JPLongstreet
JPLongstreet
About
- Username
- JPLongstreet
- Joined
- Visits
- 16,977
- Last Active
Comments
-
What would be the incentive for players to play this mode over the main one? Harder challenge alone wouldn't provide enough people to matter imo.
And how would we keep the sweats out of the casual area, looking to stomp and pillage? We already have a brutal lobby shopping problem borking up their matchmaking...
-
@Ekrizdis said:
Simply question thats probably been asked before but i cant remember if theres ever been an official answer. I know that end game chat can be toxic but it seems so out of date that console cant speak to their pc or other console peers.
I just want to say gg to the funny xenomorph :(
Are any of our PC cousins gunna stick around 14 minutes while I painfully type out a single sentence with my controller? 😂🤣
-
@supersonic853 said:
Im honestly surprised 120 fps isn't available on ps5 and series x. Its available on a bunch of other games and the console can support it.
The consoles are strong enough for those framerates sure, but it's the dang coding of this game they cannot deal with well.
-
@zarr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658717#Comment_3658717
I remember them saying that the CPU is bottlenecking performance on consoles so much that graphics settings wouldn't make a difference, and their game code is definitely not well-optimized, but I honestly don't buy it. And even if it is true that the GPUs in consoles are not ever hitting 90+% load with the default graphics settings, the performance improvements I have seen with graphics quality set to Low on systems with good GPUs suggest the CPU also benefits from it, which would make sense because not all of these graphical enhancements are necessarily done exclusively on the GPU, and some are at least impacting the CPU at the pre-rendering stage. It also bears mentioning that apart from the raw framerate, there's framerate stability, and low graphics settings can improve things in that regard as well, having a more consistent framerate, less stuttering. And then there's also the fact that the game is brighter and less visually noisy on low quality.
TVs tend to have weird settings, and they are notorious for adding lots of latency and ghosting and whatnot, with their myriad of post-processing techniques. You can play on a gaming monitor instead, which will have lower latencies, higher refresh rates and more sensible settings. But yeah, for the time being, you can at least increase your brightness.
TV's brightness has been at max for gaming since I first started playing DBD back in 2019. Still can't see squat on some of the upstairs rooms on Haddonfield. 😂
I think many of our PC cousins overestimate the set-up some of us consolers are running. The old TV seen from across the room on a couch using that TV's speakers is a real thing!
You're not the first one I've seen be very skeptical about their explanations of the bottlenecking issues. All I know is my Xbox1x had an awful time digesting their code, and my Series X has been getting more and more serious acid reflux as time passes. Just imagine what our precious Switch cousins deal with!
-
@zarr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658611#Comment_3658611
I know you've solved the problem by now, but just to note: Windowed fullscreen renders the game at whatever resolution your monitor is set to (usually its native resolution), and the only way to change this is with the resolution slider, somewhat misleadingly called "screen resolution" in the settings. What a setting below 100% does is render the game at a lower resolution (a percentage of your display resolution) and then scale it back up to your display resolution. I think it should always be set to 100%, if you are struggling with performance you should rather decrease your display resolution. In windowed fullscreen this means having to reduce your monitor's resolution, while in true fullscreen this is obviously being done automatically when you select a lower resolution in the settings.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658620#Comment_3658620
Unfortunately none of this really applies to you. BHVR for some reason doesn't even give console players the in-game option to reduce the graphics quality or resolution scaling, even though they would improve performance tremendously. What I would definitely do if I were to play on console is enable FSR at 100% sharpness, as this can help with the performance a bit and the sharpness makes things slightly more crisp, emulating to an extent what people do with NVIDIA or ReShade filters on PC. You can also turn up the brightness and contrast on your TV to make things more discernible in the game. But I think that's about all you can do. Cleaning and upgrading your console is the only real thing that can otherwise help, I suppose.
The devs said a couple of years back that changing the graphics settings would not improve game performance on any of the consoles (I think we're locked at "Good").
This they said is due to the resource bottlenecking problem with the games coding that prevents them from getting their game to run even at a stable 60fps on any of the older consoles, despite them being strong enough to do so. Our PC cousins see a little of this when they notice DBD is an unusually voracious eater of resources, far more than similarly-sized games that are far more demanding graphically etc.
As far as what I can do with my TV, every time I mess around with the contrast everything looks like nuclear winter! 🤣
-
@zarr said:
General recommendation: In the in-game graphics options, choose fullscreen mode (as opposed to windowed fullscreen), disable anti-aliasing and V-Sync. Ideally run the game at your monitor's native resolution. Go for a smaller resolution if you are struggling to get high enough a framerate on that native res. Anything at 60fps and above is playable, 120 obviously being the best, just keep in mind that framerate stability is almost equally as important as raw framerate. If you can't consistently maintain 120fps, I'd recommend either reducing resolution and graphics quality until you can, or capping the framerate at 90 or 60. FSR can theoretically also improve performance, but there's concerns about it potentially inducing latency due to the time taken to run its rescaling algorithm. If you aren't having framerate issues, it's probably best to keep this disabled.
Running DbD with high process priority: Open regedit.exe as admin, navigate to HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Image File Execution Options. Right-click Image File Execution Options -> create a new key, called DeadByDaylight-Win64-Shipping.exe. Right-click this DbD key -> create a key called PerfOptions. Right-click this new key -> create DWORD value called CpuPriorityClass. Set the value of this to 3.
Running DbD on DirectX 12: In your Steam library, go to DbD's properties and add -DX12 to its launch options. Mileage may vary, but modern systems should benefit from this, if not in terms of raw framerates at least in terms of frametimes. By the way: If you use ReShade, you will have to run the game in DX12 in order to prevent crashes in fullscreen mode.
Selectively adjusting graphics elements: In your GameUserSettings.ini (AppData\Local\DeadByDaylight\Saved\Config\WindowsClient), you can adjust advanced graphics options individually.
sg.ViewDistanceQuality=4 sg.AntiAliasingQuality=0 sg.ShadowQuality=4 sg.PostProcessQuality=0 sg.TextureQuality=0 sg.EffectsQuality=0 sg.FoliageQuality=0 sg.ShadingQuality=0 sg.AnimationQuality=0
0 = Low, 1 = Medium, 2 = High, 3 = Ultra, 4 = Cinematic. In my case, I am using Low on everything but shadow and view distance quality, which are on the highest setting. I don't think changing view distance quality actually does anything though.
Disabling framerate and mouse smoothing: These are legacy Unreal Engine options that BHVR has left enabled by default and that nobody needs. I'm not actually sure whether framerate smoothing does anything anymore, but mouse smoothing is confirmed to still have negative effects, particularly on fast mouse movements. To disable framerate smoothing, add the following variable to your Engine.ini (same folder the GameUserSettings.ini is located in):
[/Script/Engine.Engine] bSmoothFrameRate=False
To disable mouse smoothing, add this variable to the Input.ini (again, same folder):
[/Script/Engine.InputSettings] bEnableMouseSmoothing=False
NVIDIA settings: Some interesting settings include power management mode (prefer maximum performance), max framerate (if you want to cap the framerate at a value that DbD does not itself offer, such as 75 or 100fps), low latency mode (limits the ability of the CPU to pre-render frames, ultra meaning it will try never to pre-render; impacts framerate but reduces latency, so use this if you can still maintain your desired framerate when doing so). Make sure you apply these for deadbydaylight-win64-shipping.exe.
Core parking: Open the windows resource monitor, switch to the CPU tab and keep an eye on the utilization graphs on the right. If any of the cores say "parked" at any point, use a utility (like "ParkControl") to disable core parking. You might also want to disable CPU power saving mechanisms in your BIOS, such as SpeedStep, C1E or Cool 'n' Quiet. Although using Windows' high performance power plan should already suspend these techniques.
Windows graphics settings: You can try whether hardware-accelerated GPU scheduling benefits you, as well as set a "high performance" graphics performance preference for DbD. Again, make sure to select the win64-shipping.exe for this.
Feel free to ask or add anything!
As a consoler all of this sounds like a different language. Any of it apply to my Xbox and old ass TV? 🤔
-
@Sngfun said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658588#Comment_3658588
From the survivor side, player tend to be way more selfish, often bringing self care every match. From the killer side, doesn't really change much, outside of being able to take advantage of self care by bringing perks that counter it (nurse's calling, sloppy, etc)
That's part of it, but SWF and comms is much less common in some regions compared to say in the US, South America, and Europe. So the surv mentality tends to be more self-reliant than teamwork oriented, hence a perk like Self Care being wayyyyyyy more prevalent. Selfish gameplay isn't quite the right wording, more like a different pov.
They'd also double down on something like Windows of Opportunity, because they'd be even less likely to know what resources like pallets have been used. That's why the usage of that perk is universally high across all regions.
-
@nikodemo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3657986#Comment_3657986
Kindred you can still see things after the Bubble. it's more for camping Killers.
Bitter Murmur you have a point. it should probably have the duration of aura reading increased.
Extending Bitter Murmer a little for this reason makes sense.
I understand the reasoning behind the disruptive Bubble, it's meant to draw all players attention to objectives being completed by either role. But tweaking side effects to other perks and such is worth doing imo.
-
I've been doing some YT rabbit hole dives back into Puppers, one of the best & gentlest DBD players ever. Miss him terribly.
He did often pair up with Monto and sometimes Noob3 among others. I highly recommend this journey very good for the DBD soul!
-
@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658281#Comment_3658281
I guessing they just divided 100% by 6. PS, Steam, Xbox, Epic, Switch and mobile.
Could be, but it's still a guess. There's Windows store players as well.
Mobile numbers are never included in our soup, as they cannot CrossPlay with us, and is an entirely differently coded game by another dev anyway.
-
@GentlemanFridge said:
The PTB’s playerbase is far too small to support proper MMR. So it just throws you in wherever.
Wouldn't this be another good argument for more platforms participating in the PTBs?
Not fun to have to wait two more months to see how poopy or not a new killer is with a controller.
-
@TheArbiter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658281#Comment_3658281
I'd like to know this as well, do we have stats on player counts per platform?
Nope, and never will. The various UEA's with the consoles prohibit it, and most of the default privacy settings opt out of it.
-
@jamally093 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3657924#Comment_3657924
Weird I mean I guess it kinda makes sense since your basically using 16.66% of the community(people who play on steam) as in the play testers.
How do you know Steam makes up almost 17% of the overall playerbase?
-
Oh yes. Roll with several fine survs from England, a few up in Canada, and one very skilled player from Australia, although I'm in the US. A couple are on different platforms from me so there's no comms, but we make it work.
-
@GeneralV said:
Weaving Spiders is my new favorite killer perk.
Just might be better than uncoordinated flashys.
-
@Moz said:
Now the question I have is do both addons stack?
They should I would think.
-
I dunno..
Annoying Blights is fun and all, but annoying Billy feels so wrong. Quite torn here......
-
@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3657474#Comment_3657474
Yeah my first game was difficult because it was erie with everyone doing that lol.
Bummer that's still a thing
-
@supersonic853 said:
I will make them fear the dark.
https://us.v-cdn.net/6030815/uploads/UII4X5B17931/18dd1cab9f121-screenshoturl.jpg
Great skin. I verse this killer so infrequently. Does the game still force Dredge into the locked locker when there's a side by side locker set-up?
-
@GeneralV said:
Yes, I think they should stay.
The maps themselves are the problem, not the offerings. No survivor wants to play on Coldwind Deadzone, and no killer wants to see Pallet Town 2.0 (The Game).
There was one patch quite some time ago that attempted to fix the more problematic maps in the game without making them miserable for either side. Those were the original map adjustments, before the big reworks, and if we still had those specific layouts in the game no one would really have a problem with map offerings.
This is correct. It's not the offerings that are problematic, the issue is the maps they need the work. Map offerings should just be for simple preference, and not to gain any advantage.
Removing the offerings would only be a bandaid fix for the real problem.
-
@IlliterateGenocide said:
probs waiting to use it for some future chapter tease
An excellent idea. If not that, any of the new killer trailers over the years could be played.
-
Without at least one of the survs throwing for some reason, unlikely with everyone that skilled to live in the mythical high MMR area. But we're talking about only a couple of thousand players out of more than a million I think.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3656355#Comment_3656355
My current conspiracy theory is BHVR purposely keeps this broken mechanic in the game, to give survivors “exciting moments” where they honestly think they’ve outplayed the killer, when in reality the game stole the hit from the killer.
It is likely tied into the 2% or so success rate of my random butt wiggle maneuver I do as a last resort as a surv! 😁
-
@Akumakaji said:
On topic though: yeah, an unconditional 5th slot were busted, but I sometimes muse if we could give peeps (not just killers) a conditioned extra slot for some sort of weak sauce support perk, like the perks that no one got ever room for in their builds, but that are still somehow nice to have, just totally off meta.
This support perks could also rotate weekly, thus giving another avenue to keep the game a bit fresh. Imagine occasionally having bloodhound or Reactive healing as an extra, just for fun and spice
I like this idea, as a weekly thing. All killers get Territorial Imperative or sumsuch perk at base, one of the almost never run perks. I bet more than a few killers will discover they suddenly mix up their standard builds sometimes because they occasionally get unexpected value outta them.
-
@TheArbiter said:
The worst is when you try to hit the unhooker, but instead hit the hooked person
Oh my how that feels soooooo bad! In particular once the gates are open.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3656104#Comment_3656104
BHVR specifically said something like they “don’t claim it can’t ever steal hits”, which is a purposely vaguely worded statement, that I’m sure has confused many people.
Killers are forbidden to lunge if they are too close to a survivor. It doesn't matter if a killer is holding a direction and the M1 button at the same time, because the game will force a short M1 tap attack if the killer tries to attack while right next to a survivor.
The game validates lunges more than once. The first set of validations, is to check if the killer is allowed to lunge, or if a killer lunge needs to immediately turn into a forced short M1 attack.
There is a COMPELTELY SEPARATE hit validation for whether or not the M1 attack hits the survivor, and that is what causes the stolen hits. The game can forbid the killer from lunging, or forcibly end a lunge early, but then tell the killer the attack missed because the survivor was too far away to hit.
The game should only validate M1 attacks once. This means that if the game forbids a killer to lunge, or forcibly ends their lunge early, then the game should automatically give the killer the hit. There shouldn't be this multiple validation garbage, especially if the proximity validations are done on the killer side (instead of the server side), which means that latency would make it extra worse.
You're prolly asking a lot from the janky coding of this game, especially using the older consoles and the Switch in particular. 🤪
Frame rate issues along with latency gobbles up many a hit!.
-
I think you're referring to Aim Dressing, which in theory is there to clean up the visual on killer hits that look like misses and/or of impossible range but connect, again visually not the actual hit boxes.
In practice the combination of latency, lag, game performance, and the varying character model sizes all make this feature look and feel iffy. And when it gets confused, usually leads to killers missing when they're sure they should connect. That happens far too often in tight spots, and I've smacked so many trees & rocks & walls & blessed thin air because of it.
They claim it doesn't cost anyone actual registered hits, and that there's no Aim Assist in the game. You should be the judge on all that imo.
-
@OmegaScorpio85 said:
The game is great and usually fun(won't get into it about toxic killers/survivors). There are a couple things though that should be altered.
1- camping mechanic being disabled when gates are powered/open: have had many matches where the killer didn't camp all match until the gates got powered or open
2- the auto kill feature when there's no one to unhook you: you could go the entire match without being hooked until everyone else is either dead or has escaped and it gives absolutely no chance of unhooking yourself if you get hooked after that.
3-A self unhooking feature during struggle phase would be nice. It could even be an extra difficult skill check required to try and could even be optional(requires a power button or something to activate it)
I'm sure there are other features that I'm just not aware of/thinking of right now that would make the game even better. Feel free to mention any possibles. Just don't comment any hate to anyone please.
To your first point, once the gates are powered, the killer no longer has to patrol gens not seek out survs doing them. All that is left is to secure that hook kill, so I completely understand camping at that time.
If there's survs left alive then I would expect rescue attempts to be tried, but in endgame it shouldn't just be a free escape without coordination. There's still basekit bt and that's enough.
-
@Nun_So_Vile said:
https://us.v-cdn.net/6030815/uploads/K1CFHQLYK33C/emergency-meeting-jpg.jpg
@radiantHero23 @AbsolutGrndZer0 @UndeddJester @JPLongstreet @Majin151 @Vanishlord @Blueberry
Pardon the urgency my fine fellow pigs, but I think we can all agree when I say the recent proposed changes to her RBTS is how you say...bullshit. Some might say even too heavy-handed in response to the problem it intends to solve.
Not to undercut the importance of the actual buffs she's receiving, but the changes to RBT go too far against her whole shtick and we can see right through it all no matter how they might try and confuse and muddle the issue. Any of you with access to the PTB that plan on playing, please report on your experiences with these changes and their impact overall for those us without PTB access. Thank you for your time.
Sadly I cannot participate in any PTBs so I'll have to wait to see what these changes might actually do.
The longer trap time won't make a difference to those Pig players who intend to follow around one surv for a pop, as they already are throwing the trial to do this.
Loss of seeing the Jigsaw boxes is both good and bad imo. Those Pig players who want to target survs trying to get their traps off (because survs really love this) and those who just wish to track & intercept survs doing so will not like this change at all.
The number tweaks to the crouch time and dash cool downs etc. will feel good, and the relevant add-ons can double down on them too if those aren't adjusted as well. It will depend on the playstyle of the Pig whether these buffs are worth the changes to the traps & boxes.
-
@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653847#Comment_3653847
Yeah, backfilling is a problem, but the 1000lb gorilla in the room is that if you tighten MMR to the point where it is really strict/effective in its matchmaking, the queue times get unbearably long, and only people with insane levels of patience will play. So it can't be super strict. Not to mention that MMR criteria are almost impossible to quantify, especially for survivors.
We got a little taste of it in MMR testing a couple year back, and it wasn't great. It's one of those "be careful what you ask for" things.
Backfilling just adds even more chaos to the mix.
That's why it'll never really get fixed, and there is no "TOP MMR", either.
I remember a few months back many vocal "high MMR" players not enjoying the stricter matchmaking when they tested it out some.
Their chief complaint wasn't queue times, but the feeling of constantly getting sweats vs. sweats. Which is kinda funny to me as I thought the point of any MMR was to confine the sweats together and keep em away from newbies etc. But they hated it.
-
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653593#Comment_3653593
While I have also noticed a fair amount of mismatches, I don't think it's fair to state unequivocally that it's because "the system is inherently flawed" and not because they're, y'know, mismatches.
The up/down is the same as it is for basically any game that uses an MMR system, that's just how MMR works. The problem seems to be, based on what BHVR have said in the past, lobby dodging/backfill and loosening of the parameters for quick queue times.
Not to say nothing could improve with the sorting, but a win/loss system is pretty normal.
Yeah also I strongly believe most of the horrible mismatches are due to the backfilling caused by lobby shopping.
How can we poop on their MMR system when it isn't even being given a chance to work properly. 🤔
-
@Skillfulstone said:
I firmly believe that the timer was extended purely to make Pig players following trapped unhooked Survivors in stealth to guarantee a head pop less viable as it is a very common complaint.
The extra 30 seconds won't deter a player from still doing that. It always was likely to cost the Pig that trial anyway following the surv around, so not much there will change.
-
@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650182#Comment_3650182
I maintain my MMR by being cute. Gotta get those boops in.
The boops are greatly appreciated! 🐷🐽
-
@M1_gamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652085#Comment_3652085
Freddy mains together strong.
What's truly frightening is there's likely more Twins mains out there that Freddy's.
-
@ScioNex said:
not trying to flex but im over 8500h in dbd, mainly play billy, and with full honesty and experience i personally believe that he is now easily S tier and very easy to use at all ranks.
Even with a controller?
-
@Ghouled_Mojo said:
Yeah it feels punishing sometimes. If there’s a central gen that survivors start on early and killer pathing takes you through there a lot, especially if you’re using brutal or something, it can happen more than you’d expect. Perks like nowhere to hide and eruption add extra incentive to kick just add to the issue. Surge can really push that limit quickly on maps like the game or midwich.
it could have been handled a bit better because punishing a killer with certain perks or perk combos seems like a poor decision.
never mind having something cool happen like having the entity move gens or something. Just punish the killer by blocking a gen.
The models for the gens do have wheels on most of them, so moving gens around isn't too crazy of an idea really, and is something I've never thought about before.
-
As others have pointed out, the real strength of SWF is consistent survs, most likely all competent, getting rid of a lot of the randomness of running solo.
You know you have teammates, not mere allies, and are also not likely to be left behind without serious efforts being made. If on comms you also know loadouts, achievements/challenges/dailies being attempted, and over time tendencies and strengths & weaknesses.
There's simply no way for solos to ever get most of this, not without forcing comms. Showing loadouts in the lobby, or even during the trial, is the last step imo the devs could make to lessen that gap. Anything else would be too detrimental to everyone.
-
@BlightedTrapper said:
BHVR asked people in a recent survey if they'd be interested in cross-progression, with the catch being that DLCs bought through the platform store (eShop, PS Store, etc.) wouldn't transfer. I hope the reception was positive and we'll be getting that feature soon.
Yes that survey question was the first update to this much asked-for feature in years, hopefully a good sign. I think most players would focus on keeping their progress, levels, add-ons, perks, etc. more than certain cosmetics and DLC's.
-
@Huge_Bush said:
I never thought he was bad, just boring, bland and unimaginative. Stale if you will. Being a dream demon, you’d think he’d have some cool powers but he doesn’t.
Freddy definitely needs something.
Maybe his dream puddles sprout mini claws that Hinder and well as slow. Or how about environmental effects that trigger to disrupt survs, kinda like Hag snapping the camera around. Or his dream state is made to be like that event a couple of months back, takes you to an alternate map that is designed how Badham shoulda been.
There's so much that could be drawn from his films. Although he already does have the go-go-gadget stretch arms effect thanks to Aim Dressing...
-
@GeneralV said:
Well, I don't think he is the worst killer in the game, but his kill rate was a bit of a surprise.
I think it is mostly because of how rare he is, the dedication of his mains, and his mobility giving him an advantage that some other killers do not have. That last one being the reason I say Dream Projection is the only aspect of his reworked power that is worth salvaging.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651922#Comment_3651922
Thank you, my friend! It is a pleasure to help carry this killer.
Though I cannot possibly take all the credit. There are other seven Freddy players in the Forums and they are all amazing <3
Freddy is fine, stats say he's over performing.
However @GeneralV is too OP please nurf. 🤪
-
@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647384#Comment_3647384
Nurse being hard to play is the biggest lie in the DbD community. I’m on console and absolutely steamroll lobbies with her. It takes like 10 games to get blink timing down and then you just need a general knowledge of how to play her (blink to corners then adjust) and bam, you 4k 95% of lobbies.
Mad respect for any Console Nurse who's put in the time and effort to mastered her. Playing killer on a controller is not for the faint of heart, nor for the easily discouraged. I do well with my beloved Piggy but it took a while to get there
Where's the tier list for those not on PC? 🤪 Best killer on a Switch for instance?
-
Last I heard the tippy topiest of the topest was only like 3-4% of the overall playerbase. Not a big portion of the whole at all.
-
@Starrseed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650326#Comment_3650326
but remeber then you need to buff killer for that. it is part of a killers toolkit to see the survivor and react to there items thats the reason why most killer hate that awefull last second swap
I also would like to test out no lobbies and see the effect on matchmaking quality, but I see the issue you bring up.
Perhaps what is needed is a visible lobby and the ability to change loadouts, but not the character. Killers already are locked in, so survs should be too. It amazes me that last second swapping bs survs can do is still in the game.
As others have pointed out, the lobby shopping needs to go. The atrocious backfilling problem is likely the biggest cause of the ridiculously one-sided matches out there. That alone outweighs anyone's need to flex their prestiges or whatever.
They say they're still looking at hiding prestige options, so that has to wait for now.
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650283#Comment_3650283
Console players always get the worst of it, but sometimes not even PC players are safe.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650306#Comment_3650306
Yeah, that period of transition between the Old DBD and the modern DBD was not a good time to play this game, but it does have some interesting little trivia.
Blight, for instance, could be played on the Old Autohaven maps.
Oh I know my friend. The iffy optimization comes for us all, regardless of platform. Imo our precious Switch cousins have it the absolute worst!
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649964#Comment_3649964
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650268#Comment_3650268
Not to mention Binding of Kin and its patch (4.4.0) completely broke the game. Definitely one of the worst patches in the game's history.
I remember when Blight came out. That patch caused all Xbox1x machines (just those models mind you, not the other Xbox1's) to insta-overheat and shut down when you started up DBD. Wasn't fixed until the following hotfix, like a week later.
It's in the tech issues section. Good reads in there, the players were real understanding...
-
@Snowbawlzzz said:
- the swamp maps are really just giant dead zones
- wrecker's yard is so tiny you can quickly make it a dead zone
- every pallet on hawkins is garbage
I'd agree with that last part about Hawkins. It's first iterations years back had like three unfair for the killer, the rest garbage. Nowadays yup they're all poop. All of them.
-
@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648487#Comment_3648487
That doesn't count
How so? No one DC'd and there definitely were four sacrifices. Quite fast match I assure you.
-
@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648325#Comment_3648325
That does seem somewhat unfair. They should buff Nurse.
Nooooooo please if they do that they'll bork it up and nurf my poor Piggly Wiggly!
-
@Pulsar said:
Survivors are not faster than any Killer except for a walking Nurse.
Hmmmmm how slow exactly is Burger King Baconator Myers these days??
-
Back in 2022 I was playing solo and ran into one of those transporting insta-hooking Myers, putting us all immediately into third stage. So the trial was over in something like one and a half minutes I think?