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Dustin

Dustin

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  • I'd still be fine with seeing abusers of stretched res getting hardware banned but I'm a cruel person so.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2525306#Comment_2525306

    Maybe they can decrease action speeds while they’re staring at you? Could be very RNG based but there’s probably a way to avoid that.

    Honestly that alone sounds like a really cool feature or even addon. Would give a reason to try and destroy or get rid of them. Honestly that alone could probably be some sort of new killer power but on its own maybe would need something.

  • tbh I could give a ######### if one single survivor gets out with a key. It's the exact scenario BHVR just gave that's frustrating. 1 gen left, 3 survivors left and 1 dead. All 3 remaining survivors ninja out through a hatch.

    For me there's no reason to complain now. Yeah it's a bummer if someone gets out but it's no longer a huge middle finger to all your efforts in game now.

  • @EndlessTorment said:

    https://forum.deadbydaylight.com/en/discussion/comment/2525306#Comment_2525306

    This is the best QoL ever. Why don't you post this in Feedback & Suggestions?

    I'm ignoring the other comments because they are meaningless pretty much except for

    https://forum.deadbydaylight.com/en/discussion/comment/2525338#Comment_2525338

    Most of my feedback never gets traction and gets ignored yet most of it inevitably is what they go for.

    Fun fact - The Any Means Necessary change was the exact same idea I had when it originally hit the PTB. As are quite a few of these changes.

    I'm pretty hyped about the AMN change but at the same time I'm just like this could have been like this since it launched.

    I'm just happy BHVR is doing stuff like this upcoming update. It's potentially going to be one of the best update in years.

  • I would make Doctor hallucinations meaningful instead of all of them just being a variant of a tracking tool. Survivors are deceived into seeing other survivors working on a generator, a fake Doctor running at them around corners, incorrect progression on generators, fake totems, survivors going down when they aren't.

    If a survivor has gone mad they should feel like they've gone mad.

  • @Altarf said:

    When his gun isn't loaded, he walks at 4.6m/s. Simple. Gives him some degree of mobility beyond Huntress and Trickster, doesn't make him more oppressive when in a chase because this is when his power isn't available, and adds some risk/reward to playing him. Do you walk around slower but immediately ready for a chase, or get somewhere faster but have to reload when you find someone?

    Ideally this change should be made with a reload time reduction so it's a bit more of a decision. Grappling with his chain would be unfitting, clunky and would barely work on most maps to begin with.

    Seems too gimmicky where you'll see people purposely unload their gun just to patrol the map faster and wouldn't make sense because it's not like he doesn't have the ammo on him so he still is carrying the same amount of weight.

  • I've always said this but instead of slowing aim down sights I'd keep it as is BUT add an Accuracy Gauge / Meter. The first time you aim down sights it's as usual with full accuracy. When you lower your gun without shooting though if you didn't wait a set amount of time it would be much slower and the penalty would stack up to 3 times until you were at your slowest. In fact you could just take my idea and give Deathslinger a charge system where when they're at 3 charges it's normal, 2 charges it's mid speed and 1 charge it's slow and at 0 charges it's inaccurate. Quick shots would be rewarded but the free zoning would be removed.

    Aside from that if these changes go through as is which I still feel is fine I feel his 4v1 needs to be buffed since his 1v1 was nerfed. Remember he wasn't that great of a killer to begin with.

    I would potentially buff his movement speed to 115% as a last resort if he becomes woefully underwhelming but I'd focus on making successful shots reward Deathslinger faster. Increased reel speed, faster reload after a successful hit and increased strafe movement speed while reeling in a target.

  • @Crowman said:

    Because survivors complained he wasn't fun to play against despite having many weaknesses. That's literally it.

    I'm a biased killer player but I have to say eventually this needed to happen. He's unfun in a 1v1 but underwhelming in a 4v1. With these changes they will need to buff his 4v1 game somehow though after. Either by movement speed or by increase how quick his power gets results when landing a hit such as increasing reel speed.

  • @OniWantsYourMacaroni said:

    I don't really see it being problematic with toolboxes because you'll spend 12+ seconds to activate,which should pretty much kill it for people that tried to really genrush with it

    In my view 12 seconds is nothing if you are opportunistic about using the toolbox. Gens can still pop super quickly when a killer is not within an area if you use a toolbox.

  • It will 100% make him weaker but I do agree it should make him less unfun to deal with. Although I don't know how badly it will affect him because ultimately he wasn't an amazing killer to begin with since he has bad map presence and even if he hits his power in chase it uses a bit more time than other killers. I feel that overall that should be something that's look at with him in the future if he's underwhelming in the PTB but we'll see.

    Personally I felt that he should have had an accuracy gauge that lowered the more he aimed down sights to prevent spamming. That way quick shots were rewarded but constantly faking it out would kill his accuracy and remove the free zoning option.

    Overall though I do agree - Good changes.

  • BHVR shouldn't 100% obey stats but instead follow a mix of stats and what the playerbase wants. The vast majority blatantly doesn't find Spirit fun. It doesn't matter if I mop the floors with one and break their ankles or they murder me. My enjoyment from that game is going to be about the same which is very low.

  • @Chilli_man2400 said:

    I hate how people are being very negative towards these changes saying they will still suck. Be grateful we actually got the change we asked for!

    Yep - A lot of people are overlooking this is basically what all Trapper mains have been asking for since I can't even remember. Pretty much the last time Trapper got a big update so a couple of years I believe.

    I feel this is the push he needs to make him a bit better but not overwhelming.

    If anything it's a miracle it's almost exactly what everyone wanted for Trapper. There are a few more things players have been requesting but this is a nice step for Trapper.

  • @landromat said:

    They'll nerf Top knot, Hag's shackles, Blight's crow and rat, maybe alchemist ring too, Wraith's All seing blood and silent bell, All Ghostface add-ons, They'll remove myers tombstones since mori becomes base part of the game soon. Nurse's recharge add-ons will be reworked

    They'll nerf Pig, obviously

    All Ghostface add-ons

    Do you mean buff? Because being honest Ghostface only has two even remotely decent addons which is the cooldown ones. The rest of his addons are woefully underwhelming.

  • There's not even any need for speculation - I 100% know Blight is getting his addons toned down. The main one would be Alchemist's Ring which resets tokens upon a successful lethal rush which isn't hard. I'd see it being swapped as a Very Rare addon with the Compound Thirty-Three (Ultra Rare) which hinders survivors within 16 meters when you slam into a wall. That ultra rare isn't very good since Blight is already fast anyway and it's pretty much redundant. I really hope though that if any addons on Blight are nerfed it's just Alchemist Ring because overall the rest of his addons are actually quite balanced.

    The main one I'd legit be sad over is if Vigo's Journal was changed. It makes you Undetectable while performing a lethal rush. It's a super fun addon to use and it's not even that strong because you can blatantly hear Blight run into walls on his way towards you even if he's not too close. It's mostly good for mind games and breaking chase.

    For Oni I'd be shocked if Scalped Topknot wasn't nerfed into the ground. Hopefully his other addons get buffed though in exchange but I'm not too big of an Oni player.

  • Probably for the best.

    I already have an idea what changes on Blight and for the most part it will be addon nerfs. I just hope they leave the undetectable addon (Purple / Forgot name admittedly lol) alone because ironically with not knowing the name it's my favorite addon to use and it's actually fun to use.

    For Ghostface all of his addons are complete garbage except the cooldown ones.

    Not sure what they can do with The Shape without a rework tbh.

  • To be honest the changes looked fair to me - Spirit has her niches to pick her over other killers still. I would accept the argument that the visual change was enough but I'm fine with both and I do know for a fact this won't affect good Spirit players. Now her skill floor is actually where it should be because counterplay with good survivors is now present.

  • My issue with the perk is it overshadows Premonition in every way without a downside. I'm not going to say it's too good but considering its strengths its always been a viable perk that can be shoehorned into any build and work.

    *Long range warning versus all killers who even if aware don't preemptively play around the perk which you can't always do unless it's specifically approaching a generator

    *No downtime at all

    *Still works while in chase

    *Spine Chill is a reactive perk meaning you don't need to do anything to proc it - The killer will do it for you unknowingly

    Meanwhile Premonition is just garbage and needs some love honestly. What's up with that long CD for the very vague / broad positional warning for the killer? If anything Premonition should be the perk that only trumps stealth and Spine Chill shouldn't affect undetectable or work while oblivious because it has 100% uptime.

    My opinion of it hasn't changed either it's been like this since I've started playing early on. It just got better when it started working against undetectable killers.

  • @lordfart said:

    40 mins on Gideon, the last 2 survivors stopped doing ANYTHING and hid in lockers. it took me so long to find them coz they kept moving lockers. I think they may have been new because after I FINALLY found them I killed one then took pity on the other and tried to give him hatch, but when I dropped him on hatch he didn't seem to understand that he could use it to escape? After a few minutes of the survivor crawling away from the open hatch every time I dropped him on it I got angry and closed it and killed him because the match had already gone for so long, my patience had worn thin. Which is very unusual for me in this game >:(

    To be honest if they hid for 40 minutes I doubt they're that new. If you constantly keep entering and leaving a locker it prolongs the crows as if you're performing an action. I think you can stay in one spot for 5-10 minutes before crows start to hover around you. Someone could test this but honestly it's stupidly unreasonable if you're trying to not participate in a game. How do I know this? Did it with friends once without realizing how long it would take until we got crows. The only give away here is if the killer hears you opening or shutting a locker which is unlikely if you really are trying to just hide.

    Really though if they evade you for 40 minutes they know the mechanics enough to know how to not get AFK crows.

  • Longest match I had back in the day was a little over an hour I think and that's purely because of the hatch standoff. Killer was super laggy so I stood there out of spite until they DC'd.

    Ultimately neither of us did anything wrong in that situation it's just how the game was back then.

  • Careful about posting leaked updates man we don't even know if that cosmetic is legit yet. Could very well be photoshopped.

  • @Triadequinaxor said:

    FTW inb4 someone saids im a survivor main, no im a killer main, im just wondering why you would want a perk that encourages bad behaviour

    Starstuck actually discourages survivors lingering around the hook as opposed to everything so that the survivor doesn't immediately get unhooked. It's just a side effect that this will encourage the killer to leave hook in order to chase the exposed survivors.

    Although I admit I agree Make Your Choice is a pretty cancerous perk in the game and I'm a killer main. It can be a strong perk but it's typically used in unfun playstyles that in my view ruin the game. Most of the time it's utilized by killers who already camp the hook.

  • I admit I have a hard time trying to argue against not knowing who SWF's are post game. Only post game though.

    Just like revealing the killers loadout too early I feel revealing who are in a SWF to the killer too early gives too much in game information.

  • @Tranquil_Blue said:

    https://forum.deadbydaylight.com/en/discussion/comment/2493902#Comment_2493902

    By default, all survivors can see the box aura across the entire map (there is no range -- it's visible mapwide). The only way to change this is to use the Iridescent Lament Configuration add-on, which makes it so "While a Chain Hunt is inactive, Survivors beyond 16 meters of the Lament Configuration cannot see its Aura."

    Global? That's pretty dumb but understandable then.

    No wonder the killer is so bad.

  • What's the current range now? Would 24m be too short? I'm all for reducing the range but I feel we should be careful on making the range too short. This is one of those killers whose power function is good but numbers are way off so I feel fine tuning is what we need to do on some values.

    If it's already something like 40m or something then yeah I'm all for 24m I would just like to see the old and suggested values compared admittedly.

  • He should have been able to toggle between different throwing styles to be honest but that's just me. His current throw, an arc where he can volley a bunch of knives and then while they're still free falling from the sky run at the survivor and maybe some shotgun spread type throw. Each with an upside and downside.

    Either way I don't really care anymore I lost interest in him a bit ago. Not like I see him in matchmaking anyways.

  • Trickster is a 5'6" manlet at best. Clown is at least a 6'8" Chad who would use Trickster as a jump rope even while being morbidly obese.

    Also even with weapons you have to understand when your weight class is severely outmatched unless you get a cheap shot in the bigger guy is usually going to win. If it's blunt objects unless Trickster hits Clown on the head I doubt he's taking him out so that leaves the throwing knives but realistically are you going to get many in before the fat man rushes you down and overpowers you?

    Also consider this - Clown was a gifted athlete in his former life and I'm excluding his bottles throughout this entire scenario.

  • I'll buy the DLC if I know the voice lines are coming back otherwise I'll just wait for a sale at best. Given Pinhead is a terrible killer in regards to game balance I'm not missing out on anything without the voice lines adding to the fun factor.

  • @HaunterofShadows said:

    Pinhead's voice lines were removed, and he can cause crashes when survivors open his box. Many people seem to be willing to be wait with pinhead. I've seen mixed reviews especially because I did my own poll which itself seemed to be near 50/50 last time I checked. And I've seen similar things around the community. What I've so delicately gathered is that this chapter is a mess, but not as much of a mess as a the RE chapter. Would I be correct in that assumption?

    Sounds dumb but the voice lines were a pretty big selling point for me for the chapter because it gave him personality. His power is cool but absolute garbage to use and it was nice seeing a killer actually have their personality represented in game a little bit.

    If the voice lines stay gone I've lost most of my interest with the chapter. You can argue that it doesn't matter but they shouldn't have included it in the first place if they planned to remove them. It feels like they took something away from what was going to be great.

  • Last 4 or so chapters have been an absolute mess to be honest. I get BHVR fixes any issues possible but I've played since 2016 and I'm having a hard time remembering if chapters were ever so broken at launch. It mostly started with The Twins and performance and other issues felt like they skyrocketed but maybe it's always been this bad and I just didn't notice it until recently.

  • Doesn't matter if it's cheating or not I doubt BHVR fixes it. I don't care who you are though I hope you get hardware banned if you do this. If BHVR makes it a part of the game sure but until then I consider it cheating.

  • There has been complaints since the start but feedback always gets buried under other nonsensical #########. Granted there's probably a surge of complaints happening now when players realize this is their last chance to get their feedback or words in even though it's likely too late since the feature is going live.

  • Just to spite you I'm going to facecamp a player next game to turn that 8 out of 10 into a 9 out of 10.

  • My issue with it is how does it work with parties? Let's say you have a fresh account and a veteran player who is incredibly skilled together? How does matchmaking work? There has to be a compromise or limit somewhere with this and we all know how often new players are introduced to this game by their friends who have lots of playtime.

  • @Mandy said:

    The rules are in place with regards to Naming & Shaming to protect everyone - it's very very easy to fabricate evidence in the form of video and then upload something to this forum to say it's fact. It's a lot harder when we require an in game report which our support agents can definitely access.

    Yes we do care about the game and we do care about hackers/cheaters ruining the games for others, and we do frequently ban - we have a team of specific people who do just that. And with the amount of posts we get with regards to people complaining that they've been game banned, I'm actually surprised when people come out and say "they don't ban people" because we clearly do.

    Being honest I wish you would publicly name and shame people who gets banned in this game and why. At least in Siege while it's a game full of toxic players I at least know people are being punished either through reports or through anticheat. Sometimes it feels hopeless even bothering reporting players on DBD.

  • @MonsterInMyMind said:

    There's a lot of videos coming out about hacking and people doing it, but the response you're giving comes off as if you don't care. Almost seems like your priorities are more trying to push this game competitive vs trying to even remotely solve the issues that are plaguing this game.

    Listen, I get the naming and shaming thing is what it is, but the response to this comes off as if you're protecting these players over actually ridding the game of them. Why don't you care about game health as much as you do pushing rifts and skins out, separate team or not, they've put in more work hands down.

    We need transparency. Do you openly want this game to be Hacker central or are you willing to put the resources to at least mediate the issue, and while we're on the topic, why is it that the reporting process in game is still butt cheeks what happened to allowing people to copy and paste links like you guys paraded about last time?

    The point is, if you're more worried about making your game competitive without mediating these kinds of issues, then respectfully your priorities are completely wrong. Lastly not even going to say the name because then I'd be banned just for stating the obvious how has this person done this to streamers and other players for months now and you guys haven't tracked this person down It's actually a joke. Also don't hand me this crap about one thing at a time, it's unacceptable and isn't an excuse anymore, we're going on 6 years and you guys still don't have a functional anti cheat but instead lets poor money into a ranking system great idea. Like a ranking system will be the saving grace of this game get real Behavior enough is enough.

    I've had too many games this past month where I'll look at the player I just played with and they're openly just streaming on Twitch with cheats advertising all of their stuff. Some even detail a lot about it and if they're honest about it then I'm a little disappointed it feels like BHVR relies too much on EAC's automation to tackle cheating.

    I hate playing DBD just even humoring the thought of is my opponent cheating? I also hate the fact that if someone is cheating it's a pain in the ass just to report them. My game is ruined and for me to get any results I have to go out of my way and waste my own day just to report them and even so it may even be months before they're removed from this game.

    ######### is frustrating.

  • @SleepyWillo said:

    To my knowledge, no killer using their power to break pallets gets shown. Billy/Bubba saws, Demo lunge, etc.

    Alert only shows regular damaging of pallets and gens, etc

    They do show the aura - Chainsaw powers have always shown aura on Alert. I however cannot verify Demogorgon as of recently but it should. I used to run Alert religiously before the perk range became global also so I know this for a fact.

  • @SasukeKun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2465390#Comment_2465390

    I feel your struggles, but i think you're missing some factors that come into play here like, if there's a lot of pallet loops to evade the killer long enough to get the lit totem.

    You also have a lot of time, you can just 99 the door.

    if i use the NOED perk i really don't feel the movement speed difference, its like one stack of play with ur food +1%

    I feel it makes a difference in chase but I feel the issue with NOED is just with the specific effect BHVR doesn't know how to balance it because it has nothing to scale on. One stack of PWYF makes a difference in a chase - Granted by a few seconds but it's still noticeable. Granted that's the only tell of the perk is the killer is moving slightly faster.

    99'ing the gate doesn't really come into play most of the time unless the killer was already really far or they're preoccupied somewhere else. You can pretty well just open it but my grievance mostly comes from observation of which killers seem to get the most responses. Typically it's just M1 killers.

    I don't really run the perk unless I'm planning on upsetting the survivors tbh I only play Nurse and Blight so overall the perk is useless for me.

    Regarding evading the killer - Most of the time the frustration of the perk comes from the surprise hit - Most of the time once gens are powered a killer will typically get a whack on a survivor because they don't expect the perk to be in play and the one survivor can't really control when gens pop if they were already being pursued. Usually not enough time in between that 5th gen getting done and the survivor getting hit for the survivors to cleanse the totem unless they were focusing on totems already.

    Either way - I still feel the perk is fine but that's what I'd address based on complaints.

  • I personally only have two issues with NOED otherwise I feel the perk is fine.

    • The initial surprise hit you get by NOED - The exposed effect itself is fine but it's the sucker punch of the perk I take issue with. This is supposed to be an ace in the hole perk for late game but it feels very cheap because of this specifically.
    • The movement speed you get from the perk makes patrolling exit gates and defending your totem easier than it should be. I feel the exposed effect alone is perfectly fine for this perk. I know the movement speed is only there for BHVR to have something to scale the perk with but honestly I'd prefer if they just went back to when this perk wasn't a hex totem and instead had a duration. That way it could keep the exposed effect and remove the movement speed making it more fair while having something to scale the stats on. Survivors wouldn't need to worry about doing totems and instead could focus on their own evasion skills to survive.
  • Day 539 - Still waiting on BHVR to add breakable floors so I can bodyslam through the basement ceiling as Bubba during my insidious camping ritual.

  • The addition of more generators would probably mean we need to adjust the times of each individual generator so that the overall time for 6 generators is the same as 5 generators. The main purpose of a generator is to keep a survivor at a location for a set amount of time. It takes time for a killer to travel to these generators also. Ultimately adding another generator without adjusting times will be too much in the killers favor. However reducing the times even with more generators actually benefits the survivors as there's less time to patrol each generator for the killer preventing the survivors from being forced in one location.

    Overall I don't see this being a good idea regardless of intent. I feel giving more additional objectives would be a good idea. Optional objectives that have a huge incentive to complete for each side would also be favorable.

  • After the visual rework a lot of survivors look like they have outdated art for the bio and character select screen. I don't mind keeping them for nostalgia or to see how the game has changed but yeah some could use touch ups.

  • @Tekno_Badger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2455990#Comment_2455990

    I reduced the Haste buff to 5%, which is just one PWYF stack and not very strong. I'd still take a killer with a chase power over a 120% movement killer with just a Basic Attack. Rescue time is already pretty short, which is why SWFs bully Trapper. It's unfair that his power can be eliminated in a matter of seconds. And the Dead Hard workaround is basically the same as what you are suggesting, but my way allows for more plays around Traps. Dead Hards can go through but so can Trapper

    Regarding Dead Hard you are correct it would bring room for more plays but it would honestly be pretty unfun and at times a bit too strong to just let Trapper deny a loop and to be able to effortlessly cut in the middle of it where a trap is to get a hit on a survivor. It excludes anyone who doesn't run Dead Hard enforcing it into the meta slot it is in now. Basically it gives people another reason to run it all the time which I feel is unhealthy for the game as it enforces a meta.

    Why have many niche perks when we can have a single perk good at many niche task? That's the issue with perks right now and why a lot of perks are just meta constantly. They're just too good and there's no sense in giving these perks more reason to be chosen over other perks.

  • @Tekno_Badger said:

    @Yui_TheBeauty @robelt@RoboMojo @TheGannMan @VioletCrimes @psionic @OldHunterLight @RenRen

    TRAPPER

    • Increase starting number of traps and trap capacity to 3. Rework related add-ons:
    • Change Trapper Bag to increase starting number of traps and trap capacity by 1.
    • Change Trapper Sack to increase trap capacity by 1.
    • Change trap RNG to 5%, 10%, 20%, 30%, 50%, and 100% escape odds. This lowers the likelihood of escaping early on, but increases the likelihood of escaping before the 6th attempt.
    • Make trap colour dependent on the map (snow = white/grey, grass = green/brown, etc.). Change the darkening add-ons to increase this camouflage effect.
    • Increase rescue time to 5s. It’s unfair to allow survivors to escape so quickly.
    • Gain a 5% Haste effect while a survivor is caught in a trap. This will help make sure Trapper can get to survivors before they escape, or empower him in chase temporarily.
    • Allow Trapper to walk through his own traps while not carrying a survivor. This makes Dead Hard less overpowered against him.

    Main three things I'd mention

    I'd not increase rescue time to 5 seconds if you give Trapper Haste when someone gets caught in a trap. Additionally instead of giving Trapper haste when a survivor is within a Trap I'd simply give them a haste buff that has a duration the moment a survivor is caught. Because ultimately the RNG and rescue time could cause Trapper to be too strong in chase.

    Additionally regarding walking on his own traps I wouldn't do that. Personally I'd just make it so that Dead Hard and any other perks cannot pass through a trap.

  • @Tekno_Badger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2455967#Comment_2455967

    I could definitely add that to Hag, and I did add some counterplay to Spirit.

    For Hag: "When a survivor is unhooked, destroy traps within a 3m radius". Prevents camping but allows traps to remain at nearby loops

    Well the main thing I'd ask is do you feel hook camping is an issue for Hag?

    My bias is yes because the kit encourages hook camping more than being creative with some traps. I'd like for that dynamic to switch somehow.

  • @Tekno_Badger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2455950#Comment_2455950

    All 4 are posted here now, lmk what you think. For Hag, I honestly think survivors just need voice comms. There's a lot more counterplay to her when survivors are organized and can attack her web of traps

    Main thing for Hag is I feel that if you unhook a survivor nearby traps should be destroyed.

    For Spirit there needs to be counterplay while they're phasing so you can more reliably read when they're using their power or not.

    I'll check Trapper and Shape again however both of those killers I feel need a full on tune up on their kits.

    • The Trapper (The most)
    • The Shape (Close tie but Trapper ultimately needs it being the poster boy for DBD)
    • Tossup between The Hag and The Spirit simply because I feel like they both have unhealthy game mechanics present.
  • I'll purposely camp and tunnel to assert my dominance and I get flamed less than if I actually didn't tunnel and camp.

    If you even look at me funny as a survivor I'll facecamp you.

    Honestly you shouldn't give a ######### about if the other side is having fun or not most of the time they don't do the same for you so why bother? Tunnel, camp and win all the games. That's just the nature of DBD. Also if the survivor has such an awful time in your game chances are they'll shut up because they don't want you to remember their name. That's why I occasionally give a random survivor a nice slugging to remind them where their place is.

  • This reminds me of the Combine Harvester bug from Coldwind Farm and I keep thinking does BHVR actually check if these totem spots will work?

  • @Yords said:

    I even have some recordings of my own on PC, but it is just me getting low frames... on low graphics...

    But my PC is not bad either which shows how bad it is. While the game freezing doesn't happen on PC, it just runs poorly and gives us low framerates. It isn't just consoles either, it's all platforms.

    Specs:

    • Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz 2.59 GHz
    • 16.0 GB (15.8 GB usable)
    • GTX1660 ti max Q

    macmillian and autohaven in particular, but sometimes in the other maps as well. All maps actually.

    Update: It has gotten pretty bad now, frame drops are now much more frequent and I am starting to experience freezing every once in a while. My PC may not be god-tier, but it is still pretty good (at least I am pretty sure it is, not exactly a savant in tech). I shouldn't even be experiencing this, no one should. What is the point of bringing out new content if your game doesn't even work properly for most of the playerbase?

    I know I'm super late but I have a question for you since you play on Low. Back when I had my older PC I noticed that my low FPS improved when I switched to medium instead of low. Does that do the same thing for you?

    Again though I have no explanation for it but I did benchmark my PC and low settings had a lower framerate than on medium. Granted this was about 7 or so months ago but still. Pretty sure it was CPU related since my hardware stayed relatively the same on the new PC minus the CPU.

    I went from an intel i5 3570k ivy bridge to an AMD Ryzen 9 3900x to clarify.

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/2446962#Comment_2446962

    Bottling up feelings isn’t healthy, but I don’t think there’s any evidence to suggest that venting is actually good for people either. If anything, it makes things worse. You reinforce your own negative mindset, you feel bad for going off at people, and the more you do it the more it becomes an ingrained behaviour.

    Personally I don’t care too much if people are salty in end game chat, but I don’t think we should pretend that it’s a healthy way to deal with negative feelings.

    A lot of the times venting is someone looking for validation and get frustrated when they don't get it. Big shocker when you vent to someone who doesn't know you or care when you do it.

    If your venting creates healthy discussion sure but most of the time in post game chat it's directed at a player who honestly shouldn't need to care. Cool if they show a little empathy but it's not their job to. It's just a game understand not every game is going to go your way. If you can't handle this game play another - There are plenty of other enjoyable experiences out there.

    I don't say that to be cruel either - I've literally taken 6-8 month long breaks from this game because of the state the game was in. AKA Spirit release or Legion release.

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