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HarlockTaliesin

HarlockTaliesin

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HarlockTaliesin
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  • @e1ix said:

    I have recently started using NightLight to track games of the streamer Otzdarva (https://nightlight.gg/u/otzdarva_games) . It works by using image recognition of the end-game screen to track the killer, survivors, their perks, items, bloodpoints, prestige levels etc. It's quite simple and intuitive to use. However, after uploading and while reviewing the matches, one has to manually keep track of all matches and enter the map details for each match. This entire process could be eliminated if devs were to include map name (or a 3 digit map code) in the end game screen (preferably on the left half of the screen).

    I know this might be a whole new feature to add and is unlikely to be added, but I still wanted to request it. It will help thousands of users who are using NightLight to track their stats in a much easier way, atleast until the devs introduce a built in stats page in the game itself.

    I'd like to have the map info on the end game screen just in general. Saves time not having to take a screenshot of a second screen just to get the map details when sending bug/hacker/player reports.

  • @jamally093 said:

    The skin looks cool but it's his frenzy mode he doesn't do the usual Legion run so I get confused and think there's a glitch because I can hear the breathing but can't tell if he's in frenzy or not.

    The Hunk skin overall is pretty bad. It's very stiff, runs like he's got a load in his pants, audio is poor, and yeah, no real difference between usual run and frenzy run. Even lore-wise Hunk wasn't a good guy or bad guy, so I'm not sure why it was put in DBD.

  • @Maxitolliony said:

    like this is so stupid the 2nd pip should be the only pip and heres why.

    we have this stupid 2 pips and i 100% know people get to red ranks with 1 pip only.

    this should of been a thing since day 1, rank 1 players need to sweat to get rank 1 and that lobby will be the sweats and good players and ashe will be the doo doo player rank.

    rank 1 should be earned by being the best every game no throwers or roamers an actual team..

    this would fix the mm since noobs and pros will be big ranks between each other, q times will be longer but more challenge and fun for awhile.

    i am so done with being rank 1 by double piping and then forced to play with people who climbed with 1 pip.

    red ranks should be the best of the best not the worst as well, the bp stays since good players have a incentive and get rewarded.

    like its so easy to fix the game why butcher your own game, this mm is horrible and i feel like the devs are all casual players who have no idea how mm works.

    i see esports dbd streamers saying what to do for years and yet nothing is happening. idc about casuals i want the game to be equal and balanced and fun with rewards and challenges, the nerfs to perks are not even nurfs but reworks that still is broken... :(

    I take it you're new to DBD. You've posted a lot of whine threads lately about broken/badly designed stuff in the game that's been around almost forever. I promise you, it doesn't get better. At. All. Try to pull what fun you can out of the game until it collapses under the weight of it's bugs, or move to another game.

  • @lustline said:

    I am trying to do the new challege in the halloween tome right now right before you get the claw for hag, where you have to hook 4 different survivors in a single game. This challenge is impossible because every single game I have played, which I have played 6 in total right now trying to get this challenge, the survivor has just disconnected before I can hook them and I am unable to get the challenge done. This is stupid and BHVR should count DCS as a hook kill.

    May want to try a different killer, if the one you're playing is getting frequent DCs. Some killers are DC magnets.

  • Eh, I just run Saboteur and drop nearby hook when I'm done with a gen. No sense wasting a toolkit on it.


    @Carmina_is_cute said:

    I can see why they'd have these challenges. You're supposed to do them when there's an opportunity for it to be benifitial, like preventing a scourge hook.

    Problem is nothing stops a survivor from completing the challenge in one trial without it being helpful to escaping.

    If they wanted it to be beneficial to the trial they could create dailies for healing X number of health states or repairing X equivalent of gens. Instead they make it like tome entries, so it gets treated like tome entries. To be honest it's usually more fun than actually trying to win a solo queue trial.

  • @AshInTheTallGrass said:

    Not challenge you, not keep you on your toes or stress you out, not even bore you---annoy you. Zero fun. Rub you the wrong way.

    Legion. The entire power setup seems completely against what DBD is built for, and does nothing but makes trials long, dragged out, and boring. I'd rather eat a DC timeout.

    Dredge. Nightfall is visually painful and covers too far of a distance around the survivor. One of the few bastions for a hiding place, lockers, is removed. Either by the killer using them for transport, having to lock them to slow down the killer's movement, or the killer's perks/addons allowing them to easily find out if someone is working a gen near a locker.

    Trapper/Hag: My only issues with them is their ability to trap exit gate controls. Seems like exits should be treated like hooks, with a buffer zone where traps can't be set.

  • This is either inaccurate or outdated. You can get multiple of the same type of timer within a seven day period.

  • @PB_TORCHer said:

    I started October ‘17 before Devotions and made it to Devo13 before starting over. I haven’t been playing much since switching from PSN to PC this past year. This event I spent over a $100 (b-day money;) Rebuying my favorite characters and cosmetics. On Steam sale I got the Spirit/Adam - Clown/Kate - Legion/Jeff and Ash DLC. In game I bought Auric Cells. Since all my P3 skins are gone I need to still have some special skins and I got a few killers w/o survivors instead of getting the steam dlc. I rebought Michael - Doctor - Leatherface - Plague - Ghostface - Blight - Trickster - Pinhead - Onryo - Dreadge. The special skins/ cosmetics I got are Billy/ Vile Scarecrow - Bubba/Pretty Woman - Plague/Dark Devotee - Ghostface/Classic Shroud - Dwight/Toilet Mummy XD - Nea/Graff-Crafter - Jeff/Black Metal - Ash/Xmas Sweater and Ashy Slashy - Jill/Stars Uniform - Mikaela/ Witching Hour . With my Shards earned in game over the past year that I played on and off…level 99 almost Devo1 I got Ace - Feng - Yui - Mikaela - Hag with shards. I also got the premium pass. With my left overs when the pass is finished I’ll have EXACTLY the amount to buy Hunk for legion..seriously to the last cell. I hardly bought cell items on psn so this was new and as I said their default skins are sad to play as when most had p3 or other special items from passes, events and so on that I can never get again. I need the Dwight pixel pizza hoodie to come to the shop from a old pass please :). The new perk sharing and event BP are helping a lot. Now I just need the cross-save unlocks;) See ya in the fog \m/.

    What a waste of money. Plus, it just reinforces them not to push more for cross progression since they're making more money by forcing people re-buy the same stuff over again.

    I'd have dropped that cash on some better titles from higher end companies that engage more with the players and have a better track record for maintenance/bug fixes. :/

  • @Unimatrix00 said:

    You may or may not already know this, but for the pumpkin to count it has to give you a treat, so a haste bonus. There are three different kinds of pumpkins, ones that hinder, ones that give our haste, and others that give nothing. You want the haste ones. You'll know it's a treat pumpkin when it indicates it is after you hit it.

    1: Gives 1k BPs + Haste (Treat)

    2: Gives 250 BPs

    3: Gives 10 BPs + Hinder (Trick)

  • @Katzengott said:

    I'll never get why survs do this in these "only 2 survs left situations". Working with the killer so everybody dies. This is a team based game, makes no sense. Also it's against the rules, you can report this.

    If you really want to win (either through hatch or gates), don't go for the last hooked or slugged surv. If they're good, they'll understand that the killer is just waiting for that to get either you or both killed. And i wouldn't call out survs, esp. not when they were good team mates before.

    Btw, do we know if aura hiding perks like Lone Survivor work on survs aswell? Guess not.

    Unfortunately no, Sole Survivor doesn't work on other survivors.

  • @Terion said:

    Im sorry im the Gen ninja kind of guy, i will do objectives and SAFE unhooks but im very bad at chases themselves. Often enough i see people swarming around the killer, or people cant wait to unhook even when its litteraly 1 second after the killer hooked, those are the times where i completely decide to milk as much points as possible and play for hatch. Killer wont leave, you feed yourself to him because now he has 1 slugged and 1 hooked in the same area. SWF that try to bully and expect the 1 random to work on 5 gens by their own are the worst honestly.

    I will gladly help, often enough i go for rescues during egc if im not injured and often enough i escorted other survivors out. But im not gonna pay for your mistakes, sorry.

    Truth. Half the time I can't get pallets to throw at all even though I'm spamming the key, people don't know how to recognize what perk's the killer's running and when to let go of gens, which gens to hit first, when to go for an unhook, pass a damn skill check to save their life. Plus my looping sucks. My main mode is stealth. Ninja gens/unhooks/heal from ground/etc.

    People like the OP get so salty and accuse you of all kinds of crap when you can do a trial without being hooked. Even when you make double their BPs, they say you did nothing. It's not your job to get hooked, it's their job to avoid it.

  • As I read the challenge, if you collect and turn in 15 void energy, that's 1 towards the 50k. You can do this twice per trial, so (perfect world) if everyone were to complete 30 void energy per trial, survivor and killer, that's 10 towards the 50k, or 5k trials need to be done.

    Now it's not a perfect world, so substantially more than 5k trials will need to be completed. However, I don't see that as not possible with the influx of players for the event.

  • It's one PITA challenge. Too many variables need to line up on top of landing a stun most killers are constantly looking for.

  • There's also a number of basements where just after the first small set of steps going up from the bottom, on the right there's this little bit of wood sticking out and if you hit that you go to a dead stop like there's a rock in front of you. Never understood what that's all about.

  • @I_am_Negan said:

    I agree on selling back add-ons and offerings that you don't want.

    I would love this. So much useless junk that will never be used that soaked up too many bloodpoints.

    Would be nice to convert those back to bloodpoints, or for a conversion rate difference iri shards.

  • Yeah, Midwich is terrible with that. To a lesser extent Gideon has some wonky hook placement. Coldwind gets bizarre at times as well.

    It's unfortunate that the group you went against was pretty decent. Otherwise you could've just left the person there to bleed out or make another survivor come get them up.

  • I was supporting the OP's ability to have fun vs a broken addon. Didn't specify how to do it other than leave.

    Although technically I suppose they could've done nothing and the result would be the same.

  • @Iron_Cutlass said:

    Faced off against another Tombstone Myers that was working with a survivor.

    The survivor kept bodyblock me and our teammates and got everyone killed, I was last person left and I kept getting into lockers over and over while the other survivor was trying to bodyblock the lockers and pallets. I eventually got tombstoned but that is besides the point.

    Post-game the killer (who was a TTV) complains that I was being toxic by hoping into lockers to avoid being tombstoned despite him blatantly working with the killer. I explained to them that I just got done with the Power Moves achievement and have been working on the Expert Generalist achievement (photo below to show that I got Power Moves to prove my point).

    https://us.v-cdn.net/6030815/uploads/NXSXSX3EPMHS/power-moves.png

    They were trying to get the Evil Incarnate achievement and they went on to say how I am insignificant, and that I do not matter and will go no where in life. In which I responded, saying that it's hypocritical to call me toxic yet they go around to say stuff like that. They blocked me but kept talking about me on stream for the entire night and refused to drop the subject or talk bad about me.

    Was I in the wrong here? I do not normally run into toxic players that often (surprisingly) so seeing stuff like this is just really making me question as to rather I am in the right headspace or not.

    Tbh you should have taken some screenshots/video and reported them. They can talk ######### all they want while banned.

  • @Witchubtet said:

    The concept is amazing but he just doesn’t have a good kit. He is the so easy to dodge and break free from and is the pure essence of a M1 killer. He can’t vault hit like huntress or spam like trickster. His add-ons are basic and his expose add on has a hitch that they have to be twelve meters from him. The maps almost all have so much junk that he will get his chain broken.

    Just feels like he isn’t useful compared to the other ranged killers.

    (I was forced to do his daily so I just had four annoying matches as him)

    Deathslinger was nerfed into the ground a long while back. The only people that play him are the ones doing dailies and those that invested a lot of time into the character and don't want to feel that's it's been a waste.

    It's a shame as he's fun to play as a character, just mostly useless outside of very low MMR.

  • @Reinami said:

    With DC penalty off, every game i play is a DC. So far i haven't been allowed to play:

    • Trapper (as soon as someone stepped on a trap they DCd)
    • Huntress (first down DC)
    • Nurse (first blink DC)
    • Myers (first t3 down DC)
    • Hag (first down DC)
    • Legion (as soon as they hear the TR they DC)
    • Blight (as soon as they see me they DC)
    • Twins (as soon as i switch to victor they DC)

    Gonna give clown a try, wish me luck.

    Generally speaking, the ones that people would DC/suicide out on before are the main ones they would now, just more so since DC penalty is off. Nurse, Blight, Legion, and Bubba are the big ones, though Wesker is moving up just based on being too frequent a killer to vs. The rest are more situational, as already pointed out. How many gens were done, how long the trial had been running before the first down, etc.

    Survivors need to be invested in the trial to stick around. Get a down in the first 30 seconds? Gone. Slug everyone at five gens? Gone. Haven't had time to do anything of value yet? Gone. No investment = don't care.

    What usually works for me, particularly going up against a solo queue potato group, is give them a build up. There's various ways to do it. For example, find scratch marks seconds into the trial? Follow them to a gen, smack the survivor, kick the gen to let them get some distance, pretend I don't see the tree nearby that's grown an ass, then chase the injured survivor for a bit. Let them get away, loop back to the gen, smack the other survivor, kick the gen, chase the second survivor for a bit. The two survivors you haven't seen have either been working on gens or hiding, so do a quick patrol and chase them off/kick the gen, continue. If you find an uninjured survivor while chasing an injured one, switch it up.

    Basically, give the typically less than stellar group a chance to get a gen done, escape some chases, knock out a couple totems, kick some pumpkins, turn in some void points, heal. Then start ramping the pressure up. More chases, get a down/hook, more chases, kick a few gens, bust some doors/pallets. I try to make sure everyone gets double hooked before taking anyone out and don't tunnel/camp (this is situational, however, based on survivors hiding, unhooking when you're only a few steps away, shoving a flashlight in your face every chance they get, TTV tag trying to troll, etc.). If someone's been hooked twice but there are players who have been single hooked or not hooked at all, slug the two hook so at least one other survivor has to stop what they're doing to come heal them up while you hunt for one of the other survivors (slowdown plus balance hooks).

    This doesn't work for every group, of course, as SWFs will be SWFs and some solo groups actually play well (though rare). The gist is that if you don't let them put time in and start getting points/objectives, even the ones that want to play aren't sticking around. I know I wouldn't.

  • @IIITweedleIII said:

    I'm just tired of getting Coldwind nearly every map and noone has the offering for it. Bhvr needs a map cooldown system. No more repeating maps until every map had a cycle through... savvy?

    This. I would love a map cooldown system. I get the same maps over and over, even switching between survivor and killer. A lot of it is Coldwind, which although can be nice when playing survivor, it still gets old.


    @Pulsar said:

    Some Killers with certain add-ons should not be able to play against Solo Q.

    Agreed, though I don't foresee BHVR making that specific change. A better option would be having the game make adjustments based on what the killer is going against.

    Full SWF of decent average MMR? No change.

    Low average MMR potato group? Either the uber addons get toned down by a percentage (ex: 20%) or the survivors get general buffs for that trial. Permanent (for that trial) +3% run speed, +5% aura reading range, sounds survivors make are reduced in volume by -10% and detection range by -5%, totem/hex cleansing speed is +5% and boon creation speed is +8%, duration of scratch marks and blood pools is -12%, etc.

    There can easily be variances and boosts based on survivor MMR vs killer (or type of killer).

  • This event is HEAVILY bugged. I can barely keep up with what's going wrong from trial to trial. Getting BP for perks I don't have loaded, somehow picking up a survivor off a gen and downing them at the same time, getting multiple credit for cleansing one totem, able to continue repairing a gen past 100%, etc. It's a new adventure every match.

  • @LylakLavender said:

    Is it just me or is there way more tombstone Meyers lately? I have had 15 matches today with tombstone meyers.

    Skip it and go for a more fun trial.

  • @WorthlessBeing said:

    Force of habit, I always expect it personally. Well, at least one hex perk. That's why I run Counterforce + Detective's Hunch. I'm the totem jokey

    I usually do the same job because almost no one else will in solo queue. Even when it's obvious a hex is up, no one looks for it until it's snowballed and too late. I run Small Game a lot, and pan my camera around when moving from place to place. If I get a ping, I get rid of it.

    Also, in before the terrible Pentimento excuse.

  • @TheReaperOfSouls said:

    Evening all,

    I disconnected from a game for the first time today. I feel like a bad human.

    I played a match this morning as survivor where the killer did really well. I was the only survivor left with three gens still to be done. I searched for the hatch, found it, but the killer was stood on it. And they were perfectly placed where I couldn’t interact with it.

    That’s fine. It’s just life I guess lol. But when I moved toward a gen they edged closer. If I moved to the hatch they stood on it again. And yes maybe I could have snuck around and done the gens, but the killer had more interest in trolling me than killing me and so after standing by an exit gate for a couple of minutes to see if they closed the hatch, I just DCed. If they want the win that much, fair enough.

    My comment / question / observation is that I feel like the hatch should be wide enough that a killer can’t body block it. If they find it and close it, no issue at all. But to block it is poor form. Am I talking nonsense or is this a common-ish thing? First time I’ve ever experienced it before so I assume it’s rare.

    In your situation it's rough, since the killer could see you and immediately chase if needed.

    Otherwise, as others have said, since doing gens is possible it's not holding the game hostage. It's also why I run Sole Survivor on most of my survivors. The aura blocking and the +50% exit gate/hatch opening boost are the daily, but the +75 gen repair speed when the killer camps the hatch is just gravy.

  • @Snow_Lep said:

    I have seen enough people DC against 3+ slowdown/gen perks I would almost call it a religious practice.

    I have yet to have a DC when I am playing killer, not a single one. I don't tunnel, I don't camp, I don't even hook the same survivor until I have hooked the other 3 in 66% of matches, I don't run 3+ gen perks because I don't even run ONE. I have had no issues with survivors DCing in matches where I am a killer, nor do I play terribly as a killer either; most of my matches are 3K with hatch given to the last.

    I HAVE seen two teammates leave within the first 30 seconds of a match, not even downed. Killer was rocking 4 gen perks that match. I HAVE seen someone DC over being tunneled out. I HAVE seen countless DCs the moment Pain Res/Dead Man's are in play.

    I feel very confident none of those killers had much fun without ever playing a match, maybe they changed their build and noticed less DCs occurred. Maybe they kept it as is and continued to have DC after DC, I don't know.

    What I do know is that there is no 'in-game' punishment for a killer playing in a way that is considered "boring" or "unfun". This could lead to a 'chicken or the egg' paradox of who caused the "boring" playstyle to emerge, but I believe the answer lies in who had gen regression automated by a perk. Yes it goes back that far.

    The data is there for the Devs to work on; they can see what perks, killers, maps, addons, offerings, and all that comes in a match where people DC. There are trends that are obvious for them to notice and make changes on to fix things, it all comes down to if they care or not.

    Say whatever negatives you want to me, I simply come with observations and conclusions that you, reader, could make yourself. Look less into kill/escape rates, and look more into the root cause. Why do people give up/DC, when do they give up/DC, and what situation (map, killer, perks) were in play when they decided to give up/DC. It doesn't only apply to survivors pulling the plug.

    Although some of it is perk/addon builds, much has to do with the killer, and to a secondary extent the map. For example, Nurse. A large portion of the player population is prone to DC on first hearing the Nurse's scream when blinking. Another example is Legion. As soon as many players hear Legion's TR music, they know they're most likely going to either DC or suicide out. If the perception is that the killer is overpowered (Nurse), or the trial is going to be long/boring/unfun (Legion), survivors don't tend to want to stick around.

    With maps or map/killer combos it can be similar. Assuming the killers have even a moderate sense of how to play their character, if you're up against a Doctor in Midwich, Spirit in Shelter Woods, Nurse in The Game, or one of an array of killers in Grave of Glendale, the deck is stacked heavily against survivors. Many won't even give it a shot as it's preferred to just leave and invest the time in another trial.

    This is supremely evident in solo queue, where there is the expectation of no teamwork/care due to not being able to coordinate much of anything, and where even under good circumstances a loss (by BHVR's own data and intent) is the most likely outcome.

    It can be argued until you're blue in the face as to whether it's right or wrong, but in the end, it is what it is. Until the condition is treated, the symptoms will persist.

  • There are some survivor skins like that as well. Claudette, and I believe Bill. Still seems kinda steep, particularly with some of the skins not being all that great. Should be more tiers to the iri purchase cost.

  • @_NIGHTMARE_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3228641#Comment_3228641

    Yes, some appear to be slightly transparent from what I've seen (I haven't had the chance to play it yet but will do today.)

    I'm not sure if the Nurse's one is bugged, as that one is very clear?

    About 2/3 of it is so transparent and lightly colored that you have to be right up close to see it. Which is not where most people want to be.

    image.png

    And that's zoomed in. Should look more like the icon for it.

    image.png


    Hillbilly's hammer equipped to show size reference.

    image.png

    Bhigg MacLargehuge.

  • You should see the honeycomb hammer on the Hillbilly. It's comically huge.

    The Nurse weapon is almost invisible, and doesn't look much like the icon.

  • Getting similar. This was supposed to be fixed in the most recent patch, but seems to be happening more often now.

  • Got it in Grave of Glendale pretty easily. Had forgotten that was the tome I loaded up until I heard a strange noise on the other side of a wall from me. Ran around the wall, interacted with it, done.

    It is an interested concept for a glyph, but as the person above mentioned, I'd be concerned about being exposed while being chased by the killer.

  • @MaTtRoSiTy said:

    Nah not really, I no longer see him as often as I did which makes him far less annoying to me. I get sick of any killer I see too often and currently Wesker is that killer

    Indeed. I'll take Nemmy over Wesker any day. Nemmy is far more fun and the zombies make things interesting at times. Wesker is just a spammy, chatty, one trick irritant. When I spawn in matches and I see a supply chest I always hope for Nemmy. If it's not, I leave asap.

  • Seems split 50/50. The survivors look to be running bully builds. But then again, Blight. With alch ring to boot.

    Can't really feel bad for either side.

  • They can tone down the "aim dressing" on Huntress while they're at it.

  • Give it long enough and people will find a reason to ######### about just about anything, it seems.

  • @Bot_Salvo88 said:

    Once you break them it's not so hard to catch a survivor from my experience. On Dead Dawg I just break walls early game but later on it pays off. It's a small map after all.

    Indeed.

    I like the breakable walls on most maps. Besides being function for opening doorways, they give the same amount of points as kicking a gen or breaking a pallet. Great for farming some easy points on killer later in the game after a couple of survivors are dead and the other two are either hiding, hoping the other survivor gets found first, or trying to find each other to heal up and and settle on gen to try to smash.

    I wish more maps had about the same amount of breakable doors as Midwich or Gideon (just not as many pallets).

  • I kinda liked the way they setup the anniversary event, where you had to find and interact with the mask pillars as killer or survivor. That way both sides could be as competitive or friendly as they wanted, and it varied from trial to trial. You were also not locked into any particular play mode (survivor/killer) to get the masks on everyone available.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3224310#Comment_3224310

    So if they are on console with messages blocked... what exactly did you achieve?

    Stress relief. What a wonderful thing that is in this game.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3223587#Comment_3223587

    Yes, punish 3 survivors that definetly knew that that one survivor was going to throw in a RPD offering, very good

    Best way to teach is by example. Punish the one who did it, prevent all four from doing it again.

    Just make sure to drop a msg in after trial chat to specify why, so they know it's not a random thing.

  • AFK crows spawn if you don't move a certain number of meters or interact with something after a set time. The distance you need to move isn't very far. Once active you need to move around further for a while to get rid of them to get rid of them.

    That being said they do sometimes spawn quicker than normal, any will ignore that you've recently interacted with something. Not sure why.

  • I'm so burned out on RPD I can't stand the map anymore. When playing survivor if someone puts up an RPD offering I DC. When playing killer and someone puts up an RPD offering I play the match just so I can make the survivor's lives a living hell for as long as I possibly can, and guarantee all of them bleed out or DC long before enough gens are done to open the exits.

    Quit it with that #########.

  • Unfortunately, with several killers that item doesn't do much. Even when it's not bugging out. If you spawn in the game and within a few seconds aren't in the killer's TR already, give it a few more seconds.

  • This caused, and still causes, a lot of unrest among players. The only benefit to it is that if one particular player is lagging out, you can see which one it is. Everything else about the change is negative.

    You can no longer see your own ping in the lobby to know the server connection is bad so you can try another trial before you get dumped in one, and either have to DC and take a penalty in being able to play or AFK and soak up a loss.

    Killers can see survivors lagging, so they know which to target to get an easy first kill.

    Survivors can see if the killer is lagging, so they know they can more easily troll them and get a win.

    The only reason I can think of that BHVR deliberately did this was that the player population has gotten so low that that the game has to extend out what servers to connect you to for a trial, and doesn't want you to know. Before the change I started noticing some lobbies were giving me huge ping times by comparison. I did some checking and the game was throwing me over to AWS in Europe (I live in the US). The trial would be unplayable most times, so I had to lobby dodge or restart the game client to get connected back to my continent.

    Players in the US and Europe have been seeing players with Chinese characters for names off and on. I've had players in my trials connecting from Brazil, France, New Zealand, and other places where the ping was jacked up.

    In a game where QOL increases are badly needed, we get thrown a QOL decrease. :/

  • Killer: Basic B**ch.

    Description: Psychotic over-entitled woman wearing Uggs, yoga pants, fuzzy sweater, obnoxious shades, and sporting a Karen cut.

    Weapon (default): Wields a sharpened Gold, Platinum, or Club card.

    Power: Throws hot pumpkin spice lattes. Can hold the power button to build up a charge that increases the latte to Venti size and causes splash damage.

  • I gotta say, out of all of them Feng can rock being bald(ish).

  • Haven't had any show up on mine yet.

  • @Carmina_is_cute said:

    As killer I have games with basically the entire skill spectrum. Everyone from Megheads to streamers who have 2K hours in the game.

    One time in solo q I got matched against a prestige 93 plague. Not an indicator of skill, I know, but they clearly had more hours than the entire lobby combined. My survivor MMR cannot possibly be any higher than the baseline and that killer has to have high MMR.

    I'm starting to think that MM becomes looser depending on how long queue times are.

    It does. BHVR has provided this info on a few different occasions. The longer the queue time the further up/down the MMR spectrum away from you the game hunts for people to fill the lobby. If you reach the full five minute queue wait limit the game's pulled people from the furthest reaches it's set to go to put a lobby together with you, and the MMR ranks can be wildly off from yours.

  • @Huge_Bush said:

    Does anyone have any experience playing Dbd with an internet speed of 18mbps? I recently moved and had to leave behind my wonderful Fiber access and downgrade to cable or dsl. I tried getting cable which is advertised as 300mbps but the company has been having trouble getting a technician to come and fix my connectivity issues (been almost a month now). From my understanding, my city has a large back up of customers waiting for service.

    I’ve decided it’s better to have some internet instead of no internet so while I wait for them to come (God knows when), I won’t die of boredom. I’m just dreading the thought of gaming and streaming stuff at that low of a speed. Anyone else currently using this speed? If so how is it? I understand I may have to wait a long time for downloads, but will I lag a lot? I’ll be the only person using my connection so no one else will be hogging it.

    Please pray for me. Make sure to pray I win the lotto soon as well, that way I could build a house with access to Fiber, with Ethernet outlets in every room and a solar roof top for cheap electricity and so I could bribe Behaviour to make me a Bush cosmetic for Claudette.

    Sounds like Comcast. They've a bunch of areas limited to "300mbps" (if you hit higher than 200 you're lucky) because they have a monopoly and they're too cheap to upgrade the area. The service is so unstable and the hardware/wiring so ######### that they have to outsource much of their work to the cheapest third party techs they can find.

    I was stuck with them until gigabit fiber came in, and literally so much of the area switched that the new provider had to bring in an army of installers. There were fiber trucks on every street, every block, for weeks.

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