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DarKStaR350z

DarKStaR350z

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DarKStaR350z
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  • @DarKStaR350z said:

    Got another couple of example clips to share, hopefully they are still useful and help get this smoothed out for as asap.

    https://www.youtube.com/watch?v=x8QGwiYU6Uo

    This is another example of a freeze when someone was unhooked the other side of the map while I was being chased and exposed by Ghostface, a killer who is definitely not the worst affected by freezes.

    https://www.youtube.com/watch?v=l2liRPZpMos

    This second one is a great example of the freeze when breaking pumpkins and as its Kate right by me who kicks it, you can see what it would be like if she was the other side of the map. It doesn't seem to matter who kicks it and where, we all freeze.

    Sadly can't see that one getting fixed before the event goes away tbh though :(

    I wonder if this is related but when I look at the old Pustula offerings, they say they are only usable during Midnight Grove, despite referring to Blighted Hooks\Gens instead of Tangled ones and also being 'no longer available' even during the event which it specifically now mentions in the offering description.

    It suggests there's overlap between the old event code and what we are using for this new event and I have to wonder if things like that will just confuse the game more and possibly affect it in ways like we are seeing?

    3355ACF1-B104-4757-8266-49049F8ED2AB.jpeg

    Please excuse the quality, I had to take it on my phone.

    What do you think? Could this affect the game negatively at all? Particularly if they are reusing old assets partially ie maybe the pumpkins are created over the top of the old Pustula plants etc?

    I have actually had games over the last month or so where this Pustula plants have spawned in game though uninteractable; I always presumed it might be a side effect of an old offering or something?

  • Got another couple of example clips to share, hopefully they are still useful and help get this smoothed out for as asap.

    https://www.youtube.com/watch?v=x8QGwiYU6Uo

    This is another example of a freeze when someone was unhooked the other side of the map while I was being chased and exposed by Ghostface, a killer who is definitely not the worst affected by freezes.

    https://www.youtube.com/watch?v=l2liRPZpMos

    This second one is a great example of the freeze when breaking pumpkins and as its Kate right by me who kicks it, you can see what it would be like if she was the other side of the map. It doesn't seem to matter who kicks it and where, we all freeze.

    Sadly can't see that one getting fixed before the event goes away tbh though :(

    I wonder if this is related but when I look at the old Pustula offerings, they say they are only usable during Midnight Grove, despite referring to Blighted Hooks\Gens instead of Tangled ones and also being 'no longer available' even during the event which it specifically now mentions in the offering description.

    It suggests there's overlap between the old event code and what we are using for this new event and I have to wonder if things like that will just confuse the game more and possibly affect it in ways like we are seeing?

  • @FearlessHunter said:

    Not saying I would want this to be a thing but with how many people say gens get done too fast I wonder if a secondary objective wouldn't be too bad to implement.

    My idea would be that survivors need to find fuel before they can work on a gen, there are 10 fuel canisters around the map to prevent killers camping the last one or survivors holding one hostage. Once they put the fuel in the gen it can be worked on for the rest of the match. Only 1 fuel canister is required per gen.

    Again I don't think it's really needed but with how many people are saying games go by too quickly I wonder if it may be an idea worth considering. :)

    I would spawn some ‘scrap piles’ around the map using similar logic to Pig boxes/Freddy clocks.

    Use the old chest searching animation to ‘rummage’ through a pile and get ‘components’ which instead of being an actual item like Nemesis vaccine, would be a buff like last years Halloween crowns.

    Then either each survivor needs that buff before being able to progress a gen; or only 1 survivor needs to take that buff to a gen for that gen to be able to be worked on by everyone.

    Gives both survivors and killers something else to attack/defend as well as encouraging movement around the map, which will lead to more chances of crossing paths with the killer or other survivors and also increase the value of stealth perks.

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2599624#Comment_2599624

    And the survivors don't have to play around killer perks and respect them? The fact that killers were the only side that had perks that literally force the other side off the objective for a very long time?

    Counter-playing around perks is a thing that exists from both sides, except most times that you have to counter-play as a killer, you still have a legitimate chance at getting value because your in-game value doesn't come from a singular survivor.

    The killer is 1 person playing around 4 survivors with 16 combined perks.

    They are trying to get 12 hook states before survivors can finish 80 seconds on 5 out of 7 objectives.

    Thats 24 hits/health states not counting any instadowns, and the 4 survivors can be anywhere on the map and move freely, as opposed to stationary gens that can’t run off and regress themselves.

    Healing is also many times faster than it takes a killer to catch and hit a survivor, excluding potatoes and throwers - whereas base gen regression is 200% slower than a single survivor on a gen.

    So it takes the killer 20 seconds to regress 5 seconds of a single survivor working on a gen.

    There’s 1 killer and 4 survivors.

    NoeD is fine by your reasoning right? As it’s fine that survivors have to respect and play around killer perks? They don’t even need to use perks to counter it, just do totems; and if they want to the option is there to bring a perk or item to counter killer totems right?

  • @LeonxJiwoon said:

    I had a pig last night that chase for 4 mins giving me max chase points and you think at one point she simply just up even after 3 gens got popped lol. but its fine some killers I love when they tunnel cause they arent hard to loop like ms piggy.

    However the top tunneling and toxic killer types I will say is these nemesis players ofc because am leon main, cant tell you that 95% of the time the neme player always will most likely to go for me, I do not even bring or use clicky clicky clicky, me with random or swf can get the instance we all start the trial together and even though am sure mr neme see the nea with clicky clicky clicky or the other 2 on my team, they will still beeline right in my face to hit and tunnel me to hell and forth.

    It is so gross that they even the punch and whip you for no reason as if you where the one that started some beef with them vs the nea with the clicky lol. my friends even try to use bt to help and even BODY block 2 of em to get the neme off me but ofc no he dont even hit them, its insane as heck and they call its a strategy, its more a ego thing if you ask me. 🙄 PS am talking tunneling nemesis way before even boon totem exist since the day the RE DLC came out.

    Why also do killers always mention gen rushing, is that not what the survivors are to DO to live? what oh we are to stare at them and not do what the game was designed for to do, my god I wonder yall even consider what you say, so survivors are not to do what the game sets them to do. If gen rushing is such a issue like isnt running killer meta slow perks simply can by pass this, ruin, thana,tinker, pop,corrupt the fix to it?

    You can’t complain about gen rush! It’s the survivors objective what else are they supposed to do!?

    Also killers can’t tunnel or camp to rush their objective! That’s unfun!

    Killers should walk the entire 9500m2 map and keep 4 people from spending 80 seconds on 5 objectives!

    They should also chase survivors for a long time because that’s fun and should never play optimally!

    If you down more than 1 person at a time, that’s slugging and unfun!

    You can’t defend the hook when we’re all running around you, that’s camping!

    You can’t hit the injured person off the hook even though they will go down quicker and are closer to being eliminated, that’s tunnelling!

    But also let’s complete this gen in the killers face because going down and getting hooked means less than completing a gen.

  • @LeonxJiwoon said:

    The small game/map/detectives counter as usual counter comment, But now there is the complaints on boon totems for doing totems and why they should not exist . Ah yes when will it ever stop the endless unsatisfied life stream maybe hopefully in the next 10 years it may.

    https://media.giphy.com/media/Vg0JstydL8HCg/giphy.gif

    The difference is clear though, survivors have perks and items to counter Hex’s, killers don’t.

    At best they can use Retribution/Undying/Thrill to slow the Blessing down, but it is not a counter - and as these are all Hex perks that cannot be relit, they are countered by the Boon perks they are supposed to be countering.

  • The problem is it’s tied to kills, which is the point of playing killer.

    If anything I imagine most of us would prefer lower MMR and easier games, however that comes at the cost of not killing anyone (your objective) and watching all 4 run out the gates thinking they styled on you.

    Killer isn’t satisfying to hit and watch them get away, or to watch them unhooked and get out the gate - the kill is the reward and that unfortunately increases MMR meaning harder games for absolutely no reward or benefit.

    If they showed our MMR rating then I can imagine a lot of us would be trying to raise that number as a personal game goal

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/2599668#Comment_2599668

    Interesting, didn't know that before. Could have sworn that someone somewhere said it was a perk introduced in late 2017 or something.

    But I would still consider it a cheap perk against solo teams.

    Thing is you never know who you are up against next game.

    The killer can’t tell if a team is solo or SWF to know wether they feel NoeD is necessary; and we can see the issue in game currently when they balance around solo survivors - it makes things unbalanced in SWF.

    Same for survivor; I’ll have multiple games where the killer is camping/tunnelling so I’ll bring DS/DH/BT/UB etc and get matched against someone either playing a weak killer or just being outmatched and the perks are unused or complete overkill.

    The only way forward I can see is to make perks like Bond/Empathy/Kindred base kit so even solo survivors have a closer level of information to SWF.

    You can’t balance otherwise when there’s such a big difference between them as whoever you balance for, it’s going to make things difficult for the other.

    Balance for the highest level play and bring the lowest level as close to it as you can.

    Seems madness to nerf killer things, then buff solo survivor and have to rebuff the killer things; just buff solo information, add a Small Game counter without the perk for everyone once NoeD is in play etc, baseline map wide Bond and change aura colour when they are injured etc.

  • @ElusivePukka said:

    I think the simplest fair change to NOED is to make it basekit for all killers. That way there's no surprise, which is the most frustrating part of the perk - survivors will just know they actually have to do bones.

    I think a Corrupt in the middle of the match would be a cool idea for a different perk, though. Immediate pick for my Pig, like Plaything was.

    I agree with this 100%, not only would it give another objective for survivors, but also make killers still have threat when often once the doors are open you are powerless.

    Im also a massive supporter of reducing the gap between solo and SWF and I think making perks like Kindred, Empathy and Bond baseline is the way to start, at least every survivor would have information on what every other survivor is doing.

    A few people mention later in the comments that they wonder how many totems are cleansed each game on average.

    That probably low number is because they have no need to as is; how many would that number be if NoeD was baseline? 5 I bet and perks like Small Game/Detective Hunch/Counterforce would actually have enough value to compete for a survivor perk slot instead of perks that just delay the killer by a few seconds because that’s all that’s needed as is.

    I guarantee you would see less people popping the last gen in your face because they know even going down is worth it as the game is practically over at that point unless they throw.

    How about as an idea, wether you have Small Game or not, at the end when NoeD would activate; let everyone know right away rather than waiting for the hit, and give everyone the totem counter for that end part specifically?

    So Small Game would let you work through totems in game more effectively but not be required at the end of the match while NoeD is active.

  • @Yords said:

    True, it was made as a band-aid fix for killers back in the day when they couldn't pressure survivors quick enough to prevent gens from flying. It is just unhealthy at this point. Not game breaking or anything, but annoying and very much outdated.

    This is false and you can see from the wiki that NoeD has been in the game since the start, actually receiving a change in patch 1.0.2 to make it activate when the last gen was done and not when the exit was opened as it had been originally.

    Please check your information before presenting things as fact, like it being ‘made for a band aid fix’.

    Fact is back then killers were supposed to be scary and get you; they also had perks like Insidious to support a playstyle that over the years became frowned upon, but it’s clear that this was meant to be a completely different experience to how it is now.

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/290716/survivor-mentality-and-stigma-against-n-o-e-d

    Deliverance and Adrenalin are not second-chance perks.

    Unbreakable, Decisive Strike and Borrowed Time are only useful if the killer does certain actions - meaning that the killer can completely negate the value of these perks.

    Dead-Hard is an exhaustion perk, that you can bait out.

    Your only real form of argument is that the killer does not have access to NOED until end-game, which is.. the objective of the survivors to reach. NOED is literally one of the only perks that awards a killer because the survivors completed their objective.. lol

    I can’t agree with that, those perks you mention still have value by forcing the killer to avoid ‘playing optimally’.

    In fact those perks are so strong that they are respected and get value, even if you don’t have those perks equipped on any survivor in that game.

    The killer has to play as if you have those perks, because they can lose you the game if you don’t respect and play around them.

  • @Mileena_Kahn said:

    I’ve played solo que for most of my day and have noticed that myself and my teammates have been tunneled and camped in almost every match. The crazy part is that the camping starts At the beginning-middle of the game which makes no sense, I could understand if it was endgame then yeah… cause the killer has no other option. But players like this make the game extremely boring. I’ve noticed it’s mostly the nemesis players that do this. Keep in mind it’s SOLO QUE, so there’s no telling who’s going for the save, who should stay on what gen etc.

    Honestly I see this every time a new Tome comes out with one of the first challenges being 'Unhook 6 survivors' or something.

    Using Kindred every game I often see my teammates all hovering around the hook because they're desperate to finish that challenge; all this does is encourage things like frequent camping because so many games they will see survivors throwing their lives away.

    Imagine if you're the killer and you see 2 survivors racing to be first to get the unhook credit; why would you leave when you have 3/4 of the team right there?

  • @shelobster said:

    Why do I get matched with players with less than an hour of DBD playtime when I have 2k hours? Seriously. What a ######### joke this MMR is. This happens 7 out of 10 matches. And my MMR just keeps going down because hatch escape is the best I can get alone.

    The best part is that even though my teammates are people who just started playing, the killers stay the same. All meta perks with great loop and map knowledge with usually 500+ hours in DBD.

    Coclusion = lower MMR doesn't affect the killers you're matched with, only worsens your teammates.

    Survivors get screwed over once more. Killers get easier games with low MMR and survivors get tougher games.

    So according to how the MMR system works and was explained in their Q and A; no one starts at zero.

    If 1 is the lowest MMR and 2000 is the highest MMR, then every new account would start at 1000 for example.

    I think the actual soft cap was 3000 and the MMR everyone starts at was 1100 iirc but someone might correct me :)

  • @SleepyWillo said:

    Is it just me or does BHVR seem to go out of their way to penalize survivors during events, making it harder to get bloodpoints.

    This "event" is a prime example:

    As killer - basically play normally for massive BP gain with BBQ stacks.

    As survivor - go out of your way to fine maybe one gen and you only get BP if you specifically are there to finish it.

    And its not just this event! Anniversay Event: To get a crown as killer you just play and find a crown at some stage. As survivor you had to escape with the crown -which makes you far easier to be seen than normal. Lunar event was similar. Hallowed Blight introduced a second survivor event that just destroyed the entire game for the first week.

    I typically play killer (especially during events/bloodhunts) for BP to help with the grind. However, these killer sided events are making the queues so much longer...

    What do you think? Are BHVR making it deliberately harder for survivors to get BP? If so, why? Survivors now lose addons, even on escape (no including AitH), so the "bloodpoint economy" cant really be it, right?

    If you think of survivor items as "survivor powers" it actually costs more to load out a survivor...

    I don't think it should be turned into an us vs them argument, but I 100% agree that the survivor side could do with some looking at.

    Was just about to make a post myself about the challenge doing tangled generators which is a required survivor challenge to complete if you want to unlock Mikaela's legs.

    I'm having grief even getting the offering to spawn more in the bloodweb as I keep getting the old event flashlights etc instead.

    No one else seems to be using the offerings and with my luck any game I use the 1 or 2 I managed to unlock, its a non game where your team don't try or you get tunneled early.

    They should at least make the offering more common than the other event items in the bloodweb so we can actually participate in the event without fighting over 1 tangled generator each match!

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2598116#Comment_2598116

    Everything in the survivor list excluding DH is a counter to things a killer might try to do for easy pressure. It's a risk vs. reward system. Personally I think that's a good thing.

    Noed has no requirement to trigger. Hence why I compared it to DH since it feels cheap. As I stated earlier in the thread, I have no issue with Noed. I'd like to see Noed reworked and brought in line with other end game perks though.

    Those perks are so powerful that they have to be respected wether the survivor has them or not; and NoeD should be the same where it is so powerful that survivors do totems 'just in case', but its not, people rush gens, get hit with it, and complain on the forums that only baby killers use it and it should be changed.

    The counters are there to use if the survivors choose, which as you say:

    "They can play how they want. They risk being countered by those perks. Which is the whole point of bringing a perk. Killers bring perks to help them win, same as survivors."

    The same is not true currently for Boons though, there is no counter, only to keep snuffing them out or ignore them and leave them up; the only counters are Hex perks which are also countered by Boons and Boon builds - the thing they are trying to counter. So Boon perks counter the perks that would counter them in any way.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2596735#Comment_2596735

    Yes, they brought a perk to counter what you're doing. Same as killers who bring perks to counter what I'm doing. Anyone complaining about DS at this point needs to get over themselves. Unbreakable counters a killer trying to greed once per match. BT, again you try to hit the person right off the hook I have no sympathy.

    NoeD is a perk killers can bring to counter survivors doing gens and ignoring totems.

    Survivors can bring perks like Small Game or Detectives Hunch, or and Map item to counter possible totem related killer perks like NoeD.

    Killers don't currently have a way to counter Boon perks since they changed Thrill of the Hunt to only slow Blessing, and the closest you could come is using multiple perks like Undying\Retribution\Thrill - and those are Hex perks that can be Blessed or Cleansed without the ability to relight, making them almost useless against most Boon\Totem builds.

    NoeD also doesn't activate if the only remaining totems are Boon totems, not Dull.

  • A streamer I sometimes watch plays a lot of Twins and the most fun I've seen is doing longshots from across the map with Victor, hilarious to watch Victor sniping people and I'd not seen anyone else trying similar playstyle.

    Not sure if I'm allowed to link Twitch here but its Lynxi iirc <3

  • So... many... charms.

    I don't even equip them they're so useless and unappealing to me.

    If you don't play the characters who get skins then the whole Rift is really unappealing tbh - Trickster skin but he is basically unplayable on console with the pitiful control setting we have (no I didn't mean plural, we have 1 slider and thats it - still), an Elodie cosmetic who I have no intention of levelling, and a Feng cosmetic who is my main but 1 locked behind the premium Rift that is half decent, and the other is a crappy recolour of one of her original store skins :(

  • @Introvertedvet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2594396#Comment_2594396

    I love seeing the killer face camp a first hook survivor, unless that survivor is me of course. I can get a gen and a half done by myself while the killer is sitting there with his thumb up his butt. If the other survivors are also actively working on gens the gate will open in short order.

    Only "fix" I could see ids dock the killer points for being within a certain range of the survivor for "x" amount of time (as long as there was not another survivor within a specific range of the hooked survivor. Could even give the poor hooked survivor "Y" amount of points for being face camped.

    But over all face camping is a very bad strategy for any killer, it simply wastes too much time.

    The killer already loses points for staying too close to the hook with no survivor present, its been like this for years - since the introduction of the emblem system iirc, it just doesn't do a good job of telling killers they are losing points as this would give away that no survivors are near I guess. Its similar with unsafe unhooks; I still regularly see people 'farming' each other off hook in front of the killer and they obviouslt don't realise that if the killer downs the unhooked survivor before a few seconds have passed, they actually lose more points than they gained by unhooking.

    I'm also a fan of awarding the hooked survivor 'distraction' points or something.

    The way to fix facecamping though is to stop encouraging it by feeding the camper by playing exactly how they want. If survivors are going to try for an unhook before the killers back is turned or they've had chance to walk any distance away then it teaches killers to float near the hook as they know survivors are mostly incapable of leaving those juicy unhook points hanging for a few seconds in case another teammate takes them. If you play survivor with any aura reading perks you can clearly see them doing this on an alarmingly regular basis; I will be alone on a gen and can see the other 2 circling the hooked survivor with the killer visible through Kindred and inevitably one of more goes down and the game is basically over at this point as they end up just trading hook states.

    Even at high MMR I've commonly seen a killer get stomped all game to get 1 at the end that turns into 3/4 because survivors wont just leave and take the win, they want absolute domination and it often costs them everthing.

    I have to wonder though, how many survivors actually want to raise their MMR for harder games and just take all the points earned during the match and throw at the end so they don't get classed as 'winning' even if they've dominated all game. Heck I've even had survivors refuse to leave with the gates open so they die to EGC and not raise MMR even though they destroyed me and the match was 'over' in minutes but they waited by the exit wanting to be hooked or die to the Entity which either doesn't change their MMR despite a win, or actually changes mine as a killer who absolutely lost so it looks like I killed them and they died.

  • Yea I’ve had them on Pumpkins, unhooks and occasionally a generator being completed.

  • I managed to grab a couple of examples though not the best

    https://youtu.be/uT2Hn2kVpWE

    I’m not sure what caused this first one; it was quite early game and against Ghostface; there was a Mikaela with CoH so it could’ve been her trying to Bless I suppose but she gets quickly downed and disconnects and I am unable to see any Boon totem aura during the match.

    It could just be Ghostface using his power, it’s hard to tell.

    This next one is a smaller freeze and seems to be related to Ghostface downing Jill while she was Marked/Exposed:

    https://youtu.be/hbOb5abAJrI


  • Can you guys check this for me please?

    When I first went into the game, I set my event challenge and clicked survivor lobby; had a really choppy lobby, the game was just generally choppy in match, killer DCd and the lobby was still super choppy when trying to select a survivor or change loadout.

    I went to try killer and as soon as I got into the lobby before queueing it was smooth, even changing loadout or event challenge.

    Killer queue was taking ages so I backed out and went back to survivor and as far as the menus go it’s stuck and things are smooth survivor side when changing loadout etc.

    Just trying a game now to see what it’s like but thought this was really weird and might be worth looking at more?

  • @not_Queen said:

    Over the past six months, we have allocated strike teams with the mission of improving the overall health of the game. As announced last December, we have developers working on a new matchmaking algorithm which we are actively testing and are almost ready to deploy. We are also targeting to migrate the game to dedicated servers by the end of summer 2019.

    This blog post is meant to update you on the efforts put on optimization, which aim to enhance the overall game’s performance.

    When we first released Dead by Daylight back in 2016, we targeted 30 FPS on our minimum spec. Up until recently, we optimized the game in bursts; for the console launch and before releasing a new Killer. We are now ready to set a new performance target: Dead by daylight will run at 60 FPS on PlayStation 4, Xbox One, and minimum spec PCs.

    Reaching 60 FPS on Dead by Daylight is not an easy task. It is a multifaceted iterative process that started six months ago and will be ongoing for months. Our strike team of programmers dedicated to optimizing the game has their hands deep into the game code. To summarize, optimization improves the frame rate by using less CPU and GPU cycles to update and render the world faster without any apparent loss of quality.

    See below for a high-level view of our optimization roadmap.

    STEP 1: UPDATE TO UNREAL ENGINE 4.20

    Target: Chapter 10 and incremental changes with every engine update (update to 4.21 is planned for chapter 11)

    The engine update was a necessity to move forward with the optimization process.

    All the Unreal engine features below gives us additional tools and means to enhance the performance of the game: the new Apex integration (dynamic mesh simulation), RHI/Render thread split, Epic’s mesh reduction tool & improved animation thread tooling are just a few examples.

    STEP 2: CPU, GPU AND CONTEXTUAL OPTIMIZATIONS

    Target: Chapter 11 and ongoing

    This is the core of the work to improve the performance and the game’s frame rate.
    There are many opportunities for optimization, but here are the three main pillars overarching our efforts:

    CPU optimizations: improving the game’s baseline systems

    This is where the game world is simulated (interactions, character navigation, perks and powers). We will be converting our slowest gameplay blueprints to C++ which should, in specific cases, run ten to two hundred times faster. We are also moving from a tick-based system to an event-based-system. A tick-based system is much more demanding, as it constantly pokes the CPU to know when to trigger an action, while an event-based system can enable an event only when necessary and therefore reduce the stress on the CPU.

    GPU Optimizations: Overall Graphic Optimizations

    The GPU is where the game world is rendered into an image which is then drawn on the screen. The optimization actions listed below mainly affect the game’s visual representation. The objective is to render the world faster without sacrificing quality. We will be updating our anti-aliasing system to TXAA and moving the SSAO to a compute shader, simplify our shadow pass, optimize character outlines, improve LODs, slim render passes, bake more lights, use imposter rendering for specific objects (trees, grass) and more.

    Contextual Optimizations: Performance Spikes for Specific Actions

    We are working on optimizations that pay at any given time when you play (as mentioned above under GPU/CPU) but we also know there are specific actions and/or Killers that will need extra optimization. These are problematic cases where we see major hitches in performance. Here are a few examples: multiple characters moving in close quarters, specific Killer slow down, perks combination, etc.

    STEP 3: UPDATING OUR GUIDELINES AND PROCESSES

    Target: Chapter 12 and ongoing

    While we optimize the existing gameplay and graphic systems, we develop better tools and methods to implement new features. When we have a new process figured out, it is documented and shared with our development team who can then apply these learnings for the creation of new content.

    Our objective is to offer a better performance on all platforms, making the game look smoother and the controls more reactive. Still, doing such majors changes all at once (game engine update and rewriting game code) is bound to briefly disrupt things and require some adaptation time. We hope you understand that this is a transition period and an investment to improve the game.

    Don’t hesitate to share your feedback on our forums or social media if you encounter an issue. Our objective is to keep you updated on our progress in the coming months. The upcoming Dead by Daylight anniversary will be a great timing to give you additional visibility on our progress.

    See you in the fog,
    The Dead by Daylight team


    I’ve been waiting for this update since March 2019, with nothing but silence from the team about if it is ever coming or if they have given up on it, which I think seems obvious to us all at this point; I’d say 2-3 years is plenty of slack.

    If anything I would argue they have been given too much slack and that’s why they keep releasing broken garbage on top of unfixed problems from the last broken content we paid for.

    If they were more concerned about losing players then they would have more self respect when it comes to releasing patches that break as much as they fix on such an insanely regular schedule.

  • @ggallinftw said:

    I just skimmed through them and didn't find any mention of the extreme desync issue. Did I miss it somehow? Please tell me I missed it.

    It’s not mentioned in the notes, you didn’t miss it.

    Might have to put up with those game breaking issues until the new chapter they are probably already working on instead, meanwhile please buy the 2 new Silent Hill cosmetics for cash.

  • Patch notes are out; no mention of performance problems or fixes again.

    At least it looks like infinite loading has been fixed although ‘tentatively’ so maybe not; at least now we can load into matches that just run like crap at 15fps and freeze randomly.

    No mention of the weird desync issues atm either so that could still be a thing, getting frozen under hooks etc.

    I guess there’s always a chance that any performance improvements might be in the console patch notes only so as not to show the public the amount, severity and frequency of the problems were are constantly struggling with; which although I would be grateful for any fixes, seems like another super shady practice.

    Better to keep it all quiet I guess so people spend money on the game without realising how bad things are on the consoles they are promoting sales for the game on.

    Disappointed; again.

    edit to add that no, there is barely anything in the PS4 patch notes either.

    Version 2.34 lists the infinite loading fix.

    Version 2.33 lists James shoulders on the new skin, rerolling dailies, the no lighting one, Midwich hatch key fix, and the Lery's survivors can’t be picked up.

  • Nothings been said to that effect afaik, but there wants to be a bug fix today though.

    Nothing would surprise me anymore though and I half expect this to all still be broken until the new Chapter which they are almost certainly working on now instead of devoting everything to repairing the problems caused by new content being added on top of existing unaddressed issues.

  • Leatherface really should have the iconic noise from the original movie:

    https://youtu.be/LssIDExsk0k

    Spirit I think they missed a trick not using a shamisen or something similar to O’Rin’s music from Sekiro:

    https://youtu.be/W9J4990dcv0

    There’s also the iconic Saw theme which would be cool for Pig: (2:35 best part)

    https://youtu.be/vhSHXGM7kgE


  • @DragonMasterDarren said:

    I don’t like horror personally, I do not like the feeling of constantly looking over my shoulder, not knowing what might show up to maul me to death.

    However, I be dammed if I don’t respect the type of atmosphere that can come out of Horror games, the closest i’ve been to playing a horror game was Metroid Dread, and the E.M.M.I’s were absolutely terrifying, I loved the atmosphere, the tension and the pay off of blowing their heads off and getting a power for my efforts

    it wore off after I got the Phantom Cloak and was able to sneak past them safely, and it especially wore off after dying to the purple one 20 times because it always knew where I was, but I still loved the early game E.M.M.I encounters with all my heart

    I don’t think anyone enjoys genuinely feeling scared and having to look over their shoulder; but these are things like games and movies so the appeal is similar to rollercoasters/bungee jumping, as in you can feel the emotions while knowing deep down that you’re safe.

    Im terrified of heights but absolutely love rollercoasters no matter how crazy they are; though I would be less eager to jump off a bridge with some elastic tied to my feet ;)

  • I love it in all its forms :)

    Even anime I tend to watch the majority of the psychological/horror tags!

    Books, comics, movies, games I honestly really love it all.

    I particularly like some of the amazing foreign horror movies we’ve had like The Wailing, Impetigore and Sputnik <3

  • @Tr1nity said:

    For me, its the Yamaokas

    Onis is a banger (Pun)

    And I never wanted to take a spirits aggro before in my life.

    How about you?

    Oni 100% is the best, it absolutely slaps :)

    I really think they missed a trick by not using a shamisen for Spirits chase music :’(

  • @CountZeroInterrupt said:

    https://forum.deadbydaylight.com/en/discussion/comment/2589602#Comment_2589602

    Making gens take longer wouldn't discourage camping and tunneling. It would make camping and tunneling even stronger strategies.

    It would for the killers who are genuinely trying to annoy; but the majority would not as it is just not fun gameplay for the killer either, to sit at the hook on 1 spot waiting for a rescue that may never come.

    There will always be a minority that wants to put in the least amount of effort required but most of us play the game for fun and would much rather have time to chase every survivor multiple times.

    Chase is where the fun is for the majority of both sides; generally people don’t play games to stand around waiting.

  • The poor performance and lack of optimisation, because I’m often paying for new content to have it not work or the update break the game, for a ridiculous amount of time.

    I stopped playing around the disastrous Twins update, returned to see what had changed for Nemesis and it was completely broken with them still trying to fix it now while piling new content that’s also broken on top of it that will get fixed as a priority over the issues that have been there for a long time.

  • Killers aren’t balanced unless you can clearly tell where they are at all times while listening to a playlist with the game audio muted :)

  • I just tried to play one game as Spirit to see what the new chase music is like and check out the new content; infinite loading screen and my PS4 fan sounds like it’s going to explode.

    I don’t know what I’m more surprised at; that somehow every single patch manages to break the game, or that I expect it to change each time I load the game up to check the new update out.

  • @Labrac said:

    "Survivors think they are invisible, they are not." I unironically bursted out laughing at this lmao

    “Survivors cannot hurt you”

    They hurt me every day now lol

  • @SleepyWillo said:

    I mean... kill rates dont seem to imply that gen speeds are much of an issue...

    So can the killer not hook and kill people AFTER all the gens have been done and the survivors could have escaped easily? The stats don’t reflect what actually happened in game.

    Gen speed and kill rate is not linked; even if the killer does not want to kill the survivors, all they have to do is not leave to be killed by the entity.

    You can see it already with MMR since the Q and A, where survivors will dominate the match but refuse to leave because they don’t want their MMR to go up giving them harder games for no reward; all they sacrifice is the points for exiting but get to keep playing games they can dominate.

  • To hide how bad the matchmaking is so you don’t know if your match is fair or not.

  • @VicThor said:

    Is there a huge difference between PS4 and PS5 nurse and blight?

    About 40fps :)

  • @Nathan13 said:

    Started using BBQ yesterday, cause I haven't ran it in a hot minute. Each hook is a quick freeze. But I'm sure most of y'all probably knew that.

    This is interesting actually; I can’t believe I never thought to look if the hook freezes are only when using BBQ, as I’ve definitely had some where it doesn’t freeze and might not have been running BBQ.

    If that’s the case then I wonder if unhook freezes are simply related to perks like BT/We’ll Make It etc that activate on unhook rather than the base mechanic of hook/unhook?

  • Ok these first few Vs Demogorgon are on Father Campbells Chapel which isn't a big map, or one I would usually associate with freezes like RPD.

    This one is a Blast Mine freeze with a hook that doesn't freeze:

    https://www.youtube.com/watch?v=BPA9NifSRec


    This one is a freeze when Demogorgon enters the portal:

    https://www.youtube.com/watch?v=Jro67SrnVdI


    This one is also Demogorgon when entering portal, but another hook that does not freeze weirdly:

    https://www.youtube.com/watch?v=2nLoRkHAmbg


    And this last one is Freddy freezing when a survivor drops a dream pallet, but it is on RPD:

    https://www.youtube.com/watch?v=gmIBLM9wBbs

    All on a standard base PS4.

  • The unhook freeze is on the patch notes to be fixed, and balanced landing is also so I hope that affects sprint burst and lithe as well.

    Ive got some clips I can upload later related to perks and killer powers.

    As survivor when blast mine triggers I freeze, when Demogorgon enters portal I freeze as survivor; and playing as freddy when a survivor drops a dream pallet it freezes me.

    I noticed though that even the unhook freeze doesn’t happen all the time and some of the clips have an unhook that doesn’t freeze followed by a killer power freeze.

    Don’t think they can be ignored as killer performance problems any more as they also freeze me when playing as survivor against a lot of killers, PH and Nemesis still cause freezes when I’m no where near the killer and seems to be related to the tentacle/dragging sword.

  • @JPLongstreet said:

    Fellow gamers, and especially consolers! The Q&A questions are open and I wish to call attention to two of them:

    I created one asking for an update about their goal to get all platforms running the game at 60fps minimum from spring 2019. i and others have brought up this goal many many times before, in this thread and on countless other ones. Please upvote it should you feel as strongly about this subject as I do.

    @bm33 has created one asking about Fog Whisperers on console, of which I believe there are none. We discussed this subject briefly on this thread, but I also feel this is a worthy endevor to bring up too. As far as possible candidates, I'm looking at you @Pulsar no matter any recent hot waters, but other streamers should be able to apply with their platform irrelevant. Please upvote this as well.

    Damn I actually just made a 60fps one myself and came to link it; could you link to the 2 posts at all please so I can add my upvote <3

    Mine is here anyway

    https://twitter.com/darkstar350z/status/1443370299567783938?s=21


  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2523296#Comment_2523296

    As you've found out, it was saved for the patch notes.

    With all the posts about PTB, I was hoping you hadn't missed that update in the Patch Notes...I sincerely hope when this patch goes live this will help out a great deal, from what I can understand these are the issues that affect consoles the most.

    Do you know if any of these will affect the freezes that happen related to killer powers sometimes?

    As survivor/killer whenever Demo goes into portal; or playing as Freddy when survivors drop dream pallets for example.

    Also will the Balanced change affect Lithe also?

    Looking forward to trying these changes out though as they should make a massive difference <3

    Thank you all!

  • About a year.

    I stopped because of console performance just before the Ruin changes, then didn’t come back due to performance still not being addressed; Ruin change despite games still ending in sub 5 mins. Then Twins and the ‘kick the b4by’ ridiculousness; then the KPopster - both of which I strongly felt did not fit the aesthetic of the game and tbh felt like a mockery to have such iconic horror characters both weak and mixed in with all the newer Scooby Doo style ‘horror’ comedy vibe. It was all really saddening for me.

    I eventually got lulled back in by the Resident Evil DLC as it was such a big deal and a surprise; but then that patch and ever since then console has been unplayable for months and is only now back to being ‘technically playable’ but in a state that no game this successful has been in for as long as this game has.

    With the way things are atm and look like they are going to be in the near future, I can’t see myself sticking around spending my time and money unless something pleasantly surprising happens with the part 2 dev update tomorrow :(

  • As a console player I’m already struggling to play due to unaddressed performance issues; couple this with the substandard control options and the recent changes and I don’t know that I can give my time and money to the game anymore.

    Survivor gets really samey and boring very quickly; all the killers are homogenised to feel the same to play against, it doesn’t matter what the power does as the gameplay is the same - power gens when not being chased, run to a pallet when chased, drop and loop until they break and run to the next. It gets old really quickly especially when I’ve played since the console launch when Huntress was the new killer.

    Killer is a complete unfun stress fest. Constantly feel like I’m matched against higher rank players and while the looping is rarely the problem, gens just get done too fast to even walk between them on the map.

    Most games are 3 gens done by the first hook and the exit 99’d by the 2nd, resulting in the situation where killer tries to protect the hook against a team of BT/DS.

    Spirit being by far my favourite character aesthetically and the only killer strong enough to compete at the highest level without resorting to dirty tactics on controller makes it undesirable to play at all, knowing that all the other competitive killers are skill shot based and almost impossible to effectively play on console due to poor performance and limited controls - I really don’t see an option to have fun for me.

    My options are to play a killer that people with much better performance and controls struggle to compete with outside the highest skill players; play a killer that I know will reach a point that I will just lose because the character is too slow to be in 4 places at once on an 80second times 5 countdown, or play survivor exclusively which while I enjoy a load, I cannot see myself playing without being able to add some variety by mixing it up and playing the other side.

    Unless the part 2 notes tomorrow include something surprising that slows games down enough for more killer variety, or makes survivor more varied I can’t see me committing more time and money here.

    Maybe the next killer will be different but it’s sad seeing everything homogenised to a different flavour of run pallet to pallet. Give me something different that doesn’t require mechanical skill to achieve.

    I guess I’m in the minority though that wants to have to adjust my playstyle to the killer I’m facing. Some people seem content going into every game with perks/items to smash the game out in sub 5 mins where it makes no difference who you’re against.

    Maybe I’ll feel differently if the patch notes tomorrow contain console 60fps, greatly enhanced control options; or at least the next killer is both competitive on controller/console and has enough of a variety compared to the usual cookie cutter killer design mechanically, though I’ve experienced this game long enough that I know I’d probably die choking if I held my breath until then.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2514809#Comment_2514809

    I watched the first group on a Fog Whisperers stream instead of DBD stream and they were commenting on some of the performance issues they were running into during the match. Don't think you would hear it if watching DBD stream because of the commentators.

    Performance issues are probably a big reason for not having console in the program at this point and that's really unfortunate.

    I’ve always said I think there would be huge benefit to the dev team having at least 1 person playing on console who could bring some simple QoL changes that would massively improve our experience.

    Any sort of controller options would be great, dead zones, acceleration etc.

    The fact the PS4 fans actually spin DOWN once a match has loaded, from the insane noise while waiting in lobby.

    Being able to unequip perks/items with a button press rather than the clunky virtual mouse pointer we currently have.

    There’s a lot of small easy changes that would have a massive impact on the console gameplay experience imo.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2514635#Comment_2514635

    I think it was originally because the codes they gave out were steam only and when they had events like Into the Fog there was no crossplay for console and pc fog whisperers to play together. Now they have redeem codes and crossplay there's really no reason to not have some console fog whisperers.

    Can you imagine them doing an Into the Fog stream on console with how the performance is?

    I think they avoid like the plague, anything that might show the game in a bad light.

    I only hope that when they fix these new PC problems, it has a knock on effect and improves console too; though I feel even if not, that these issues will take priority over the ones we’ve been facing all this time.

  • Apparently Xbox has got patch 5.2.2 hotfix early; does anyone know what it changes?

    Hoping for any performance fixes as always.

  • Killer powers definitely affect it even when playing survivor; falling asleep against Freddy and whenever Demo goes into a portal for example cause long freezes for me playing survivor on base PS4.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2494681#Comment_2494681

    Thank you, as much information as we can provide helps so much <3

    I do appreciate everyone on this thread for first of all being civil cos I know how frustrating this is, and for giving me as much information as possible <3

    I know there is a new patch out but as there doesn't seem to be any fixes for these I figure I would upload some stuff I saved over the last couple of days as it should still be relevant; I hope it helps and isn't too much.


    https://www.youtube.com/watch?v=Nvb_Jb3ZXLM

    This one seems to show a freeze when the exit gates were powered on.


    https://www.youtube.com/watch?v=NCIZV4XEBNU

    I'm not sure what happened here as the rest of the game before and after was alright but 3 issues together.

    I couldn't hook Leon, the animation was me spamming the button to hook.

    A freeze as Pinhead portal camera goes through an unhook.

    Freezing as killer hits a flashlighting survivor.


    https://www.youtube.com/watch?v=SyeyawhRovk


    And this is a full game with 11 good examples of freezing\FPS drops throughout, and I have timestamped the description for each.

    I figure the game might be useful someway as some of the actions only cause the issue on some occasions and not others.

    00:00 Match start

    00:50 Pallet break

    01:30 Zombie infect

    02:05 Vaccine (small freeze)

    04:30 First hook

    07:30 Whip infect (small freeze)

    09:05 Wall break (small freeze)

    12:50 Dead Hard

    13:00 Exit gates powered

    13:20 Pallet break (small freeze)

    13:35 Hook (small freeze)


    Using a standard base PS4 btw <3

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