Aceislife
Aceislife
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- Username
- Aceislife
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Comments
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@Mooks said:
oh. Based on the title i was prepared for defending the new running animations compared to the old ones but luckily thats not what you meant. I remember how folks actually said the new injured ones looked like the survs ‚needed to #########‘ when that was WAY more true for the old ones
I agree with you with the head movement and will add that the current idle standing animations are super boring and feel out of Place, i wish they could somehow add Lobby animations here. Not sure on the 360s - that always felt more like abusing hit detection/aim assist and not actually skill expression from my PoV as it was dependent on Controller/mouse movement and sensitivity setting..
for the flashlight saves… i dunno, there is still that short window and I havent really experienced saves that happened before the animation ended? Are you sure its not latency related?There is atmospheric and iconic things we lost from old DbD and i do Hope those get revisited at some point.
@Linkdouken said:
Flashlight saves used to be way easier before the moment you are referring to as you could blind at any point in the animation and it would be a save
Before flashlight saves were changed you needed to start flashing the moment the killer kind of "yoinked" the survivor on their shoulder. If you did it before the animation ended, you would get the blind but not the save. I know at some point they tried to make flashlight and pallet saves so if you blinded or stunned during the animation you'd get the save every time the animation ended, but as far as I know, this was way before and they patched that really fast. In the games current state you can time the blind so you blind before the animation finishes, and you'll still get the save. They changed this a while back.
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@[Deleted User] said:
I miss the car engine sounds while repairing generators.
Yes this is extremely unpopular opinion.
I remember that. I also remember how the gens were a different color, a very bright yellow.
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Barely anyone uses Borrowed Time. You want to pound a perk that's on life support to the ground completely?
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I bet Lara Croft enthusiasts would like it, but then again who would want to play as Sam when you could play as Lara Croft. No one would pick Sam over Lara.
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I'd like to imagine they would try to avoid making the most boring objective in the game even more boring… Killer has never been as easy as it is now in the history of the game. Mind you, I am NOT saying killer doesn't require skill.
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No. Why? Because solo survivor is already hard enough with the tiles and loops/loop spawns being weaker than they ever have. You can't perfectly balance a game like this. Solo Q can already be very difficult, imagine how it would be with a setup like that.
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@Vellioh said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825685#Comment_3825685
That's why I brought up there being a situation where you start at a much lower MMR but for X amount of games your performance is heavily weighed into MMR changes. This makes it so that if you want to take it slow and get used to mechanics you can take it easy on survivors but if you want to be the devil incarnate you'll get up to your MMR quite fast.
As somebody who has a lot of time in this game, I can assure you that being high MMR as killer is not something that you want. High MMR as Killer just ensures that you'll likely get matched against survivors that know every weakness of your killer, have comms that are better than any perk in the game, and want nothing less than to make you miserable for their enjoyment. Being a "nice" killer is very incentivized in this game as it means your MMR stays lower than it otherwise would be. Having a long road to get up to your highest MMR would be a massive luxury to people wanting to have an enjoyable game with other players.
I do get how some people have a concept that there is no victory outside of seeing the entire lobby killed off as soon as possible. Those players can have their high MMR matches all to themselves.
I've been playing this game since 2018, I know how high rank/mmr killer matches have always been. The thing about a properly working MMR is that it should fix itself given enough time. Not even saying that you're not good enough here, but with many killers you would struggle against very good players even if you were an extremely good killer. I still think the game looking at your overall killer performance is the way to go, personally.
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I'd definitely like to see Dredge getting buffs, I like his design, I like facing him and playing him, but I get absolutely destroyed by good survivors, usually.
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The grind is much shorter now than what it was back in the golden days, and making it so there's no grind at all is a mistake, Forza Horizon 5 is a good example. Generally games are made with the theme that you start with nothing and you build your way up. Because its fun to build your way up and upgrade things.
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There is counterplay. Soon as a turret starts flaming you up, you use M2 to get rid of the turret immediately. And you'll be able to break it in time. Unless theres two turrets.
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@Skittlesthehusky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825679#Comment_3825679
true, but what specifically causes it within unreal engine isn't explainable xd probably just mainly poor optimization
I'm not expert enough to know that unfortunately
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@Vellioh said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825681#Comment_3825681
What do you mean?
You'd have to play each killer until with each killer the MMR would reach your level, you'd have to play a ridiculous amount of games and face a lot of players that are likely not as good as you.
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Ok, we're not playing the same game clearly. Because the newest maps, and the reworked ones, are usually horrible for survivor, because of the lack of vaults, the amount of very unsafe pallets, and the massive deadzones.
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Imagine the insane grind you'd have to do if there was a system like that.
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Unreal Engine 5 is known to cause stutters in a lot of games. I have a 4080 & i9 13900k. This is a very high-end build. DBD is super easy to run with my PC, but I still get big stutters in the game after they changed the engine to Unreal Engine 5.
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@Skittlesthehusky said:
nah it's not just you. i'm getting some weird stuttering too that's unexplainable
sometimes it happens when i collide with some walls, sometimes its specific to some sides of the map, sometimes it's during chase interactions. i can never pinpoint what exactly causes it
Not unexplainable. It's caused by Unreal Engine 5.
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This is a known bug, they will fix it.
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What exactly do you mean by that? Gpu usage percentage is lower than before?
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@Roaroftime said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823811#Comment_3823811
These killers have a low skill ceiling so ppl pick them for a free 4k almost everytime, then there's killer players like me who actually play for fun and do fine getting 2-3k with my unknown, dracula and myers. Not every round has to be a 4k and devs need to stop pushing this idea.
Thats a joke right? Low skill ceiling? There's a pretty high skill ceiling with both of these killers.
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@PubStar87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823925#Comment_3823925
This is every killer's excuse. I wish people realized dbd as a heirarchy means that the company wants money, the best way to advertise these days is streamers, streamers play killer, streamers demolish most teams, in their wake is a very very unsatisfied survivor playerbase.
BHVR is a corrupt company that uses its own buyers as cannon fodder.
You're being too dramatic. Decisive exists as a perk to help with tunneling. So does Off The Record.
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Why make Decisive built-in if it's a perk already? High MMR games are always sweaty, do yourself a favor and don't take the game too seriously, killers play like that at high MMR for a reason, they go against similiar sweatfests too. High MMR is a sweatfest. And it's normal, since the best performing players are there.
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@Emeal said:
Setting to Ultra solves desync? HUUUUH?
No it doesn't. A lot of BS hits today as well, using "Ultra" preset.
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@AhoyWolf said:
Hey, you can sorta fix this by setting your graphic settings to ULTRA, I was playing on low and the desync was awful, but for some unholy reason, setting your graphics to ultra actually helped!
I actually have the preset at ultra, it's a known issue at the moment and they're looking into it.
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Ive played lots of first person horror games, this game doesn't make me "scared" in that way, however if I'm versing a good Oni, soon as I hear that roar I'm hiding the best I can and avoiding chase at all costs.
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Slugging only actually works if you're playing with a very strong killer and/or using Knock Out. In my experience killers are better off using hooks most of the time. Unless they're doing something like slugging someone else on the ground as someone is hooked.
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@Mooks said:
usually these bans would come in stages similar to the forum bans. Though depending on the severity of the insults/offenses, they may skip these stages as they see fit.
Yeah the thing is I don't know what goes as too severe for the devs, but the filter seems to do a pretty good job at preventing insults. I was wondering if words that aren't censored are severe enough to get a permanent ban, or a ban all together. I don't mean avoiding the filter by typing a letter at a time.
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Try to keep an emp on hand at all times. Help your teammates in a chase if you have one. You need to keep the pods off your back as well as you can.
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Yes. I really like Hope, its a fun perk to use.
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Autodidact is a lot of fun when it actually works. Scene Partner is hilarious, in fact so are Dramaturgy and Plot Twist. Ace In The Hole is a fun perk to use with a chest build. Lightweight is such a good perk to lose the killer in a chase but barely anyone uses it.
*Oh, and also Vigil. This perk is super useful.
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With old DH you always had a chance to survive if you messed up in a chase, it's good that it was changed.
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@vol4r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819480#Comment_3819480
They can - but endurance gets only person who got picked up. Killer can down immidiately person who picked the slug down.
Which is A TRADE. You still get person downed with also one health state less.
Killer is getting value, just can't hit person who got picked up.
My point was that with FTP they could instantly pick the downed survivor after they went down before killer could even react.
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I still remember how it censored "cheese" once for me. An option to disable it would be great.
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@n000b51 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819501#Comment_3819501
Perhaps you are right about the garbage tile spawns on that map but… I insist: in the main building, whatever the breakable doorway near the windows (center room with the gen), you can see some bots can run very well from the window, go out by the big entry & vaults the window again. Following him, time to make this short race, killer lose his Bloodlust T.1, the window will never blocked by the Entity and if the killer can't use his power in the good time, I'm not sure he can reach the survivor…
To confirm that, a player did the same thing in a public match. He could even take it in slow vault…
So I don't know, maybe I tryhard when I shouldn't, or I just should leave this chase. Or I miss something… But for me, it was the perfectly meaning of 'Infinite Window' and the breakable wall near the window is just a bait 'cause I perfectly remember 'how was' this main building in the first version & I understand the nightmare it was for killers.
I remember it perfectly now !Bots have wallhacks, they know your exact position at all times. If you get close enough to a vault on their side they will vault the window. You need to juke them differently than real players.
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Im not disagreeing what you're saying, but holy ######### I'd love to face more Nurses instead of Draculas. I think it'd be a fine change to make Nurse not be able to see auras while holding a blink/blinking.
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@n000b51 said:
Any video record ?
But yes.
Same thing in the main building on Rancid Abattoir - Coldwind Farm.
Noticed very well against bots bc not mindgamable or slow vaults abuser (because they are aware of the trick).The window on Rancid Abattoir has a breakable doorway very close to it, and the tile spawns on that map can be complete garbage.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819488#Comment_3819488
Did @Fluffyxox say that? No. Was it okay for HaddonField to be crazy survivor sided for as long as it was? No. It should be balanced. So should groanhouse.
So you think this window is enough to make the map too good for survivors? And the past doesn't matter, Haddonfield went from the best survivor map in the game to the worst one (I think). There's a doorway next to both of the windows in the Groaning Storehouse.
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Off The Record and Decisive are incredibly effective at preventing tunneling. Use them.
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The game is easier for killers now than it has ever been. You want them to give the Haddonfield treatment to every map in the game?
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But it's not like For The People in the slightest, the survivor still has to heal the downed survivor. So they can't pick them up while you're on cooldown after hitting them.
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@Jarky said:
He can't do it through solid walls or high objects.
He can do it over objects he has line of sight to though, which is hard to visualize, but typically things that are about shoulder-ish height on a male survivor and almost head height on a female one. These can be incredibly small gaps in loop objects, so if you see him raising his hand to use it just be aware that he may be shooting it over a gap in the loop you're in.
Ok that helps a little bit with trying to counter him, but he is still busted in my book.
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Sables self-healing perk is better, use that instead.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818134#Comment_3818134
After.
If you weren't able to wake up from skill checks then if all 4 survivors were asleep there'd be genuinely no way to wake up. Alarm Clocks weren't a thing back then. It was either fail a skill check or find an awake survivor.
Yeah, I just thought about it, I think the addon I actually was thinking about was the one where all of the survivors would be asleep at the start.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818062#Comment_3818062
Being asleep gave a 50% action speed penalty to basically everything. Gens, heals, totems, gates, chests, the lot.
None of his Pink addons had anything to do with making it harder to wake up either. There was a Green, Yellow and Brown addon that reduced Skill Check chances while asleep however.
Was the "not being able to wake up from skillchecks"- addon before or after the rework?
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817973#Comment_3817973
His power was in the info and slowdown you got, combined with his smaller TR made it very easy to ambush people from unexpected directions. Keeping people asleep let you keep on top of the game as well as giving you perfect info.
If you were advanced and knew the timings of the invisibility by heart, you could use that as a chase power. Think Sadako but better.
He was a very macro orientated killer that was weaker in chase than a lot of killers, and I think people struggled to adapt to his unique playstyle. However, I really don't think he was bad, I and a lot of other dedicated Freddy mains could make him very effective.
He was undeniably hard to pick up, though, which I think was the main contributor to his reputation. If you played him like just an M1 killer with a 7 second waiting time to hit someone, then you'd struggle a lot. He had a lot of different fundamentals than the rest of the killers.
The timing of the invisibility is exactly what made the survivors be able to get away without you getting a hit every single time. And without an addon, they could just wake themselves up with a failed skillcheck. There was no special, or "different" learning curve, because he was just a m1 killer, but far worse. His addons is what made his power, if I recall correctly, being asleep didn't even slow down gens or heals by default? Or maybe it did. But without the pink addon it was easy to wake yourself up. And if the survivor wasn't asleep you had to forget about ambushing them.
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@ReverseVelocity said:
Old Freddy was a genuinely good killer, it's just people couldn't play around his weaknesses when playing him.
I gotta say that's a hot take for sure. Old Freddy was easily the most dogshit killer this game has ever seen in my opinion. He was a m1 killer, and he couldn't even hit people instantly when you found them. The only real "power" he had was his addons.
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I have the opposite experience, since the last update killers seem to reach my back from further away than before.
*After paying close attention to this, there's definitely something going on. I keep getting hit from a meter away, even if my ping is fine.
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@Xernoton said:
That depends on the map, the killer, the rng, the survivors and the builds used, honestly.
I agree that Rancid Abartoir is a terrible map for survivors mostly because the weaker pallets are completely worthless. If they were a little stronger, then it already wouldn't feel quite as bad. Most filler loops in the game have no vaults. So that is not all too surprising.
Rancid Abartoir still has some big time wasters though. The cow tree, the shack and the main tiles are all very, very strong and some of the filler pallets are also quite good, although depending on the rng and killer that can vary.
I just played another match of the same map, Rancid Abattoir, and the layot was clearly stronger. I'm gonna blame it on rng this time, seems like it can differ wildly sometimes.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817342#Comment_3817342
Sure, that's a fair point, and we know that Ellie would have given her life from hindsight… but you can't use knowledge from the future, to condemn Joel in part 1. We have to assess the scenario from Joel's perspective at the point he made the decision… and as I said before, Ellie is suffering from survivors guilt in TLOUp2. She doesn't want to die, and saying she'd be happy to give her life when she no longer has to and is suffering with survivor's guilt is quite easy, but it's a different matter when you actually have to do it… and she was 12.
Ellie did not know that she was going to die for the cure, and she was never given a choice. We know that Marlene cared about Ellie really, but if you were Joel, could you know for sure that was true? Especially when she's willing to cut out her brain on the operating table for a cure that realistically has a low chance of working? The fact Ellie would have done it is immaterial when assessing Joel's actions, and that's the fundamental problem of TLOUp2. It's dictating to us what we should think, not in the way that its telling this story, but in the way that Joel himself doesn't even stand by his own actions, and every single character pulls the same conclusion. It paints him as a villain that he simply is not.
As I say, if Abby had her pay off where she acknowledged that Joel wasn't deserving of her revenge, and she was wrong to kill him, that would have worked as a story, and kept the message of the first game intact… but it didn't, it shaped everything to us that Joel was selfish and completely in the wrong for his actions… then it spent the rest of the game trying to tell us Abby isn't so bad, and then having Ellie trying to kill her and ruin her own life in the process.
Its like what do you want me to feel TLOUp2? Cause what I actually feel is any of my investment in the characters and story from p1 was completely wasted. It was bold… but pointless.
Cheers for the engaging discussion btw…. obviously I'm a little upset and passionate talking about TLOPUp2, but nothing but respect for yourself mate ^^
But Joel did stand by his own actions. In the final scene of Joel and Ellie talking for the last time. I'm sure you've heard the sentence "If somehow the Lord gave me a second chance at that moment, I would do it all over again.". And Joel IS the villain in the eyes of the rest of the world for what he did. Although the TLOU universe doesn't really have heroes or villains. But Joel is a huge piece of **** for what he did. He prevented the possibility of a cure because of his personal pain and trauma, which he wasn't going experience again. In the best case scenario society could have been restored.
Part 2 is about Ellie and his journey to getting over Joel's death. Part 1 already shows what Joel did, and it ends with Joel lying in an attempt to win Ellie over to his side. And not that it matters but Ellie was 14, I know that could be a typo but still. -
Nvm
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817316#Comment_3817316
That exactly what I mean by it depends how you view Joel's actions in part one.
You have taken the opinion that Joel should have let Ellie die, because of the potential cure for humanity. I would agree with that statement… if Ellie was given the choice and chose to sacrifice herself, however she did not… the Fireflys took her away unconscious to kill her, held a gun to Joel and said "Leave".
To me and a lot of people, especially parents, this is unacceptable situation. Take a look at someone like Captain America, if given the choice to let a innocent person die to prevent the threat of nuclear war from killing hundreds of thousands of people, he would take the stance that is an unacceptable trade, we do not compromise on a persons life, and would fight and die to save that innocent. This is the same situation, and it is what brings out the best of humanity. Pragmatically, you are correct, killing Ellie for the chance of a cure is the sensible choice… but it is decidedly inhuman.
So when you say Joel is worse, I vehemently disagree… he is no worse than the fireflys or the rest of humanity. Killing an innocent girl in her sleep for just the chance at saving yourselves because you deem everyone else's lives more important than hers, is evil. This is the crux of why TLOUp2 is controversial. Joel was given an impossible choice that didn't have a right answer in part 1, he was a loving man who made the choice to save the life of the girl that brought light and meaning back into his life again… and in the same position, I would have done the same thing.
Part 1 lets you and me both have our perspectives. Part 2 tells us that Joel is the evil one and deserved to die for saving Ellie… and everything it did after that just cemented that perspective and ruined the meaning and introspection of the original.
That is why people like me hate it. It basically tells us that caring about the people you love and not striving to be better than the cold logic from a machine mind and a machine heart is the right answer, and you're not gonna be able to tell anyone who hates TLOUp2 to accept that message.
The reason why I think they did that, is probably because of how important a cure would be. Marlene even says "Because this is not about me. Or even her." I'd imagine at that point they didn't want to take any risks, and thought about how the life of 1 could potentially save… You know, a lot of people. One of the key points in the plot of part 1 is about how Ellie is the exception the Fireflies never had. And make no mistake, Ellie would have wanted it as she confirms it in Part 2. And I'm not trying to change your mind.