Aceislife
Aceislife
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- Username
- Aceislife
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I know the answer. It's called Unreal Engine 5. I have a 4080 & i9 13900k. I get some occasional, really bad stutters with the game too, ever since they moved to UE5.
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Then there are those times where you get zero skillchecks during a heal with it. It almost feels like it decreases your chances of skillchecks at times.
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Yes, they made cross progression a thing a while ago : )
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Even the regular PS5 could run this game at 120fps easily… Well not at 4k but at 1440p for sure. If they haven't updated the game yet for the PS5 idk why because that's some missed potential.
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Getting that last hook>mori
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@tak47888 said:
They should just make the 180 flick basekit again imo. It is useable anyways on PC and doesn't make him OP or something. Oni is already feeling very clunky to play and has a lot of downsides, like weak early game, fast depletion of blood fury and requiring vacuuming blood for his power. I loved him when he first was released on PTB. But when he was released on live like triple-nerfed, he did not feel the same anymore. There are still some bugs with his power, that have not been addressed in ages. He is clearly not BHVRs favorite killer.
A good Oni with his power up is incredibly difficult to counter as a survivor, not saying this is a bad thing but the dpi exploit is some BS.
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How many hours do you have to play until you start seeing nightmares about DBD, asking for a friend
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None.
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I love playing Bill and he doesn't exactly get skins very often, anything new for him I'd be happy about it.
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Ruin was good when it regressed the gen at 200% speed.
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Nvidia ShadowPlay
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@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828808#Comment_3828808
Removing the interrupting actions wouldn't make the perk less fun. If anything, it would make survivors use the perk as you're no longer interrupted when doing a specific action.
It sucks when you're in chase, you're about to vault, the scream interrupts said vault, and you're stuck in an animation similar to Doctor shocking you. If it would be removed, I would use it in my builds. Until that's changed, I more than likely will never use the perk.
It interrupts vaults? That hasn't happened to me yet
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@Triplehoo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828855#Comment_3828855
Doesn't help… They still keep tunneling
You need to accept it then. It's not forbidden, a little wimpy tactic in my opinion, but everyone can play the game how they want to.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828863#Comment_3828863
Thats not a mindgame
The bots can't expect you coming back to the other side of the window in time, ever. So technically it's a mindgame. Bots just vault when you get close enough.
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@Rudjohns said:
I will help people to deal with bots:
-Don't mind game, it doesnt work. Just hold w
-Force the vault block if the tile has a long wall. Its easy to do so, just jerk your movement left and right around the tile as if you were trying to cut them off
-You need to treat bots as if the survivor had infinite aura reading on you
-Don't respect pallets, most of the time they know they have enough distance to escape the lunge attack
You can mind game bots. You need to get just close enough so that the bot will vault and double back fast, if you do this correctly, with many loops you'll actually get the hit before they can vault back. Also you can't treat bots like regular survivors, they don't have a "reaction time" like humans would. And in my experience bots ALWAYS drop the pallet if they get to one.
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Bots have wallhacks, you need to mindgame them differently. They know your location at all times, even when you're behind walls.
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I'm not disagreeing with you, but they already revealed they're going to work on him. I'd assume this means a nerf.
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Just use Off The Record and Decisive…
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@sizzlingmario4 said:
What if it only activated when starting chase instead of when looking at the killer in the terror radius? Keep the screaming part that makes it funny, but it wouldn't actively sabotage you anymore and would give you useful aura reading at the beginning of chases. Keep the cooldown the same.
Doing that would certainly make the perk less fun, I run the perk for the meme-value. Those random screams across the maps are funny for both sides when the killer is just minding his business.
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The way I see it its more often that extra time would make camping killers time worse than a survivor would hold on a gen right up until the timer is about to go to the next stage, hence actually taking advantage of the extra 10 seconds per stage. Survivors usually rescue way earlier than right at the end of a stage if they can.
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Wait a second I misunderstood your post, I thought you thought it was possible but you were talking about other people talking about it hypothetically.
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Who's going to tell him?
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I had the exact same experience.
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I had a Spirit that did this, and I also got a 5-minute DC penalty after the game, even though I didn't disconnect. Also I genuinely don't get the point of bots like this in DBD.
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@justadreampallet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827591#Comment_3827591
Breddy: activate when dream demon reaches 25% you can press power 2 to turn into demon bird form. Move above the map at 125% speed till deactivated, cannot attack during this form but can launch demon puddles under where you stand.
You know what. I changed my mind. Instead of his arms, his ears go up in size by at least 7x, and he starts flapping those instead.
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Maybe they make him able to fly in the dreamworld. Just flapping his arms fast as #########
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I really hope they don't completely butcher Vigil, if it stacks, yeah I'd understand if that was removed. But if they did something which I expect them to do tbh, which would be remove the faster exhaustion effect completely, nobody will use this perk anymore.
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@Coffeecrashing said:
I hope Myers gets the instant kill addons deleted from the game. They are the most unfair addons in the entire game, and it’s not fair that Pig and Sadako got so many changes and nerfs to their alternate kills, but Myers can still alternate kill way way easier than Pig or Sadako can.
Tombstone myers is one of the most fun addons in the game, and it's also quite easy to counter, what are you on about?
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@LadyOwO said:
Remember when the doctor had a passive madness charge that made everyone insane just because he existed?
Fun fact, Doctor was far weaker back then.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826833#Comment_3826833
Yes. Lunges don’t have environmental object collision, so normally when you lunge at an object, you get the full lunge. The reason why those attacks were quickly hitting the environment is because the game forced the lunges to turn into a short m1 attacks.
Aim dressing is literally forbidding lunges due to proximity checks that are completely separate from hit validation checks. That is what is happening in the video.The reason you were getting short m1 attacks was because you were right next to the object, the same thing happens with survivors, and you get the hit everytime. Assuming you're right next to a survivor. You don't need to lunge if you're right next to what you're going to hit.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826788#Comment_3826788
The lunge animation wasn’t playing. The game was forbidding lunges from occurring, which is why the video showed short m1 attacks even though the mouse overlay showed the M1 button being held down.
And BHVR said there isn’t supposed to be aim assist in the game, and it’s supposed to be aim dressing. But it’s clearly functioning as an aim assist because it’s affecting attacks before hit validation occurs.Last time I checked, just holding the lunge button never was enough to make you go forward, you always had to move your character forward yourself. The long lunge animation is literally playing in the video. The short lunge duration looks different, when you tap the lunge button, that's a short lunge. I don't see the point of any of this. And none of this could cause the killer to miss unless the player is doing something wrong.
Are you referring to the start, where you're smacking the object on your right, and claiming it's the game stopping your lunge because of aim dressing/assist?
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826696#Comment_3826696
I expect that the game shouldn’t be forbidding me to lunge, and it shouldn’t be yanking my camera, unless it has already confirmed a hit. In the above video, if the game was working correctly, it would have allowed me to make full lunges.
Can you at least admit that the game can forbid a killer from lunging, and then declare the attack missed the survivor?
No, because the game doesn't do that. First, you're swinging at the object on your right clearly, then you move, you're clearly too far away, the lunge animation plays, but you're standing still so you're not getting closer and therefore not getting the hit. Then you move closer, and the hit procs because you're close enough. There's nothing wrong happening in the video. I genuinely don't understand what you're trying to show me. Also I'm still looking forward to that example of a 360 stopping your lunge from happening.
Are you referring to the mild camera movement that happens when you're close to a survivor and swinging? Because that is called aim assist. It obviously has to activate BEFORE you get an actual hit. If you're not close enough you just won't get a hit.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826598#Comment_3826598
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826610#Comment_3826610
How do you explain what happened in the above video, where the game forced the lunges to turn into short m1 attacks, and forced the camera to move, but didn't give the killer a hit?
The game can clearly do things to a killer's attack and camera, before the hit validation check is made.
You were literally just standing too far, not moving forward when you were lunging. Do you expect the aim assist to just suck you onto the survivor? With the last swings you moved forward properly. And another thing, even if there was something wrong happening there, which there isn't, the Jake isn't even doing a 360…
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@Emeal said:
You need to report those at https://support.deadbydaylight.com/hc/en-us/requests/new
with details relevant to the case to they can track down their accounts. As well as details what they did to your account.
There is nothing that reporting this one the forum can do better than Customer Support.Appreciate it
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826578#Comment_3826578
Or BHVR could actually fix aim dressing so it's not stealing hits from the killer.
360s don't steal hits from the killer… The killer just misses, it's what I've been trying to say the whole time. I haven't seen an example of a 360 stealing a hit the killer should have gotten, ever.
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@versacefeng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826436#Comment_3826436
Can't you just stand still to avoid getting 360d?
You can avoid getting 360'd by hitting the survivor.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826429#Comment_3826429
https://www.youtube.com/watch?v=Uo_gkU_HnQI
Here's a video, with a mouse and keyboard overlay, that proves the proximity checks are separate from the hit validation checks. Notice the game forbids the killer from lunging, and the game yanks the killer's camera, but then doesn't give the killer the hit.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826423#Comment_3826423
If you 360 behind a survivor, and it didn't trigger the aim dressing bug, then the killer should have been able to easily hit the hit by quickly spinning their camera in a 360 motion while the lunge is happening, because the game would have stopped the lunge and the camera movement when the survivor got in front of the camera.
You're literally hitting the object on your right at first, then you move a bit so it's not on the way. Then you're swinging a couple times from too far, not holding W and holding the lunge, then at the last swings you're doing it correctly, holding W and holding lunge until you reach the survivor. I genuinely don't understand what's wrong with this video. Nothing stopped you from lunging correctly here.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826323#Comment_3826323
There is a proximity check that can forbid a killer from lunging, and then a hit validation check that can say the killer was too far away for a short m1 attack. That is how 360s can steal hits from the killer.
You literally can't lunge at a survivor if you're next to them, and facing them. And my main theory is the proximity checks are done on the killer's client, and then the hit validations are done on the server side, so the game can forbid a lunge when the killer's client thinks the survivor is too close, when in reality the survivor is a bit farther away on the server side. The movement of a 360 can mess up aim dressing, because it is quickly weaving in and out of the forbidden lunge range.
The actual problem is the aim dressing mechanic is functionally an auto aim, because it changes an attack before the hit validation check. If aim dressing functioned as an actual aim dressing mechanic, it would validate a hit before changing an attack.
No, you can't lunge if you're next to a survivor, because the hit will connect then… You're trying to say so hard that it's the games fault if you miss a 360… I'd like to see even one example of this happening, because I haven't seen this happen once during my 4k hours of playtime. What you're describing, that a survivor can "trick" the autoaim by coming up close and then spinning out, can't be done. If a killer misses when a survivor runs into the killer so that the survivor disappears from killers fov, the killer taps the hit button because they assume the survivor is right there, and miss because of it, it's your fault, and the lunge isn't causing it.
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Got almost 80gb of old DBD clips on my Ps4 for when I want to reminisce. Skybilly, weird ass bugs, most of them just being funny moments.
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@Dustin said:
I miss when I could look up or down while crouching or using an item. I think it changed around when Ghostface was added but your timeline may be more accurate. I thought it was cool how animations would be more reactive to my input but it's okay now but could be a little better. I feel with the movement change there's still a high skill ceiling just the skill floor was changed but admittedly I don't even feel it's easier for everyone it's just different.
For the most part I'm fine with all the gameplay changes but I do miss the old visuals. A lot of DBD's visual charm was lost with redesigns and optimizations especially to fog and lighting. Admittedly I will blame "Blendette" for changes to both lighting and other visual changes.
Somewhat related and I don't miss it but I remember when Huntress was added and landing a hatchet played a loud explosion / alert sound instead of the hit sound. Not important at all but I thought that was hilarious.
Unrelated but you have a very based name - I'm currently working to p100 my Ace.
You're probably correct and I'm wrong, I'm currently watching my old PS4 clips, when Silent Hill came out, the injured animation was changed, however you could still nod when crouched, looking at these clips, not sure about running or walking as injured though.
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—Another thing I noticed, I was looking at some old clips I took, when the Silent Hill chapter came, survivor animations actually stayed the same when you were healthy, but when you got injured they were different so you could no longer nod properly. That change was also applied to healthy survivors later than the release of Silent Hill, apparently.—
Further edit, nevermind, you could still nod when injured back then. Huh. -
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826306#Comment_3826306
The 360 exploit works on the same idea, where the proximity check thinks the survivor is “too close” for a lunge, so the game either forbids the killer to lunge, or forces the lunge to end early.
The whole idea of the 360 exploit, is the survivor briefly goes into the “too close for a lunge to be allowed” range, but then quickly goes out of the short M1 attack range. This causes the proximity check to forbid a lunge, then causes the short M1 attack to miss.
Listen I have no idea where you've gotten this from, but 360s never were, and currently aren't, an exploit. They never stopped you from lunging, the quick turning just made killers miss because they couldn't aim their lunge correctly. And no. There's no such thing as a proximity check causing you to miss. If the survivor isn't right next to you, you'd need to hold the lunge button and go forwards, until you're close enough for the hit to proc. What you just described, does not happen with 360s, ever. If you miss against a 360 that was/is always on you, not on the game.
What made people miss against 360s, and still do, is the survivor spinning out of killers field of view. Not some technical issue with the lunge mechanic.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826226#Comment_3826226
Play as Spirit and hit a survivor on hook as they are being sacrificed; that camera pull is insane. 360s try to mess with that
That works on any killer. When the survivor is dying on hook (the entity takes them), and you try to hit them, the camera goes apeshit and pulls you away from where you were trying to hit. This has never happened with 360s, and doesn't happen in regular gameplay.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826281#Comment_3826281
No like you will lunge at them in a straight line, halfway through the lunge the camera will do the snap like its going to hit a survivor, it will end the lunge early even though you could have held it another ~0.2s longer. It will swing and it will whiff.
Again its not common but if you played against enough people who spin you would eventually see it happen a few times. As someone who notices and remembers small things and details I remember it happening at least a few times.
Its not a skill thing its a chance thing that was abusable with the old system.
Sorry you never experienced it or saw it but it definitely existed and other people dealt with it
I always played as a rank 1 killer even back on my PS4, I don't recall a 360 messing up my lunge even once. And I got maybe around 2600 hours on DBD with it. I'd like to see even 1 example of this.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826281#Comment_3826281
You can literally just stand in front of a hooked survivor, hold down the attack button, and notice you’re forbidden to lunge, and a short M1 attack happens instead.
Yes, if you're right next to a survivor this happens. The hit connects automatically since you're right next to them, and you're aiming correctly.
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https://imgur.com/a/rZskOkT@poinepp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825951#Comment_3825951
you could also nod while runnig and it looked so goofy seeing a dwight running by, his head fully looking up
Here's a tiny bit of an old clip I took on my PS4. 24.12.2019. I used to do this, a LOT.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826226#Comment_3826226
It did end lunges early then say you didn't get a hit any og killer has seen it at least a handful of time of them getting "spun" by a survivor ended their lunge early while they are moving in a straight line at a spinning player. It wasn't common but it did happen and assuming everyone consistently attempted it you would likely see it every 2-3 matches now adays as general skill improves.
I've played this game since 2018 and it hasn't happened to me once, and as far as I know, the aim-assist system is still completely the same (I'm on PC so I've actually disabled it through the .ini file but I used to play on the PS4), as before. I don't recall 360ing causing the lunge to be ######### up even once. I do recall some killers making the mistake of not holding the lunge, as the survivor spun.
This meant that the whiff got just close enough for the auto-aim to slightly direct your whiff, but you just weren't close enough to hit. These incidents were 100% a skill issue. You needed to hold the lunge and push forward into the 360, unless you were right up their ass.
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What could they do to Wesker though? Also I just started playing Chucky, gotta say he is my favourite killer to play right now, I hope they don't butcher him.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826002#Comment_3826002
No. I’m implying that aim dressing makes proximity checks that are completely separate from the actual hit validation checks, and when survivors 360, it tricks the proximity checks into thinking the survivor is “too close”, which forbids the killer from making a lunge… but then when the actual hit validation check happens the game says the killer missed because the survivor was too far away for a short m1 attack.
360s never caused the lunge to not go full length. You could blame the game for it, but if you weren't looking at the survivor when the swing would make contact, you would simply miss. 360s aren't an exploit, they're not uncounterable, even back when they were better they weren't uncounterable by any means.
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@Coffeecrashing said:
360s are just exploiting the aim assist bug that can steal hits from the killer. It’s not skill expression, it’s literally a game bug.
You're implying that the aim assist is supposed to 100% lock on to the survivor, like aiming in GTA V multiplayer. That's not the case. And if spinning to avoid a hit, and making it harder to get a hit as killer isn't presenting the opportunity for more skill expression, or a higher skill ceiling, then what is it? It's not like the game will 360 for you, and 360s were never uncounterable, even on consoles.