Nobsyde
Nobsyde
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1516920#Comment_1516920
Crutch perks are normally known as perks a bad player will need to play. Like taking away a disabled persons crutch, removing the perk would destroy that players ability to kill/escape.
well, in that case it would depend on the player.
Iron Will can be a crutch perk, if you are a blendette good only at hiding. It would not be if you know what you're doing. But honestly, who cares :D?
I remember a salty player telling me that whispers is a crutch perk because he's "able to find survivors even without it". I laughed very hard.
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to be fair I didn't see any Devs answers in the forum today, at least not in the first page when I was lurking.
I want to be optimistic, and think that they do know something is wrong and
- technical devs are at work to fix/understand the problems
- community managers are waiting for their tech team to tell them what to tell us
...of course we'll keep asking until we get some answer, but I'll gladly wait without encouraging any flame if this is the case, as much as this topic (and/or similar ones) stays open and visible.
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@ZtarShot said:
Just because it is a useful perk, doesn't make it crutch. Obviously Adrenaline and DS are crutch but, others aren't really.
Iron will is just for killers with bad tracking. (And spirit)
Pop is useful for genrush
Spine Chill is counter yes for the stealth killer
STBFL is kinda op but it dies at the obsession's death.
I really don't care what you say (there are more that people call crutch, moistly on survivor.)
How do you define a perk a "crutch"?
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@AVoiceOfReason said:
Will a few people play killer with the ones that they haven't played with in a month or more and see what you get matched with after 2-3 games? I'm getting Rank 20s now with Leatherface after it did a 180° on me. I switched to Wraith and got all Rank 1's and 2's for 8 straight games and got smeared. I'm a Rank 1 on both sides.
It's a theory but I'm thinking your main gets easy lobbies while you're very least played gets the hardest lobbies. I just want to test it with a bigger group since I'm only 1 person. Leave your results please and thank you.
I absolutely feel the same.
For example, I play a lot of Clown, I'm competent and can face strong teams - maybe I will win, maybe I will lose, but it's still a fair game (if they don't just gen rush, of course, but that's dbd, not the clown). On the contrary, I basically never play Demo, I probably have 1 or 2 two games with him in the past month.
The result is that with the clown now I'm facing rank 20s (literally, I have proof just from today), while with Demo I get much more competent teams.
I can understand why Demo might be misplaced, since I don't play him very often, but what about the Clown? That's what really perplexes me.
Still, I decided to vacate any judgement on the mmr system until I play at least 10 games with every killer from the patch, just to make sure. We'll see.
P.S. BHVR - FPS ON CONSOLE SUCKS. GIVE US AN ANSWER.
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freddy aside, I can tell you that now that MMR is here, some killers are trying to play as merciless as possible because
- we don't know what are the "win conditions"
- we don't want to face rank 20 survivors
- no, really, we don't want to face rank 20 survivors
the only way to try and play balanced matches, if you are a good player of course, is to try hard until the mmr is settled.
Which is also one of the reason why I'm not that sure that hiding the MMR is a smart move: smurfers will throw games even harder and try harders won't have a pity for other players fun, ever.
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this made me laugh lol
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every 360 of a survivor is basically tossing a coin and guess where they are going right now
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@Zaitsev said:
Silence is typically how BHVR responds to console optimization. They said they would work on it a year ago.
So that was a lie
the fact is that I'm not asking for optimisation, sure I'd like it, sure I think we deserve it (I mean, PS4 can run Horizon Zero Dawn, Spider Man, Detroit Become Human, Uncharted 4 extremely smoothly, but whatever) but we're beyond that.
There was no esthetical update from 4.0.0 to 4.1.0, what changed is obviously behind the scenes, may it be Engine updates, may it be particle system, the aura system, whatever.
But still, if this leads to a plummet in performance as it is, there's no legit reason to not revert whatever has changed, aside for a big frick you to every console player.
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@SnakeSound222 said:
All the indoor maps suck now on PS4. I get 5-10 FPS at max on them by just trying to play as Killer. I’m beginning to wonder if the devs are slowly beginning to just not care about console optimization, especially because they haven’t even acknowledged it. It was really disappointing to see nothing about it in the patch notes.
I tried asking about it on Twitter and almost immediately I was bombarded with “uPgRaDe yOuR pC!!!” replies, as if consoles didn’t even exist. It looks like this just going to be swept under the “bad optimization” rug and fixed in a couple years (I hope not though, considering how severe these issues are now). Hopefully the PS5 will be able to fix these problems and PS/PC cross-progression is implemented (in case the game is still poorly optimized on PS5).
exactly, why not even acknowledge the problem?
pls Bhvr, just say something, I’m not asking to solve the issue right here and now.
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I only played Demo once since the patch so I can't really confirm or deny if the fps is "much worse" - but I mean, the game I linked here is so, so awful that everything below that would be what? a static image for 10 minutes?
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What I don't understand is
Devs explicitly stated in their Q&A the following
"Anyone who has been playing regularly in that time will already have a loosely calibrated skill rating to start with, which will be refined with each game they play now that the system is live. "
Now, I played at least 4 days a week, without exceptions, in the past 2 months (not to mention the time before that), always rank 1 as survivor and as killer (not this season as survivor, since I barely played it due to queue times - but that's only 2 weeks, not 2 months), and even if you want to think that I'm there at that rank just because "I play a lot", how is it possible that I only face killers that barely know how to play?
I have video proof of that if needed, but I think a lot of us have similar stories to tell.
I have a theory, and that is: since queue times was taking so long (especially when playing survivor) they decided to try and match correctly only in the first couple of minutes, after that time whatever happens happens. I get it, it's better to play with a slight imbalance than to not play at all, but this is ridiculous, plus I'm absolutely sure the killer I've faced were absolutely unimpressed - if they need to face this kind of opponents I don't see how they can stick to try and be killers.
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@Mikeasaurus said:
I've only encountered a couple Hillbillies since the change and only one had this add-on, and my god, I could have been mistaken for a schoolgirl that day. I loved it because it scared the living crap out of me when I just suddenly turn and see a chainsaw flying at me from nowhere.
the fun fact is that it really, really works well even in indoor maps like hawkins/lerry's, maps where usually a hillbilly is almost at a loss.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/1499997#Comment_1499997
oh it's 100% RNG. I agree. I've had matches where the hatches literally spawned in front of me while I was running.
I just don't understand how some people say that hatch is a 100% survivor sided game mechanic, when both players can search for hatch, and the killer is faster and doesn't have to hide, giving them a slightly better chance to find it. That argument just doesn't make sense to me
it really depends on the scenario, there's no absolute answer here.
Here's just 3 broad examples
Example 1: hatch already spawned, the survivor knows where it is, the killer doesn't - the survivor wins.
Example 2: hatch already spawned, both know where it is - the killer has an edge, but the survivor might decide to go directly to the farthest door, so it's still debatable who will win the hatch game.
Example 3: hatch not spawned yet, but doors are veeeeeery far away one from another - again, reaching the hatch first won't let you win the game, if you are the killer.
To summarise, it really depends on your definition of hatch game - my definition would be "will the survivor escape once the hatch is open?", while maybe yours would be "will the survivor escape through the hatch?", definition which would be merely academic though.
In my experience, the hatch game (my definition, of course) is usually in favour of the survivor, but it becomes almost a 100% killer game if the killer is running whispers.
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Yeah, I don't know if it's just a visual change or if the beam actually goes somewhere else, but definitely something is different.
Here's a clip:
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(wrong topic, sorry, delete this reply)
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@WheresTheGate said:
I posted this as a reply in a thread in general discussion, but wanted to post it here too:
Here's my question. Why did the update not include a disclaimer that said:
"If you have even the slightest bit of color blindness we here at BHVR hate you. We don't want you playing our game. We would rather you play anything else. For that reason we have decided to make auras almost completely indistinguishable to those with any degree of color blindness. We realize the ability to see an aura is a critical part of this game. But if you're color blind you don't deserve to play anyway."
Up until this point I had refrained from buying RE resistance because I was still having fun with this game. This is literally game breaking. I have played a few games since the update and have had an extremely hard time seeing auras at all. At times I've literally not been able to see them. I suppose I will check here on this forum ever so often to see if they have changed it back. Until then I want the devs, mods and everyone else associate with BHVR here to know 3 things.
1) I have loved this game for a long time. I have played through changes I loved and changes I hated. Through it all the game remained one of my favorite ever.
2) Today BHVR just broke the game for me. Not with some nerf or buff to a killer or survivor. But with a change that basically made a critical aspect of the game invisible to me. Thanks for all the fun I've had until now. I still wish the game and all it's player (at the least the ones that can actually see everything) continued fun and success.
3) While I really do wish you success I want to express my complete disappointment that no one at BHVR thought it would be a bad idea to change something that makes your game nearly impossible for those with any sort of color blindness.
this really is a pity and I feel very sorry for you, and trust me: I don't have any colour blindness whatsoever and still struggle a lot to see aura of far away generators. Totems? they are just invisible if you are not near them.
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Auras of gens are almost invisible when the gen is (not that) far away
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1481873#Comment_1481873
That's very impressive considering he hasn't streamed in about seven months.
INTRODUCING:
THE ANSWER TO THE QUESTIOn THAT MATTERS!
now with 78% more passive aggressiveness
But seriously though, what were you guys thinking with this map :)
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I expect:
- new bugs during the unhooks (currently: impossible to hit/grab a survivor while unhooking), with possibly some new hook tech mistakenly (re)introduced
- new audio bugs like "impossible to hear a survivor healing up" or "survivors stop making sounds after using quick and quiet"
- a TON of windows impossible to vault for Legion while in feral frenzy (this is a MUST, I will be very disappointed if they don't put this extremely funny easter egg in this patch, like they always do /s)
- perma overheating for hillbilly after, I dunno, being stunned while overheat
- Tinkerer doesn't trigger as it should for 12 seconds after a generator is 70% repaired, but for 70 seconds after a generator is 12% repaired
- when two or more people try to blind the same killer which is using Lightborn, the killer explodes in 1000 confettis, the Konami Code starts playing and the next time one tries to launch DbD a game of Pac Man starts instead
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@Captain_Spaulding said:
How do you guys go about giving hatch? I have one rule to follow and that's the last person, if they don't struggle and they know they goin die, gets hatch. I dunno, it just seems nice on both ends. I feel like my one bit of niceness goes a long way to survivors.
if the last survivor is just playing hide and seek while another is at least trying to do the objective I always give the hatch to the latter, even if they struggle.
otherwise... it depends on how I feel at the moment - but as a general rule I usually don't give the hatch to swf players
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@YaiPa said:
"We have been running smaller tests of the system on select Xbox One regions for the past few weeks, and the results have been encouraging" and "We are no longer allowing Killers to switch their character while searching for a match, or once in a lobby (excluding Custom Matches). This will allow the new Matchmaking System to track player skill with each killer individually and match them against more appropriately skilled opponents based on their killer selection", two kinda contradictory sentences.
how have you been able to track enough data to feel confident in rolling out this new MMR without locking the switch on XBOX? This either means that you can track data even with killers switching, or that the data you've gained isn't that much good.
any thoughts?
they said that the mmr correctly predict the outcome of a match, meaning that if a player switches the killer, the correct mmr would be tracked anyway, and correctly predict the outcome.
However, the mmr won't be in place to simply predict the outcome, but to serve balanced games, and this can be done only if the mmr is correctly matched in the first place. Doing that killer by killer is, in my opinion, the smart move.
One downside that I see is that when a new killer is released, survivors with an high mmr will struggle to see one for a while - but maybe they already took this into consideration, giving a player a few placing matches when they play for the first times a killer?
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the only real inconvenience is that one cannot take the time to spend bloodpoints on a killer they're not actually gonna play in that match.
Other than that, if you stream just take a request before joining a lobby and/or just lobby dodge, if that's what you really want. Lobby dodging is not that much of a problem anymore, since once you are in a lobby, you'll be the first in line to get a new killer/survivor, you won't have to wait too long for the lobby to fill up again.
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why didn't you post this on https://forum.deadbydaylight.com/en/categories/forum-feedback ?
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@Johnny_XMan said:
Here is the thing. It really doesn't.
It seems to me that at some point (maybe around when Discordance came into the picture) survivors started to spawn together more often than not.
I can only speak for experience, but I actually stopped using Shroud Of Binding offerings anymore because I didn't need them anymore. The ability to do a gen that fast when the whole team spawns together and the killer (is out of luck) and checks the wrong gen. Why wouldn't it? It would be the same as a survivor running into the killer (by accident) and immediately going down after.
The fact is everyone has experienced a generator being finished before initiating a chase (I have too). It doesn't mean that gen speed times are broken. Because by that philosophy they would have to brutally nerf perks that slow gen times. I didn't want to deal with a Forever Freddy before because of how excessive his slow down is, so why would I agree that he should be able to slow down the game even more?
Clearly you were not being gen-rushed in the video and it was just bad luck because if had you gone there first, you would have had the advantage of not letting them finish. The game works like that in many scenarios.
I reply to you, but it's for @Shocktober as well.
First, consider that I have whispers, and I don't spawn that far away from the generator. I'm not going straight there, but the direction I'm checking it's the correct one. Problem is, that the gen is completed in under 30 seconds (you can check when the trial starts and the gen pops). And they didn't have any toolboxes (I assumed they did later in the video because I saw one, but actually they found it in a chest later in the game).
I think it's debatable that gen speed is not broken, considering that due to the gen speed there's a bug where the repaired gen is not registered until they complete another gen as well.
Now, as for the clearly, you were not being gen-rushed, I'm telling you, they obviously tried:
look at 6:08: it's only because I fail to chase a survivor that, as a last resort, I try to go to another area of the map and I'm able to pop a generator which was more than 80% repaired. If I wasn't able to stop that gen at that moment, I wouldn't have had a 3 gen to defend, and I have to reiterate that I was very lucky they were not that good at chases, hence I was able to insta down (again: only because I was the Oni) at least one survivor every time I got into my power, and quickly pop that same generator.
So yeah, I do agree that they didn't efficiently gen rush, but this should only show you how it's obvious something is broken: even if I was clearly able to make the right call at the right time and able to down them extremely quickly, I just needed one slip to compromise the trial probably irremediably.
The take home messages should be that:
- No gen should be able to be completed that quickly
- Prove Thyself should not completely nullify the gen repair speed debuff.
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FYI behaviour, this bug is still present after 4.0.2
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@Financial_Stability said:
I don't know if you are aware, but the oni has a bug currently that stops him from activating his power when it appears to be fully charged. I think this bug is due to the 98% cap on passive accumulation being slightly passed and the passive regeneration keeps going until you're full.
Say you're at 97%, and you sip two blood orbs. You'd be at 99%, which in theory would allow the passive regeneration to continue, and in my experience it does, but when full you cannot activate your power because of some possible bug in the code regarding the interaction between the cap of 98% and the passive regeneration.
That is my theory.
I agree with you.
Also, both times when this bug happened to me it "solved itself" later in the game, and I think the reason is that I ended up hitting a healthy survivor at a certain point, meaning I get x blood from the hit (even if I should be already full) - this unlocks my ability once again.
Tomorrow I'll try to test this out if I can.
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Also winning in any game in general doesn't inherently require skill
In a competitive game? Yes. A game that doesn't inherently require skill to win/lose is not a competitive game, it's just... a game.
Otherwise even rock-paper-scissor is a competitive game - and btw I suppose you honestly think that rock-paper-scissor is a competitive game, because of your definition of competition (every game that's player vs player).
That's a definition that I reject though.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1341175#Comment_1341175
Look. I just want people to use the terms right.
This has came up in the past and makes it much harder to discuss this sort of thing.
your definition is lax, though.
What you define as competitive is, in fact, player versus player, and what you define as cooperative is player vs environment, which is a possible way to look at it, but absolutely not true per se.
For example, I could say that a competition presumes a win and a lose condition (often a draw as well), a score system to keep track of the win/losses (and sometimes the partial score), a set of game rules and that's about it.
Using your example, Dark Souls can be a competitive game, once you try to speed run it.
On the contrary, DbD has an asymmetrical scoring system: bloodpoints and/or pips are not really comparable between survivors and killers, meaning that a killer could, depending on the definition of win you use, win against the game together with the survivors (or, in other words, they can both win).
Even if you decide to take the kill count to define the win/loss, it's still something arbitrary and competitively speaking meaningless: it wouldn't reflect your skill level, nor the inherent point system of the game (bloodpoints / pip score),
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you really should post a video of this, I'm on PS4 and don't notice this.
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I see this is still pending, do you need any more evidence? This is a very annoying bug.
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@SunderMun said:
They just made it worse since it simply further removes incentive from stacking on gens. My worst nightmare is finding out that during my first chase, all 3 other survivors that I didn't see or hear were all on separate gens....plus with the dodgy maps survivors are wanting to rush gens more as they drop a lot more easily with some of the new changes, especially when it comes to the infinite changes.
yeah, this is a huge problem honestly. I had a game where after a couple of minutes, 3 gens popped basically at the same time exactly when I was hooking my first survivor.
One could say that by doing this survivors risk to 3 gen themselves, which is true in principle, but having only one survivor on hook and only two gen left means that survivors will have plenty of opportunity to just sacrifice themselves for one or even two hook states in exchange for another critical gen to pop (may it be by working on it all together while I'm right there or by constantly splitting up the gen repair between a couple of gens, especially if they are on comm). After that the game is simply over, since 4 survivors alive and only 1 gen to go is beyond repair.
This is still a borderline situation of course, but it really takes out the fun from the game at times.
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@csandman1977 said:
Had a game against a wraith. Downed someone, hooked him. Guy got unhooked and immediately downed. He DC'd. Next guy hooked i save immediately get hit as i purposely body blocked to give rescued guy a chance. He tried to 4% and was in struggle when i got there. Wraith left me and immediately downed him again and killed him.
Came after me and hooked me. I watched him go behind the hook and stand there. So i suicided since other survivor was on opposite side of the map. Also, i did the only gen in the game.
Spectated and saw killer close hatch and get survivor at exit gate.
Messege her, 'was hoping you would get out'
She replied 'why?'
'I don't normally suicide but he was hard camping and i thought you could get hatch'
Her, 'why #########? Bloodpoints matter!'
Was typing this when her last messege came through
'Next time you are in that situation open the door for about 4 seconds and stop and hide. No red light killer will move on thinking you aren't there. Then you have more time to escape.'
Thinking of something to respond to her last messege when she put back, 'Now you're giving me advice? Lol'
Kinda bothered me so i put back, 'Everything i did after getting hooked was to give you better odds of escaping. The advice i gave also increases your odds of escaping. Take it or leave it, doesn't matter to me.'
Really irritated me her response.
Am i wrong? Should i have let her unhook me? Risk her getting grabbed?
Unsolicited "advices" are often seen as a condescending way to state "I'm better than you, so next time do as I say", and that's what got into her.
You may have the best intentions, but just avoid giving free advices if no one asks for them.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1209681#Comment_1209681
Actually, BHVR said one of the benefits to changing the game to dedicated servers was being able to tell the difference between a DC and a crash.
I guess that was total fluff and a lie, though.
they never said that, so the one spreading lies here I think is someone else.
They said that dedicated servers were the only way to understand who was the one that DC'd (for whatever reason).
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UPDATE: finally I've got a clip of this:
https://clips.twitch.tv/AmericanHotLapwingKlappa
see how after the David was very close to me after I reeled him I waited one second before hitting him? That's because I pressed the hit button once, but nothing happened, and had to press it once again.
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it happened to me a similar thing, but with Legion.
- give ready to join a lobby
- start unlocking items
- get the load screen to join a lobby
- you can't unlock things anymore
It's something that didn't always happen, and it was before patch 3.6.0 btw (never played Legion after that patch)
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@Peanits said:
For what it's worth, that only works as well as the other survivors let it work. If you end up tunneling that guy through a BT or two, the other three healthy survivors are going to have nothing to do but generators. As long as they don't hang around trying to be a hero, those generators will be done by the time you do tunnel that one guy to death.
Question: what's stopping you to enable an Obsession every game, no matter the perks in the trial? You would indirectly introduce an anti-tunnelling mechanic without any game play change.
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No.
Get the stun or just break the chain yourself to close distance if you prefer. It would become too oppressive otherwise, considering the quick scope capability of DS - in other words, you can easily dodge a long range hatchet, that's not as true for DS spear, hence why you need a drawback for long range shots.
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I'm still on the fence. Right now I think people still need to get used to both playing as and against him.
From this short experience I think he's a very strong killer, with a somehow high skill ceiling. Probably he'll struggle with 4 man navy seals swf, but that's true for every killer other than Freddy/Spirit, and even then you still need for them to frick up here and there.
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Update: it just happened again, but the escape progress bar was below 50%, so I’d rule that out.
I can confirm the “slow button pressing” though.
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I disagree with everything.
If you want to play meta, you shouldn't care about challenges. If meta was to be considered for challenges sake they would all be something like:
- tbag the killer 17 times at the exit gate
- gen rush to oblivion a Clown
- slug every survivor using Infectious Fright (survivors need to insult your mother in post game chat for the challenge to be completed)
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Is it just me or the random component of the new map is veeeeery low? I seem to see always the same tiles, I played it only 5-10 times and I feel like I know it already, while I could play The Game or Hawkins forever and still have no idea where certain areas are.
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@JacksonWise said:
I'm mostly having trouble aiming the Redeemer and landing my shots. It's a lot harder than I anticipated from watching people on PC play. It doesn't help that I am rank 2 so I'm getting destroyed by good survivors while trying to learn him. I've tried various levels of sensitivity as well, but can't seem to find one that works for me for Deathslinger specifically.
Anyone have any tips? I'm already aware of "practice" and "git gud".
tracking through the right stick is very difficult on console, so there are a few things I suggest you to try
- every once in a while take aim, even without a survivor on sight, just to make sure you are looking straight - not too high, not too low. This will aid you when a survivor will finally come in sight and condition you to look at the right height all the time.
- the first time you encounter a new survivor in a trial, test them: aim for a couple of seconds and see what they do (juke? try to lose LoS? just run straight?). Do this once again when they are injured, since their response will probably be different at that point
- if a survivor needs to reach a certain area from a single path, don't aim at them directly, but aim at the path they need to take. Either they'll come into your iron sight, or you'll close the distance enough to M1 them anyway
- if you don't have to quickly shoot, take aim at their general direction and correct height, then instead of adjusting the aim through the right stick, use the left one (meaning, strafe left and right). The more distant they are from you, the more useful this is.
- if you miss a shot and survivors are running away, but you still want to chase them, don't reload immediately - wait for them to be somehow cornered and/or near a pallet, or lose LoS before starting the reload. Since you are slowed down, they could even think you are trying to mind game them and run back to you lol
In any case, my suggestion is to simply don't care if you win or lose, just train your aim, even if they are gen rushing you... who cares. Some day, they'll all pay 😎.
Good luck.
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I can try, but what you'll see is simply the gun getting raised without shooting.
I'll try to be even more specific in how to reproduce the issue:
- press the aim button
- immediately after that press the fire/hit button
- the gun will raise, but won't fire
If you want to be able to shoot, you just need to wait a little bit after pressing the aim button (to be more precise: wait until the rifle is fully raised).
A video won't let you really understand this, you would need a recording of what's happening on my controller at the same time. The outcome, visually speaking, is exactly the same as pressing the aim button and not pressing the fire one.
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@FichteHiro said:
I think that would be a reasonable change since other Killers with similar mechanics have that, but I don't think it would be that impactful in-game, his reload animation isn't that long.
I agree, it won't be that impactful, but it adds a degree of freedom to the players, may it be for mind gaming or necessity.
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I like very much this kind of synergy between PWYF and Deathslinger. For consistency reasons, though, they should probably change it slightly, so that going into fatigue after hooking a survivor lets you lose a stack (since at that point it is an offensive action).
Not that I want this change (in fact: I don't want it :P), but objectively speaking it would be the fairest change.
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@Hex_Stalk said:
Literally everything fun about him on pc is non existent on console. Quick shots: Finicky as ######### and miss 8 times out of ten. Cutting off loops: You're most likely to hit the loop itself instead of the survivor. Movement speed is still dog #########. Aim controls are dog ######### also. Deathslinger is a worthless killer on console, and probably just as bad if not a little better on pc. What. The. #########. Devs?
We all even gave our feedback on him, but no you said "We're going to nerf one of his worthless perks instead of making him a better killer."
honestly, just git gud :P (I'm just joking, keep reading).
Aiming will always be more difficult with a joystick than with a mouse, but it's less terrible than one may think. It's not like nurse, which needs to be able to quickly turn, even 180° between blinks, here you just have to slightly adjust aim.
Just keep at it, I played only huntress the last couple of weeks to train my aim and I can really feel the difference and see the results accordingly.
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I have this issue all the time (not just after a patch) but just with Trapper. (PS4)
I filed a report for it a long time ago, but never got an answer.
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well, just in case I filed a bug report. Consider upvoting it to let Devs address it asap:
https://forum.deadbydaylight.com/en/discussion/136235/deathslinger-shoot-delay-after-taking-aim
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I'm on console as well btw (PS4 though)
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1142861#Comment_1142861
https://forum.deadbydaylight.com/en/discussion/comment/1142655#Comment_1142655
The OP saw a game or was in a game against Oni or Billy and all four survivors were potatoes... game over in two minutes, that’s my guess for why this post was made
Isn’t it a problem, though? If survivors gen rush you and maybe escape with a key, don’t you think is a problem as well?