Stinde
Stinde
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- Stinde
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No.
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@Slashstreetboy said:
Thanks for spreading the word - the more people take the chance to voice their opinions, the better.
True.
This way they also get more clarification of what killers the community wants to be buffed and which to be nerfed and so have easier time choosing what to do first.
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@kucerka said:
Thanks for sharing a link! I completely missed the last one (in August I believe?). I used to find links on FB or Twitter but somehow it's being shown only in-game (and that sucks if I play on PS- so filling survey on my phone is always better).
I've been wondering too why the surveys are no longer notified in the forums. I also saw it in in-game news but filling it out with a controller would have been awful. Fortunately I found it from google.
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If you don't want to die on the floor stop moving so you get the crows and the killer can find you, hook you and you get out of the match faster. Or you know, just don't crawl a 100 kilometers into Claudette's butthole to hide just to spite the killer.
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/1647330#Comment_1647330
Well, it said "You MIGHT hear their footsteps." The text is technically not wrong.
True 😄
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@XyoulamX said:
https://forum.deadbydaylight.com/en/discussion/comment/1647310#Comment_1647310
Alright thank you, I‘ll watch the video and try to understand her
No problem.
I forgot to mention that you can block pallets with her husk in a loop while phasing. Also everytime you chase a survivor, listen to the close generators. I cannot tell how many times I've gotten a grab from a gen because the survivor thinks I'm after the other one and just keeps repairing.
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@Katzengott said:
https://forum.deadbydaylight.com/en/discussion/comment/1647196#Comment_1647196
So, it's intended killers don't hear footsteps while having chase music?
There's also still the bug where survs make no sound on the ground and the bug that gives them free Iron Will for some time, even they don't have it.
There's even a loading screen tip for killer:
"If you lose a survivor, listen! You might hear their footsteps."
Yeah right...
I have no hope for the sounds to be fixed since the devs seem to have problems of replicating the issues. Would appreciate some status update from devs about the situation though.
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I suggest watching this video to learn her addons and to get other useful information:
https://youtu.be/NWZlq4SVgosDo note that after her nerf her lunge addons were nerfed (but they are still good), prayer beads make the phasing sound global and yakuyoke amulet decreases your phase speed by 15% but increase the phase duration to 8.5 seconds. Generally good addons for her are speed+activation or speed+duration. Her charging addons are not good.
Good perks on her are stridor, sloppy, nurses, even blood hound since she needs tracking perks (the addon father's glasses let you see blood in phase and it is my favourite addon for her). She can also benefit a lot from pop and ruin because of her speed.
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I play killer 1/3rd and survivor 2/3rds of my matches so not exactly a killer main but still, here's my list of what I hope will be changed:
1. DS needs deactivation conditions
2. OoO needs to be reworked (or nerfed so that the survivor cannot hide his/her aura from the killer anymore)
3. The problematic maps (Ormond, Haddonfield, Fractured Cowshed, Thompson House and Mothers Dwelling) need to be balanced
4. SWF should have a shared perk pool so that they cannot stack 2nd chance perks anymore
5. The upcoming early game gen slowdown.
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If I'm playing killer and my lobby has a key, I'll bring a mori with strong addons too. You want to leave the match early? I'll arrange a VIP take-off for you.
That survivor in your match is a hypocrite like many survivors who never or barely plays killer. You bring broken #########, the killer has a right to bring just as broken ######### to the match. That's why I dodge key lobbies AS A SURVIVOR. Because I want a normal match, not a murder fest because of a bad teammate who's too bad to survive without a broken item.
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When I collected stats from my survivor games I wrote down ranks, perks, hooks, kills/escapes, gens done, gen time and match time. Also of course killers used and noed usage but since you're playing one killer and choose your perks it's irrelevant. Here's a link to my old stat thread if you're interested:
@Stinde said:
I needed a bit of a project in the middle of the corona quarantines so I gathered statistics from 80 solo survivor games I played (PS4 Europe red rank). All the games are after the ruin change and most are after the map balance update. I didn't include mori games or DC's into the stats. In three games I took video capture too early so I only had rank and perk stats for 77 matches. I excluded my perks from the survivor perk stats because that would skew the stats. My perks were nearly always WGLF, DS, Inner Strenght and IW/DH. In a few games I had BL, Spine Chill, Adrenaline or BT.
General stats:
Average killer rank: 5,73
Average survivor rank: 3,22
Average amount of
- sacrifices: 1,83
- escapes: 2,17
- hooks: 7,04
- gens done: 4,63
All gens were done in 62 games and average time to complete them was 9 minutes and 18 seconds.
I survived 54/80 or 67,5 % of the games. I double pipped in 8 games, pipped in 44 games, safety pipped in 20 games and depipped in 5 games.
Only 27 out of 80 games were actual red rank games. I considered a game to be actual red rank when killer was red rank AND survivors were either all red, 3 red and 1 purple/green or 2 red and 2 purple. In these games average amount of sacrifices was 2,3 and escapes 1,7.
Killer stats:
10 Huntress
9 Hillbilly
6 Spirit
6 Ghost Face
5 Cannibal
5 Deathslinger
5 Trapper
5 Nightmare
5 Wraith
4 Nurse
4 Clown
4 Oni
2 Doctor
2 Shape
2 Pig
2 Legion
2 Demogorgon
2 Plague
0 Hag :'(
Killer perk stats:
38 BBQ & Chili 49,4 %
26 Nurse's Calling 33,8 %
25 Pop Goes the Weasel 32,5 %
19 Hex: NoED 24,7 %
19 Hex: Ruin 24,7 %
12 Sloppy Butcher 15,6 %
9 Corrupt Intervention 11,7 %
9 Whispers 11,7 %
9 Thanatophobia 11,7 %
8 Discordance 10,4 %
7 Bamboozle 9,1 %
NoED activated in 8 matches and granted kills in 6 of them. NoED didn't activate in 6 matches. Other 2 were 4ks before activation, 2 non-confirmed because of no hits in end game and 1 was Oni demon strike proc so it was a kill even if there was no NoED.
Survivor perk stats:
81,81 % of the games had Self Care
115 SC --> 49,78 % of survivors had SC
76,62 % of the games had Decisive Strike
96 DS --> 41,56 % of survivors had DS
59,74 % of the games had Dead Hard
59 DH --> 25,54 % of survivors had DH
58,44 % of the games had Borrowed Time
73 BT --> 31,6 % of survivors had BT
57,14 % of the games had Adrenaline
64 Adr --> 27,71 % of survivors had Adrenaline
54,54 % of the games had Iron Will
54 IW --> 23,38 % of survivors had IW
44,16 % of the games had Sprint Burst
43 SB --> 18,6 % of survivors had SB
28,57 % of the games had Unbreakable
26 UB --> 11,26 % of survivors had UB
Map stats:
6 Underground Complex
6 Game (1 offering)
5 Family Residence (1 offering)
5 Ormond
5 Badham
4 Suffocation Pit
4 Dead Dawg Saloon (1 offering)
4 Shelter Woods
4 Pale Rose
3 Rotten Fields
3 Wretched Shop
3 Rancid Abattoir
3 Coal Tower
3 Ironworks of Misery
3 Father Campbell's Chapel
2 Disturbed Ward
2 Azarow's Resting Place
2 Sanctum of Wrath
2 Temple of Purgation
2 Wreckers' Yard
2 Fractured Cowshed
2 Thompson House
1 Blood Lodge
1 Treatment Theatre
1 Groaning Storehouse
1 Torment Creek
1 Haddonfield
My thoughts:
I was surprised how many games all the gens were done but also surprised at the average time it took to repair them. So on average there was no serious genrushing in these games. Before I had imagined that I survived maybe 33 % of my matches but was surprised how high my escape rate actually was. Although I'm 100 % sure the matchmaking has boosted my survival rates because it's been busted since December.
Regarding sacrifice/escape rates and how they change in actual red rank games, the game seems almost balanced. Killers got on average 7 hooks which isn't enough to pip. This is probably also because of busted matchmaking.
NoED was not used as much as I imagined and it granted kills only in 6 matches out of 19. Although I have noticed that mori users also use more NoED and since mori games were excluded, that explains why it wasn't so used that I expected. I expected Sloppy Butcher to be more used and was surprised that Nurse's Calling was as popular as Pop. Ruin is less popular than before but not dead.
There was only 14 games without a single Self Care. Decisive Strike was a bit more used than I expected and almost as popular as Self Care. Dead Hard, Borrowed Time, Adrenaline and Iron Will seemed to be equally popular.
I encountered only 4 killers that BM'd and excessively camped/tunneled/slugged, so the games were mostly enjoyable. In 6 games I noticed that my fellow survivors could have been more nice to the killer.
That's all, I guess. If you have questions, go ahead! :)
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A proper change to DS would be to make it 30/40/50 seconds and it disables when
- another survivor is hooked AND you're not in a dying state
- you touch a gen
- you touch a lit totem
- you unhook
- you sabotage
- you touch an exit gate
- you go into a locker.
DS does not deactivate when disarming bear trap, trying to remove a reverse bear trap, closing a demo's portal etc.
Current DS if used by all 4 survivors can buy them a minimum of three minutes extra time for the team. One pop gives the killer 20 seconds and the killer has to go out of his/her way to the gen so in reality it's even less and the kick animation takes 2-3 seconds too. So 6 pops give the killer a maximum on one and a half minutes of extra time and what's worse is that the new change punishes weak killers the most while it doesn't affect the strong killer at all.
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WGLF has always given a token from flashlight and pallet saves to this day, so nothing changes in that aspect.
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@MegHasCuteFeet said:
It's very funny how Ormond needs another huge balancing even though it already had one.
This was the only "balancing" it got in April:
Mount Ormond Resort: Added more distance between Maze tiles.
And you can still just chain, chain and chain loops and then there's the main building with 2-3 safe pallets plus scratch marks problems with the snow.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1642521#Comment_1642521
I haven't been on cowshed for around a month and I play this game enough to make a living off it. I thought that they took it out of the game for balance changes lol 😆. Anyways though, as a nurse main I hate all corn maps.
Lucky you! I can confirm that sadly, it is not out of the game.
With Blight the corn is abysmal, much worse than with Hag.
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@ILoveDemo said:
Maps are fine, the only Maps who need Balance are Hawkins and other Indoor maps.
Maps definitely are not fine. Yes some indoor maps could be made safer for survivors I agree but those maps are few compared to the ridiculously safe maps we have. Chaining killer shack into haybale into jungle gym into cow tree into haybale into jungle gym into fence loop and so on is not fine in the slightest.
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@hillbillyclaudmain69 said:
Ormond and haddonfield need a change, and mothers dwelling and Thompson house need a size reduction, but other than that, maps are fine. Rotton fields is big, but has less loops than other maps so I think its fine.
Yes Rotten Fields ain't that bad compared to those others but the corn vision is enough to make up for the lesser amount of loops. I think Fractured Cowshed is much much worse still than Mother's Dwelling or Thompson House.
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@Todgeweiht said:
My guess is the next PTB will drop the 29th, so thuesday. And for the looks of it the Macmillan maps are the ones getting upgraded. Thats all we know so far, hopefully enough we will see some killer and perk changes.
That's the next graphical update, yes, but I'm talking about balance update like we got in April. Here is a link to the patch notes:
@Peanits said:
Features & Content
- When all remaining Survivors in a trial hit the Struggle phase on the hook, the Entity will instantly drain their remaining life bar.
- The repair speed Efficiency Debuff for each Survivor working on a generator has been increased to 15% (up from 10%).
- Great Skill Checks while repairing now give 1% bonus progression (down from 2%).
- Great skill Checks while repairing now give to 300 Bloodpoints (up from 150).
- Memento Mori interaction adjustment: Mori animations only begin playing at the end of the interaction charge.
- The Legion Feral Frenzy adjustment: Restored The Legion's ability to see scratch marks and pools of blood at the beginning of the fatigue (when Feral Frenzy expires).
- The Emblem System: Adjusted the Benevolent Emblem progression thresholds.
- Added additional player feedback when Survivors attempt to escape a hook by themselves.
- Improved the Controller sensitivity range in Options.
- Added score events for interrupting Survivors that are sabotaging a hook, cleansing a totem or digging around in a Jigsaw box for a key.
- Updated the Party Management visuals - silhouette
- The Archives New Content: Tome 03
- Added a Details Screen to provide a full list of content available in the current Rift (Free + Premium tracks).
- On the offering screen, the description of the offerings now appear at the same time as the offering is revealed.
Balance
Coldwind Farm
- Torment Creek: Reduced the safety of the window in the silo.
- Rancid Abattoir: Reduced the safety of the window in the slaughterhouse.
- Fractured Cowshed: Reduced the safety of the window in the cowshed.
- Thompson House: Added a drop down from the second floor and added a window vault.
- Added safety to the combine harvesters vault preventing a strong alternative path.
MacMillan Estate
- Coal Tower: Removed the window on the first floor of the tower
- Groaning Storehouse: Removed the window in the storehouse.
- Ironworks of Misery: Reduced the safety of the window in the foundry.
Autohaven Wreckers
- Wretched Shop: Removed the RNG window spawn logic in the garage and reduced window safety.
Backwater Swamp
- Grim Pantry: Reduced the safety of the window under the shack.
Level Design QoL Fixes:
- Haddonfield corner fence vaults: Removed.
- Suffocation Pit: Removed the randomly generated window spawn logic and reduced the safety of the window loop in the mine.
- Disturbed Ward Pallet logic reduced to 2 pallets.
- Badham Preschool fence loop: shortened.
- Dead Dawg Saloon: Added breakable walls to the saloon.
Layout Tweaks: Updated tile-type spacing and or map size.
- Rotten Fields Reduced the size of the map and added more distance between Maze tiles.
- Wretched Shop: Added more distance between Maze tiles.
- Fractured Cowshed: Reduced the size of the map and added more distance between Maze tiles.
- Thompson House: Reduced the size of the map and added more distance between Maze tiles.
- Wrecker's Yard: Reduced the size of the map and added more distance between Maze tiles.
- The Temple of Purgation: Reduced the size of the map and added more distance between Maze tiles.
- Mother's Dwelling: Added more distance between Maze tiles.
- Mount Ormond Resort: Added more distance between Maze tiles.
For more info click here: Dev Update April 2020
Perks
- Head-On: added visual feedback to clearly indicate how soon the perk will be ready for use.
- Prove Thyself: Now adds 15% repair speed for each Survivor working on the same generator (up from 10%)
- Stake Out: Now adds an additional 1% bonus progression for Great skill checks.
- Play with your food: rewrote the description of the Perk. The effect remains unchanged.
- Sole Survivor: now lights up as soon as 1 token is acquired.
Bug Fixes
- Fixed an issue that allowed Invite notifications to show during a game.
- Fixed an issue that failed to award a Protection Score Event when taking a hit while the Killer is carrying a Survivor.
- Fixed an issue that caused all players to be kicked out of the trial when a Killer attempted to pick up a Survivor while that Survivor is being healed.
- Fixed an issue that caused the perk Decisive Strike to not activate when being interrupted by a Nurse's blink grab.
- Fixed an issue that caused the perk Franklin's Demise to not reduce the item charges.
- The Underground Complex: Fixed a clipping issue on the Survivors' right arm when entering and leaving a locker.
- Disturbed Ward: Fixed an issue that could cause the Killer and the Survivor to be unable to vault through a specific window.
- Treatment Theatre: Fixed an issue that caused the camera to clip through the wall of the 2nd floor near the stairs.
- Treatment Theatre: Fixed some lights that were too bright.
- Treatment Theatre: Fixed an issue that caused survivors to clip through the iron gate near the staircase of the second floor.
- Dead Dawg Saloon: Fixed the collision on certain rocks that could be climbed on.
- Torment Creek: Fixed a camera issue that allowed a Survivor to see out of world.
- Coal Tower: Fixed an issue that allowed survivors to reach a location where the killer couldn't pick them up.
- Rancid Abattoir: Fixed a Texture seam on the ground tile of the main building.
- Temple of Purgation: Fixed an issue that caused the Survivor to be misplaced when entering and exiting a specific locker.
- Thompson House: Fixed an invisible collision near a door frame on the second floor of the building.
- Thompson House: Fixed missing collision on the second floor of the building.
- Ironworks of Misery: Fixed an issue that prevented Survivors from cleansing a specific totem from certain angles.
- Mother's Dwelling: Fixed an issue that allowed a hill to be climbed on from its side.
- Backwater Swamp. Fixed a ground collision issue that caused players to fall out of world.
- The Hillbilly: Fixed the blood VFX when performing a Mori.
- The Hillbilly: Fixed an issue that caused the Hillbilly to be stuck in an animation when being stunned by a pallet while charging forward with the chainsaw.
- The Hag: Fixed the interrupt animation from the Survivor's point of view.
- The Hag: Fixed an issue that caused the red stain of a triggered Phantasm Trap to still be visible from the Survivor point of view, when the Hag has the Add-on Rusty Shackles equipped.
- The Deathslinger: Fixed a clipping issue when aiming down sights with the default head customization.
- The Nightmare: Fixed an issue that caused the Snares to appear black to a survivor if the snare was placed while the survivor was awake.
- The Cannibal: Fixed an issue that caused the Killer to be unable to press the attack button to cancel his chainsaw if the charge bar is full.
- The Oni: Fixed an issue that caused the grab animation to trigger twice when picking up a survivor in Blood Fury mode.
- Fixed an issue that caused female Survivors to appear offset when being grabbed while vaulting away from the Spirit.
- Fixed an issue that caused the Flashlight's beam to pass through assets and walls.
- Fixed an issue that caused Survivors with the Red Herring perk to still see the aura of the last repaired generator while being affected by the Blindness status effect.
- The Demogorgon: Fixed an issue that caused a particle emitter to remain present when a Survivor destroys a portal.
- The Shape: Fixed an issue that caused the arms to stretch when performing a Mori.
- Fixed an issue that caused the heads of the Legion and the Deathslinger to snap back when finding a survivor in a locker.
- The Nightmare: Fixed an issue that caused most of the shadows generated in the Dream State to be misplaced and stretched.
- The Oni: Fixed an issue that allowed the Oni to turn faster when using a controller.
- The Wraith: Fixed an issue that caused the Wraith to not see his arm when stunned while carrying a Survivor.
- Fixed an issue that caused the perk Pop Goes the Weasel to go on cooldown if a generator regresses due to the perk Surge activating.
- Mount Ormond Resort: Fixed various flickering snow textures.
- Fixed an issue that caused Survivors who are infected by the Plague have no falling animation.
- Fixed an issue that caused most male Survivors have wide open eyes when using a flashlight.
- Fixed an issue that caused the perk Kindred reveals a killer using the perk Insidious.
- Fixed an issue that caused Survivors to be stuck in the environment when sabotaging a hook from a certain angle on hill tiles in multiple maps.
- Fixed an issue that caused Survivors with Kindred to briefly see The Nightmare when he teleports to a generator while Kindred is active.
- Fixed an issue that caused the transitioning animation to the struggle phase to not play smoothly when being hooked as a female character.
- Fixed an issue that caused the perk Sole Survivor to only light up when the Survivor's aura is being hidden.
- Polished the animation of the Legion's vaults during Feral Frenzy.
Audio
- Fixed an issue that caused the perk Technician to nullify the effect of the noise-reduction from the Spring Clamp add-on.
- The Hillbilly: Fixed an issue that triggered the basic attack sound after revving the chainsaw and after attacking with the chainsaw.
- The Underground Complex: fixed the audio on some plastic boxes when striking them with a basic attack.
- The Huntress: Muted the lullaby for the Killer and the Survivor when in chase.
- The Huntress: Fixed an issue that caused the breathing sound to play over the lullaby and other sounds.
- Fixed a missing SFX when a Survivor wiggles out of the Killer's grasp.
Fixes & Changes from PTB
- Ironworks of Misery: Added a few boxes to extend the loop of the stronger window in the foundry.
- Dead Dawg Saloon: Added more breakable walls to the saloon.
- Thompson House: Added a locker back to the farmhouse upper floor.
- Fixed an issue that failed to award a Protection Score Event when taking a hit while the Killer is carrying a Survivor.
Cosmetics
- The Cannibal: Polished the prestige weapon skin.
- Fixed various clipping issues
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As a 65/35 solo survivor/killer player (red ranks both and about 2000h on ps4) killer is easily more stressful than solo survivor.
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I get consistently 3/4ks with her with or without stridor but there's still occasional matches where I get my butt handed to me sometimes even in those matches that I have stridor. Some survivors have actually learned to play against her instead of crying about SPiRiT hAvInG nO CoUnTeRpLaY.
Everyone has bad matches sometimes no matter what killer or map they play and it doesn't make anyone bad based on one match even if they lose with a strong killer. Those survivors who immediately say the killer is a baby/bad/boosted whatever based on that one performance are just stupid and their word means nothing.
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I hit that invisible hitbox as a Leatherface also.
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@Onyx_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/1639571#Comment_1639571
Lol completely ignore the point some more, I guess.
The point (and title) of your post indicates that you think it is a boring build. The rest of your post is you contradicting yourself, so I don't really know what point I should be getting from it tbh.
Killers have been saying for 4 years that the survivor meta is boring to go against and the answer has always been "just do this, just do that, hop through some loops and follow our rulebook while doing so" so my answer to your post is just do bones. At least now there is some equality in the level of boring for both sides.
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This post made me so happy. :)
Hypocrite survivors can get a taste of their own medicine now.
"JuSt [insert sentence telling the killer how to play]"
How about you just cleanse the totems from now on.
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@lucid4444 said:
https://forum.deadbydaylight.com/en/discussion/comment/1638904#Comment_1638904
JFC this one is going to take forever with the disconnect penalty gone
I tried it multiple times with Blight, Leatherface and Plague, no luck. Then I switched to Spirit and the first two matches one survivor DC'd on the first down but I got it on the third try with her.
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@magicmaster2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1638896#Comment_1638896
I actually got my adept while using adrenaline vial.
Props to you, you must be very good with Blight. How did the adrenaline vial feel for you and did you even have a turning addon to compensate the penalty? For me it just made every rush take me very far away from where I tried to go and missing a lot of slamming locations I could have slammed without it. It was just impossible to get rush hits with it.
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Survivors have alert, dark sense, babysitter, buckle up, breakdown, kindred, object of obsession and key addon called blood amber. That's quite alot from which alert and kindred are excellent perks and OoO is game breaking in an SWF.
None of the killers' aura reading perks or addons are not really that powerful, except maybe Plague's pink aura reading addon.
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AFAIK it's 9 or more hooks AND a 4k AND every survivor must be hooked at least once.
So no iridescent for example if 3 survivors are hooked 3 times and the last not at all but instead moried with a cypress or rancor.
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Horrible addon, more of a hindrance than a benefit. What's the point of facing anyone if there's an obstacle between us and it pulls me to it when I myself try to go around. Another addon that's a hindrance is the adrenaline vial. The turning penalty of it was way too punishing even when combined with the umbra salts addon which considerably increases turning.
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That the Clown is sexy?
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I like him, he's a very fun killer to play. Also I like that his addons offer a lot of variation.
The only problems I have with him are his too low fov and his lethal rush lunge flick. Right now unsafe/mindgameable loops that you can see over with every killer (even Hag), you can't see over with Blight. And once majority of the survivors learn how to dodge his lethal rush hit, you can only use his power to travel and close the distance to a survivor since landing the lethal rush hit will only happen once in a blue moon.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1633305#Comment_1633305
I'm sorry, but a sample size of 1 in a time where matchmaking algorithms reduce their restrictions at an incredibly rapid pace is not evidence enough to prove that the Devs are lying or miscommunicating.
Who has said anything about lying or miscommunication?
What they have said about new MMR SWF matchmaking in June is a fact. Go check it out.
After the new MMR was deactivated the devs haven't said anything about matchmaking so we don't know if it is the average rank, no restrictions or the highest rank right now. My guessing that it is the average (since they are using/going to use it in the new MMR) goes hand in hand with my experience of it. But since the devs haven't said anything we can only guess.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1632933#Comment_1632933
The matchmaking only takes into account the SWF member with the highest rank and applies said rank across all members for the purposes of finding a match. Just because a couple of morons don't realise that doesn't mean it's not the case. Go read the patch notes from around the time of dedicated servers: it describes the issue and solution most wonderfully.
Yes this was the case until they removed all the restrictions of matchmaking because of abysmal wait times. I think it was last December or January.
Also when the new MMR was implemented the devs said that they are going to take the average skill level of an SWF when pairing them with a killer and that they are going to monitor how it works out and make changes to it if needed. But the new MMR, as you know, was deactivated but AFAIK the average skill level (which is rank right now) of SWF is still the deciding factor when finding a match.
I can confirm this since I usually play solo in red ranks and I only get red rank killers. But the other day I played with a friend who hasn't played in several months and was deranked to yellow ranks and we were paired with a green rank killer every match.
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1. Aim dressing removed.
2. DS deactivates when healing others/unhooking/repairing/sabotaging.
3. SWF has a shared perk pool, so no stacked 2nd chance perks.
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The Blight DLC patch broke something again (surprise). Now Plague's power rubberbands horribly and quite often. I've had many instances where the bar is almost full and it cancels like it was not charged enough. Also it doesn't hit half the time it should. I finally played with her on Monday after a long break since I haven't been able to do so since the silent hill chapter broke her fob. I miss playing with her and now have to wait again for the fix. Yes, there's been problems since dedicated servers, but it's much worse now.
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The second survivor challenge is even worse. Now everyone is trying to survive as Meg and so far I have versed ebony mori Wraith, Iri head Huntress, Bamboozle+Pop Freddy and Insidious camper Deathslinger. It's been fun.
Edit. Add make your choice spirit to that list.
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@Mandy said:
I know it's not sarcastic @GoodBoyKaru no worries about that. I can't see though how someone else searching a chest would affect your inputs to the struggle, even if it dropped their fps (the person who was looting the chest) it should have no effect on the person on the hooks game.
I've got a couple of people who play on Xbox so I'm checking with them as well to see if they've heard about it because I know it's not a bug report that I've ever seen etc.
This issue has been told by multiple forum members multiple times on the console optimization threads...
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Shelter woods is a very big map. Against no high mobility killer it's quite balanced. There's also a possibility to get a variation that has a long wall and a pallet in every jungle gym but also a possibility to get one where every jungle gym is L-T. It's a very rng dependant map for both sides.
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@BigBrainMegMain said:
If you're a well performing killer, why are you complaining about a 5 second stun?
It seems to me, if you're performing well as a killer, you shouldn't worry about a little peck that hinders you for 5 laughable seconds.
It's 5 seconds + another chase + another hit + another pick-up, so anything from 30 seconds upwards extra time for the survivor team.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/1623116#Comment_1623116
That new bloodlust feels so much worse.
I have crossplay off, I've only faced a handful of Blight. Seen plenty of Felix so it's not from lack of buying DLC. Blight seems very much a PC Killer, console won't waste time on one that's going to mess with the already bad fps and has high skill cap on top.
After this update I keep experiencing a weird lag in progress bar. My animations are fine as are the animations around me but the progress bar just doesn't move for around 5 seconds before jumping ahead. If you stop/are interrupted before it jumps ahead you lose out on that progress time when you start back up as long as it's not something like totem that has you start over anyway. This is really bad for sabotaging hooks because if the progress stops for few seconds it's actually doubling the time.
I've experienced that too. The worst was with Myers's evil within bar. 33% out of nowhere after I was wondering why the bar isn't filling up. The bar jumping back and forth is usually accompanied with a nice fps drops too. Can't have anything in this game without those.
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And here we thought that the old bloodlust effect was bad! Holy moly this new visual effect for bloodlust is so much worse for the FPS. Please devs revert this!
I played like seven matches yesterday with the Blight until I got the adept trophy. Random FPS drops were in every match, mostly when using his power or during the fatigue. The camera is wonky for him as it is and the drops don't help, suddenly the fps just drops and your camera skips 90 degrees in the wrong direction.
The new pallet breaking splinters weren't as bad as I was afraid although they still dropped the frames a bit.
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Same here. Weird, I guess we can thank the spaghetti code.
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@FogNoob said:
https://forum.deadbydaylight.com/en/discussion/comment/1623060#Comment_1623060
That's not really true... there was a time when all you had to do was get 4 kills in a match, no need to double pip. But to be fair, that seemed to be a bug and not intended. But anyway.. I mean they could just change it to be 4 kills..
@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1623060#Comment_1623060
Killer use to just be kill all survivors without any other requirements. Then out of nowhere they required a perfect game but did not do the same to survivor.
That's because they changed the merciless killer pip conditions somewhere around autumn 2018, I think. It used to be easier but now you have to be acting nanny until survivors have had a chance to make enough sand castles in their playground. I got my adept Blight yesterday and had to show a Claudette to go rescue her teammate and then I got big fat DS in the face as a reward from her.
The problem is also Sony since they don't allow trophy conditions to be changed unless it's become impossible to achieve in game. The only way is for the devs to change merciless killer conditions in-game. Current conditions are just so stupid and futile, since you just have to farm and screw around if you wipe the floor with survivors too fast.
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I don't know why some people consider this addon OP. Aura reading addons on Bubba, Wraith and Pig ain't OP and neither is this. Maybe reduce the range to 12 meters (same as the Wraith's all seeing has) and duration to 4 seconds. Problem solved.
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@Ryuzaki said:
https://forum.deadbydaylight.com/en/discussion/comment/1614873#Comment_1614873
It felt as if they rushed through the question to get it out of the way and we still have no definitive answer.
I've played a fair few games over the past couple of days and I've noticed a slight improvement in framerate, I play the game on a PlayStation 4 slim model. I had a match with The Doctor on Ormond and I was surprised that the frames weren't too bad, pre-4.2.0 he was almost unplayable on that map for me.
Strangley, on the updated Badham and Yamaoka maps, framerate was actually better than older maps for me. I hope this a sign of good things to come. I still encounter the framedrops when status effects are applied, so nothing new there.
@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/1614873#Comment_1614873
The answer from the Q&A did feel like a "they'll fix themselves" brush off answer which didn't help my thinking they don't care about the console experience. I was hoping they would acknowledge that current console is having a rough time and they were going to do more than just hope pretty graphics will make it better. The comment that they looked on reddit and saw some console players say they liked it? They referenced reddit over their own forums. On these forums there were several negative posts moved to the feedback section from console players still having issues, some saying that the game actually runs worse for them now. The positive posts were mostly left in general section. Feels like they're ignoring negative comments and only focusing on positive.
I've mostly played survivor since the update - don't feel like dealing with the hook glitch or the kicking pallets/gens issues I saw others have. I'm still getting the same fps drops from before with some new ones that popped up.
When a gen finishes that big circle still causes fps drops just like when I survivor is hooked or sacrificed. The new gens, their new explosion animation has an fps drop. When someone finishes searching a chest I still get fps drops. Those are two new graphics still causing fps issues on console.
Aside from Freddy's Dreamworld being ridiculously dark, I now experience frame drops when someone is hit into the Dreamworld nearby on top of already having it drop when I enter Dreamworld on my own.
The Blight when he uses his power nearby causes an fps drop. Maybe it's from the liquid dripping off him when he's rushing?
I've noticed random stutters in the progress bar when doing actions, it will stop then randomly jump ahead if you're not interrupted. Last one It did it while I was searching a chest and a Nurse blinked couple times nearby. Nothing else stuttered, only the progress bar. It has happened while I'm working a gen, my animation is fine, watching a chase and the others are moving normal, but for some reason the progress bar does a weird stutter.
I had the same kind of feelings about their answer. Very short and one-sided answer without an acknowledgement of our other issues. I've also seen more negative comments about the patch than positive ones. And there's also negative posts in reddit.
I'm not surprised if people are starting to get frustrated and giving up hope. I know I'm starting to. During the past week I've only played a fraction of what I used to and more and more often when I think about launching the game I find myself thinking "I don't want to". Fortunately there's a lot of other games. I'm going to watch the BOTB tournament this weekend but that might be it until (or if) things are fixed.
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@InsidiousSmartfaceLF said:
https://forum.deadbydaylight.com/en/discussion/comment/1615080#Comment_1615080
Did they nerf the God pallets on the Asylum and the balconies on Haddonfield yet?
Two pallets were removed from the Asylum main building. It's still quite annoying structure to play. No changes were done to Haddonfield, except maybe window rng changes.
Ormond is still huge and full of safe pallets and loops, it's busted as hell. Fractured cowshed is still a nightmare to play in and busted with chain loops even though it was made smaller. Thompson house is still horrible for the same reasons as fractured cowshed but not as bad. Maps that have been noticeably better to play in have been the temple, wrecker's yard and torment creek. Badham is still heavily survivor sided even after the map changes and graphical update changes.
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@Nobsyde said:
https://forum.deadbydaylight.com/en/discussion/comment/1614873#Comment_1614873
obviously I'm not satisfied by the answer, since the dev basically said "on the forums we read console players are finding the new maps much better frame rate wise, so everything's good!".
While this is the new map's performance:
https://www.twitch.tv/videos/736257521
This being said - it is true that performance improved with this patch (not in the new maps though, in general), but only for the first couple of games, then we need to restart it in order to get decent frame rate again. I've sent a support ticket about this, we'll see if they notice it.
That second half of the match seemed quite painful. Also you got to love that aim dressing on console. God I hate it so much.
I as a console player and a customer thought that their answer continued to ignore over half of the issues. I hope you get a proper answer from your support ticket.
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@Darkskies said:
https://forum.deadbydaylight.com/en/discussion/comment/1614940#Comment_1614940
I have played the preschool freddys new map twice as nurse and was very happy to see that I had no issues regarding frames. I am actually going to try out demo and doctor on the new maps and will come back with my findings.
I was playing my girl piggy on the asylum map and I hit blood lust one while chasing around the building my game stuttered and frames dropped hugely with the new effect that happens when you hit blood lust.
I have played survivor and feel the same issues with frame drops with status effects being applied are still there.
I am yet to catch the Q & A but seems like from what your saying that's not good.
🐷💖
Edit to say.. My nurse game on bad pre school I couldn't blink down at the small house with the truck and found other dead zones but to be fair I suck at nurse so could of been just me lol
Nice to hear that at least the new maps are better as killer. If you mean the house of pain that's where the nurse I played against had most problems. She too couldn't blink to the basement.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/1614873#Comment_1614873
Ive personally found literally no difference in frames tbh. However the reworked maps have felt a tiny bit smoother, but I haven't had time to test them properly yet. Lerys, midwich etc still trash.
Apparently PH and blight are quite bad on frames coming from my friend.
That's what I was afraid of. I've thought about trying the blight but it gives me too much anxiety since I'm rank 1 right now. I think I'll wait for rank reset in two days and hope I get a little more chill survivors.
I've only had two matches in the new preschool against a clown and nurse. The nurse seemed to have problems to blink in some parts of the map, it seemed like there could be invisible parts where the nurse would get stuck on if she tries to do a short blink. I have to wait to play more matches on the new maps and analyze more of the performance. Old maps though are still trash, just like you said.
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So, the Q&A was yesterday. What did you guys/gals think about the answer we got?
@Nobsyde @bm33 @Ryuzaki @JPLongstreet @Pulsar
I got the feeling that they are just hoping the issues to fix themselves as they upgrade the graphics. But we didn't get any answer to the problems with killer powers (doc, demo), status effects or the quite new maps with most problems (lery's, hawkings). All in all they answered very shortly to the question and didn't go into much detail.
How has the FPS been for you after the patch?
I have only played survivor but there's been the same problems with stutters and fps drops.
Edit. Also interested to hear what @SnakeSound222 @The__High_Ground @MrsPiggyIsSoSneaky think.