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Xbob42

Xbob42

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Xbob42
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  • This is probably one of the worst things they've added to the game (aim dressing) and the fact that you can't turn it off is an affront to good game design.

  • I haven't heard footsteps since the patch. Half the time survivors also don't make grunts of pain, even without iron will, and when I can hear them, you have to be way closer than normal. It's pretty much been line-of-sight hunting exclusively. Which is great when I'm playing as a 2 foot tall goblin who can't see over ankle-high fences.

  • I mean, if they spread out and commit then Ruin still basically does nothing. But still, better than nothing!

  • Well if the match I was just in is any indication, you don't seem to be able to get through the killer quite as easily.

  • Yeah, queue times seem fine for me. The new bugs are unfortunate, but I don't think it's quite enough to cause too many people to leave or anything.

  • I haven't been using this one as I foresee a nerf and don't want to get used to it, but it does seem a little too good for a green.

  • @XxBenzoatexX said:

    I would make it so if you break a pallet you lose all stacks but noone prematures pallets on a normal rush

    I dunno about all stacks. You'd already be exhausting 2 (initial bounce + rebound into pallet, and that's at minimum, assuming you weren't already using your slams) so I'd say just make it cost an extra token if you choose to hit. That way it's 3 minimum, which can still buy the survivor a lot of time.

  • @Seanzu said:

    The spirit can't see people while using her ability, the blight can. they aren't comparable.

    I can assure you, as a Blight player, I can't see ######### without the aura add-on, it's a forest of ankles and grass and I'm just putting the pedal to the metal and praying there's someone dumb enough to be in my way!

  • Tiered perks are, like the ridiculous bloodweb itself, a relic of a bygone era, and should be replaced with a simpler system.

    They're so focused on having us participate in this silly grind, which is weird for a party game, as they claim it is.

    You already release DLC every few months to keep people interested, why do we need a silly bloodpoint grind like a bad free to play game on top of it? Just have perks and everything add-ons and everything be part of a loadout. The bloodweb (and tiered perks as one of its symptoms) is both annoying and time-consuming. It's time to move on.

  • Based on the title of this thread, I assume that means I should do it every single game I ever win? Because 100% of the time the survivors win, they wait to teabag at the exit gates.

  • Yes, please walk towards me as a Spirit. That's my favorite thing in the whole game. I'm totally forrealzies using my phase.

  • He's a hunchback, so it makes sense his camera would be a bit lower. But right now it feels like someone strapped a GoPro to his ankles.

  • @[Deleted User] said:

    Kinda funny because Clown for me is probably the most frustrating killer. Why should I throw bottles that slow survivors so I can get closer when I can just play Huntress and throw hatchets that actually injure them? Besides, the fact that he only has 4 bottles and his reload time is HUGE is kinda infuriating. I also don't like how he always seems to be having a heart attack with everything he does lmao

    Just my opinion, of course.

    The issue with Huntress is that while she's friggin' awesome a lot of the time, once a survivor is actually paying attention and using the 800 trillion LoS blockers in each map, it can get pretty annoying trying to land hits. It's pretty nice as Clown to just gas an entire area, even if he really doesn't have much else going on.

    He could definitely use a rework to give him a little more oomph.

  • I feel like he should be able to target a survivor the same way Freddy can target a generator, and then hit the alternate power button to lock on to them, so that you instantly face them (so long as they stay within X meters) after you slam something. Make him a little homing rocket. With appropriate cooldown after successful hits, of course.

  • I'm on PC and my game seems even smoother than before.

    Maybe we can post some specs/Windows version/who you were matched against? (Like, cross-platform, same platform, etc)

    I've got a 1080 Ti, 64 GB of RAM, game's on an nVME SSD, and a 3900x, on the most recent version of Windows 10.

    Might help to establish a pattern of who is getting performance losses.

  • @Xbob42 said:

    You mean where the game just won't let you hook them? To my understanding that it usually latency. Specifically it is abused by people also using lag switched. While anyone can do it, it's often paired with a BS build like no mither/soul guard/unbreakable/DS or whatever so that you can't slug them, can't pick them up, and if you do pick them up, the lag switch means you can't hook them.

    Frankly all that kind of BS could easily be resolved by making people with extremely unstable connections just stand completely still as though they're AFK until their connection stabilizes, encouraging people to play with the best connection possible, but also not punishing people with just generally high pings, just those that suffer sudden packet loss or massive spikes in ping.

    That's what good games do. DBD just gives you a nice chunky win for your lag switch.

    I just read up that this is actually a new bug, so they gave you built-in lagswitching! Nice!

  • Considering the forced recovery animation after each rush no matter whether you hit someone or not (the injection or the wipe, both are basically the same), the difficulty of landing hits unless the survivor just hasn't figure out "move left or right sharply" or is in a really vulnerable position to begin with, the long wait for the red bar to fill back up, the token management, all for a single health state, maybe he should be able to turn better during his lunge? Also, maybe the game in general just needs an option to turn off aim dressing, because that [BAD WORD] is making me more and more mad every day I play. It's so disorienting and causes so many missed hits when survivors are aware of how to screw with it.

    I have a mouse, these are melee attacks, I do not need you to [BAD WORD] aim for me. The entire point of the game is me getting close and doing the aiming. Hilariously, the ranged killers don't have aim dressing because I guess they know it would make them virtually unplayable. At least with melee it usually doesn't bone you. Having Oni's overhead attack getting aim dressed 150 degrees in a random direction has actually caused me to completely lose people a few times, let alone all the times it forces me to attack a wall for some godforsaken reason.

    What a terrible system.

  • You mean where the game just won't let you hook them? To my understanding that it usually latency. Specifically it is abused by people also using lag switched. While anyone can do it, it's often paired with a BS build like no mither/soul guard/unbreakable/DS or whatever so that you can't slug them, can't pick them up, and if you do pick them up, the lag switch means you can't hook them.

    Frankly all that kind of BS could easily be resolved by making people with extremely unstable connections just stand completely still as though they're AFK until their connection stabilizes, encouraging people to play with the best connection possible, but also not punishing people with just generally high pings, just those that suffer sudden packet loss or massive spikes in ping.

    That's what good games do. DBD just gives you a nice chunky win for your lag switch.

  • @FFirebrandd said:

    Legion does either fantastic or terrible with minimal in between. Partially that's due to their play style. If Legion can keep the whole team off balance and scrambling to recover, that's when Legion will start getting downs and grinding down the survivors. If they can't, they lose hard and fast.

    Also Legion's power has a lot of parts to it. The vast number of blunders I've seen simply from Survivors not knowing how they work is honestly staggering. However if the Survivors do know how to handle Legion, Legion is going to have a bad time.

    You know, it's weird because I read Legion's power description and I don't think it mentioned not being able to down survivors in Frenzy at all, and of course survivors don't get any kind of notification or information outside of the occasional loading screen tip. The amount of crap you have to learn by playing as the killer yourself or watching streamers/Youtube videos is insane in this game. There needs to be more ways to convey information to players. I think half the potato players in the game just kind of boot up the game and play it the same way over and over, never really talking to anyone or learning more.

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1608088#Comment_1608088

    Are you kidding me? Since when did it take a monumental amount of time to check a corner? Every corner? Can you really not take advantage of your camera and search a few at once? And if you can grab a survivor out of a locker they probably don't realize you know where they are, so the chances of them ditching when you leave is basically 0. Do you really not pay enough attention to your surroundings to know when someone is stalking you for a rescue? These stuns never stop me when I'm playing killer, why should it stop anyone else?

    Ah, yes. The "aren't you omnipotent and all-seeing?" defense. Just know where they are, bro! They literally can't hide! They have giant neon signs over their heads and dance around, singing a song so you can always know their exact location! It's not like they can play immersed and have a massive stealth advantage with a third-person camera. Lord forbid it's a Blendette on one of the more oppressively dark maps and you're not cranking your gamma to blinding levels.

  • I just finally bought all the rest of the DLC today since it was on sale, and gave Legion a few spins. They seem like they could be fun, but the power takes a trillion years to come back, which is weird, because while it's not a terrible power, it seems excessive how long it takes given its relative power. You literally can't down anyone with it. While something like Oni might take more prep work, once you've got the entire team injured you often have enough orbs everywhere to use your power several times in a row, especially if they commit to gens while injured. And that gives you a turbo sprint with mega curving, one-shot downs, instant pallet smashes, and a multi-hit down that can bring down multiple people like Bubba, if you get them close enough together. Oh, and you can use your lethal attack even when not in a sprint, as well as normal M1ing so you're in no way inhibited by your power, only better.

    Legion doesn't have to collect their power, but it takes so long to come back so you run a little quicker, can vault, but can't see scratch marks or anything, can't down, and to actually capitalize on anything you have to stun yourself for several seconds and then get into a normal M1 chase.

    I'm not sure how you'd fix them to be better, either. Maybe keep the unlimited vaulting in frenzy, but have them earn up to 2 tokens for regular M1 hits, and vaulting outside of frenzy spends one? Or something like that. I haven't put in nearly enough hours to be able to come up with a real solution, but it's apparent the moment you've finished your first game that their design doesn't quite gel correctly. I don't think they need a massive power boost, because old Legion needs to stay dead for all eternity, just a little something to differentiate them while giving them a bit of an edge they currently lack.

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1604304#Comment_1604304

    You could just check your immediate area for this survivor. The point of flashlights is to punish unaware killers and bad plays.

    Why is every "counter" that survivors use for Killers to waste a monumental amount of time and give up pressure/take massive risks? Yeah, let me go check every corner of the immediate area, and in doing so give the dude in the locker a massive chance to escape since lockers are almost always near windows/pallets/loops. Let's pretend it's super hard to just stealth around a bit or even sit a little further away since the locker animation is so long you can just sprint forward and get the blind even for 20 meters away.

    I don't know what game you guys are playing, but dedicating massive amounts of time to these kinds of searches is a surefire way to lose games. Just like jumping into a locker when the killer can see you should result in the same.

    Luckily this isn't a massive problem because most people with flashlights are morons, so it's not the end of the world or anything. Heck, most times I see locker savers it's some sort of duo doing a meme head-on build and intentionally losing the game to get some stuns/saves in, and in that case it's kind of fun and I'll play along.

    Be that as it may, a killer should not be punished for making an optimal play and then sabotaging that play by performing a deep search of the area on the off-chance some schmuck has a flashlight. On regular pickups? Sure. You can prepare for that by facing a direction, faking it, etc. With locker grabs there's reaaaally not much you can do.

  • Ah, neat. So it's like the "survivors make literally no noise including no footsteps" bug, except killer-favored! Unlike that months-long bug, I expect this to be patched before I finish typing this sentence.

  • @bm33 said:

    On PS4 I've played 2 matches as survivor so far. Still getting the same crap fps I was getting before - drop when gens completed, when totems cleansed, and when exposed status hits. Only new one I've noticed is fps drops in chases against Blight when he uses his special.

    I've just got out of a few games on PC as killer, and my FPS seems moderately smoother than before. The actual FPS doesn't seem any higher, but I seem to get less random stutters, which have plagued this game for years.

    Also, breaking pallets seem to play at 15 FPS or something, and look absolutely terrible. The rest of the game still runs at a normal framerate, so it just looks like bad stop motion animation.

  • @Kira15233 said:

    https://forum.deadbydaylight.com/en/discussion/189488/so-console-fps-was-fixed-but-they-broke-pc-fps

    Good, at least we can have equal stuff pc/console instead of PC having everything good little things whilst console get ######### on

    The American way of solving problems: If everything is worse, then everything is better!

  • Gotta say, never done any of this nonsense. Just end the game and move on to the next one. Stop wasting time trying to be annoying. You're not 5.

  • That's great and all, the concept of DS to prevent you from going directly back on the hook is fine (except for EGC, all second chances should be disabled once the fifth gen is done, you've lasted until the endgame, now can you escape without extra second chances?) but chasing someone else, hooking them, kicking a gen, patrolling, getting into a chase AGAIN and then eating a DS happens far too frequently and if it's a close game, can cost you the game. If it's not a particularly close game and you eat more than one, it can STILL cost you the game. Even killers with thousands of hours don't keep mental timers on all the people that have been recently unhooked, and you slugging has massive risks of its own.

    If the killer chases you off the hook it should just stay active permanently until they pick you up or leave you alone for 30 seconds or so. If you run from the hook to a gen in front of the killer, it should deactivate after repairing for like 3 seconds. The game designer very clearly stated the intent of the perk was to counter both tunneling from the killer and being farmed by your teammates. If those things aren't happening and you're in the clear, great. No need for DS. If they do happen, DS could be infinitely MORE powerful at preventing tunneling.

    But most survivors when presented with this option wouldn't take it, because it doesn't give them the same chance to wield power over the killer, it doesn't give them a chance to have a free extra hook state while they make intentionally terrible plays just to be annoying.

  • I mean, I started out on DBD using a controller exclusively (for survivor, not being able to do a 180 in an instant as a killer is basically neutering yourself) and it's totally fine. It's not as good, you definitely have way better control and speed with a keyboard and mouse, but frankly unless you're in a 4-man SWF, most of the time you've got bigger factors contributing to whether you'll win or lose, like the the map you get, the tiles that map generates, whether it has 8 pallets or for some reason up to double that at 16 pallets, what killer you're going against, whether your teammates are loopers or are even decent, etc.

    Basically there's so many random factors that go into a DBD match, performance and control type, while important, are just more noise in the static.

  • @BabyDweetMain said:

    You can't force someone to play a match they don't enjoy. This post kinda screams crybaby entitlement.

    At what point in his post did he say they should be forced to play?

    Go back to remedial English, because reading comprehension clearly isn't in your wheelhouse.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1602006#Comment_1602006

    You do realise that that is the most problematic add-on in the entire game and is 100% getting reworked, right?

    Oh I get it, like I said iri head is so awful I've literally never used one despite Huntress being my favorite Killer. Which is why I think it's hilarious that Haunted Grounds is "balanced" to not do the same thing despite only lasting 60 seconds and having the requirement of the survivors having to cleanse it, AND getting a notification about it, which can happen at any point during the match.

    The fact that it's this problematic and has been in the game unchanged for... how long now? And people are confident that it's somehow gonna get changed real soon is hilarious. I mean, they finally got around to Billy, changing parts no one asked them to change, so who knows.

    Now I just want to rant about how it takes them a thousand goddamn years to change anything in this game.

  • @Lazerboy88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1602006#Comment_1602006

    It shouldn’t be because once huntress gets her add on rework, that add on is definitely getting changed

    Yeah but we're not talking about 2028.

  • Lag switching is easy to do no matter the platform!

  • As soon as you explain why you think using a 1994 handheld recorder to record 5 FPS video with no sound instead of just a direct upload of the footage is a good idea!

  • @MadLordJack said:

    Imagine an already-strong killer having an entire minute of ranged instadowns. The only thing more unfair would be if Feral Frenzy could do the same - at least survivors can make it hard to hit a hatchet.

    I can use an iri head to have instant downs the entire match, is my point.

  • Against a really good SWF? I usually just hope their excessive altruism is their biggest weakness. Of course, against REALLY REALLY good groups, there is no altruism, only generators.

  • @EntitledMyersMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1601665#Comment_1601665

    Yes but it might as well because the person behind the chair is likely going to hurt the one behind the screen.

    All jokes about your spelling aside, i agree with you.

    All good killers hide behind chairs.

  • It's also not tunneling if your teammates absolutely refuse to engage at all, leaving your injured butt to my devices. In so many matches some Blendette will slink out of the shadows for 2 seconds to do an unsafe unhook, and then sprint burst away, knowing it would be meaningless to chase her without wasting a ton of time. Sometimes it's better for your entire team if you just take a hit and engage, even if you're not a great looper. Doubly true with unhooks. You being on the hook (or in most cases, just injured) is so much better than your teammate being outright dead.

    And if the match ends and you're dead on your first hook, you might be proud that it took that long to catch you, but would the match have gone differently if you went out and kept the killer busy to save someone else from a death hook? Everyone escaping on last hook is definitely better than you dying on first hook.

    Of course, there are circumstances to consider, context is everything. Sometimes your teammates are potatoes and you might determine it's best to just stay out of harm's way until you get a shot at the hatch, but even in matches where that isn't the case I see a lot of people scared to get in chases or even take a hit. I can't hit you in real life! I promise it doesn't hurt the person behind the chair!

  • I'm not even really sure how you solve the problem without giving everyone ridiculously bright clothing. Maybe have our big bright red stain cast a little bit of light on people directly in front of us? I would really prefer to never have to change brightness or gamma as it feels cheap and not the way the game was intended to be played, but it really can be impossible to see people in a way that also feels wrong and unintended.

  • I have seen a lot more people calling out PC players for calling out console players than I have actually seen PC players calling out console players.

    It does happen occasionally, but uhh, it's not like this big epidemic or anything. You guys take forum BS too seriously.

  • It doesn't matter if it's balanced or not. What matters is design intent. They're clearly designing and balancing the game as though it were an esport, and building entire systems around that. Whether you think that's a good or a bad thing doesn't really matter, because it's what is happening. In that sense, it might even be worse, because they want to have their cake and eat it too. Competitive enough for paid tournaments and MMR systems, but with the eternal cop-out of it being a "party game" so it can be an unbalanced buggy mess.

  • I'd say grabbing her and hooking her isn't really being nice. More of a neutral move. Leaving her there after you know she's stuck would be the dick move, hooking her would be the "okay I guess" move, and downing her and letting them heal her up would be the actual nice move.

    You're not obligated to do any of these things, but she might not have been too happy about you taking advantage of her getting stuck, even if it wasn't as much as you could have.

  • Yeah, a lot of killers with no add-ons just feel terrible. Even if you could technically do well with them if you were incredibly good, they just feel bad. Meanwhile, Oni over here feeling just fine with no add-ons at all.

  • DBD may have started out as a party game, but yeah, with ranked-only matchmaking, an MMR system, hit validation, dedicated servers, a tick rate increase, meta perks, perks in general being generally small or short buffs (that still make a big difference) -- a lot of this is stuff you'd see in hyper-competitive games. The tick rate in this game is now higher than many shooters. And for good reason. Because DBD is no longer a party game. It is a competitive game. You can still play it like a party game and have a good time, just like with any of the other competitive games out there, but it's clear the direction it has been headed in for years isn't towards "more party fun."

  • I noticed those as well, which is why I assumed the picture wasn't a joke, but had no idea what they were and certainly wouldn't have spotted them in-game. If you wonder why killers play with their brightness boosted, this is it. It's hard enough to win games even if we know exactly where you are, let alone when you evaporate from the match!

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1600822#Comment_1600822

    Top Level play is 1% of all games played on DBD. Around something like that.

    If you are talking about tournaments - tournaments can be a fun thing, but should not be taken seriously since DBD is a party game.

    Ah yes, the fun party game like Mario Party, but where there is only ranked matchmaking (no casual matchmaking), an MMR system, and the entire game is balanced around tiny little buffs like 5% to this, or 10% to that.

    Just like Mario Party, where you can lose on literally the last turn by having all your stars stolen by a random dice roll!

  • The fact that they think this goblin was passable as even resembling a human, let alone his actor, is pretty emblematic of BHVR's development philosophy as a whole.

  • Had to up the gamma/brightness quite a bit, but...

    image.png


  • @ToxicMyers said:

    https://forum.deadbydaylight.com/en/discussion/188825/hackers-getting-off-scot-free-on-pc-apparently

    You need video evidence to accuse someone of a crime. It's called innocent until proven guilty. How are we supposed to believe your claims without video evidence. Could lead to false claims.

    It's called ######### telemetry, they should have logs of literally every game in the form of text that can be replayed back to them using a replay system. Literally kilobytes of data to be able to examine every match in extreme detail. But no, the protection against cheaters is relying on average players to record their games like it's ######### 1994.

  • A high ping should always put the one with a high ping at a disadvantage, and no one else. No excuses, no buts. High ping advantage encourages lag switches and VPNs, as well as encouraging poor WiFi connections and other such nonsense that makes games worse. Your connection is your problem.

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