and can't be grabbed, but that info hasn't reached you yet.
https://forum.deadbydaylight.com/en/discussion/comment/1424049#Comment_1424049
When your connection drops, you stop sending info to the server. If you freeze in place, the survivors keep moving. When you hit them and reconnect, the game's going to check where you were when you lost connection, check where the survivor is (far away, they're still moving), then deny that hit. To put it simply, lagswitching won't work. The person doing it is always going to be at the disadvantage.
Will you guys also apply the same to survivors? So they can longer pull the plug of their Internet to deny hooking?
-
This sucks. I usually use the queuing time and the time in lobby to spend my bloodpoints on my other killers. This saves me loads of times in game.
-
@Peanits said:
Not in the PTB, no. Ever? I can't say for sure, it's always possible. We did a bunch of changes to a lot of the Coldwind maps in 3.7.0, so nothing's off the table.
Do you guys consider raising the killer camera to eyelevel? So tall killers that have their head stick out of the corn (Myers, Wraith, Trapper, etc) will actually be able to make use of their height?
-
@slunder said:
@wildcardyo are you sure your not just a killer main that only plays killer and fails to see the crap survivors have to deal with? Play survivor and come back to me. And by play survivor I mean play 50-50.
Solo survivor experience is not what killers complain about. Its Survive with Friends groups that is the problem. No killer will complain about 4 bad solo-survivor, because thats usually where the killer has the advantage. And even if there is one strong solo-survivor in the group, the killer can still win by just going for the weak links. However when 4 mediocre (or better) survivors group up as friends, that's where the balance shift very quickly in favour of survivors.
-
Even if we exclude latency, hitting through windows is by design. The killer has arms, they have a weapon, they have an open window, they can reach through said window.
Its a window, not a forceshield.
-
@Veen said:
I mean devs already broke out stealth aspects of the game , looping and window stuff is the only defense survivors have when you take pallets down. thus most killers have options to totally negate windows.
Stealth is still strong, it just got its skillflor increased. With every patches that basically removes survivor footstep sounds for a few months, juking killers becomes so ridiculiosuyl easy. Right now you don't even need Iron WIll, because the game will just give it to you for free.