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I managed to stay in red ranks! Okay I dropped down to 6 for a bit but I'm back up to rank 4.
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Reporting it through the official channels with video would maybe do something if they investigated and found it super obvious. Doing it like this is naming and shaming which might get you in a bit of trouble.
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Use them mainly in loops. Mobility if you really really need to get somewhere fast (ex: u know a gen is almost done or looking for hatch).
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@TWiXT said:
https://forum.deadbydaylight.com/en/discussion/comment/1941972#Comment_1941972
TBF... You are undoubtedly this forums poster child/boy/girl for everything Clown related as you've so passionately devoted time and effort into maining Clown. While Others bemoan your advice, not many seem to understand that said advice is coming from a Pro Clown Player, and that your criticisms/advices carries the weight of every round you've played, loss or win. This is exactly why I appreciate any advice you give, and through my own experience with or against clown, take to heart.
Hell, Doctor was my main for almost 2 years... basically since he came out, and was heavily underpowered, and I still tried my hardest to advise players of his best builds and tactics to no avail. Since he's received his rework, I've moved on to another killer: Plague, and while no one listens to me, I've mained her for over a year and feel I know what I'm talking about, but still, no one listens.
TBH, I don't really care anymore... I give great advice on how to play her effectively, but if no one listens... no survivors will ever adapt... which means easy wins for me! I would suggest you take that ideal in the same light, because no matter how much you try to help them... survivors/killers won't listen. But I know you... you fight the good fight, and pray people will pay attention, So for theirs and your sake I'll just say this to the community:
Attention all community Dumbasses!
You realize that you are receiving wisdom from the quintessential CLOWN main of DbD? Take their words to heart. Don't bemoan, belittle or berate. This is an individual who has devoted more time and effort into the Clown than most of you have playing survivor or killer combined! I won't say their logic is without flaw or bias, but I will point out what should be the most obvious at this point... They are WINNING more often then losing with their builds or strategy!
If you don't want to accept advice from someone like this... then you truly are Dumbasses!
I argued that mathematically the antidote clown uses barely makes a difference of 0.5- 1 second when used perfectly. TheClownIsKings answer to that is that could be the difference between a survivor getting hit or not (this is paraphrased). That's such a small miniscule difference but that's a difference in our opinions.
My point is that there's a difference between offering advice, which I'd say TheClownIsKing does do and being a hype man for the most little of things, which he also tends to do. Like if the devs for whatever reason added a new killer with the ability to theoretically kill 2 survivors if the killer managed to do 3 frame perfect inputs within a span of 4 seconds and the survivors need to be at the perfect location then TheClownIsKing would be all over it. An exaggeration, I know. Most people usually don't disagree with his advice. They tend to disagree with how effective TheClownIsKing makes the advice sound.
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@Pleasejustbecool said:
https://forum.deadbydaylight.com/en/discussion/comment/1939778#Comment_1939778
Your first post said “people like you” assuming that I was just being a baby about killer tactics that I didn’t like. I’m talking about actual toxic moves but if you can’t understand the difference in a discussion like this, then you’re exactly the person I want to hear from.
what would be your definition of a killer being toxic? And what about survivors?
That's not what I assumed at all. What I was annoyed at was the overuse of the word toxic to describe everything as a blanket term and then since toxic things are bad, it's used to reinforce the idea that it should be curbed. Add in the high horse preachyiness and the whole I'm the judge on toxicity. So cue the passive aggressiveness.
Honestly I was more peeved that you called survivors dcing toxic. I hate ppl dcing or killing themselves on hook but calling them toxic isn't the right word for it.
I still stand by the hypothesis though. Very few people actually cared about a lot of these things when dbd first came out. Hypersensitivity to all these things is bad for the game. Oh wait did you think I was calling you a baby cuz the word hypersensitivity? No I mean that ppl are too aware of these things and quick to jump on it. I think hypersensitivity sums it up well.
As for your new question. The answer is intention. If your intent is to put some1 down by doing something or specifically win by forcing some1 to DC, then it's toxic. Most of the time you cannot tell the intention of why some1 did something unless they actively say something in end game chat. Tunneling or camping when you don't necessarily need to isn't toxic to me. Tunneling or camping some1 specifically to depip them or make sure they aren't going to have a good time? That is toxic.
I'm also not saying that something is good or bad to do. I'm just saying that calling it toxic and saying since it's toxic we need to fix it, is wrong.
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@Karao_Ke said:
I personally don't think Clown is in a bad spot because every killer has their weaknesses. Let me explain:
Clown may be stellar in chase & can end them within seconds, but he has almost no mobility. The new bottles they gave him don't help him much imo.
The opposite could be said for Oni, who is a regular M1 killer in chase until he gets his power & has amazing mobility.
See my point? Every killer has their own playstyle. This is why we have perks as well, to correlate with the killers power.
Don't get me wrong, Clown is weak af when compared to other killers, but most killers in general are weak in some way.
I'm curious about what you'd say about Freddie.
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I hate to break it to you but using resident evil remaster isn't helping your case. The animations aren't good in those games but they get a pass cuz they're old games.
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@Pleasejustbecool said:
https://forum.deadbydaylight.com/en/discussion/comment/1939741#Comment_1939741
You must be a red rank killer/survivor. You don’t need to camp and tunnel the first person you find in the game when you’re a green rank. Unless you’re playing a bunch of SWF groups, it’s usually 4 randos in a lobby that aren’t communicating and it’s not that hard to win without camping and tunneling in a toxic way. Again I don’t care if ppl camp or tunnel as part of a strategy but some ppl do it just to be toxic
I gave u my hypothesis on why are there so many toxic players now. I don't see the need to explain why you feel it's toxic in your eyes or poorly clarify your standing on non-toxic tunneling and camping vs toxic tunneling and camping. Proving that it's become increasingly arbitrary.
Ps just cuz you don't need to do something or its not hard to win without doing something doesn't necessarily mean it's toxic.
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My hypothesis:
Ppl like you popped up increasingly and labeled everything they didn't like as toxic. This made everyone hypersensitive to these things you consider toxic and noticed these things far more. Ppl then started beating each other over the head whenever some1 played a way they didn't like creating a bad community environment. Little by little ppl either quit, stopped caring about how others judged their playstyle or purposefully played that "toxic" playstyle since it's so we'll known now. All this led other ppl to be "toxic" in these ways to blow off steam and it spread even further.
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They changed it cuz killers complained that gens were being done too fast. Then the devs shortened looping times to match gen times, instead of the other way around. I did notice that most deaths in DBD back then tended to be after all gens were finished and 4ks basically only happened if a team really really sucked and/or ppl played super altruisticaly at the end.
I'd say the game has moved towards more action and about the same amount of horror (almost none). More action cuz the game is much more fast paced and there aren't as many times where you feel super safe. Also, you actually have to loop for real now. Before most looping was run to pallet, wait for killer to come, put pallet down, run to next pallet, repeat. If you were feeling really brave you'd maybe loop for real once or twice.
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For the challenge? It doesn't really matter for the difficulty difference IMO since if ppl want every achievement they have to get through the killer adepts too.
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That's a new record! 85 pips in one game from rank 20 to rank 1... Makes sense to me.
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I don't think those are guaranteed anymore when they shrunk the amount of pallets allowed to spawn. I could be wrong though.
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@crowbarman said:
https://forum.deadbydaylight.com/en/discussion/comment/1939319#Comment_1939319
So is this just a console limitation then? I'm pretty good otherwise - Rank 1, but..I mean, give me a break, it's impossible to be perfect with a controller in this kind of loop. Sounds like you are saying that console players really are just screwed.
I guess so... Bloodlust 2 gives 0.4m/s boost, which probably is just enough to cover the wide turns you're taking but everytime you started to catch up you'd accidentally hit/rub an edge or your turn gets worse.
Personally, I think I'm better at precision turning on controller than mouse and keyboard. It's the hitting, aiming and camera movements that's worse on controller.
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I think you already got your answer. You're making the turns incorrectly and sometimes rubbing the corners. Double blood lust won't save you if the survivor gains distance thanks to inefficiency.
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@MrBuffalo said:
https://forum.deadbydaylight.com/en/discussion/comment/1938861#Comment_1938861
My guy I hate to tell you this but from personal experience, every time there is no obsession in the game the killer has tunneled each and every one in that match so until killers stop tunneling with no obsession in game DS is sadly staying.
Before DS was a thing killers rarely tunneled (both the super general version and the normal version). The existence of DS caused far more tunneling than ever. I think the newfound freedom to tunnel causes the tunneling to happen without obsessions. Given enough time the tunneling would probably fade away once again.
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@Ghost_Face_Main said:
https://forum.deadbydaylight.com/en/discussion/comment/1938890#Comment_1938890
There's a difference between a QoL change and a bug fix. Nothing was wrong with the old UI, they simply wanted to update it to look sleeker, and they did. I'm with OP on this one; the crying for this UI change is embarrassing in itself.
I gave you an explanation why and you clearly barely read it and then nitpicked a small part of what I wrote. The irony is that I said the problem is the bigger picture.
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@TheClownIsKing said:
@Devil_hit11 if a survivor just leaves the loop, Clown can still run through the Antidote to charge down the survivor.
Saves you half a second of time (2.3m) over 5 seconds at the cost of one bottle and reloading more often.
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It's not the UI alone that caused this. It's all the things leading up to it. It's a change they didn't have to do, didn't need to do and were told over and over again please improve the design or don't do it at all. Sure it's small in the grand scheme of things but the fact that the devs won't budge on something small and say they won't budge because this small thing cost them too much time and resources to back off is really bad. Imagine this tiny insignificant thing that drained resources and time, instead of the 1000 other bugs they could've been working on or something ppl actually wanted.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/1938762#Comment_1938762
You know what is funny, suddenly when the experience is more stressful and harder for survivors, Killer queues got slower. What does that tell ya?
It's not the fact that things are more stressful or harder for survivor. It's that it's plain broken visually.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1938718#Comment_1938718
It’s not a map mobility tool. Clown never needed map mobility. As long as he has insanely short chases, he’s golden, and it puts a LOT of pressure on the survivors.
And as I repeatedly said, now in chases there are MANY situations where it’s wise to use BOTH, not choose between one or the other. The activation period gives Clown the time he needs to also throw a tonic, and the activation period also prevents the survivor from using the antidote themselves while Clown is setting up a tonic.
Me and some other guy did the math... It saves/gives/buys you half a second of time to a second after factoring in time to set up using both.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1938449#Comment_1938449
Survivor A gets hooked survivor B unhooks him you down and hook survivor B Survivor C unhooks B Same thing Survivor D unhooks survivor C and gets downed and hooked. 3 ds's and someone has to unhook, if A does they lose their Ds so at most its 3. You ever do math?
U forgot deliverance and the same survivor can unhook more than once.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1938164#Comment_1938164
How so when unhooking disables ds? At the endgame its close to impossible to have 4 ds's with the unhook clause and healing.
That's exactly what I want u to think. Then one by one each survivor takes their turn, pulls out a knife and stabs the killer.
"Et tu, Dwight?"
"Always has been"
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Sometimes it's an accident, sometimes they didn't know, other times they made the decision that the loop here was the only way regardless if some1 is there and worse case they got really tired of being chased.
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U do realize that with this nerf, there's a much higher chance of DS making it to hatch or worst case scenario 4 DS's making it to end game?
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1936924#Comment_1936924
That's actually the problem. Ruin turns most games into stomps one way or the other. There isn't much middle ground.
I'd say that's just how dbd already is. Ruin just makes the stomp harder on both sides. Either the survivors snowball or the killer snowball, while ruin tells both sides to hurry up. You could argue that it's not fun.
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I kept saying that I don't think that ppl were even complaining about ruin + undying. They're just complaining about our great solo queue match making.
Then there's the fact that I tested it out last weekend in SWF... I just told everyone to ignore ruin and play normally if it pops up. Ruin made almost no difference in most games. We either were probably going to get stomped regardless or we were going to stomp.
Great now I kinda wanna SWF with my friends again.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1936818#Comment_1936818
The yellow gas is used mostly for loops and in case LoS blockers stop you from hitting the survivor with purple gas.
In my experience using both gasses is massivily more effective then just using the purple one.
That said it is only out for 2 days so who knows
Then your direct comparison doesn't quite reflect that and you'd have to calculate if the speed gain vs reload time vs reloading more often is worth it overall. Just remember all it takes is using 1 bottle and you're back to 1 bottle per second reload time and chances are you're reloading more often. If it's yellow that one bottle gained you about 2.3m over 5 seconds, which is a time save of 0.5 seconds, which is kinda why the antidote is so meh.
I think it's just the placebo effect and the fact that the change feels more interactive.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1935955#Comment_1935955
Normal chasing: 4,6m/s clown minus 4m/s survivor= 0.6 meters/second distance gained
Purple gas: 4,6m/s minus 3,4m/s= 1,2m/s so you catch up twice as fast
Yellow gas: 5,06m/s minus 4m/s= 1,06m/s about 75% faster
Purple gas + yellow gas= 5,06 m/s minus 3,4 m/s= 1,66m/s gained
Thats 275% faster chases for the time both gasses are in affect.
Like i said using it to gain distance is a waste. But dbd isn't a race game. The amount of distance traveled doesn't matter as much as how fast you close the distance between you and your prey
As an example 10 m distance means
Normal chases: about 16,5 seconds
Purple: 8.33 seconds
Yellow: 9.4 seconds
Both: 6 seconds
It makes a difference. And a pretty big one at that
You're not including the time loss of not hitting the survivor right away with just the purple gas when throwing the yellow gas instead. You lose out on about 2.5 seconds of slowdown, which places that 6 seconds much closer to the 8.33 seconds. The problem is the time it takes to set things up, bottles used and reloads tends to minimalize the gains of the rework. Sure it's new and slightly stronger than not using them if you use them correctly but it's not exactly monstrously improved, which is why the 1.3m over 5 seconds difference I mentioned matters. 1.3m is about 1/3 of a second of distance for survivor or in other words that's the hit window you've managed to shrink. 1/3 of a second. The distance is connected to time, pointing to the small increase in distance also points to the small distance in time saved.
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@Karao_Ke said:
https://us.v-cdn.net/6030815/uploads/QH13F7BWG6TO/oop.jpg
nice try, everyone knows the Pig is one of the worst killers in the game lol
@TheMidnightRidr said:
Nice b8 m8
I don't think it's bait. I think they just hate playing against pig. This is like they're 3rd or fourth discussion about it, plus comments mentioning hatred of pig.
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That's real harsh to BHVR. It's normal for a game company to be dependent on the consumer buying their products.
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@C3Tooth said:
Most case, Killer will patrol like 30-40m near the hook for easy find Survivor. Especially if there are Gens progression around the hook.
I do that too as Killer, when I go back to the hook, I chase unhooker. Or down hooked and chase unhooker for more pressure. But sometimes unhooker to completely disappear, and only the hooked one on sight.
Not that I double hook the hooked one (depends on how many Gen I have left)
Painfully, the game design force u to put DS just in case of tunneling. Its pretty much equal to Killer use Ruin because of Gen rush. Prevent "finish objective quickly"
I think your numbers are off. 30m-40m is like 1/3 to 2/5th distance of the average map. If you hook a survivor in the middle of the map it's kinda hard to get further than 40m, unless you hide in a corner. U know what... If u think killers should go further from every hook, I shouldn't say anything.
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It's the quarantine weight gain. I didn't know the devs made things so realistic.
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@Snow_Lep said:
It's simple enough Devs. If you don't want the work and pressure that comes with owning and developing a title anymore, just sell it to another company. Don't keep forcing poorly implemented updates until nobody is playing the game anymore as a means to deal with it.
I doubt it's up to the devs to sell the game. I'm not even sure it's possible to sell dbd with all the licenses in tact.
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It basically makes a self fulfilling prophesy though. Ex: if lots of ppl bans Deathslinger and nurse, then whoever doesn't will play against them until they too decide to ban them. Eventually, everyone bans the same killers.
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@MikaKim said:
The only way I can think you managed to draw that conclusion is if you compartmentalized your information in some way.
Either that or its a form of cognitive dissonance. Your alternating theory is wrong.
History OF THE GAME:
Since release, killer has been buffed, survivor nerfed. This is important to understand and through examples you’ll see why that has happened. It shows you why the game has had the trajectory it has and why we are now in our current quagmire.
It all started with the introduction of swf and the 2 escapes, 2 kills devs unit of metric. Although that metric has held at a solid 3 kills one escape for over a year now according to recent stats.
The devs failed to understand that people would want to play with friends in an online game (serious), what we got was ‘lobby wars’ at release. Where survivors would join different lobbies looking for their friends and leave if they couldn’t find them. It was horrible trying to find games. Hence why we got swf, that completely unbalanced the game by creating coordinated survivors that could communicate. The devs have been nerfing survivor ever since and completely crippled solo survivor play in the process.
It also important to mention marketing and advertising. There’s nothing special about survivors, they are just reskins with some new perks that all play the same. THATS IT. EACH killer has its own unique play style and as you see from their advertising, its always new killers they promote. Survivors get a mention, but its never really the selling point.
100% killers are prioritized over survivors. Despite the group think mentality of this forum saying the otherwise.
Actually survivors were buffed and nerfed, than buffed like crazy, than buffed a little more, then nerfed, then nerfed, then buffed, then nerfed, then nerfed, then nerfed, then buffed, then nerfed...
As for killers... It's too confusing to touch. Some buffs around. Plenty of nerfs. Many, many net neutral (some call it buffs, some call it nerfs) or quality of life things.
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@KingFrost said:
NoED should be nerfed to where only survivors who've been hooked at least once are exposed. If you've never been hooked, you don't get exposed. That way the killer can't just camp one survivor, and then clean up with NoED.
Nah the noed nerf should just be everyone dies, killer included. The match ends instantly. Then the end screen is the entity wins and everyone gets tons of BP. It's called no one escapes death for a reason.
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They base things off their statistics supposedly. Based off the killrates they shared 5 months ago. Freddie is probably getting a hit. Other killers I'm not so sure about. The problem is the data they showed doesn't quite show the full story.
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@Sonzaishinai said:
As a general rule of thumb. Using it to get around the map faster is almost pointless.
The real power comes when you are under the effects of the yellow gas while survivors are slowed down.
You catch them almost 3 times faster in that scenario.
Too many people say how purple gas is better but don't seem to realise how fast you catch up if you use them both.
You gain about 1.3m extra distance over 5 seconds compared to just using the gas by itself... A lot of people aren't saying purple gas is better. They're saying that the chances of failure vs the gains made by using both isn't really worth it and the gains of using the antidote isn't much if anything.
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Boo civ vi. The devs promoted civ v.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/1935485#Comment_1935485
Intentional sandbagging goes into disruptive gameplay/trolling, like I said depends on the situation but seeing what OP posted I dont think that Nea was trying to avoid a Blood Warden situation and instead being a troll.
I thought that type of intentional sandbagging is specifically about being chased and the other survivor sandbags you. Not in situations where you're both safe and a survivor does a bit of sandbagging.
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@Itslat3ncy said:
https://forum.deadbydaylight.com/en/discussion/comment/1932264#Comment_1932264
Well I won't argue about that, but my point was when you the player is just playing the game with the new ui its just like watching a stream with chats, and bit jars and sponsors, and a face cam on screen with gameplay. I guess I'm just use to watching twitch
I think there's a big difference between the 2. I generally ignore everything the steamer has except maybe the webcam, plus the steamer is the one playing the game. Meanwhile, DBD is the game you're playing and u need to pay attention to the information that the UI provides you.
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Play every killer you're worst at. Keep going until you're finally decent enough in all killers. Then play survivor or something else until your skill degrades in those killers and play the killers you're worst at again.
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@Itslat3ncy said:
https://forum.deadbydaylight.com/en/discussion/comment/1931893#Comment_1931893
Most people still watch the stream though. Its the same thing, so I don't understand the complaints about it
Well looking at a dbd stream + the new UI is plain awful.
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Then it gets super cluttery and makes me dizzy. I dunno why having the screen cluttered like that makes me dizzy. It happens when I play old console ports to PC too. The UI is massive in those games and take up so much real estate. Strangely, enough those happen to be 3rd person too.
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@ZoomZoomKaWaow said:
https://forum.deadbydaylight.com/en/discussion/225459/why-cant-the-hud-be-altered
It's just BHVR feeding you a crock of ######### tbh. Anybody who says they can't change the UI because of "backend" has built something so incredibly inefficient that it shouldn't ever be taken live
That's their entire reasoning that the UI had to change in the 1st place.
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I just realized something. I don't normally watch dbd streamers but can you imagine adding in the streaming stuff to this mess? A facecam here. Notifications there. Bits flying around another area. Subgoal/ money raising bar in another corner.
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I'm pretty sure the input on every change they made hasn't changed. So you're right about one thing. The devs shouldn't be asking for input anymore.
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I'm assuming that the new animations caused something to change visually cuz either all killers have now decided to swing real early or at walls or something else is up.
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@Mr_K said:
So the new UI kills survivors?
Yes.