Pulsar
Pulsar
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2759874#Comment_2759874
Just the part where he said “just do bones 4head” “should have joined a 4man swf” lmao.
Ah.
I think he actually uses one of the weaker arguments for NOED.
I've seen more and more that good Killers will use NOED. For sure, if the Killer has 3-5 hooks by the time 1 gen is left, you've got time to look for totems. However, I've seen more way NOED's on Killer's who have had 6-8 hooks by that point, plus a Kill.
You don't have any time to do bones at that point. It's a close match and if you cleanse totems out of fear of NOED, you lose. If you don't, you lose.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/305927/lowering-mmr-on-purpose
Yup. Smurfs gonna smurf. Honestly, this should be bannable - it kills your game for new players.
Fortunately it's a lot more difficult under SBMM than it was under ranks. It was so easy under ranks that even some fog whisperers openly admitted to doing it.
https://forum.deadbydaylight.com/en/discussion/comment/2759873#Comment_2759873
That's exactly what people did. Just hard AFK from the start for about 10 matches in a row.
Now it'd take quite a bit more if you are high MMR.
It's really not.
It just takes a little longer.
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I'd prefer Legion buffs and hopefully a rework.
They aren't ever going to be viable in their current state.
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Yeah, it's pretty awful.
I got it maybe 3 and a half years ago on old Lery's after a week of trying.
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What am I supposed to be hearing in that video?
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/2759773#Comment_2759773
So something like the old rank system.
Which I actually think was way better than the current MMR system.
I think they are the exact same.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/2759761#Comment_2759761
How are people smurfing if MMR doesn't actually determine skill?
It does, but it's bad at doing it.
Escaping can determine skill, but it shouldn't be the sole indicator.
Kills can determine skill. Someone who 4K's for 50 games is obviously pretty skilled.
But someone who 8 hooks with no perks is also pretty skilled. Ergo, Kills are also a factor of skill, but just like Escapes, they don't tell the entire story.
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Maybe we could look at why people hate MMR instead of punishing them.
I'm not excusing smurfing, but it's really just indicative of a larger issue.
Also, maybe make the MMR actually determine skill.
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@Bullettimegod said:
https://forum.deadbydaylight.com/en/discussion/comment/2759656#Comment_2759656
Youre absolutely right. And i misunderstood you if this was the point of your argument. People are hypocrites.
https://forum.deadbydaylight.com/en/discussion/comment/2759654#Comment_2759654
Good changes actually. The speed wouldnt change the function of the perk at all.
https://forum.deadbydaylight.com/en/discussion/comment/2759655#Comment_2759655
Yea for reasons tho. But also it doesnt activate until all the gens are done. So idk what to actually say to you? No offense..
https://forum.deadbydaylight.com/en/discussion/comment/2759661#Comment_2759661
Can you elaborate on why you feel like its a poorly designed perk? How can anyone have a discussion, if you use such a vague comment? =T
https://forum.deadbydaylight.com/en/discussion/comment/2759663#Comment_2759663
OH GOD FORBID!
The counter-play suggested ("do bones") is almost impossible to do in Solo Q and Duo Q.
I've conducted experiments to see how realistic it is to cleanse all 5 totems in my games. It's not, especially when the Killer is semi-competent.
Likewise, it's almost trivially easy to do all 5 totems in a 4-man SWF.
This speaks to how poorly designed the perk is. It makes most players lives miserable and enforces a damned if you do, damned if you don't scenario but it is almost useless against the group you'd want to use it on.
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Because it's a poorly designed perk.
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I just quit because it wasn't fun and I couldn't keep deluding myself thinking that it'd get better.
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As this is a classic new player post, I'll offer to teach you instead of correcting you.
Would that interest you?
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@BenihimeWrath said:
I mean, my first thought is infinite face camping?
Well, Bubba mains will be happy.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2757876#Comment_2757876
I've only done this once, and that was a team of Dwights that decided that they'd give up after they lost someone at 4 gens and play hide and seek. Took me ages to finish them and yeah - I let them bleed. I hate sulkers.
The only time I let a team bleed-out was when the Breakdown bug was a thing.
They ran Breakdown, Soul Guard, Unbreakable and No Mither with Flashlights and brought me to Autohaven with 4 offerings.
Fun times.
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This is why I don't play anymore.
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@Mileena_Kahn said:
https://forum.deadbydaylight.com/en/discussion/comment/2757237#Comment_2757237
And there’s nothing wrong with that.
Nope.
There's nothing wrong with having bad takes.
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Whatever has been happening with the matchmaker lately has just sucked all the fun out of the game for my friends.
Horrible teammates, hackers and inconsistent Killer matches.
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@ActualPainedFrog said:
https://forum.deadbydaylight.com/en/discussion/comment/2757234#Comment_2757234
Wait really? I must have misread them then, I swear I saw something about custom icons for survivor actions.
That was just given as an example as to what the Devs are looking at in order to improve the Solo Q experience
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I'd advise just quitting until you see changes that interest you.
That's what I'm doing, mostly.
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I'd rather play a real game than a farming sim tbh.
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@Pandamonium31 said:
https://forum.deadbydaylight.com/en/discussion/comment/2754658#Comment_2754658
Yeah, the question they asked was "What was the rationale behind the wiggle BUFF". Not "What was the rationale behind changing the wiggle mechanic". If you can't even read what you're typing yourself, I'm not surprised you couldn't understand the title correctly.
Side note: Super cool that they're being considerate about players with physical impairments. (And the bonus of not destroying players' controllers/keyboards).
You could make that argument about the hook skill checks being a buff for Killer since it takes the Survivor slightly longer to kill themselves on hook.
Also, thanks for insulting me. I really appreciate that.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2756344#Comment_2756344
OP is pretty neutral, to be honest, but a lot of "us vs them" posts are going to fill the thread for sure, especially by killer mains.
lmao, no.
You just agree with them.
Say it like it is.
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@JawsIsTheNextKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2757083#Comment_2757083
I suspect @Pulsar's Nurse game is a long way off his top killer which might go some way to explaining it, as he hadn't really played Nurse - 30 is excessive though, and it might be caused by a maximum range limit between your best and worst killer.
I probably played Nurse once or twice every six months or so.
I never did well and I just kept playing other Killers.
I got really good at Blight, Nemesis, Pinhead and Artist so I suspect that it took the averages from those and applied it to Nurse, which caused me to need to lose an unholy amount of games to see any difference in matchmaking quality.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2756856#Comment_2756856
So if you wear baggy clothes, could I (theoretically) tie a string to your belt loops and fly you in a windy day like a kite? I kid. Honestly it's hard to tell the tolerance of another, especially as we've never met in RL where I could see how you handle your drinks.
Theoretically, the wind would break me in half.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2756554#Comment_2756554
You should definitely stick to beer rather than shots 😜 I'm 300 lbs, and was born with the tolerance of two separate alcohol genetic histories.
I'm literally 6'4 and 130 pounds.
But I've got German and Russian heritage, so that counts for something? Maybe?
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ay can someone delete this since the guy I responded to got yeeted?
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2756639#Comment_2756639
Was it about shirtless myers?
I mean, they did leave the questions up to twitter to decide so don't get your hopes up on any useful questions being asked.
it was about 60 FPS for Console :(
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Maybe my question will be answered this time?
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@Yankus said:
https://forum.deadbydaylight.com/en/discussion/comment/2756545#Comment_2756545
That was an old patch, it's fixed noow.
My apologies.
Here's a clip from 2 weeks ago on the Xbox One X, the most powerful version of the previous generation of Console's:
https://www.youtube.com/watch?v=R6GIjt1ILUQ&ab_channel=PulsarGaming360And here's a meme game of Nemesis on the Series X:
https://www.youtube.com/watch?v=1UQuMiXX1KY&ab_channel=PulsarGaming360 -
@JawsIsTheNextKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2756545#Comment_2756545
Oh wow I'm sorry, that is bad!
Game runs at 60fps on some consoles.
Not the Console's we were promised... :(
@not_Queen said:

Over the past six months, we have allocated strike teams with the mission of improving the overall health of the game. As announced last December, we have developers working on a new matchmaking algorithm which we are actively testing and are almost ready to deploy. We are also targeting to migrate the game to dedicated servers by the end of summer 2019.
This blog post is meant to update you on the efforts put on optimization, which aim to enhance the overall game’s performance.
When we first released Dead by Daylight back in 2016, we targeted 30 FPS on our minimum spec. Up until recently, we optimized the game in bursts; for the console launch and before releasing a new Killer. We are now ready to set a new performance target: Dead by daylight will run at 60 FPS on PlayStation 4, Xbox One, and minimum spec PCs.
Reaching 60 FPS on Dead by Daylight is not an easy task. It is a multifaceted iterative process that started six months ago and will be ongoing for months. Our strike team of programmers dedicated to optimizing the game has their hands deep into the game code. To summarize, optimization improves the frame rate by using less CPU and GPU cycles to update and render the world faster without any apparent loss of quality.
See below for a high-level view of our optimization roadmap.
STEP 1: UPDATE TO UNREAL ENGINE 4.20
Target: Chapter 10 and incremental changes with every engine update (update to 4.21 is planned for chapter 11)
The engine update was a necessity to move forward with the optimization process.
All the Unreal engine features below gives us additional tools and means to enhance the performance of the game: the new Apex integration (dynamic mesh simulation), RHI/Render thread split, Epic’s mesh reduction tool & improved animation thread tooling are just a few examples.
STEP 2: CPU, GPU AND CONTEXTUAL OPTIMIZATIONS
Target: Chapter 11 and ongoing
This is the core of the work to improve the performance and the game’s frame rate.
There are many opportunities for optimization, but here are the three main pillars overarching our efforts:CPU optimizations: improving the game’s baseline systems
This is where the game world is simulated (interactions, character navigation, perks and powers). We will be converting our slowest gameplay blueprints to C++ which should, in specific cases, run ten to two hundred times faster. We are also moving from a tick-based system to an event-based-system. A tick-based system is much more demanding, as it constantly pokes the CPU to know when to trigger an action, while an event-based system can enable an event only when necessary and therefore reduce the stress on the CPU.
GPU Optimizations: Overall Graphic Optimizations
The GPU is where the game world is rendered into an image which is then drawn on the screen. The optimization actions listed below mainly affect the game’s visual representation. The objective is to render the world faster without sacrificing quality. We will be updating our anti-aliasing system to TXAA and moving the SSAO to a compute shader, simplify our shadow pass, optimize character outlines, improve LODs, slim render passes, bake more lights, use imposter rendering for specific objects (trees, grass) and more.
Contextual Optimizations: Performance Spikes for Specific Actions
We are working on optimizations that pay at any given time when you play (as mentioned above under GPU/CPU) but we also know there are specific actions and/or Killers that will need extra optimization. These are problematic cases where we see major hitches in performance. Here are a few examples: multiple characters moving in close quarters, specific Killer slow down, perks combination, etc.
STEP 3: UPDATING OUR GUIDELINES AND PROCESSES
Target: Chapter 12 and ongoing
While we optimize the existing gameplay and graphic systems, we develop better tools and methods to implement new features. When we have a new process figured out, it is documented and shared with our development team who can then apply these learnings for the creation of new content.

Our objective is to offer a better performance on all platforms, making the game look smoother and the controls more reactive. Still, doing such majors changes all at once (game engine update and rewriting game code) is bound to briefly disrupt things and require some adaptation time. We hope you understand that this is a transition period and an investment to improve the game.
Don’t hesitate to share your feedback on our forums or social media if you encounter an issue. Our objective is to keep you updated on our progress in the coming months. The upcoming Dead by Daylight anniversary will be a great timing to give you additional visibility on our progress.
See you in the fog,
The Dead by Daylight team -
@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2756405#Comment_2756405
To be fair, I've mentioned like 3 times that my hesitation to giving up my gameplay secrets was the death of Innocents, lol.
I'm moderately tall (still the shortest in my family 🙁) but I weigh nothing.
This challenge is specifically designed to kill me and only me :P
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@JawsIsTheNextKiller said:
Much better:
The MMR seems to highlight the imbalance for me, rather than it being the actual problem. The old ranking system was unfair and needed to go. Now games are more appropriate for people's skills.
Nasty perks have been nerfed: Old Ruin, Old Hex: Undying, Old DS, Old Balanced Landing
Boon: COH and Dead Hard are broken but can both be EASILY fixed should the devs be daring enough.
Game-breaking bugs are far less frequent than they used to be.
Fewer infinites
Game runs at 60fps on consoles
Mashing the X button on a hook was removed
Events are back.
https://www.youtube.com/watch?v=OIomDVcBYuA&ab_channel=PulsarGaming360Game runs at 60fps on consoles
This isn't 60 FPS
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@Yankus said:
You guys are actually buying that this guy has played 40 games and not gotten a single kill? I can come to the forums and lie/exaggerate too.
I mean, I ate a 30 game L streak when I first started learning Nurse, so, yeah I buy it.
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1 shot every time you are hooked.
I'm going to die in two matches.
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To answer your question:
Adding in decaying MMR will not push people to de-rank any more than the current system already does.
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Another classic us vs them post.
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@IWFreak said:
https://forum.deadbydaylight.com/en/discussion/comment/2756019#Comment_2756019
It isn't unfair, tho...
Every single person, with a little knowledge or help, can stretch their screen, or buy another monitor. Equal chances...
Shame for the majority of the playerbase on Console
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/2754811#Comment_2754811
My bad. I was reading it stop and go between matches while I waited for the lobby and sometimes forget where I was ^_-
Nah, I just read fast.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/2754530#Comment_2754530
Man, people are so lazy nowadays. That "wall of text" takes maybe 5min to read? Maybe less? How would you ever read a book with that attitude? Good thing that most books have an audiobook version, these days :D
https://forum.deadbydaylight.com/en/discussion/305556/its-not-that-bad-but-it-is
You might be up to something, there. The killer role, by its very nature, is much more reactive then the survivors one. Of course, you can sometimes take action and take the pain to the survivors, but most of the time you will be reacting to them: hunting down Tinkerer cues, or crows, or fast vault notions or or or.
And RNG has a much more important influence on you as the killer then on the survivor. Some of the problems are just busted propabilities or oversights in the code. Like when in Midwich Elementary hooks wont spawn, because they would be technically to close to each other, while factually, be means of travel time and direct access, they are on the other side of the map of each other.
And the problems with the totems have been a constant issue since literally forever. There are clips of survivors spawning with a lit Hex totem right in front of them, and stuff like that just shouldn't be possible.
5 minutes?
That's like a 10 second read.
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@Warfaredragon7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2754766#Comment_2754766
I have to disagree you on this. Just because it works as intended doesn't make it a fair or balanced perk to face in game. It is a perk the makes every killer ability worthless for no cost and no effort which is way it should be changed. No perk or ability in this or any game should so powerfully that a player is punished for playing well because their opponent has a perk.
Me, looking at Deadlock
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2754792#Comment_2754792
The moment i lose faith, is the moment i quit playing for at least another 3 months
I'm already "retired".
It's a joke in my friend group that when I'm retired from a game it means I won't play unless someone else wants me to.
I never did think it would happen with DBD.
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@Tsulan said:
Sorry, i couldn´t read your answer from the other thread because... well...
Could you repeat it please, so we can continue here?
Yeah, I said you were more optimistic than me and that I wish you were right about the system.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2754665#Comment_2754665
It's not that unlikely.
You know timing, also you know where exactly it is. So it's just nowhere near as hard as gen skill check, where both things are random.
Maybe instead of 16s to 15s make it 16,5s to 15,5s. So on average you would have it same as before, but it can be slower/faster based on number of great skill checks.
Edit: btw timing is always same, so I bet I can make a macro for it...
Most players won't make a macro.
BHVR apparently doesn't mind people cheating, so I doubt that would draw their attention either.
I haven't played with it, so I don't really know how it feels, but the likelihood of a Survivor hitting every Great is extremely low.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2754683#Comment_2754683
I'm glad this means you are completely in support of all of these changes as well then. Since these are all essentially irrelevant buffs that mean basically nothing as well (6.25%, exactly the same).
https://forum.deadbydaylight.com/en/discussion/comment/2754678/#Comment_2754678
I don't think those are comparable, but sure, I wouldn't really mind any of those.
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@Minecraft said:
it works the way it was always meant to.
the server decides whether you hit or not, so you don't get free hits anymore. the animation is just a visual bug with no impact on the game.
every hit should work like that.
you wanna blame someone, blame your internet provider.
Me, with 30ms ping getting validated by a Meg with 150ms ping.
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/2754663#Comment_2754663
why do people keep saying this? this 50% winrate thing comes out of nowhere. if you lose 10 games in a row you'd lose like 200 MMR. a 1700 can match with a 1900, so even if you were 1900 and lost 10 games in a row you'd still be going against literally the exact same people. there's no "50% winrate switch"
There's no hard evidence for that, you are correct.
It does tend to feel that way that way though. If we got destroyed and the Killer got 9+ hooks and 3+ Kills, the next match was almost always a 3+ escape. That could just be the inconsistent nature of the system (it likely is) or it could be something else.
All we really have is speculation since BHVR doesn't want to talk about their system at all.
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@Dionysus42 said:
https://forum.deadbydaylight.com/en/discussion/comment/2754658#Comment_2754658
The addition of skill checks is their attempt to make it more accessible. Nothing required them to include great skill checks which are an objective buff to wiggling, and this latter is the subject of the question. Maybe try reading the question before responding.
To incentivize better play and to give Survivors a little mini-game.
The buff is essentially irrelevant, like you said. It means basically nothing.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2754449#Comment_2754449
You have to keep in mind that the system itself is designed to force you into an artificial 50% win rate.
The easiest way to accomplish this is not to make balanced match-ups. Quite the contrary. It's by making a series of lopsided trials that average out to the desired outcome.
So, have you been escaping more than your 'fair' share? Congratulations! Now you have to boost someone else's mmr who's got a bad streak.
Are you on a downswing? Worry no more! We'll put you in a gg ez game.
It doesn't matter how many hours you have. It only matters if you're winning as much (and only as much) you're expected to.
That's actually surprisingly consistent with the stats I've been tracking. Games that were stomps almost guarantee an easy 4E next game.
Consider this a sneak peak at the next Totem Experiment.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2754637#Comment_2754637
They could add the skill checks to wiggling without buffing the time to wiggle out in the process.
The great skill checks are just unnecessary.
I don't really care.
1 second is a miniscule difference and the odds of someone hitting every Great Skill Check to wiggle off 1 second faster is slim. I don't care if it gets reverted and I don't care if it comes to Live.
Boil Over on the other hand...



