Kill_Yr_Idol83
Kill_Yr_Idol83
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- Kill_Yr_Idol83
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Comments
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It pains me too see so many players settling for the bare minimum and/or brown nosing the devs. It's barely fixed with only slight improvement and after 2 months of the game being broken and 5 years of the game being released, it's inexcusable. Period.
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Because of gen tapping and SWFs, I run Pop with Oppression on almost all my killers. Two gen slowdown perks is necessary these days in the game but Overcharge is basically useless outside of lower rank games.
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@GrimoireWeiss said:
I play on a PS4 Slim and the game DEFINITELY has improved. There's still a lot to be done, but it's impossible to deny it did fix a lot of the frame rate issues.
Do you play both sides though? As killer it has hardly improved. There's framerate drops in every chase. As survivor the framerate drops are not as bad but when too many players are close by you, it's as if they didn't fix anything at all. Also there's freezes on opening chests and cleansing totems when someone is nearby and stuttering when unhooking.
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@LiunUK said:
https://forum.deadbydaylight.com/en/discussion/comment/2387107#Comment_2387107
do you clean your ps4 regularly?
Dude, it's not my PS4. I play games on it that are far more involved than DbD and have no issues whatsoever.
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He should've had a speed buff to at least 112%. Period. Everything else released today for him was pointless.
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@LiunUK said:
I'm on day one release ps4 and I'm having no issues besides a bit of lag but that's the internet not the game.
Interesting especially since I've talked to at least 8 or 9 people since I've made this post that have all experienced the same thing as myself.
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Played Trickster and had a ton a framerate drops and stutters. Played as survivor and when players are nearby especially the killer, it was terrible.
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I've been playing for a couple hours and it's not that much better. The RPD map still causes framerate drops, Dead Hard causes them too. There's also still framereate drops playing as killer. Survivor is a tad bit better but the drops are still happening as well as freezes when doing actions like opening a chest or cleansing a totem when players are nearby. Basically, it's still in a bad state.
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I love how you typed the lettering of your headline. It's the equivalent of the way TrU3Ta1ent used that silly voice he made. Be careful the Devs don't kick you out for mocking the disabled *cue eyeroll*
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@Mandy said:
I just tested this as Huntress, and had no issues...could definitely get through the bus as normal
As a mod, can you explain why no one is addressing the fact that the Unbroken emblem scoring is in fact broken and yet we're being told it's a visual bug in the hotfix notes for 4.5.2.? It's causing players to ONLY score if you escape the match and making it so a safety pip, is actually a depip. It's one of the communities biggest gripes right now next to the desync issues and yet no one has addressed it properly.
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@bm33 said:
I dropped 2 pips after a match where myself and the rest of my team escaped, it's definitely more than just a visual bug.
https://us.v-cdn.net/6030815/uploads/KZ431VGGPC2I/20210210-190444-jpg.jpg
It's why so many players refuse to play the game right now. I went from Rank 3 to Rank 10 cause of the bug and just stopped playing after rank reset. It's pointless playing right now with this and the desync issue (I won't even play killer either cause it's so unfair to survivors). Also, sure, people can try and make the arguement that Rank doesn't matter but at the very least, the scoring system should.
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1) Survivor sided for sure based on SWF alone.
2) Rank 5 Survivor, Rank 9 Killer since rank reset today (am normally a red rank survivor and purple rank killer).
3) Been playing just under 4 years and have 6000+ hours into it.
4) Yes, all my survivors and killers have all the perks I want and use, as well as having them all unlocked.
5) I play both sides (70% Killer, 30% Survivor).
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Rank reset should be cancelled this month until the bug in the emblem system is fixed.
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They really should cancel rank reset this month until this bug is fixed.
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@Avarice10 said:
Tbh I think breakable walls are a good idea, if there's a God loop that's too strong, the devs could add a breakable wall to the loop, allowing the God loop to be a one trick pony until the wall is broken, then it becomes a regular loop. That's how breakable walls should be used.
Where breakable walls get out of hand is where they add them to seal off sections of the map which forces killers to break them or to otherwise ignore them. They shouldn't be placed to seal of sections of the map where the killer has to break it, that's just a waste of time.
The only place I want to see breakable walls is by windows and strong loops, where by allowing the Devs to fix problem locations without removing them from the game entirely. So in conclusion either add pallets or breakable walls to open up a god loops. but don't add them in the map to block parts of the map, that's silly. For example, Dead Dog Salon has a window whiere there are 3 possible walls to break, why 3? One door should always be open, one door should be completely sealed, and the other door should be breakable, which door is which should be RNG.
Agreed.
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@risingredkite said:
I don't think it makes much sense to have breakable walls on some maps and not on others. It's a new gameplay element they put into the game and only putting it in some maps would be like having a map without any vaults or a map without any pallets.
And I believe breakable walls can create an interesting gameplay dynamic. Some of the breakable walls on Glendale are well designed in my opinion. Like the double breakable walls with the vault in the middle. It's a... I'd say medium strong vault which power can be decreased by breaking one, or even deminished by breaking both walls. Or the breakable wall by shack which can make Killer's hitting Survivors at shack easier, if they do decide to take their time to break it.
This is what makes breakable walls an interesting gameplay element. The Killer has the DECISION to spend time breaking them and making loops easier for the future. But the Killer can also not break them and deal with slightly harder loops, but saving time in the match. That's what I liked about breakable walls when they first introduced them.
But the problem is... Glendale was MADE with breakable walls in mind. The other, now reworked maps, weren't. And we can see the worst types of breakable walls in the game right now. The breakable walls on The Game map are atrocious. They don't create interesting gameplay decisions or anything. All they do is create dead ends that either the Survivors will run into, or the Killer is forced to break to get to a generator in time. Because if you don't, you're gonna have to deal with walking around entire rooms to get to a generator, exit gate, Survivor or even a hook while carrying one. Which is the worst thing. You can't even reach hooks in time if you don't break them.
Contrary to most people, I do believe breakable walls have their place in Dbd. And I do believe they can be a fun gameplay element. IF THEY'RE DONE RIGHT. And in most maps they aren't. So I hope that we're gonna see some changes to the placement of breakable walls in the future. Maybe even see newer, reworked maps get some adjustments to their placing, and an improved placement with future maps. I seriously believe the walls can be fun, if the devs put more effort into their placement.
Well put. I totally agree with your assessment.
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@luzibrat said:
does anyone else feel like survivor is unplayable rn? idk with the new movement, hud and hitboxes being off it just seems hard and unenjoyable to play.
plus the unbroken emblem is broken for console (not sure if it's the same for pc), making it impossible to get pips anymore, regardless of points / how long you're alive in the match.
i've gone from keeping at a steady rank 4 for at least a month, occasionally dropping back to 5, to rank 9 in the space of three days since the new update came out.
does anyone else feel the same?
I've depipped from Rank 3 to Rank 7 since the update and the emblem bug, as a solo survivor. I quit playing today cause it's just not fun right now with all these bugs. If they cancel rank reset like the should, knowing the emblem system is bugged, I'll come back but until then, I'm out. I've been playing this game everyday for 4 years and it feels bad having to put it down.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1938799#Comment_1938799
Even though a rank reset affects absolutely nothing, and rank shouldn’t be something you’re emotionally attached to?!
Emotionally attached to ranks?! Hahaha wow. Way to expose why you're really on this thread. I'm not looking to be baited in an arguement with juvenile remarks such as that. Also, like I said earlier, as much as anyone would love to think rank doesn't matter, it does. More specifically for players that play on a regular basis.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/1938774#Comment_1938774
Haven't had that issue. Even last week when ranks were more colorful.
Consider yourself lucky then because I too experience that all that time. I didn't play killer for 2 months and when I came back, I was deranked to 17. Match after match it was just potato survivors suicide hooking. As much as people want to say rank doesn't matter, it does.
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@TheClownIsKing said:
Why does it matter?
Ranks have been a mess for a while now, so they don’t accurately represent much of anything at all.
Plus, as others have stated, soon everyone gets reset to rank 20 every month.
It matters for all the reasons I've answered throughout the thread. And regardless if you think ranks are mess, it's still a bad move to go through with rank reset when there's a known bug in the emblem system. Period.
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@darktrix said:
Lost 11 pips in red since update...yay, fun since Unbroken doesn't register any points half the time.
Let's all meet in green ranks.
Don't need to cancel rank reset, too late for that we're already getting it every day.
Hahaha right?! I'm sorry dude. This bug (along with all the other issues this week) sure does suck. I'm done playing survivor until I know if they're going through with rank reset. If they are, I'm done playing period until they fix the emblem bug and UI. I still would like playing killer, given the lunar event but I'm moving on to playing Little Nightmares 2 and returning to MK 11 until the devs start fixing what they broke.
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@FrenziedRoach said:
I'm surprised people even play for emblems anymore. I just ignore it and look to kill as many as possible. If that doesn't happen, I content myself with getting as many points as I can.
Worrying about ranking causes more frustration than it's worth.
See as killer, I could care less what my rank is but as survivor, I really dislike getting matched with potatoes and therefore I try my best to stay in the ranks where people tend to play within the same amount of skill. It does suck getting bent out of shape over rank, that I can agree with you on and that's why I think they should cancel it this month because given the de-pipping bug, they're just asking for way more complaints than they're already dealing with, with the negative feedback of the new update. Plus the unfair factor of going through with it while knowing a bug exists within said system is just a bad business move in general.
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@53nation said:
https://forum.deadbydaylight.com/en/discussion/comment/1938537#Comment_1938537
I agree with this. I've always felt being between purple and green ranks is the sweet spot for dbd. Once I get to rank 7 or so, the time it takes to find a match seems to multiply significantly. But this is more of a casual mindset, which is my preference.
I understand how being deranked to 13 would drive some people nuts. But for me, I prefer quick queues and the challenge of crawling back in solo q.
Like I said, to each their own. I still think going through with the rank rest when the devs know there's a bug in the emblem system, would be yet another bad move on their part given whats occured over the last couple days.
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@JinSime said:
I don't really care, because I always do my best to stay away from the red ranks sweaty mess. So a rank downgrade for me is always welcome (so I stay between green and purple). I wouldn't mind. But on the other hand, I want them to fix it asap so the sweaty ones don't get deranked.
Everyone has their own preference. I for one would much rather play more competitive, sweatier games in red ranks where given my skill, I belong than play with tunneling, NOED killers in the green ranks, matched with potato survivors.
It still just comes down to the fact that given the emblem bug and the devs knowing it exists, going through with rank reset anyways would be yet another bad decision to make given everything that's occured with the negative response to the new update.
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@Mr_K said:
Why do you care about ranking up? At rank 7 you will be placed at rank 9 after reset. It will make doing the challenges easier for you.
I care because as a solo survivor in the red ranks, I prefer the sweatier games with skilled players. I understand that at Rank 7, I'll get deranked to 9 on rank reset but with the current emblem bug, if I play anymore games as is with the way players are so challenge focus due to the new Tome, I'll continuously depip well past rank 9 before the 13th and I refuse to get deranked all the back in yellow ranks. Going through with rank reset this month would be an incredibly bad move with the emblem bug present.
Also, I'm already done the challenges so that bares no importance to my post.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/225276/please-stop-with-the-breakable-walls
Breakable walls aren't god loops. They are a one time obstacle you break once and you're done.
Also they put the power and decision of choice in the killer's hands. You can break it whenever you please, unlike palettes which are controlled by survivors. You should be happy that the design is making use of walls instead of palettes. You can break the wall before chase even begins.
Of all the things to complain about you have to complain about breakable walls. There are some rooms that become deathtraps because of breakable walls, like that one room in Midwich. All the power is with you. You can deny the loop altogether by breaking the wall at the start of the match.
Actually a lot of the breakable walls once broken, do create infinite loops especially on the MacMillian maps but thanks for responding with attitude instead of trying to have a constructive debate. From the sounds of it you're a survivor main from your "god forbid survivors have things on the map to survive" comment. SWF is literally god tier and can destroy the best killers in the game. Having breakable walls to further slow down a killer against a well organized team can easily make a killer lose the match. Ask some of the best killers in the game like Tru3, Otz or even SpookyLoopz who have all made similar remarks. The Game and Midwich are the only maps where breakable walls have some sort of benefit and even still, they can bite you in the ass.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1930257#Comment_1930257
I get that, I hate them too. I was just suggesting this as a fix until they realise they are just hated by killers.
I'm going to eat my words on my previous response. Though I still despise breakable walls (save for Midwich) I just played a match as killer in the new Game map and even though they're still a pain in the ass, they're actually more killer side than expected.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/1934198#Comment_1934198
I picked different genres indeed. to show how different genres basically use the same style of hud anyway. you put stuff on different corners... it's normal.
also, what genre is DBD? fps? 3rd person survival? 3rd person action? I can get several more 2specific HUDs if you want...
one of the examples is dead space, another horror game. that also spreads the info around instead of just putting it in the corner, and I gave a reason for why it's better than just putting it in the corner.
btw... why is the bottom left corner objectively better than top left?
The bottom left is ideal for DbD because all action takes place center to bottom of the screen. All movement as a survivor is taking place near the bottom of the screen, all movement as killer is taking place near the bottom of the screen. Therefore, putting the most valuable information to the top left of the screen, outside of where player's main focus is, is distracting and not ideal. Especially when things like the health/mending bar is so miniscule. Most all of the examples you posted of different games' UI/HUD all have action taking place from both the top and bottom of the screen. DbD's action is more fixated towards the center to bottom. Also, for console players who's flat screens range upwards to 70", the top left is way out of one's line of sight/peripheral.
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Like: The Wraith buff
Dislike: The UI
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Dark Devotion and Surveillance
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@REL1_C said:
https://forum.deadbydaylight.com/en/discussion/225837/dontrevertdbdmovement
Just like I said, after 4 years they're trying something new. The UI is a buff to solos, I doubt they'll revert it. An option to change it back to normal would be good I guess.
The new UI may have intended to be a buff to solo but they failed with it. The health bar for when a survivor is on a hook is barely visible. Knowing when a survivor is getting close to 2nd stage is damn near impossible now. Same goes for when a survivor has a mending action. It's bs.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/225276/please-stop-with-the-breakable-walls
Yeah, it's a pain. I agree. But, you can use them to your advantage sometimes. Survivors often assume that a loop hasn't had the walls broken before they see It, so Early game when I start patrolling I look for these walls. If you do this, run corrupt to save you time.
I get you can use them to your advantage (ie. trapping survivors by only breaking one of the walls in the bathroom ramp of Midwich) but it's hardly a strategy when you take in consideration gen speeds, chase time, meta perk builds and SWFs. I shouldn't have to use a perk slot for Corrupt to counter all them damn walls amongst everything else on a killers plate.
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Did they ever consider the fact that most of us console players, play on 60-70" flat screens?! It is impossible to keep track of anything with this garbage UI. I can't for the life of me understand why the devs keep making changes that are destroying both their game and the player base.
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Freddy's that use Jump Rope+Swing Chains+Dying Light are just as, if not worse than playing against a camping Bubba. I cannot wait for the nerf Freddy has long since needed.
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I came onto the forum for this specific reason. I want to be excited for the graphical updates on maps but man, I hope that work will go into fixing the framerate issues that these graphical updates are causing on consoles. As survivor, it messes with skill checks. As killer, it messes with the timing and direction while swinging your weapon and that's just a small example. I'd love to afford a gaming PC but alas we're all not that lucky. Hopefully some dedication will go into this issue as it's looooooong overdue!!
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Just encountered that myself at the same spot you mentioned in Springwood. There's an invisible wall preventing you from entering the bushes where the totem is. There's another totem spawn (same map) in the bushes near the house that has the little shack of lockers, that also has an invisible wall blocking you from being able to cleanse the totem.
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The Spirit. She has some of the best lore in the game that would also tie in the Oni.