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Pretty much agree there is too many places on the screen with information which is tedious.
It needs to be simple and all basically in one place, no one ever complained about the old UI.
Add hook pegs above the new portraits to the old UI in the bottom left when playing BOTH Killer and Survivor, that's all they needed to do.
There doesn't even need to be an icon of hook progress for Killer with pegs above the Survivor portraits.
After four and a half years this is mind boggling, why put time and effort into changing something no one had a problem with.
This is exactly like the aura change crap.
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@JimbusCrimbus said:
https://forum.deadbydaylight.com/en/discussion/comment/1848675#Comment_1848675
Oh no! You googled a date! You're super smurt.
I went off memory, deal with it. It being 2017 only makes my argument stronger. Thanks.
Sit.
It's not an argument, it's a fact.
Would have took you all of ten seconds to figure out and post the correct date as you stated.
Suppose you were too busy telling someone to sit down to realize it makes you look even worse.
Was playing well before this change FYI.
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@JimbusCrimbus said:
https://forum.deadbydaylight.com/en/discussion/comment/1847968#Comment_1847968
Face camping - the act of standing in front of the hook and literally, physically blocking a survivor from unhooking. You've been able to unhook from every direction since 2016. Face camping does not exist.
Actually be knowledgeable on terms and phrases that have been in the game longer than you've been playing, then you're allowed to challenge me.
October 2017
Take a seat?
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@Moundshroud said:
Absolutely. Beginning of the match I always pick that same person up to force them to use the DS early. It isn't personal, nor driven by any desire to tunnel. I just would rather not get hit with DS during the EGC. So, I'd rather take an early stun or two and force it.
You have no desire to tunnel yet you're picking someone to tunnel to force them to use their DS.
So you're tunneling the first person regardless if they have DS or not, right?
This is the exact reason why Survivors use the perk.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1844545#Comment_1844545
I'm connected from my pc to the router with, like, a 5m long ethernet cable so it goes from my room through like 2 corridors and into the living room where the router is so I don't think it's that.
It is 100% a problem with your router and the servers.
Trust me, connect straight from the modem and you won't have this disconnection problem.
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It's something to do with their servers and how they interact with certain routers.
I was having this issue after they implemented the servers.
Never ever had a problem being disconnected like this when it was P2P being connected through router.
To fix it I connect straight from modem to PC/Console.
Haven't had these disconnects happen since.
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@Moundshroud said:
Ok, I'm going to cut you some slack because you are clearly new.
- There aren't penalties for those things (per say) because they are valid tactics.
- There are Perks that let you get back up from the ground (Unbreakable and No Mither).
- Camping, poorly done, is damaging to the Killer more than it is to the TEAM of Survivors.
That is the rub. You guys are a TEAM and the needs of the many outweigh the needs of the few. It means until you and your peers learn to coordinate, how to do safe rescues, how not to bunch up, how to LOOP, etc. you are in for a rough ride. I have confidence that you will learn these things though.
In other words, find competent players and play SWF.
Then watch them all cry and complain when that type of gameplay doesn't work.
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@derppug said:
I main Nurse and have a very slug-centered gamestyle. My rule of thumb is to go into the games (with 0 slow down perks or sloppy butcher, at most) and slug and hook people, actively avoiding tunnel (if I have more options than just the person who got unhooked, I'll take them). I will make sure to hook everyone somewhere between 1-2 times before it htis 2 gens and then I'll look to kill someone finally (as this slows the game down to a halt and usually means I'll get 3-4 kills by the end, but the enemy team can at least feel like they've played the game).
However, I'll run across people who sit on top of gens or run into lockers to force DS. I understand that this might be to prevent slugging. But I will 100% tunnel someone out of the game after they use that perk on me (unless it was my own doing of picking someone up before 1 min. is up). I feel like this is such a dirty way to use the perk and once it is gone, I can just abuse that fact (instead of being forced to assume that everyone runs it).
I don't understand your train of thought here.
Your goal is to slug even when there is no DS.
If a player is slugged they aren't playing the game, they're doing absolutely nothing.
As another has said I'd rather locker DS, get tunneled, and move on to the next game other than spend god knows how long on the ground.
Especially vs a Nurse where I've most likely been slugged before with no DS even active.
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/1832695#Comment_1832695
https://forum.deadbydaylight.com/en/discussion/comment/1832707#Comment_1832707
I've never really found any of this with a game against freddy, yes you are listing some of his powers but you split up, you get a notification when he's porting to a gen, his hit box is just like any other killer's hit box as is his lunge, a lot of that appears to be imagined.
Be a little more observant with a fake pallet freddy. Wake up, don't stay asleep. Yeah he has a bit of tool box so the game seasaws a bit but that's not a bad thing and often you've waited in 10min queue but then complain about a 10-15 mintue game? I want to queue for longer than I play #########.
Its kinda like just as killers have to switch up their game play because killer powers vary, survivors have to switch up their gameplay in response to which killer it is. But no people want a one shoe fits all kind of game.
I have one thing I can do and that's loop but any killer that can shut down loops is annoying and boring. I like stealth but any killer who can track easily is annoying and boring. This killer shuts down gen progression well and now I can't just crush out gens and move on its boring.
That's the lamest argument around when the solution is just switch up your gameplay, stealth out once in a while like its huntress whom anounces her arival, or split up like its bubba or doc that both love a group of four in a bunch. Nah I want to gen rush and run around the same rock 9 times or its boring.
Switch it up depending on which killer and you'll find the game gets better no matter what.
What's your suggestion to counter Freddy?
Stealth?
Loop?
Not work on Generators?
Do nothing the entire game?
Freddy doesn't just shut down one thing well, HE SHUTS DOWN EVERYTHING.
That's what people aren't happy with.
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@seki23 said:
IF ANY its you guys who are taking game hostage, open the doors make the EGC start. you will die of course but he will also lose, ######### happens, but since EGC is a thing, its not that big of a deal because u arent the last survivor, the game can finish and is on you to finish it guys, if it was for the entire game well is a shame from him but whatever, i dont think is that great of a deal, any case submit a ticket and see what happens i dont think he will get banned or anything due that, i think is just too much because the game can finish, that should of been 10 minutes at most, you delayed the game double the time it was required because you could.
The Killer is preventing the Survivor from playing the game.
What about that do you not understand?
You're saying its the Survivor's fault because the Killer bodyblocked someone in the corner for half an hour and they didn't open the gate, that's incredibly stupid.
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Before they added the 2 perk over 40 change it was around 12 million points, that was ridiculous.
What they need to do is allow players to pay the required bloodpoints for all tiers of a perk in a single bloodweb.
Pay the required 4000 for tier 1 of a perk and then you are able to pay 5000 for tier 2 and 6000 for tier 3 in that same bloodweb.
Right now with 86 perks on Survivor it takes roughly 6.5 million points with everything unlocked to go from level 1 P3 to all perks P3.
This would reduce that cost in half to around 3 million points which is still a lot but acceptable considering how many Survivors and Killers there are now.
Getting certain perks would be much more accessible on a character as well if they didn't want to Prestige or are just starting out.
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@Hyd said:
https://forum.deadbydaylight.com/en/discussion/214232/hatch-closure
Killer deserves the preference when it comes to Hatch, whether you brought a Key or your whole team died, you're getting a shortcut out/free escape that the Killer can't counter other than to just play like they normally would any other game.
Hatch should ultimately be removed - let Survivors repair their gens and get out the intended way through the gates, or, if you're the last survivor, then the Killer did their job so you should just take the L or continue fighting to escape the intended way, not be given a freebie escape.
Or an immersed Survivor that you cannot find could take your game hostage for however long because there is no hatch and therefore no way to start the EGC.
Hatch will never be removed.
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@Mandy said:
I just tested this in game and found no issue with the stun time, tried after a grab and a regular pick up. If it does happen again please make a bug report so it can be investigated further, but for me it was definitely the regular stun time.
You need to try after blinking and then grabbing.
It's an issue with DS going off during the Nurse's fatigue after a blink.
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@voorheesgt said:
Anybody with a ps5 wanna friend me and just send a pic of my hrs?
PM me your PS ID.
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@voorheesgt said:
https://forum.deadbydaylight.com/en/discussion/comment/1823303#Comment_1823303
Can you check your combined hrs and post it with your devotion level?
I'm curious how ps compares to pc .
Played both before Devotion was added.
On Playstation there is a way to see how many hours you've played for the current year, I'll try and find it.
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Adding a tile unless its a T/L wall doesn't make it any less of a dead zone.
If there's no pallet it's useless.
Jungle gyms or pallet L's are definitely not included tiles in this fix.
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You can see hours for both versions on PS5 when you upgrade.
Not sure about Xbox.
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@LexTalionis said:
https://forum.deadbydaylight.com/en/discussion/comment/1823034#Comment_1823034
In removing hatch, a number of things would need to change. Achievements, hatch spawn addons they recently put in, perks related to hatch, key functions (swapped to chests in my opinion, maybe add new special chests that can only be opened by key that give a high tier item). But in my opinion, they would all be changes for the better.
Wouldn't you rather they work on other issues?
Hatch is fine.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1819060#Comment_1819060
You can change your name first time for free, any additional changes have a cost, and I think it can only be changed a maximum of once every 24 hours.
No, you can’t switch names back and forth once it’s changed. Once it’s changed, it’s changed.
Sony do warn that some games may not be supported, and it may interfere with saved progress for some games. I’m yet to encounter any of these potential issues, with the only minor thing for me being Street Fighter 5. I still have all of my saved progress, but it still retains my original name, but this is most likely due to having had to create a Fighter Profile name that gets saved to Capcom’s Fighter Network servers (CFN). I’m not sure if I can do much about that and haven’t investigated it.
You can change back to any name you have had previously at any time for free.
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All items are at full charge before the match and will refresh to full no matter how much of it you use if you are able to escape with it.
I think that's what he's wondering about.
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@GeordieKiller said:
Just want to point something out when people say omg 200% is alot. That isnt actually true when we are talking about 200% in terms of gen regression its actually half the speed that survivor repairing so its better to think it as this way:
Survivor repair gens at 1c/s (Base)
Ruin regress gens at 0.50 c/s (Thats the 200%)
Base regression is 0.25 c/s
So when you think about it 200% isnt alot compare to how quickly survivors can repair gens. I think instead of gen perks getting buffed in the way that op suggested its the base regression that need buffing although unsure what though but thought i would clear up the misconception of the 200% regression
I could be wrong but I think these are the actual numbers.
Survivors repair generators at 1 c/s
Base Regression is 0.25 c/s
Ruin 1 regression is 0.50 c/s
Ruin 2 regression is 0.625 c/s
Ruin 3 regression is 0.75 c/s
200% is a lot.
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If you go into options and scroll down there is a cloud ID or something at the bottom.
That's what your progression is tied to, not your name.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1818737#Comment_1818737
I understand stable ping and ethernet cable make ping stable because it is a direct link.
However I understand they aren't all vpners I was just frustrated with how consistent I am getting these unfair hits.
Can't be complaining about weird hits if you're using WIFI.
As others have said it's inconsistent compared to wired no matter what platform you are on.
It was incredibly easy to spot someone using WIFI when it was on P2P, their ping would be stable then suddenly jump - that's the problem.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/1818757#Comment_1818757
You have a point. But the question is: how difficult is it actually? Controller players can do it, bad keyboards too.
Also, most important: once you know doctor has it, just look at all the screen.
Is it so difficult for newer players? This is the debate
Is it difficult? No.
Is it annoying? Yes.
I don't think I've played a Doctor without either Iridescent King or Queen since the rework.
Sometimes they go as far to even use both.
Hitting those skill checks with the extremely poor framerate and random freezes on old consoles is downright oppressive.
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Once the Killer downs you Victor is removed.
Stand at the exit gate threshold and you'll escape on the ground or if the Killer refuses to hit you just remove Victor.
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@ChiSoxFan11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1811350#Comment_1811350
I'm not going to waste time debating anything with you if you don't even understand that statistics need context or they're meaningless (and the 2% stat being tossed around is being done so without any context). You're stating an opinion based on a number without apparently even wondering how those numbers are being arrived at. If that concept is over your head, then further discussion is pointless, lol.
I think a lot of you fail to see if keys are accounting for 2% of all escapes that isn't factoring deaths in the actual games as well.
Out of 100 escapes 2 Survivors escaped with a key (this however would probably be more because the key enables multiple Survivors to escape).
Now take into account how many Survivors have died in these games as well for an overall escape rate with a key.
Example (being very generous):
50 games
100 Survivors escaped (50% escape rate)
100 Survivors died (50% death rate)
8 Survivors escaped with a key (each key use enabling the other 3 Survivors to escape)
8 Survivors out of 200 escaped using a key
In 50 games 4% of the Survivors escaped with a key
Over exaggerating someone escape with a key then think it happens EVERY SINGLE GAME.
It doesn't.
I'd say it's accurate.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1808657#Comment_1808657
I said no such thing. I was pointing out that dodging does nothing to the group you dodge. this is ALL I SAID. please show me where I said i'd like it to revert back to that? I did mention how it used to be but not that i wanted it to go there.
What's the point of your post then?
Everyone already knows Survivors no longer go back to the search queue and Killer's do?
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1808032#Comment_1808032
only problem is the queue time for survivors already in the killer lobby is instant because one killer leaves, the next is placed into queue because they are not booted back to the swf lobby like before.
So you'd rather it go back to what it was before where everyone gets booted back into the lobby because a Killer dodges?
That's the stupidest thing I've heard on here in awhile.
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@TruffleTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/1805533#Comment_1805533
I don't think ppl need an excuse to bring a mori. What if they just like the killers mori animation. Nice for people to have the option available
They still do after the second hook????????
Forehead
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@Mr_Lemon said:
Good job guys we did it!
We got the mori's nerfed and not the keys with them and it'll probably take months for the keys to be changed while the mori's stay effectively useless with killing someone on third hook more useful and less time consuming on certain killers than using their mori off second hook you guys just lazily looked over at pyramid head and said "Hey why don't we do that?" And then bam amazing super balanced nerf no need to glance at keys just screw killers ya know it's not like there are tons more survivors than killers let's just make things harder for em ya know?
But seriously this nerf is lazy and BAD I have no idea why they would cram it into this bugfix unexpectedly without warning, without teasing, and without trying a public test like with the bloodlust experiment and I think they're wrong for doing it but that's all if you hate my outlook so be it I think it's a bad idea and I think mori's are more or less useless in this new state or at least pointless.
Do you not understand what would have happened if they'd have teased or tested this first?
Nearly every single game from now until the change would have been with a mori, everyone would quit.
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Thanks for including Brand New Parts, Odd Bulbs, and Syringes.
Not surprised.
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This doesn't address the issue of why Mori's are complained about.
So now the Killer needs to tunnel the Survivor twice off the hook instead of once to kill, ok?
Still promoting the exact same behavior.
At least now you don't have to jump in a locker to not get tunneled out of the game with a Mori after your first hook I guess.
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@TheClownIsKing said:
Hmm... I didn’t have this problem. Freddy and Quentin have reappeared for me, at the level I had them in PS4, and all their accumulated inventory.
It still thinks I need to buy the chapter again, but this isn’t affecting my ability to use them again.
Ok great, thanks for the response!
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Is this going to reset both Freddy and Quentin to Level 1 when its fixed if I start the game?
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@Ivaldi said:
If you want to get tunneled into the ground.. Yep
If you're getting DS'd aren't you probably already tunneling?
Lol.
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If a Survivor uses Dead Hard to make it to a pallet or window and avoid taking damage isn't that doing exactly what the perk is designed to do????
Read the description of the perk.
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Two hooks for a single Survivor doesn't fix the issue of why Ebony and Ivory mori's are so powerful.
Add a prerequisite of hooking each Survivor once before the Ebony or Ivory mori activates, done.
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There used to be a bug where Killers would get stuck in pallets.
I'd let them grab me off the pallet to get them unstuck then get facecamped after.
It doesn't really matter what you do, being nice will usually backfire on you in this game.
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@MusicNerd_TC said:
First of all, read the thread before commenting. Second, this isn't a complaint about DS being an anti-tunnel perk, I think it being an anti-tunnel perk is absolutely fine, as I am not a fan of tunneling myself. People misunderstand why people complain about DS and say it's because "killers want to tunnel with no consequence". DS is one of 2 broken survivor perks along with object of obsession. Now, I will start.
DS used to be the most overpowered perk in the game, allowing you to get a free escape off of the killers shoulder if you were the obsession. This was nerfed a while ago to the DS we know now.
This newer DS has been called an "anti momentum perk" by the devs, yet it it designed exactly like an anti tunnel perk, are they going to call BT anti momentum next? The problem with it being an anti-tunnel perk, is that it still punishes people for not tunneling. Let me give you a scenario that happened recently in an Oni game.
I hook a Nea in the basement on Haddonfield, later she is unhooked, I see both survivors come out of the basement and go for Adam (the unhooker) I use blood fury and down him quickly, I hook him and find Nea on the roof healing, I down her and pick her up, get striked. I had 2 options in this scenario. 1: pick her up and get striked. 2: leave her on the ground and risk her having unbreakable or being picked up. Both of these situations are a loss for me, even though I didn't tunnel, thus the problem with DS as it is, and how it rewards bad survivors.
My suggested change to DS is to make it a better anti tunnel perk and less of a 60 seconds of immortality perk. Whenever another survivor is injured, hooked, or downed, DS deactivates. This would solve the problem of the 60 seconds of immortality when not tunneling. Now, to buff its anti-tunnel. When you are unhooked, DS activates for 60 seconds, if the killer chases you or downs you within that 60 seconds, D strike's activation is paused until you strike the killer.
Good day.
Let me get this straight.
You want DS to deactivate as soon as someone else is injured, downed, or hooked?
Please explain what happens when the Killer refuses to leave the hook and a trade has to happen.
Down and slug the person unhooking then go tunnel the person that was unhooked because their DS is now deactivated?
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/1482370#Comment_1482370
You just contradicted yourself.
It cannot work "exactly as it did before" if it doesn't actually work as it did before.
Yikes.
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@MegaWaffle said:
Seeing as how gens are faster than ever to complete, why don't they go back to the whole "X gens complete vs alive survivors" hatch spawn mechanic.
It still works exactly the same as it did before.
The only difference is the hatch spawns regardless of the number of generators completed when there is only one Survivor left alive.
It's perfectly fine as it is now.
No hatch = no way to trigger EGC and end the game, not sure how some of you don't understand this.
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These so called amazing SWF teams are going to wreck you with or without voice.
Put four competent players together and yeah.
This is why you see Killers crying about SWF post game when it's actually four solo queue players that are lucky enough to get paired together.
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1448810#Comment_1448810
The survivor equivalent to moris are keys. I agree with your points but you can still get screwed over as killer.
I don't know why people keep saying this.
Keys are NOT the equivalent to mori's in any way, shape, or form.
Brand New Parts were the original counter to an ebony mori in their original state (this was when mori's had no hook requirement).
Adding one hook state to an ebony mori does not qualify a key to be the equivalent.
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@_LC said:
Thanks for the controller sensitivity changes, I really really really appreciate it hahahaah starting from tomorrow I will be able to look BOTH right and left at any loop, and not just guess which direction is better worth looking at and then take a nearly random decision cause the killer is already moving.
(happy joysticks noises)
It's possible to increase the sensitivity on PC already without an actual option in game.
Input.ini file
AxisMappings=(AxisName="TurnConstant",Key=Gamepad_RightX,Scale=1.500000)
AxisMappings=(AxisName="LookUpConstant",Key=Gamepad_RightY,Scale=1.500000)
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1120553#Comment_1120553
That actually is how things work with multiplatform engines. If it's not wide spread, there's something specific happening with the configs of the people it's happening to (on the PC side). Whether it be hardware, driver, or software related. If it's not happening to everyone equally, it's not necessarily the games fault.
This happens on both PS4 and PC (I'm sure it will happen on Xbox as well when the servers are enabled).
This specific problem is not a coincidence or a problem with anyones configuration, it's a problem with their servers.
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This crap either needs to be fixed or the Disconnect penalty removed.
Penalizing players because of unstable servers is a joke.
Imagine this happening 3 times (or more) in 24 hours and getting hit with a 15 or 30 minute penalty through no fault of your own.
It's ridiculous.
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The only way this will EVER work is if they get their stuff together and optimize the other platforms.
Doing this would make for a miserable experience for anyone not playing on PC despite the faster queue times.
Anyone who thinks there is no advantage playing with 100 FPS compared to 20 FPS is completely delusional.
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Try restarting your modem.
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@TAG said:
I mean, can't you just crouch when near hooks if you know you're up against the Hag to avoid springing traps?
If you know someone is in the basement, you crouch until you identify where the traps are, then you unhook the person, and assuming they are competent enough to know how not to spring a trap, you should both be able to escape.
That's great in theory but 9 times out of 10 after an unhook the Hag is running straight back to the hook if the traps are not triggered and you end up setting them off anyway.
Especially in the basement.
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Depends where the bar is on the first phase if you successfully unhook yourself.
Struggling depletes the bar -- If it goes below half while you are unhooking yourself there won't be a second phase.