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Nicholas

Nicholas

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Nicholas
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  • @Seanzu said:

    Reassurance is utterly useless as it is, the time to get to from the generator that I hope you're working on 5 - 10 seconds, to pause my timer for 30 seconds, and then make your way back to the gen 5 - 10 means all it gives me is 10 extra seconds, if that, and if you're playing solo and can't communicate you're going for the safe then other people get off gens it's even more time wasted, at least previously one person could sit there and proc it multiple times until chased away, affording the chance for a save.

    Since Reassurance came out it's been used on me less than 10 times and I'm pretty sure people just used it to use it.

    I have used it for fun but quickly realized how garbage it is. The instance requirement was overboard too. It's like the Hatch nerf; the devs went unnecessarily far with the changes. They don't seem capable of incrementing nerfs for Survivors.

  • I was never a gen-focused player, I did everything, but now that's the only option with how killers play. Every match has at least two gen regression perks, usually three or four. So now I run gen perks; I love Repressed Alliance with Wiretap. It locks the gen and protects it from any regression, and with WT, you see the aura of The Killer and get more value.

  • @BarnesFlam said:

    I hope not. Fall Guys changing into a F2P was so bad for customers that got it full price.

    I expect it will go F2P, but I agree that the pricing and model already feels F2P.

  • The devs need to be transparent and unambiguous about this topic. What is returning and what isn't? They want to have their cake and eat it too! Are the Deep Rift items forever exclusives and never returning, or will they return in a future Deep Rift? The wording isn't precise; some areas suggest forever gone, and another is worded in a way that limits them to the Deep Rift but not necessarily this specific Deep Rift. Meaning they could return in a future Deep Rift.

  • It would be great, but it would be filled with empty promises and likely abandoned. They announce things like Realm Beyond and then nothing. Did we ever get the promised PS4 Pro and Xbox One X Enhancements? Nope! The last update was in 2017 that it was coming. What about the current-gen (PS5/XSX) enhancements like Ray Tracing and Haptics? The last update was two years ago! They never follow through; the only thing reliable is the sometimes lackluster Chapters featuring, more often than not, mediocre perks.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/354437/theres-no-cross-progression

    This has been asked for lots of times over the years, usually by a consoler seeking to move to PC. The devs have said they continue to work for Cross Progression, and obviously they need to reach agreements which Sony and Microsoft will both agree upon.

    Switch/Nintendo was due around last September, but ran into background problems apparently, and is on hold or sumsuch...

    Microsoft is open to it, but PlayStation has some restrictions they can quickly meet. The two issues for Sony are currency and paid DLCs. Some games don't allow your purchases, such as DLC/Currency, to be shared on PSN, but others do. If that's what it takes, then activate it. There's no reason why DbD still lacks proper cross-progression or cross-save.

  • I still can't get it and own the DLC!

  • So it looks like there is still no clarity on Deep Rift Exclusives.

  • @Brightened said:

    https://forum.deadbydaylight.com/en/discussion/comment/3268141#Comment_3268141

    I agree that it would take some testing, but it's definitely do-able. What bothers me is the complete lack of even acknowledging the way it is.

    They've always been hesitant and tepid when talking about the ongoing lag advantage for The Killer. It's always been framed from The Killer's perspective and experience. On one stream, they mentioned how frustrating it was to get lag hit but even then were more sympathetic towards The Killer.

    https://forum.deadbydaylight.com/en/discussion/303696/busting-some-hit-registration-myths/p1 is a great topic on the subject.

  • It doesn't make sense to reward lagging so much when everyone can quickly induce the conditions to make things more favorable. I get more hits and kills when I use my mobile hotspot to play as The Killer! It's so easy that you can even start swinging at where a Survivor was and still get credited for the hit lol They should do a PTB to test Server Hit Authority and see how it plays out. Then again, killer players are so accustomed to every hit prevailing - even when they didn't deserve it - that they will cry foul on the forums just like they did with DH validation. Bvhr needs to ween killers off of hits being handled on their end and begin shifting to a more neutral and fair system of the server is the authority. Another game accomplished this by shifting the host advantage around every 40-60s until they moved to the complete server.

    The devs like to say "favor the shooter" is the model, which is common in FPS, but the problem with this system being used in DbD is that the shooter is always The Killer, so they have the permanent advantage. In FPS, everyone is also the shooter, so everyone benefits. A Survivor is never the shooter, aka The Killer, so the advantage is always for The Killer. It's such a terrible design choice.

    The other go-to is that it would be devastating and unfair for The Killer to see a hit connect and the server rejects it. Well, I got news for you, it is devastating and unfair for the Survivor to get struck or downed when the hit did NOT connect. So the devs' solution is to offer a perpetual and permanent advantage to The Killer at the expense of every Survivor! And people wanna say they favor Survivors? lmao

  • @Terion said:

    https://forum.deadbydaylight.com/en/discussion/355006/you-have-a-dc-penalty-but-then-you-have-this-symbol

    sure BHVR can just singlehandedly fix lack of good internet around the globe.

    They should move everything to server authority or at least provide less advantage to laggers!

  • @Dionysus42 said:

    They won't clarify it lmao. If they did, and said anything other than 'we will be releasing time-limited new cosmetics that won't be coming back', then people would be able to call it a lie when they eventually do that (which they absolutely will). By keeping the whole thing in abeyance, they can have their defenders saying right now "it'll be back next year!!' and when they never do come back next year, "they never said they would always come back!!"

    Yeah, they want to keep things ambiguous and leave the door open or cracked for the possibility of returning stuff. Other games have specific terms with actual meanings, so expectations are set according, and it is clear whether or not something will return. The Deep Rift items could be forever exclusives (never returning). If that's the case, they should be clear that these items will never return. Limiting them to The Rift means The Rift is the only acquisition method, but that could be any future Rift. They could introduce future bonus tiers (i.e., 90-100) featuring past Deep Rift exclusives. That statement only tells us that the Deep Rift items will never be sold or available outside of The Rift. It doesn't specify that these items will never return in a future Rift.

    More clear wording would be "Progress beyond Tier 70 of the Archives and earn new Deep Rift Outfits, variations of new Outfits exclusive to that specific Rift."

  • I still don't have the charm. Is it still a mystery or are there steps to take to acquire it?

  • @EntitySpawn said:

    Bring a medkit or do a gen injured.

    You dont have to be healthy to progress the match...

    Solo Q would be better if I could avoid people that DC, suicide or run selfcare. Even before the patch it was an awful perk that took ages and most people cant lead a chase longer than the time it takes to heal so if anything it just hurts us more

    Luckily I barely see selfcare users, everyone does medkits or gens injured

    I rarely healed with IW, but characters cry too loudly and too often that they're at a disadvantage to stay injured. The endless four-second crying clip on a loop is annoying too! Healing is a common complaint for Killers; I remember when everyone ran SC and would heal in corners wasting time versus doing gens, and Killers complained that people were healing too fast and too often. Then after nerfs, people began running IW and staying injured or using other heal perks, which also became a problem.

  • @Peanits said:

    If I understand this correctly, you saw yourself hitting the Survivor (blood splatters and all), but they didn't take damage?

    If so, it sounds like the hit was rejected by hit validation. If you connection is slow (even if it just hiccups for a second), you could see something different than the Survivor due to latency. In your case, you see yourself closer to them and within hitting range, but they see themselves further from you and safely out of hitting range. When this happens, the server steps in as the authority and checks to see where each of you were when the hit took place. If you were too far, the hit gets rejected and the Survivor does not take damage.

    This should be very rare in most cases, but if it's happening frequently, there may be an issue with your connection. You should see a small indicator appear to let you know if that's the case.

    Oh, believe me, hit validation is a unicorn. The servers never step in unless The Killer is extremely laggy; what is the threshold needed for hit validation? 250 or higher? It's incredibly generous at the expense of the survivor experience. This is why posts like OP rarely exist because even when you're on a mobile hot spot with a ping in the hundreds, hits are still handled on your end as The Killer.

  • Is this forever exclusive, or is it like the Rift cosmetics labeled as "exclusives" and then sold? Is it that little banner that people are worried means forever? Thanks

  • Some of the trophies are too grindy and tedious; none are skill-based, so I don't see why you shouldn't be able to earn them in custom games. Who does it hurt if someone wants to spend hours in customs throwing hatchets?

    Btw which trophies are you trying to get with friends? Are you close to Platinum?

  • @kizuati said:

    I dunno,a lot of content creators said a lot of hypothetical scenarios and I genuinely have not seen many people use it or it being a problem for me. BNPs can be a pain with it every now and then..but that's just BNPs lmao.

    Many streamers come up with the perfect optimal conditions for perks and then cry about it being broken. I remember the hype and OP drama videos showcasing "broken" Soul Guard, Tenacity, and Unbreakable. They went on about how unfair it was and would make videos with a Hex active showing a Survivor getting up 10x in a match, etc. The game was over; killers will never be able to slug and so on.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216640#Comment_3216640

    This has got to be one of my favourite arguments ever because it sounds impressive until you do half a second of digging.

    300m yearly revenue does not translate to 300m yearly profit.

    dbd is not the only game that is made by bhvr interactive. they act as both a game development studio and a publisher for third-party developers, and outsource their developers to other studios. not to mention all the janitorial staff, catering staff, security, it, etc, all of whom are paid above the minimum wage (which is $14.25 in quebec).

    and even after all of that, it still doesn't matter because the decision is just as much with sony/microsoft as it is with bhvr. as we know from the epic/apple lawsuit revealing a bunch of contracts epic has including those for cross-progression, sony and microsoft both want to be paid their share of revenue for each purchase made on a different device. if someone buys some cells on steam, sony and microsoft both want what they'd get if someone had purchased them directly on their own stores. it's very possible they don't want to budge and bhvr doesn't want to agree to that (again, revenue not profit).

    that argument is so massively flawed it's actually laughable. and don't get me wrong, i am dying for switch cross-progression to finally release, but at least come up with a better gotcha moment than that.

    They can exclude paid currencies from cross-progression if the money is an issue. And you raise a good point about that. Sony didn't allow it until recently. Using Fortnite as an example, V-Bucks purchased on any platform did not appear on PlayStation, and PlayStation-purchased V-Bucks didn't appear elsewhere. This is how Nintendo Switch works for games like Fall Guys, where the Show-Bucks don't cross over to other platforms and vice-versa. Bungie allows you to project one Destiny 2 account across other platforms while preserving individual account progress should you ever delink. Other games allow you to merge, but some have carved out where select content cannot merge due to platform policies. Bvhr has a lot of options. I think the best one is the Fall Guys and Overwatch method, where you link your accounts to one master account, and everything stores on that account.

  • @Audiophile said:

    Playing some games, people keep DC’ing, quitting, leaving me in an unwinnable game. I hold out as long as I can but keep losing at endgame so I switch to an endgame build that includes Sole Survivor and Low Profile and Deliverance. This is how it went:

    Ormond vs Plague. Hard, well fought game. 3rd survivor deliberately runs the killer to me after I leave the last gen that I cant finish in time. I get hooked. Deliverance. She leaves him slugged and searches for me. Eventually Low Profile wears out and I get found. Dead.

    Red Forest vs Legion. Terrible team. Bad killer. But again end up in last 2 with one gen left. He slugs her and searches for me. Eventually he gives up and gets her to turn traitor to lead him to me. Dead.

    Yamaoka vs Ghostface. Terrible team. 2 dead in about 4 minutes. Third is stalked into 1 hit. I hide. He doesn’t down her and instead I hear a gen pop. I know that now I’m the ‘hider’ that will be killed so I can’t win. Another gen pops and then I just take my chance and work on the last gen. Doors activate, he kills me while my teammate teabags and points at me.

    Analysis - Bad matchmaking puts us in unwinnable situations but if we adjust for the unwinnable situation and focus on the inevitable endgame situation, teammates work against us or the killer slugs. Now I’ve had some days with success with Sole Survivor but this morning has been an absolute shitshow. Nothing works. And this isn’t what this game should be. Instead of balanced games of killers vs survivors it’s killers exploiting game weaknesses to decimate weak teams, turn weak players against their teammates, and just take the fun out of the whole experience. I’m THRILLED for unbreakable basekit. It would have helped 2 of 3 of these situations.

    I hate being in the third situation as the 'hider,' especially when I was anything but! Sometimes it happens, and the team does turn on you, and The Killer assumes you were being useless all game. It's exonerating when you die with 22k, and the escapees have 11k, lol. Unbreakable base kit will be interesting, but there's a chance that those two scenarios would've played out differently due to it.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215012#Comment_3215012

    As SpaghettiVase mentioned:

    https://forum.deadbydaylight.com/en/discussion/comment/3214761#Comment_3214761

    Every real time game like this is validated on the end of the player taking the action. This has to work this way because the alternative, or "favour the shootee" just doesn't work. It results in a situation where the "shooter" is simply too slow to hit anything, as everything they 'aim' at is always somewhere else at the time.

    For DBD, it would mean a sufficiently slow killer would need to predict where the survivor is going to be in a couple seconds time, or if in a straight chase, it would mean the killer would need to phase through the survivor, to get in front of them so they could swing where the survivors is going to be in a couple seconds into the future.

    For survivors, it just means you need to allow a buffer zone, leave a little more room between you and the killer. It's not ideal, but it's more than achievable, unlike literally predicting the future.

    There's a great topic on this: https://forum.deadbydaylight.com/en/discussion/303696/busting-some-hit-registration-myths/

    It addresses those points and offers great insight and examples. As survivors, we don't know the buffer because we don't see The Killer's ping. Survivors are expected to predict and play around with something unknown. You also completely miss the points I raised. Why doesn't validation kick in at lower pings? 300 is exceptionally generous.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3214700#Comment_3214700

    Hits are still validated where there's conflicting elements, such as at vaults or pallets where the hit is competing with a grab or a stun.

    The validation at pallets is pretty good but everywhere else is garbage. Hits are still handled on The Killer's end, and validation only steps in during edge cases of (last I checked) 300 or higher. 299 is an immense advantage, especially considering some players induce lag to gain that advantage. Even 100 can be painful. I don't expect a perfect system, but Favor The Killer's permanent advantage isn't fun or fair.

    Validation is so modest. Otherwise, you would hear killer players complaining about rejected hits. We saw all that drama when DH and Pallet Validation was initially implemented; then, the devs toned down the extent of it because of the cries. Killer players are so accustomed to every hit prevailing that BVHR may be unable to wean them off FTK.

    The streamers were making videos where a DH hit was rejected, or a pallet hit rejected, and how unfair that was, and the devs capitulated. Meanwhile, the Survivors that have been dealing with fake hits since day one are ignored. It doesn't matter if the Survivor has a great connection and cleared the vault; if that laggy killer saw the hit connect, that has to prevail. Survivors are expected to accept that unfairness in every Trial. And any attempt by the devs to minimize that unfairness and close the gap is often met with resistance about how devastating it is for a hit to get rejcected. I can assure you, for a Survivor, getting hit can be devastating too!

  • The ping indicators, especially for The Killer, are exceptionally generous. People have tested it out; for The Killer, it only shows extreme ping. I believe it was at the 250-300 window. So if The Killer was 200, that is a massive advantage, but it won't be displayed since it doesn't meet the ping indicator threshold. In a game like this, even 100 is brutal since it exclusively favors one side in perpetuity: The Killer. And that's the inherent problem with Favor The Killer as a networking philosophy since Survivors are at a permanent and constant disadvantage and don't even know The Killer's ping to make adjustments. Whereas with Favor the Shooter in most FPS games, at least you're also the shooter at some point.

  • Some great ideas here; in case the devs are reading, please improve the visual appeal and style of the Dream World. It could look much cooler and interesting.

  • It has to do with Favor The Killer, and hits are still handled on The Killer's end. Hit Validation kicks in when the latency is extremely high; last I checked, that number was 300ms or higher. It is still very generous in favor of The Killer, and the Survivor often gets screwed since The Killer benefits from the latency.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/3211653#Comment_3211653

    Okay i have to admit, i completely forgot about that perk.

    But we both know how viable and "long living" hex perks are nowadays.

    Also we look at a niche hex perk vs a potentially always viable deny load out.

    Yeah, I wasn't being sarcastic about it. I totally forgot about it, I'm not even sure why it's a hex perk. It should just be a general perk.

  • @burt0r said:

    Okay, i think it's funny when you tell people that they freak out too much and then say yourself that UB shouldn't let survivor pick themselves up in 23 second because THATS THE POINT PEOPLE ARE FREAKING OUT ABOUT.

    Not the 45 seconds Version of base ub which would end up with max 5 uses but the 23 second version with 10 tries coupled with intentionally going down at a pallet or near teammates with flashlights.

    That's the problem. Even slight coordination will have an enormous impact on hook denial if the change goes though like that.

    It will leave the majority of m1 killer with two lose options:

    A)just try to pick up

    -> get pallet stunned/beamed

    B) chase the other survivor off

    -> getting value out of chasing the other survivor will take long enough for the slugged to get back up and bring you back to square one with another survivor in chase and only a lost health state to show for it, meanwhile 2 other survivor have been doing gens for 30+ seconds unimpeded

    Or

    -> scare the survivor away only for them to follow you back to the slug and you are only left with hoping that the survivor makes a mistake in the ensuing back and forth and that the slug doesn't get back up in an unfavorable moment

    This scenario isn't hard to reproduce even with duo swf. And it doesn't even take the other recovery related perks into consideration.

    And I am really curious how this fast unlimited unbreakable will interact with flip-flop coupled with power struggle. If they synergize it would mean that the killer doesn't even have 7 seconds to resolve that situation before the pickup inevitably ends up in a pallet stun.

    Hex: Blood Favour can help with that.

  • I have never seen anything but 100% for Survivor. Can it go higher, or is 100% the max? I would solo queue for 250% bonus lol

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3208402#Comment_3208402

    Sure every account has to be tied to a valid credit card.

    Its an equally terrible idea for completely different reasons, but definitely would be much more successful

    No need to obfuscate, I never advocated for anything. The only thing I said was that I wish we could use the account for consoles, for the purposes of redeeming codes. It's a little tedious to redeem some of these long codes without a keyboard on a controller.

    With that said, it's worth noting that you still didn't address my point because my point is compelling. There's no silver bullet, but that doesn't mean nothing should be done. Credit card is not going to work for many reasons, including the financial regulatory hurdles that they would have to go through. At least keep your suggestions accurate and applicable.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3208374#Comment_3208374

    Right cause you cant get unlimited free email accounts to make behaviour accounts. Your talking about putting up speedlimit signs, when what you need are speedbumps.

    Can you think of a 100% foolproof system? It doesn't exist! So what's the next best thing? You introduce barriers to make things a little harder, a little more time-consuming to accomplish. Which is what the big dogs in the industry are doing, like Ubisoft, Bungie, Blizzard, Activision, etc. Some of them even go so far as to restrict certain domains and phone types including VOIP.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/348542/phone-verification

    Burner phones, Internet phones that you can change the phone number at will, nice try tho.

    Just because something isn't 100% effective doesn't mean you don't do it. There is no silver bullet, but phone verification can make things harder. We will likely see phone verification if the game goes F2P. Currently, they lack a mechanism to do this. If they made a Behavior Account a requirement to play would be a start. I wish they would, even without cross-progression, so we can quickly redeem codes on a desktop as a console player.

  • The entire game should move to full server-side authority! No more hits being handled on The Killer's end, providing an immense advantage over Survivors in perpetuity. Validation with "Favor The Killer" is garbage, we need complete fairness, and the most objective choice is server authority.

    The people against this are usually killer mains, people in remote locations, and/or those with terrible internet. In all three cases, they love the advantage.

  • Why do we still have to mend anyway? It seems so counterproductive when you're being tunneled! The darkening of the screen is the most annoying part, because then it becomes really difficult to see while you're trying not to get tunneled.

  • Love for both of them to get new outfits.

  • @Jay_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/3197407#Comment_3197407

    Whilst I do agree that removing DC penalties for everyone is a bad idea allowing streams who apply for it have no DC penalty would be fine. Last time this topic came up in regarding to streamers having no DC penalties resulted in so many people moaning "Thats unfair that only they should get no DC penalty".

    bottom line is Cheaters target streamers. for general players like use we are very unlikely to even see a cheater. I have never been in a match against a cheater unless its a subtle cheater which i couldnt care less about.

    However

    What I don't agree with is your statement saying that they should just upload games and not live stream it. Live streaming is their full time job. Yes most streamers (not all) also upload to youtube but majority of their revenue comes from live streaming on twitch. I think its unfair to just outrite say "well don't stream the games and just upload them".

    Streamers shouldn't have to stop doing what they love just because a select group of kids decide they want to ruin it. Behavior needs to address this and address it NOW or they are going to find that all streamers are going to use their influence in the community to stop people playing which will have a massive impact on the game.

    Some fair points but the game should move to full server authority. It's the most objective and fair solution. With the server being the authority, a lot of these cheats would be DOA.

    Now on the topic of it being their full-time job, that's true and for some this is their sole source of income. Their influence is limited at best, what are they going to do? Stop streaming? Guess what, the game will go on.

  • @drsoontm said:

    The issue isn't the Anti-Cheat. It's not a good line of defence anyway.

    The issue is that, although we play through severs, there is no validation on these servers about the data sent to them.

    Simply keeping track of the players sates (position, perks, actions ...) for inconsistencies (various speeds, states, end game collapse not ending ...) should cull a good portion of the filth polluting the matches.

    But it's likely the servers are actually mindless proxies gobbing everything sent to them.

    The game needs to move to full server authority, which is the fairest and most objective approach. We should also get console only cross play so console players can avoid all of the PC cheaters that are running rampant these days.

  • It seems unlikely they will ever deploy server hit AUTHORITY, which would be the most objective choice versus the existing Favor The Killer system. The devs like to reference that FPS games use Favor the Shooter, but the difference here is that if you're a Survivor, you're never The Killer and thus never get favored. You're also the shooter in FPS games, so it feels fair. Hit Validation is conservative, and The Killer almost always prevails.

  • The outlined reasons are hogwash, plain and simple! I don't know about the other platforms but on PlayStation if you block someone, the only thing they can't do is send you messages, you can still be match made with and against them. Also, PlayStation doesn't allow you to report for in-game behavior issues, they tell you to report that using in-game tools. So these reasons at least for PlayStation are nonsense! If you're hacking or causing trouble or griefing or a troll in the game, you should be reporting in game anyway!

  • They need to implement an opt out, after someone activates Reassurance on you, you get a huge Skill Check that when missed declines Reassurance. Alternatively, instead of it being an altruistic per, it could become a selfish perk. You equip it and it only works on you, and as soon as you're hooked like Kindred, it displays the icon in the bottom right corner for every survivor so they know you have it and then they have to come over to you to press the active ability button to activate it. They can even rename the perk to Self-Assurance.

  • Okay great thanks. I did play a match this morning and didn't see anything, I wonder how generous the indicators are before they pop up.

  • Thanks, everyone for the pics. I'm curious to see what The Killer sees and what Survivors see when The Killer is having issues.

  • Maybe the game needs a perk where you can deploy a decoy of yourself to distract the killer for a few seconds lol but if it was too effective, it would have to be nerfed because killer players would cry about it.

  • Kinship should give an alert to everyone like kindred does, so people know you have it.

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/3157544#Comment_3157544

    Overwatch uses Battleye Anti-Cheat. The one that I mentioned.

    I wasn't referring to that. I was referring to the fact that they record every single match.

  • @lowiq said:

    https://forum.deadbydaylight.com/en/discussion/comment/3156980#Comment_3156980

    All anti-cheats and games use some form of logging to detect for unintended game / memory behavior (sending data via some text form to record the state of the game). However, client-sided logs are easy to spoof and it requires proper analysis to sniff out cheaters.

    Video recording isn't possible because of the amount of data that would need to be collected. It would be equivalent to having every single player stream their game at the same time - probably requiring half as much infrastructure as it takes to power twitch. Imagine how much lag that would introduce, not to mention the strain on your network to send all that data to a server.

    Overwatch records every match, and they have tens of millions of players. No idea how they do it.

  • This is one reason why many console players want console-only cross-play. I know some sites sell P100 characters and have exploits/cheats for PC only.

  • I was looking forward to running Reassurance and punishing all the campers, but now that it was nerfed, I won't be buying or playing.

  • I agree that this place (and many others) are a killer echo chamber. Survivor mains are likely reluctant to post and be candid; the few that do are often ridiculed and shunned. I can't think of many worthy discussions about survivor concerns from their perspective; the conversation pivots to The Killer somehow.

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