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Xbob42

Xbob42

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Xbob42
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  • What if he could chuck bottles at a downed survivor to put them to sleep, preventing them from doing or seeing anything for like 15 seconds? Can't re-apply it, so no perma-sleep. Could be a decent counter to Unbreakable and SWF.

    Or maybe if you take too many bottle hits you become exhausted/have your exhaustion timer refreshed? No big deal if you don't run any exhaustion perks, but could create some fun times, I think.

  • You mean like "How are they still employed?"


    I kid, I kid. I know making a game can be a real nightmare at the best of times, especially if it's full of legacy stuff from when you as a company were still new.

  • Performance got worse on PC as well. I think it got so bad that @ScottJund has to take breaks because of all the hitching.

    It's nowhere near as bad as consoles, of course, but there's been a massive hit to both frame rate (you can still get high frames, just way less than before) but more importantly to stability. Little hitches here and there add up to a lot of annoyances and at times missed skillchecks or hits. And some people have it worse than others, I get rare hitches but some people are getting constant hitches. And I'm playing the game on a very high end machine with one of the faster nvme m.2 SSDs. I can't even imagine what it's like on a base console on an HDD.

  • @Xbob42 said:

    I believe Evolve (man I loved that game, once you really understood how to play both sides it was fantastic, shame it taught you nothing) had a post-game map, just a 2D overhead map, that had little icons for where each player went and what they did throughout the game. It would play very quickly but it gave you a good idea of what happened each game. I believe there was also a replay system, but I'm less sure about that. It's been a few years. I would like one or both of these in DBD. Especially since as a killer I sometimes have no idea what the hell went wrong. And it would be great for when I'm survivor and the killer makes a beeline straight for where I am at the start of every game, no matter if I'm working a gen or just chillin' behind a bush waiting for him to patrol. Why me, killer? WHY?!

    I finally found the gif of this example!

    Untitled Image

    It was SUPER useful in learning why you did poorly, and where you nailed it. It also gives you insight into the behavior of your team and your enemies, so you can start to make educated guesses based on information from previous matches that you would've never otherwise seen.

  • It's so weird that they require you to record footage. That tells me they have some pretty weak and basic telemetry. If they had a basic replay system, it'd simply be a list of what map/characters/items, etc were used as well as what amounts to a text file containing all the inputs for the match. Then we'd get to have a proper replay system (which would TREMENDOUSLY help players learning what went wrong in a match, and what they nailed) we could also have a little post-match top-down 2D map with icons representing each character, showing where they went and what they did, along with a time code. You could scrub through it and everything!

    Well, obviously all this takes work, you don't just magically flip a switch, but it would help in multiple ways, from quality of life, to player investment, to easily being able to send a report!

    Evolve had the best damn post-game map.

    Untitled Image


    in If i dc Comment by Xbob42
  • @MojoTheFabulous said:

    https://forum.deadbydaylight.com/en/discussion/comment/1503895#Comment_1503895

    I will admit the first thing I saw on this was cosmetics for Freddy, got a little excited, noticed the next thing said cosmetics and realized where it was going.

    I'm sorry to have disappointed you. In this way, I have become BHVR.

  • You mean this?

    image.png


  • Thanks for the further tips, I've taken them on as well. On top of hitting survivors off of traps so I can pick them up, or in certain cases reset them. I was previously just grabbing people off of them every time. I actually had a pretty good indoor map earlier, so that was a nice change! But I just got the wild west map (I don't know the names of all the maps yet) and it had like 400 generators. Or, well, at least like 9. How on earth do I deal with that? I couldn't carve off enough of a zone to protect gens on one side of the map before they had already split them up in such a way that I had to do long patrols because there were just so many available.

    Are there any particular strats to dealing with really big maps with lots of generators like this? I think I still did kind of okay, but it was still a pretty hard loss, despite trapping a fair number of people and people missing a LOT of skillchecks.

  • @thrawn3054 said:

    Because they think it gives them more distance. Except it's so blantly obvious what you're doing a good killer won't miss because they won't swing.

    Yeah, it's unbelievably obvious. You're actually giving up a TON of distance because you spend so long walking while the killer is always moving at you at full speed. A missed swing is a super quick recovery, so even if you bait one out, you've still lost distance overall. Of course, if that's your goal and you're trying to peel the killer off someone else or away from a generator, that's fine, but again, it'll be really obvious what your intent is. My recommendation is to try and make it look like you just got caught around a corner or something, rather than you just walking through a field while looking behind you.

  • I like to just walk up to them, have them sprint burst away, and then casually turn around to go back to whatever I was doing, of course that's only if I had anything else going on in the area. If I don't, then I'm more than happy to get up close on them and wait for them to make a move before I swing. If you see me walking towards you and you're also walking, you're 99% of the time waiting to use an exhaustion move, and 1% of the time I guess hoping you trick me into thinking you have an exhaustion move.

  • Why were you playing cat and mouse with the killer? Just run to the gate and as soon as everyone sees you they'll run out ahead of you, just literally stand right behind them so they'll go out first. I got it in a single round because that's how people leave the match. You could've also just went and crouched in a bush for a while. They will leave. They DID leave. You were caught up in a chase for some reason, which I don't think is the fault of the other players.

  • @PrettyFaceKate said:

    EGC is working as intended. 99 is fair, as is pre-opening or anything in between. Focus on stopping the survivors before they complete the generators if you want to be in a better position. The EGC is purposefully not there as a means of extra pressure, so stop asking for it.

    Citation needed.

  • Having to locate and (quickly) insert parts into generators to repair them would be good because it would encourage map exploration by the survivors. If there were a lot of parts, it would mean you'd have to pick and choose when to be stealthy or not rather than just crouchwalking to everything. Skip the entire holding M1 BS (except for maybe starting up the generator by pulling on a ripcord or something? Just a lil bit of fun.) and give real objectives that matter. Maybe even chuck in some secondary tools and defenses the survivors can take advantage of to buy themselves time at critical moments besides just looping and exhaustion perks, and maybe have a few similar tricks for killers, so even M1 boys get some tricks and traps on different maps.

    I think there's a really spectacular game not too far under the surface of DBD, that could be so different while really still being the same concept. They just have to be willing to dig in and experiment. Hell, add an experimental queue option to the main menu where they test out new games modes or concepts, see what resonates with the community and what doesn't.

  • What a sad excuse for a game.

  • This is a complete tangent unrelated to the thread, but does this community know what the term "skill cap" means? Skill cap doesn't mean skill level. It means hitting a point where you can no longer become better. You've hit your skill cap when you've completely maxed out your own personal ability to play a game. It's somewhat similar to skill ceiling, but skill ceiling refers to the maximum amount of skill a game allows players to reach. Skill level is how skilled you currently are.

    I keep seeing streamers and forum members using "skill cap" interchangeably with skill level, and "skill ceiling" to mean just about anything. It's really confusing if you come from games that have used these terms for decades to have them just be weird buzzwords.

  • Suckers buy new cosmetics and battle passes. Cosmetics and battle passes get priority. The community shoots itself in the foot with how it spends its money.

  • A little "deadbillsayswhat?" with Bill of course replaced with whatever character they are, really seems to get under some peoples' skins.

  • Crossplay should help a lot. On PC the survivor queue times are a few seconds, while killer queue times are usually 30 seconds to a couple minutes.

  • @xenofon13 said:

    Are you serious? You can't force me to stay into a 5 gen game with 1-2 dc's, iri head 5 gen slug, mori tunneled off hook.

    Next game please!

    Punishment =! Forced

    You can still do it, you just don't get to quit games with no repercussions.

  • This is absolutely one of the most major issues with the game. It basically makes balancing an unbelievable nightmare.

    That said, you can't put the toothpaste back in the tube. The game would feel lesser and broken if they were to change it now.

    I think if we ever get a DBD2, they should focus on core skills for survivors. Assuming they'd have 4 perk slots again, you could continue to have the generic starter perks that everyone can use, but also survivors come with like 5-6 perks instead of 3. So even if you only play a single survivor, you've still got a lot of flexibility.

    Then make a single one of those perk slots able to hold a teachable perk and you've got something a bit similar to what we have now, but way more controllable.

    Of course, this game also has the problem of perks not really being perks. They range from might-as-well-have-an-empty-slot to super-powered-nonsense. Perks should always be small little advantages, not big swingy powers that play a massive role in the outcome of the game. Maybe they give you an edge in a critical moment, and you win, and that's fine, but having the killer having to change their entire playstyle because you might be running a meta perk is just silly.

    The counter argument to that is that it encourages more variety, but in reality that's rarely true. Most of the time you've got folks with meta perks or potatoes with whatever they happen to have. People actually coming up with novel new perk combinations is very rare, and not something typically encountered in the average match.

    Thinking back on what I typed above, I actually wouldn't mind perks being teachable to everyone as they are now if the perks didn't have such a massive power difference. I think that's actually the core issue.

  • What if it was combined with Mettle of Man?

  • I'm so glad I don't have crippling OCD that makes me crave pointless icons.

  • Don't play video game if video game makes you mad.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1499602#Comment_1499602

    Not when you have multiple loadouts or perk options? Presets? Items equipped? Or last second swap from a bright meg to a p3 claudette w a key?

    Right.

    The killer can't see anything except your base character and the item you're holding. Killers and survivors both can switch items in the lobby. The only really valid thing you mentioned is Claudette since she's a notorious camouflage master, but that's about it.

  • 1920 x 1600 is a LARGER resolution than 1920 x 1080, ya dingus. How did you convince yourself it was smaller?

    1920 x 1080 = 2,073,600 pixels

    1920 x 1600 = 3,072,000 pixels.

  • I actually posted something like this in passing about a week ago when making a thread about killers that could crawl on the ceiling/walls and pounce, with how a Samara-type character crawling at turbo speed on the ceiling while the lights flicker could, at least for a while, bring back some of the fear factor the game had for everyone's first few hours.

    All that to say I agree wholeheartedly! Killers really need an ominous presence.

  • @yato said:

    why is it intentional?? survs can switch, killers not? i think this is a totally bullshit, hope they "fix" this, it is really uncomfortable

    Because all survivors are exactly the same. They're just skins.

  • PC servers haven't been doing so hot since the patch either. I've had more than one instance of massive lag spikes where we get reset several seconds into the past. While that particular issue is very rare, there's enough weird little things (survivor movement gets REALLY WONKY with lag, oh my god it's horrible just turning) that I questioned whether it was my internet, reset my modem, did multiple speed/quality/packet loss tests, all came back flawless on my gigabit connection.

    But my character would still turn like they were just learning how to walk.

    It's really frustrating, even though it's not every match.

  • @slim0b said:

    https://forum.deadbydaylight.com/en/discussion/comment/1499476#Comment_1499476

    1920 x 1080 has more pixels than 1920 x 1600 hence your CPU renders more hence it will reduce fps.

    Did you get your math wrong? Because that's not how multiplication works.

  • If it's the challenge I'm thinking of, it's not even required in a single match. It's just three total.

    Just... stealth around at the end and let everyone else escape. If you play the game totally normally it'll just happen. It's really not that hard.

  • @Veen said:

    It's like when killers bleaches their monitor with Nvidia and their monitor ig are brighter than an apple store.

    "MY GamE iS toO dArK"

    My game is legit too dark. Under the structure in I think swamp, where you're basically like running in I guess the foundation of the building? It's so dark I legit walk into walls and can't see my way around with killers.

    That said, I don't make it brighter because I ain't no #########.

  • @Speshul_Kitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1496570#Comment_1496570

    Except many of these new players are playing the game off of Game Pass on Xbox. Do you find it reasonable for them to stay in a game where they have almost no chance at winning? Most would move onto other games and never look back.

    "New players should be able to completely ruin the game or else they might leave" is quite possibly one of the most bizarre takes I've ever heard.

  • That's a reportable offense. He'll get a lot more than a DC penalty for holding the game hostage for someone clearly not wanting to be there if you report him.

  • Just have SWF count each member's score as like 25-50% higher, depending on how many are in a group.

    4-man SWF kill squad each with individual crazy high MMRs, let's just make up a number and say... 2500? The group will collectively have an average MMR of 2500.

    Well, they're in a 4-man squad, so they get the maximum group MMR "bonus" of +50%, so now we add 1,250 so the average group MMR is 3750, they matchmaking will try to match them with the highest tier killers out there, people so sweaty they need a dehumidifier just for their pants.

    But here we have a 2-man potato squad. Both have minuscule 300 MMRs, but they're still in a group, so they get a little 25% boost, adding 75 to 300 their group average (for the two of them) is now 375. Definitely a fair bit higher but still in the potato range.

    And of course, unlike what our man Scott Jund says, I don't think it will make matchmaking "take forever," MMR matchmaking tries its best to pair you with people of your skill level first, not only. Then it broadens the search.

    I don't think MMR will be a huge deal one way or the other, but I don't know how the numbers work on the backend, or their parameters or anything, I'm just saying I think a system like the one here would be pretty easy and I think would be relatively fair.

  • It'd also make it harder to suicide, so teammates will have more time to get you off the hook and maybe a couple folks out there will actually continue to play the game when they would've otherwise given up immediately. You could still intentionally miss skillchecks, but I think that's better than just insta-dying after 2 seconds.

  • Also I still have no idea what to do in the Institute! :D!

  • Just thought I'd do a quick follow-up on this, these tips and a few from streams have greatly improved my awareness of what I need to be doing in a match as a Trapper. I barely get into chases at all and just give the survivors enough rope to continually hang themselves. Here's my latest result:

    https://i.imgur.com/t5HEL5T.jpg

    Obviously not super white-knuckle red rank 4-man SWF tier or anything, but I was surprised to see an actual compliment when I came back to my computer a few minutes later, sadly too late to respond.

    I still have barely any Killer perks since I've only really leveled Pyramid Head, so I decided since I'd be patrolling a relatively small area I might benefit from increasing my terror radius and then using that to power up unnerving presence, meaning the survivors would be getting slightly more skill checks that would be a lot harder to hit. Based on how many exploded generators kept popping up, I think it worked. And since I knew they'd panic, I'd trap the quick exit points, which worked wonderfully.

    I like Trapper now even more than before, and hope I can keep improving because it's so much fun, and doesn't feel unfair or overpowered, but still like you can make a big difference just by playing smart. I also just completely ceded and never even went to the other side of the map, just counted how many I'd need to defend within a reasonable patrol perimeter and that was my home base.

    So thanks, everyone! You've made this game a lot more fun for me!

  • @DragonMasterDarren said:

    Welp, time to sit AFK and wait for the match to finish whenever i load into Yamoka, Haddonfield or Ormond

    Bad idea, that's a bannable offense.

  • @Tricks said:

    Yes my randomly intermittent crashes due to low video memory welcome the return of the 'disconnect' penalty.

    lol. just lol. wd behaviour

    I definitely don't want to be matched with someone who's regularly crashing.

  • I have never used a prestige feature in any game. "Redo this grind for a lame cosmetic?" No thank you sir!

  • What about a Meg-exclusive perk that just has her doing her amazing scream the ENTIRE time she's being chased?

  • @LethalPugy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1495619#Comment_1495619

    I don’t want to be rude. But how are you exactly a flashlight main? Do you hide in chests?

    They just mean they flash everyone.

  • Trapper should have 2 traps by default. Having to use a bag to get him to what feels like "decent" is in my opinion the worst part about him. Meanwhile the Hag's over here slappin' traps out her ass like it ain't nobody's business, and she gets to teleport to hers!

  • This perk has one of the most insane activation requirements in the game for, like, such a "meh" benefit. It's not a terrible benefit, of course, but for how much work you put in, you're almost never going to get to actually use it. And chances are if you're the guy going up taking these protection hits over and over again without getting 3-hooked, you probably don't even really need Mettle of Man to begin with.

  • I'll never understand how people who pay any amount of money can complain about the price of skins when the entire game with all the default skins is only $7. Are these skins really worth twice the price of the entire game? I guess for some people they are, and that's fine, but if you're already willing to crack open your wallet, then...

  • Is it their fault they chose to manually leave the game instead of finish it? Absolutely. I've never disconnected from even my worst games. Hell, the worse your game is, the faster it's over. No need to abandon it, and it's a lot harder to get better when you never go up against those better than you, even if a match is hopeless, you can generally still learn from it without having to ragequit.

    Of course, that doesn't excuse the abysmal matchmaking that put them in that situation to begin with.

    Even when you have 2,500 hours or whatever, there's still gonna be those games where you feel absolutely helpless against your opponents. Finish out your match and take a break if you need to. If you get into the habit of quitting every time you lose, you're much more likely to keep doing it, which makes the whole game worse for everyone.

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1496435#Comment_1496435

    For what it's worth, all platforms have stutters and hitches right now after the recent update.

    Sadly, yes. The performance only seems to get worse with time instead of better. I was a fair bit over 100 FPS prior to the patch, not it jitters and stutters between 60 and 100, which in general gameplay can be kind of annoying, and in critical moments can cost either side a hit. But it especially makes skillchecks miserable! The FPS of skillchecks already seems totally random and separate from your actual FPS, having it also stutter and bounce around mid-skillcheck is so bad it's made me just play more killer.

  • You can absolutely get scared even if at some point it's mostly jump scares. I imagine the survivors I got earlier as Trapper by trapping around the exit gate and letting insidious go off while I sat in a corner, only to come out swinging the second they touched the gate and they immediately ran into my traps got a pretty good jump scare out of it. Probably seemed like I came out of literally nowhere, and then the immediate double-whammy of running right into traps!

    Those are the moments I also find the most fun, not winning or anything, just being able to surprise people with novel (to me at least, I'm sure it's been done a million times by people who have thousands of hours) strats and ideas.

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1496384#Comment_1496384

    FPS is FPS. It doesn't really matter if that's the FPS you're used to. It's purely subjective.

    "console vs PC nurse" is a nonsense argument. You don't have killer vs killer rounds, so it's irrelevant.

    What "tricks" that work on console" won't work on PC killers?

    How will PC survivors in any way have an advantage and be able to bully console killers? Controller survivors are in no way limited over mouse/keyboard survivors.

    The only thing you have even remotely going for your standpoint is the optimization part, but thats not a PC problem. That's a BHVR problem.

    Err, I have no comment on your other statements, but FPS absolutely matters. If you think it doesn't, cap your FPS to 5 and get back to me on how good you're doing. While there are some diminishing returns the higher your FPS gets, there's a reason pro players of games will lower settings and resolutions to absolutely get insane FPS. It minimizes input latency and gives dramatically increased temporal resolution. That is to say that the information you get per second is far greater.

    A simple example that anyone can relate to is a hatchet throw from the Huntress. If you have a low FPS, you have less time to react because the animation plays out based on time, not on frame rate. So if you had 30 FPS, you have half the time and visual information to react as someone who's at 60. You'll potentially see the hatchet "thrown" after it's already in the air, and its trajectory will be more choppy and less smooth. This applies to every action and movement in the game. All of this also applies to the Huntress trying to aim at you while your movement is all choppy and updated less frequently.

    Toss hitching and stuttering that the consoles get on top of that and it's like shooting fish in a barrel.

    You could argue that since DBD isn't a twitch shooter like Call of Duty that it's not quite as important, and that's true, but not so true that you don't still gain a huge advantage by seeing smoother, more reliable information and being able to react more quickly, with less input lag. The higher the tier of skill you are, the more this stuff REALLY matters.

    That said, for the average DBD player on console or PC, it probably won't really matter all that much because I assume most people play for fun instead of getting top-tier ubersweaty. But if you're talking competitive, that FPS matters tremendously.

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