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TragicSolitude

TragicSolitude

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TragicSolitude
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  • Maybe it's their stealthy way of outsourcing killer design to the community.

  • When the killer plays in such a way that the survivor doesn't feel they got a chance to participate, it feels personal. It's usually not, but it feels that way, so the survivor calls it toxic. Toxicity, true toxicity, is breaking the rules and/or being offensive in chat. A post about everything that's not toxic could go on forever.

  • @Idontknowtbh said:

    https://forum.deadbydaylight.com/en/discussion/259471/what-if-they-removed-the-8000-bp-cap

    I think it has to some degree. I've seen killers and survivors getting 35k some matches and I don't know why.

    Nemesis is bugged and gets Objective points, allowing him to go past 32k. This may be part of what you're seeing.

  • @GrimmGaliard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2292661#Comment_2292661

    Other games, it's usually waaaay easier to be carried since winning is all that matters and you can be carried to diamond or whatever. Dbd is the only game I know where you can win and still go down in rank.

    Regardless, getting and staying to red ranks does take some actual effort. It's not a perfect judge of skill or time, but a rough estimation of it. That's what it exists for

    Anecdotally, I reached red ranks as survivor when I first started playing. I was new, I couldn't have been very good, but I just ranked right up. (I didn't like it. I immediately let myself de-rank. I've never gone past green ranks since.) That's my own experience, though, it's probably not the norm, but it does color my perspective.

  • @GrimmGaliard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2292583#Comment_2292583

    This can be applied to most rank systems. A diamond player in Rocket League can still lose to a silver or whatever. Every game is like this and it's only a rough measurement of skill. The point and context of the conversation is that DBD is a game that plays competitively that tries to match players by ranks.

    That's why it doesn't make sense in this context.

    I don't know about other games, but the pipping system in dbd is awful. And the red rank ceiling is way too low, the skill level within red ranks alone runs the gamut from total potato to absolute god, but players will mention red rank like it only means god. Red rank is only good for judging time played, I wouldn't even say it's good for roughly judging skill.

  • @GrimmGaliard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2292536#Comment_2292536

    Want me to take it slow for you then? Okay. You said: Ranks don't mean a thing and everyone knows it. Sooo rank 1 and 20 don't mean anything?

    Ranks mean something, but they're faulty. Most rank 20s are new players and should be put against other new players. However, some players de-rank, making it an imperfect system. Red rank means someone has recently put a lot of time into the game, but it doesn't mean they are amazing players, so red ranks see a huge mix of skill levels because there's nowhere higher to go.

    That is what is meant when people say ranks are meaningless.

  • Gens are boring as hell, no one wants to spend more time on them. The devs need to come up with creative ways to not only extend matches but make them more fun for everyone.

  • Neither side has instant queues right now (at least in my region). Many people aren't playing the game at all because of the problems. Some people crash occasionally but are otherwise able to play. If BHVR punishes those players for crashing, not only will those customers be justifiably pissed, queue times will get worse. BHVR needs those people who can play to keep playing and also not fill up their inboxes contesting bans caused by their broken update.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2291980#Comment_2291980

    At this point the offerings should be used after a match. So people can decide if its worth using BPS or a Cake or something instead of using one and feel like its wasted.

    I really wouldn´t mind using BPS after a good match. So everyone can benefit from it.

    I love this idea. It'd also be nice to be able to choose the Tome Challenge to put progress towards after the match.

  • It depends on my mood, really.

    I'll get annoyed at any SWF that mistreats solos. Not long back I slugged to death a 3-man who decided to be dicks to the solo who was working on gens (but seemed down to meme/farm when she noticed I was friendly). I dunno why they decided to block her in a corner, but I was having none of it.

    If I notice one survivor of two is working on gens, I'll look for the hatch camper. If someone is sandbagging their teammates, I stay on the sandbagger. But I don't always realize what's going on, limited view of the match and all that.

  • @Pulsar said:

    I've seen more people crash than DC

    The crashing has my friend wishing for a refund. When it crashes, it crashes at the end of the match. I think he nearly threw his Switch against the wall last night when he finally started to turn things around on a team that had been bullying him, he slugged three of them when they tried to block him from opening the exit gate, and then it crashed. He was pissed.

    It always seems to crash at the end of the match, and it sucks. It could at least crash early and not waste his time.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2291871#Comment_2291871

    Points are removed the longer someone is slugged, camped. Trying to finish the match too fast can all take away points.

    No thanks. As a solo survivor, I'm tired of being left slugged as is. If survivors know they can punish the killer by doing it, I'll be left to bleed out constantly. I hate solo queue, let's not make it worse.

    Your ideas are bad. Things should be made better, not worse. What you're describing is making things worse for one side, and pretty much everyone who plays this game knows making things worse for one side won't make it better for the other side, it just means both sides will suffer together. That's not a solution, it's just more vindictiveness from the playerbase.

    The whole BP system is borked. The Bloodweb is too expensive and no one earns enough Bloodpoints per mach. The reward system and the grind need an overhaul in general.

  • Legion's power depends on survivors being near each other, so the counter is to split up. While in Feral Frenzy no survivor nearby can hide, but he can't down survivors while in Feral Frenzy. His power doesn't detect survivors in the Deep Wound state, and he can't see scratch marks. His power helps him get the first hit, but he has to be in normal M1 killer mode to get a down.

    Seriously, the most efficient way to play survivor is to split up and work on separate gens far away from each other, anyway. Do that and Legion's screwed.

  • I'm torn on this one. When I play on PS4, the farm maps are too bright. On the Switch, the farm maps are the only maps on which I can properly see so that I'm not constantly walking into walls and getting stuck in unseen corners.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2287257#Comment_2287257

    The problem here though is thinking that winning or losing is dependent on a perk. They compliment a strategy. They SOMETIMES decide a win, not the majority of the time.

    To be fair, the game is practically designed around killers needing to run at least one slow-down perk. It's not necessarily about winning but about having time to participate in the match. On the Switch my matches are going by super fast in part because I don't have any slow-down perks, and so no one in my matches is really earning any BP.

    The grind sucks. My friend got the game on Switch so he can play with me, he's not enjoying the grind and I'm trying to help him out, and I actually kinda wish I could go back in time and stop him from buying the game because I don't think it's worth this.

    There is no way this stupid grind doesn't chase away new players. It's so disheartening to wait in a queue, play a match that ends way too fast, and then find out how few Bloodpoints you earned for the thing, because even if you maxed out at 32k BP that's still nothing in terms of the Bloodweb and for those fast matches it's more like 10k BP on average.

  • This happened to me on Switch. Huge problem, especially since the killer and other survivors can't see I'm incapacitated and I couldn't signal that I was incapacitated and unable to do anything.

    Specifics: I was playing as Dwight on MacMillan. Killer: Nemesis. The incapacitated effect was caused by Eruption.

  • I have a hell of a time aiming with ranged killers on console. DbD only having the one controller setting isn't enough. Having 60 blades as Trickster makes him easier for me to hit survivors with than Huntress, but having to hit the survivor 8 times to do damage is a problem because even with sensitivity at max I can't keep up with their movements.

    I can have fun running around as him doing nothing but throwing knives, but using him to try to play a killer who actually kills isn't worth it, in my opinion. Memeing, sure; playing for real, nope.

  • @Robotfangirl67 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285706#Comment_2285706

    Yeah I get it but again just thought it would be nice considering we pay for everything else and yeah I know they have to pay licenses but to me I think they make enough money from the what we give to them lol.

    They may make a lot of money but they have employees who they have to pay and they have a ton of players, many of whom may never have spent a dime on the game besides the initial purchase (or not even that; it's been given out for free on console). The amount of Auric Cells they might be able to afford giving out to their entire playerbase would be so miniscule as to be worthless.

  • Bloodpoints or Shards, but not Auric Cells.

    Of course the preferable solution would be to not have so many bugs in the first place.

  • Made me feel better to hear him say he can't see anything. I've been having the same problem, everything is just black: I can't navigate maps, I can't see survivors.

  • I haven't played the game (on PS4 where my Blight is) since the RE chapter released, but between the previous update and this one I'd been playing Blight and I was really enjoying him. He felt like total garbage before they raised his camera and adjusted his controls on console, but now he's fun.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2279479#Comment_2279479

    I was going to play today to stream and grab more clips, but my Xbox overheated and it may be broken

    Make sure to call Microsoft's customer service and get a representative, tell them exactly which game caused your console to overheat and die. Mention the game's newest update is at fault.

    The companies will care if DbD is overheating/bricking their consoles.

  • @mad_hatter said:

    https://forum.deadbydaylight.com/en/discussion/comment/2278219#Comment_2278219

    Don't get me wrong. I understand; it's not good, or fair, for anyone. But the answer is for the problem to be fixed, not to introduce additional problems.

    You're right, the preferred answer is for the problem to be fixed. These fixes aren't always fast, though.

    I don't think it'd be unreasonable to cap the disconnect penalty at say 15 minutes until it's fixed. If the game mostly works fine for a player but then suddenly crashes a few times, this would prevent them from being heavily penalized for something that was unexpected and not their fault. However, I think 15 minutes is a long enough time to discourage (discourage, not prevent, nothing can truly prevent) rage quitting and disconnecting to give someone the hatch.

    Those are my personal feelings on it. I don't see the devs doing that, though. I'm sure the DC penalties are just going to remain as they currently are, so this is all wishful thinking and fantasy talk.

  • @mad_hatter said:

    https://forum.deadbydaylight.com/en/discussion/comment/2278055#Comment_2278055

    But, again, you don't have to play at all. If the game keeps crashing, why would you want to?

    By removing dc penalties, you would be punishing players like me, for a problem you are experiencing. How can you possibly think that's fair?

    DC penalties don't punish players like you who don't disconnect, they punish the people who disconnect. If more people disconnect while DC penalties are reduced and you feel that it's ruining your matches, then that's your problem, you could just stop playing during that time until DC penalties are returned to normal.

    See? This argument can go in circles. The issue is that BHVR introduced this problem and they punish their customers for this problem. That's not okay.

    The game doesn't crash constantly for me, but it does crash randomly. The random crashes suck but it's not happening that often (in fact, when it does happen, it's been during the EGC, so no one's game is being ruined except mine), it's not unplayable, but the increasing time-out penalty is a problem.

    Could they at least make it so that if a player is disconnected during the EGC, it doesn't penalize them? I shouldn't even lose my damn points when that happens, it's [BAD WORD]ing infuriating.

  • @DbD_Enjoyer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2278117#Comment_2278117

    I mean, the guy is literally glitching the game in order to "unlink" the set pieces as seen in his own profile screenshots:

    https://us.v-cdn.net/6030815/uploads/EVS2BCPYP8L1/glitch.jpg

    Okay, I wanna know how he did that. I changed Doc's weapon with the Look-See outfit by taking advantage of the low frame rate on console in the game's cosmetics store, but that trick couldn't work with combining multiple linked sets.

  • Lore is better short. They should be written like urban legends, not novels. Save the details for the Tomes.

  • @Wedeguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2276595#Comment_2276595

    I'll move on but not before I'll give my 2 cents about how a killer can win the game by NPCS helping him, without doing something to actually provide that down.

    Would it be better if the killer were also an NPC instead of controlled by a player?

  • @mad_hatter said:

    https://forum.deadbydaylight.com/en/discussion/comment/2277730#Comment_2277730

    No, it makes no difference to me if they are disabled or not; it hasn't been effecting my game. If it's effecting your game, you can stop playing.

    Again, removing dc penalties won't fix your game for you. It'll just remove the (relatively minor) inconvenience you face when your game crashes. Your idea is to saddle all of us, including those of us whose game is working fine, with bad games, full of dc'ing cry-babies. How is that fair on the rest of us? You just want everybodys games to be as miserable as yours?

    It's not a relatively minor inconvenience because each time the game crashes the DC penalty timer increases. Players can get banned for days. People on console are being punished for the game's faulty software, something which they have no control over. Indeed, these customers paid for a game and what they have is a broken product that kicks them from matches, costs them points, and then gives them an ever-increasing time-out.

    This isn't a free-to-play game, people paid for it and the product they were given is not only broken but punishing the customer for it being broken. The devs could at least make it so the timer doesn't keep increasing past a certain amount right now as a compromise.

  • They didn't acknowledge optimization issues. They acknowledged that their recent update created new problems.

    The key phrase in the statement they released is "following our latest release." They're not looking into optimization: they're looking into fixing (or at least improving) what the new chapter broke. They're not looking into fixing the problems that existed pre-Resident Evil.

  • @MonsterInMyMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2277898#Comment_2277898

    Yeah that's what im thinking as well i got the resident evil email about the anniversary but past that i haven't gotten anything else something seems off maybe the team is working on it no clue.

    Same here, I got an email about the anniversary a while back but I haven't gotten a new email since the RE chapter released.

  • They're only looking into fixing the new problems their chapter release caused.

    Every time a chapter release has tanked the framerate and/or caused crashes, the devs come out saying they're looking into the issue, and when the issue is fixed it's at best the same as it was pre-update if not still worse but without being completely broken.

  • @domriver said:

    https://forum.deadbydaylight.com/en/discussion/comment/2275838#Comment_2275838

    I forgot to mention this as well. While I was playing Nemesis my game froze as well. :(

    Twice DC as Nemesis

    Froze during gameplay as Nemesis

    Funny thing i have yet to come across a problem when playing Survivor Claire Redfield.

    Maybe this is a Nemesis coding Issue? lol Nemesis too hot for SWITCH. :P

    btw Love this chapter :) I bought just about everything. lol for it.

    I was playing killer when it froze, but I don't have the new RE chapter, so the issue isn't Nemesis-specific.

  • I often see players saying that BHVR needs to add bots to the game to ease queue times and replace players who disconnect.

    If the killer were played by a bot instead of a person, would the zombies still be rewarding the killer for doing nothing?

  • Playing on Switch, the game totally froze just now and I had to restart.

    BHVR needs to do something, their game is crashing and their DC penalties are still on, they are punishing players for faults in their software.

  • Even if the change the heads so they're different than the defaults, I want to be able to mix and match.

    #UnlinkTheSets

  • I can't run DS because I pretty much always miss the skill check.

    I'm better at hitting the Overcharge skill check than the DS skill check. I don't know what the hell it is about the DS one.

  • "And that made me realize that every single option a player has to win, involves nothing but stripping the fun out of the game and ruining it for the other party."

    I've been saying something very similar for a while, now. This game is designed in such a way that each side's best chance of winning is to deny the other side a chance to participate. For survivors, that's rushing through gens and avoiding interacting with the killer as much as possible. Their objective is a boring series of places to sit and hold M1. No interaction with the killer is required for survivors to win, and in fact it's better to avoid interaction if possible if escaping is the only goal. Survivors' only way to fight back once found is to stun the killer. No one likes being stunned in games, it means you're unable to do anything. It can actually feel unpleasant to the stunned party, and the amount of time spent stunned doesn't have to be very long for the player to get frustrated.

    For killers, there's a basic set of tools that's available to all of them, two of which are part of the requirements of winning: slugging, hooking, and killing. Survivors who are slugged or hooked aren't actively participating in the game. And a survivor who's killed is completely removed from participating, after which it's back to the queue to spend more time not playing as they wait for the next match.

    I'm just talking about the tools built into the game, here, I'm not even talking about how players choose to use those tools. The game's design is flawed, and it encourages people who main one side to hate the other because it can often feel like the opposition is trying to stop them from getting to play. But that's by design!

    Crazy, right?

  • Not that this will influence my answer or anything, but just how good is Nemesis with those tentacles? Asking for a friend.

  • @Tempest753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2263554#Comment_2263554

    I wish I shared your optimism, but frankly nothing about this game's history suggests that BHVR is capable/willing to address balance issues in a timely fashion. We're talking about a game where one killer can throw bottles to make survivors move a little slower while another killer can literally teleport through walls. If they implement MMR in its current state, or something close to it, by the time they actually get around to addressing these balance issues the game will be long dead.

    Oh, trust me, I'm not actually optimistic in terms of anything DbD-related. It's just that, if balance changes are going to happen, that's the order in which they have to occur. Otherwise, balance is impossible.

    Skill-based matchmaking needs to happen. Balance changes need to happen. And if BHVR fails to do those things, the game deserves to die.

  • @Tempest753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2263506#Comment_2263506

    I agree 100%, I don't want anyone to have a bad time because the current matchmaking system is pitting players with vastly different skill levels together.

    But regarding this video being a case of the survivors outmatching the killer, that's just really not the case. The survivors were good, and the killer player is one of the best Huntress players out there. At the end of the day some loops are just time-consuming no matter how good you are, and getting hits at some loops requires prediction. In this game in question, he tried to make a few low-risk predictions, didn't get them, and those are the only opportunities he got because the game ended in 4 minutes.

    You can nitpick some of his plays here or there, but are we really saying 1-2 true mistakes (i.e. not missed predictions) is or should be the difference between a competitive/fun 8 hook game, and 1 hook game? That's ludicrous imo.

    That sounds less like a matchmaking problem and more like an RNG/map/balance problem. If/when skill-based matchmaking works correctly and goes live, it should hopefully give the devs the ability to pinpoint problems with balance in the game. Right now, it's really difficult to balance survivors and killers because there are so many factors, and the [BAD WORD] matchmaking overshadows them all. New players being stomped by experienced players is the expected outcome, there's nothing to learn from that, and attempting to balance the game around it would absolutely break it. Hopefully skill-based matchmaking will actually go live and BHVR will then be able to make balance changes that improve everyone's overall experience.

  • I'm gonna go out on a limb and say if the killer does extremely poorly, then MMR put him against survivors above his skill level, either because the queues were too long and forced unbalanced matches or because the stats available to correctly determine MMR for the players hadn't been collected yet.

    The MMR test BHVR just did was a test. BHVR may be looking for feedback from the test, or maybe this was all about data collection and has nothing to do with the quality of the matches we had but BHVR told us about the test in the spirit of transparency so players didn't feel betrayed.

    I want a working skill-based matchmaking system in this game because I think new players get especially screwed right now. I'm not great at the game, but I have a lot of hours. I get bad matches all the time. Would I prefer fun and challenging matches that aren't one side steamrolling the other? Yes. But having a lot of hours means I at least understand what's going on. Newbies don't have that, they just have a miserable time. Skill-based matchmaking needs to happen if this game wants to keep new players.

    And the whole point of skill-based matchmaking is that it collects data and tries to put players against other players of the same skill. If someone repeatedly has bad games, they're obviously not where they need to be and their rank will adjust. Someone's MMR is not immediately chosen and then permanent for the rest of eternity.

  • Entitled survivors are the ones who think everyone should escape, so if three escape and you kill one in the EGC they get upset. They're the ones who demand you play by their rules, so they disconnect if you don't let them escape when you've killed their 3 teammates.

    I caught a Claudette at the exit gate after I closed the hatch. She put down her item. I downed her, and she immediately disconnected. That's a good example of being entitled.

    Wanting someone to play a certain way is one thing. Expecting/demanding it is another.

  • I like your edit soooo much more than BHVR's new Kate. Especially the plush lips. Very nice. ❤️

  • @FeminineSlime said:

    https://forum.deadbydaylight.com/en/discussion/comment/2260472#Comment_2260472

    Yeah! The long face thing is an issue in so many games, I've noticed. Almost like game designers aren't also experts on beauty or something. I don't understand why they want to put these new features on her face. Other reworks haven't changed that much except like... Meg, who also got prettied up way too much imo, even if she looks nicer. Maybe they figured Kate was the assumed "pretty girl" and wanted to lean into that or something without really considering how weird it would be.

    OH WELL

    Personally since they're working on the characters anyway I think they should fix at least some of their head shapes to shorten their faces. That would have the most aesthetically pleasing results. Unfortunately, it's much easier to skip that and just "make do" with the base that's already there. 😩

  • While I agree about the problem of survivors being able to hold the game hostage, I think five minutes is a little unreasonable. I had a Hag disconnect earlier when it was down to me and one other survivor with two gens left. I wasn't working on gens because I was looking for Ruin, which I found and I was waiting for her TR to go away before cleansing it. As I was looking for Ruin, I heard the other survivor searching a chest in the basement. I'm not sure how many minutes had passed, I don't think it'd been five yet, maybe it had but it's hard to judge. Still, the Hag disconnected just as I threw a pebble and was about to cleanse the totem.

    By ten minutes, though, the game needs to do something if survivors are just hiding and not attempting gens.

  • @FeminineSlime said:

    lmao Beavis and Butt-head chapter when???

    I agree though; it's either that or lower her nose I think? It's hard to really say what the issue is since so many things changed all at once. Someone I saw said she looked like a hamster which is unfortunately accurate 😔

    Oh gosh, they're right, she does look like a hamster. o_0  🐹

    Her nose looks kind of bulbous-y straight on.

    The problem is BHVR designs characters with long faces, and their proportions get messed up because long faces are generally less attractive. With Kate I think they're trying to put Angel-skull features on someone with the wrong head-shape.

    Maybe I'm wrong, faces are judged by millimeters and I'm no expert, but even if I'm wrong about the specifics it's still obvious Kate's rework has issues.

  • @Mooks said:

    You are literally describing how the current rank based matchmaking doesn’t work in this game. We don’t know how the MMR is determined.

    also casual mode would get overrun by sweat lords to get ez matches.

    ^ This.

    @Peppa_Pigsaw You're describing the sort of ranking system we have now, where it's rigidly standardized and people pip or not based on factors outside of their control. The way the devs have described the system they're working on, context will matter.

    Unbalanced matches will still happen because it's unlikely there will ever be the perfect amount of players of the same skill-level playing at any given time to populate lobbies in a timely manner. Those unbalanced matches will probably be just like the matches we get with the current useless matchmaking system; the difference will be that context will matter and the game will not heavily penalize unskilled players for losing to highly skilled players (which is what happens right now). Casual players will stay at the same level instead of reaching "red rank" not because they're good but because they put in a lot of time. Highly skilled players will hopefully crush (and thus chase away from the game entirely) fewer newbies.

    A proper MMR system is more likely to put players in lobbies with others at their own skill level. That's the point, an increased likelihood of fun, challenging matches. We'll still have the totally random, crappy, unbalanced ones we have right now, but hopefully they'll be less often.

  • Anyone saying her mouth is fine needs to look in the mirror with their mouth slightly open in a relaxed manner (works better with younger people; the older you get the more your bottom teeth show rather than your upper). Look at how much of your upper teeth show. Compare it to new Kate's.

    There's a gap between her front teeth, and the way her upper lip pulls up makes it look like she has an overbite. The difference one millimeter makes to facial proportions is huge.

    Put her in an AC/DC shirt and she's Beavis's best friend.

  • @ManWithALemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2258275#Comment_2258275

    Alright, I asked him to explain what he means. This was his response.

    “From what I know, Dead By Daylight uses one raw script that loads every single character and perk asset in the game regardless of if they are being used in the match. This means that, for example, Huntress assets like her hatchets and her point gain events are loaded even if Huntress isn’t present in the match. Having a single long script with every character’s data causes performance issues when a character is called into play later on due to the game having to find their data in the script to call upon.”

    “Eventually, performance degrades to such a point that the game may stutter until it finds the correct character data to load into memory. Games with multiple characters usually compile seperate scripts of data that are loaded depending on if said character is in play; this is not the case with Dead By Daylight, since this game was built on “blueprints” made generically by other UE devs. The optimal loading method is to have all killer and survivor perks on one script, and all killer powers on individual scripts that can be called upon when that killer is present. If you notice, depending on what killer you are playing, the game may perform with more stutter or less depending on where the killer’s code is in the script.”

    “That’s the gist of it. Also, the game stutters worse depending on what survivor is loaded into the lobby, with the four original survivors with their original clothing causing the least amount of stutter.”

    ”Also because of this ######### one-script method, it allows hackers to spawn in and use different killer powers regardless of if they are playing a different killer. Normally, spawning in a different character asset not present in that level would crash the game. Look at Left 4 Dead 2, spawning the bride witch on a stage she is not present in will crash the game.”

    Holy [BAD WORD] no wonder the game's performance sucks.

    That's so far from optimized it makes me want to cry. Holy [BAD WORD]. I'm not surprised by much when it comes to BHVR's spaghetti code, but this is actually surprisingly bad.

  • Spine Chill should not detect Mikey in tier 1 EW. That was a terrible change. He's slow, has no lunge, and has to look directly at survivors to become a normal M1 killer. Stealth is the only thing he has at tier 1, the only thing, and Spine Chill takes that away from him. You know how many survivors I see running Spine Chill and Sprint Burst? And when I say "see," I don't mean during the match, because they're [BAD WORD]ing gone before I get near them.

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