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Xbob42

Xbob42

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Xbob42
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  • Um... you can run at a lower resolution without changing it to a resolution that turns you into a cheater. Am I missing something here? Do you not understand how resolutions work?

    The explanation of "resolutions not being rendered on the whole monitor" or whatever is just nonsense. Stretched resolution renders more of the game world, thus increasing load compared to a comparable, normal resolution at the correct aspect ratio. Normal resolutions also render smaller images that are simply blown up to full size (and thus look blurrier/more aliased) -- this isn't 1993 where you press the minus key to make Doom smaller and smaller until it runs smooth.

    Performance hits due to resolution primarily come from how many pixels a resolution is pushing, which is an equation you already know because it's right there:

    1920 x 1080 = 2,073,600 pixels

    1440 x 1080 (which I believe is a popular stretch res) = 1,555,200 pixels

    However, because DBD is weird, that res also dramatically increases your FOV, rendering more of the game world at once, which is gonna be a BIG hit to performance on lesser systems as less of the environment is culled.

    Meanwhile...

    1408 x 792 (divisible by 8, unlike 1440 x 810 which is 16:9 but not divisible by 8) = 1,115,136 pixels.

    A very similar resolution, but much easier on your machine because it's almost 450k fewer pixels, and even better on performance because it displays the proper FOV. All while looking much better because you're not using a weird aspect ratio.

  • There should be survivor versions of meme add-ons. I mean, there are a few useless ones, but where's one where you get twice as many BP in one category (but it doesn't raise the cap... why don't meme add-ons raise the cap??) but you have to be healed twice to actually heal up. Or you scream for ten seconds after someone unhooks you. Or when you unhook someone, you throw yourself on the hook in exchange.

  • I guess I take my hundreds of hours playing Blight for granted, because I finished this one on my first try, and probably 50 times over after that, if it were to keep track.

    So, a few tips:

    If you're hitting something and then doubling back... you might be using the power incorrectly. Yes, you'll do this sometimes if you overshoot or want to bait out a Dead Hard from a weird angle, but in general, you'll be be veering off to the left or right, rather than directly past the survivor, this makes it much easier to keep an eye on them, if you're doubling back, you're making it SUPER easy for them to find something to hide behind.

    The attack is only easy to dodge in certain scenarios. Obviously in narrow spaces like hallways they're boned. But don't forget the attack has a super wide angle in front of you, you can hit someone who is practically off-screen (although if you use Shadowborn, you can see they're actually not that far out of sight, because the default FOV is like running around looking through weak binoculars) and you need to take advantage of that. If someone's touching you, during a rush, swing immediately, the damage frame is instant, there's no delay, so swing away.

    Further, if someone's injured and you know they have Dead Hard, but you have to attack from behind, you can just run into them a bit (they'll body block you to an extent) and then swing, you'll do a full lunge, but you'll still be lunging by the time Dead Hard is over.

    I don't know about using a controller (I played one game using a gamepad on PC as a joke to test out my Dual Sense PS5 controller and couldn't land a single hit) but on mouse and keyboard, you can curve reaaaal good. You can also look a bit further than you can actually turn, and don't forget that lunging will instantly turn you into whatever direction you're looking, in a straight line, so you can make some pretty wild turns that survivors have a lot of trouble dealing with. I went up against a survivor who said this "sounded like BS" after I explained it to him, because they also played Blight and thought the pretty basic attacks I was doing seemed impossible.

    Beyond that, it's really a lot of practice. You want to look at the environment more than the survivor themselves. What you can bounce off of is far more important than staring at the survivor, who compared to you is slow and easily caught. Distance means almost nothing against a Blight unless you can get to a good tile. I will happily break every pallet I come across because it doesn't matter how far you run, I can get across the map in 5 seconds. That's not to say don't look at survivors or let them run across the map, you just care about those things less.

    You will miss a lot. Even when you get really good you'll miss against really good survivors, but again, it doesn't really matter unless you just never land hits. You can recover so quickly and make up lost ground like it's nothing. And if one survivor is super hard to hit, you can either keep engaging to try and observe and adapt to how they dodge, or you can just drop chase and find someone else.

    I recommend taking Alchemist's Ring, as a successful lethal rush attack will refill all your tokens, but it also increases your natural power recovery speed. If you're having a lot of trouble quickly adjusting after a slam, a slam duration add-on can be a great beginner tool, as it buys you more time. As you get more experienced is becomes a hindrance, but it's great before you get to that point.

    Just keep attacking. Don't get discouraged and try to learn a little bit each time you miss. "Rank 1" Blights missing doesn't mean anything, because you can get to rank 1 with any killer and then use a different one. You can also get to rank 1 while being a potato, quite frankly. Watch Scott Jund, as he's the only Blight main streamer I can think of.

    Blight's tricky to play as, but he's not impossible. I might agree that he's harder than Nurse simply because his power can function completely differently based not just on each individual tile, but the RNG clutter that spawns in and around tiles. You have to observe every bit of the environment as you approach without wasting time, and be able to bounce off things and twitch-react to survivor movements instantly. But it's also super satisfying. Good luck!

  • Don't look at me, I ran it for a week when it was new and it was effective (but got less so as people seemed to adapt and start running totem hunting builds) but then I got bored and have been running other stuff ever since.

    Strangely enough, me not running what is considered a very strong build hasn't helped me find games where everyone has some combination of DS/UB/SG/DH/IW/BT though. Funny, that.

    You know, people complain about DS/UB a lot, but I think the perk I hate most is Dead Hard. Something about a literal invincibility button in a game that is both horror-themed and 4v1 where everyone on the side with more players can have said button just feels poorly designed. Even stuff like Soul Guard or Borrowed Time don't make you actually invincible, and they also have requirements a little more stringent than "be injured."

    Not that you can't play around DH or anything, but like many second chance perks, it's at the height of its power when the killer is at their weakest: once all gens are done. I feel like second chance perks not specifically designed around endgame should just stop working once all gens are powered, make that escape more exciting, and give killers having bad games their own quasi-second chance.

    What were we talking about again?

  • Isn't his chase theme like someone banging on a trash can on loop or something?

  • That's a funny way of looking at it. So your game crashes a whole bunch, and you come to complain... about the DC penalty? Hmm...

    Seems legit.

  • @AbsolutelyAmel said:

    The penalty wouldn't be needed if they worked on removing the reasons why people leave/ragequit or well in this case, crash 🙃🙃🙃

    Last October for example i had a full day where a 'network error' in the game kept disconnecting me and other players out of the game. Stop using the excuse that the game is ruined for others when its often the fault of the game itself.

    But yeah talking to the devs about issues is like talking to a brick wall.

    Yes, the DC penalty would be needed even then. Sometimes (and by sometimes I mean once in 5 games) the first person I hit will DC immediately. Because they "get found first every game."

    People are big babies, and big babies get put in timeout.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1719685#Comment_1719685

    Of course but it really was your own fault,honestly.

    You assumed waaaaay to much from those twitter posts

    This guy gets it. Never assume anything good from BHVR. Anything they hype up is going to ultimately disappoint you, because they are incompetent and lack creativity. At most you should expect new cosmetics, and even then don't hold your breath.

  • You can't rage out of every match you don't like without dying on hook (which is significantly better for a match than just DCing upon hit, the killer still has to hook you, so they get their stacks/procs of things like BBQ, which also means the rest of the team has more time to work on gens and even rescue you, more points for everyone and not just you disappearing from the killer's arms and them immediately moving on to the next chase. Although bots would be even better.) and somehow you magically get a 6 hour ban when your game crashes... almost like you maybe quit out of a bunch of games before that and the one time you didn't quit out on purpose and crashed you got a long ban.

    The DC penalty is my favorite part of this game at this point. Quitters should quit permanently. Get the hell outta here. And if someone has a legit crash, they get a 5 minute ban, not a 6 hour one. How stupid do you think people are?

  • How did it get to 48 hours to begin with?

    Without the 48 hour ban you waited out, which definitely wouldn't be from crashing, as that would be SO many crashes that you'd be insane to keep playing, then your crash would've been a 5 minute ban.

    The timing of it sucks, but maybe if you're having your matches interrupted so many times that you can even get to that point you need to sort out your problems first. The game absolutely does crash from time to time, but not nearly enough to warrant this sort of issue.

  • While I think you're just kind of describing solo players trying their hardest to escape before their bad teammates (or presumed bad, you can never presume good teammates in solo) I do kind of have this issue when I see 2+ bloody party strangers. Now I don't want to farm with you or anything, but if we've got multiple streamers going I tend to try and make sure each survivor makes it until at least 3-4 gens are done before I try to actually kill anybody.

    But even in these cases, gens will pop pretty dang quick if I'm not keeping the pressure high. Neither side has to throw the match or resort to farming to ensure good points when big offerings are on the line!

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1717343#Comment_1717343

    In over half the maps the 96m covers everything. And even in the largest maps the only way for the 96m to not cover everything is if you litterally go face a corner of the map and even then it's close.

    The only way discordance is less then before is if you actively try to make it less then before. There is no reason for a killer to ever be 96m away from the gens they're trying to defend. In normal gameplay terms it has not been nerfed.

    I swear the devs are just trying to troll people who don't do math. Why they didn't just say infinite when it in all normal scenario's it bassicly is infinite is beyond me.

    You don't have to go all the way into a corner on the big maps, but yes, you have to go pretty far away, which you might be doing during a chase. But it doesn't matter why. It's a nerf.

  • @Sonzaishinai said:

    I refuse to call it a nerf cause it really isn't.

    But i do agree that for people who kept it at tier 1 it can take a painfully long time before they can fully level it again. Especially if they don't have all the perks yet and have to rely on rng.

    It is absolutely a nerf. Your head would have to be screwed on backwards to think of it as anything but a nerf. It went from infinite range to under 100 meters. That's a nerf. Any tangible number is less than infinite, and as such, it was nerfed.

    If it was like 150 meters, then it would still be functionally infinite because that covers basically the entirety of even the big maps. 96 meters does not. You will find yourself, only occasionally but infinitely more than previously, in situations where discordance doesn't pop because you're too far away.

    On a killer like Trapper that might not be a big deal since you might not walk your slow ass down there to begin with even if it did pop, but on high mobility killers they'll be denied info on distant gens.

    So, again, it's a nerf. Stop trying to pretend it's not. A nerf doesn't mean something is rendered unusable or broken, it just means it is less than it was before. And discordance objectively is less than it was.

  • @DerrickTheGoblin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1715290#Comment_1715290

    I understand where you're coming from, but let's say I have a power surge that turns off my console mid game, I don't want to come back and be banned for it. Things like this have happened go me, fortunately not often enough to get a long ban.

    And you yourself just finished your post with why the complaints of the OP are ridiculous. If you just get a power outage or something, you get a tiny 5 minute ban. The ban will be up before you're even ready to queue again.

    If you have an honest internet-related dc, again, tiny 5 minute ban. If you dc frequently then maybe fix your internet before ruining the game for four other people each time you queue. There's basically no legit reason for anyone playing the game normally to ever get anywhere near 48 hours, or even one hour.

  • I don't find them useful on Blight. Extra rush tokens are nowhere near as good as just recharging my power faster.

  • Because despite needing hundreds of millions of BP to actually max out everything, the BP grind is apparently for some reason very critical to the health of the game, maybe?

    It's also there to pad out leveling. The cakes and puddings are the good ones, but then you fill the rest of the trashweb with 900 brown and lower-tier yellow BP offerings to make everything take way longer. Because apparently a super casual party game needs a hardcore grind for no apparent reason, with capped currency to boot.

  • I feel like there's potential for moris to work differently, like the entity granting you strength X amount of times per trial (dependent on rarity, so 4/2/1) so that striking someone with an empowered weapon grants the survivor a huge speed boost, much bigger than normal, injures them, and progresses them by one hook state. Each survivor could only be hit by your empowered weapon once per trial, so no double dipping.

    If you do it to a survivor on death hook, you get the mori animation, and hopefully someday they'll make all of the animations the exact same length because having some be literally 3 times longer than others is ridiculous. This change still grants a lot of power, but keeps the survivor in control of their character and in the match. Skipping a hook state means they're instantly in more danger, as well as being injured, so they'd want to use their mega speed boost to get to safety and heal, while the quality of the mori in question would leave the killer with the choice of trying to tunnel that person down, which could be a hassle since they'd now have a TON of distance and a reason to play immersed for a bit, and if it was a higher quality mori the killer could be getting value by chasing others instead, applying pressure across all the survivors.

  • @ALostPuppy said:

    At first I had high expectations, then I instantly deleted those expectations because I realised what game this is, and only expected a skin at most that I wasn't even gonna pay for anyway. So I'm not disappointed in the slightest.

    Wait did they announce a skin for Demo? Because if not then you'd still technically be disappointed, because a skin is literally infinitely more game content than a stream.

  • Dude, as a killer I love this feature because occasionally some survivor uses it to alt-tab or something and it's free hit city. I hope the console thing is just a bug.

  • @Aven_Fallen said:

    Classical DBD-Community.

    Expect lots without any evidence.

    Expectations are not met.

    Be disappointed.

    Write on the Forums.

    Instead of just expecting nothing and maybe get surprised.

    Yikes.

    DBD: Expect nothing, and maybe we'll surprise you.

  • I always try to take a simple gg as just that. Trying to take it as a literal "this game was good" rather than just an acknowledgement that you played against real people and are doing what is basically a friendly handshake will get you raging against anything, and that's no good.

  • Just imagining any of the little scrawny teenage Legion picking this dude up with one hand is still hilarious to me. Yeah yeah, the entity grants magical strength but can't help me see through corn, I get it.

  • Instead of quitting like a big baby and not being able to play for 48 hours, finish out your 5-10 minute match like an adult and then go do something else. Hell, suicide on the hook or even just walk away from the computer. Why do you absolutely, positively, HAVE to quit out?

    Get your emotions under control.

  • @Shymare_11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1714629#Comment_1714629

    Well as you said small game is situational, while decisive strike is one use. However, decisive is useful in almost every situation and can be used even at end game. Small game is useful for two things: traps and totems. Traps depend on the killer and totems also depend on the killer, since totems are useless if the killer doesn’t use a hex perk. If you really want to find totems just use detective’s hunch or a map both of which can be more useful and versatile. The point is, it’s unpopular and a waste because there are better alternatives.

    Well, you've got four perk slots, not just one. Picking perks that are "always useful" is good because you're slurping "value" out of them, but if you know for a fact that if you happen to face someone with traps you're going to have a very bad time, I think running a perk like small game would be a safe fourth pick. Perks shouldn't simply be valuable based on your ability to use them every match, they should also account for your personal shortcomings. With how popular Ruin/Undying is, small game is an especially safe bet.

  • The devs say it would be hard or time consuming to fix how short he is, but from what we saw all they'd need to do is use the drag function to slide him up until his feet aren't all the way into the ground and bada-bing, bada-bang.

  • There's a lot of good advice here, but I bet we could help you much, much better with advice more tailored to your playstyle if you wouldn't mind using something like Shadowplay (if you're on PC) to upload a match or two where you feel things went poorly, and one where you feel like you did well.

    Even you just rewatching the match on your own with the ability to pause and assess what might have happened can offer a ton of insight into how you might have played something wrong, or how a survivor tricked you/snuck out of view. The game desperately needs a proper replay system where you can swap between all 5 viewpoints and even have a freecam/overhead map. People would get SO much better at the game with that kind of ability to assess games. It should be one of their top priorities, behind making sure the game functions, of course. I think it's that important.

  • I've never used a mori once in this game, can't wait for them to get reworked so I can use them without feeling like an ass.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1714102#Comment_1714102

    It actually happens a lot more than you think. It's the basic Huntress play, and one of the many reasons she's so good: Get a close-range hit and quickly follow with an m1. Iri head just makes it so that it works even if the survivor holds W, because... Well, they can't since they'll go down in one hit.

    I'd also like to point out that 110ms only really matters in loops - otherwise it's not that big a deal.

    Yeah, I know it's a basic Huntress play, that's why I said at the end that if you let a Huntress get up on you then it's the same outcome as an iri head, you can swing SO fast after throwing a hatchet that holding W ain't gonna buy you much time unless you're near a window.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1714094#Comment_1714094

    But then the killers would never win because the game isn't balanced around having 4 decent survivors and it will literally never be.

    And that's still not the issue. The issue is not knowing who is doing what and the extreme amount of time that wastes. Even a totem counter wouldn't fix that.

    I dunno, survivors seem to get 5 gens done pretty well without the game telling them who's doing them. Comparing that to totems, the only difference is that the game tells you when a gen is done... which a totem counter would fix.

  • "even though it takes no skill to literally run up on a survivor until you're literally touching them and 1 hit down them with iri head."

    I'm sorry, what?

    Look, I think we can all agree iri head is busted, and your change would be fine.

    But if a Huntress, who is a 110 killer, is running up to you until she's literally touching you, then she probably has something resembling skill, or you're completely terrible/were caught out in the open for some reason. I mean at that point she can just hatchet/M1 you anyway for the same result.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1713859#Comment_1713859

    Then perhaps you should try actually playing solo que instead of making assumptions.

    Your problem isn't undying then, it's your teammates. Stop trying to solve problems related to your teams sucking ass by changing perks. Make the game encourage people to not suck.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1713859#Comment_1713859

    The people who run to the corner to self care don't do generators, let alone anything actually productive like totems and gens, so your point kinda falls flat.

    It's not that I don't want to do totems, it's that I did 3 of them, 3 gens, was chased for another 2, and saved everyone. Its not my fault my team can't do 2 totems.

    Hence why I advocate for a totem counter to be basekit, give solos information swf already have (which they said they would be doing 2 years ago now) and remove my least favourite killer perk from the meta simultaneously.

    My point doesn't fall flat because my point was that many survivors are lazy and can barely play the game, as you yourself immediately pointed out following your first sentence. We really shouldn't be trying to buff or nerf things to accommodate for people who don't want to actually learn how to play at red ranks.

    That said, I support now and have supported in the past a totem counter. Universal, everyone sees it including the killer. Killer sees all totems lit properly, survivors see dull totems on the counter until they are affected by a curse or spot a lit totem in LoS.

    I also wouldn't be terribly opposed to something like Undying have a different lit totem color, like purple/blue. This could be seen as a nerf since survivors would know to go for it first (if they find it) but the killer could also use this information to know which totem to protect, making for a potentially more strategic game rather than just RNG.

  • @MadLordJack said:

    Theres a reason the counterplay to NOED is not to cleanse totems. Hex perks used to be underpowered, true, but Undying can force a similar situation to NOED (having to cleanse every totem) whilst protecting... Let's be honest, Ruin is the only active-ability Hex it's good with.

    Survivors don't have the tools to do totems, not at base. Even the perks and item add-ons are bad and don't really help all that much. The problem is the fact that cleansing so many totems adds more than an entire generator's worth of time waste that solo que just cannot deal with.

    I mean, if you count travel time, sure. Not with my luck, since my totems tend to spawn 5 feet from generators, but 5 x 14 = 70, so doing all 5 totems is 10 seconds less than a solo gen with no perks/toolbox. Considering survivors seem perfectly okay with running half a minute to a corner of the map to self-care for 32 seconds, I can't see it being a tremendous burden on solo queue except they just don't want to.

  • What's the difference between it being a bug or being intentional anyway? With BHVR, either way it's gonna be in there for 8 months.

  • Well, it depends. What do you consider "tunneling"?

    My definition of tunneling is essentially throwing the game to get rid of one person at all costs, eating their DS, attacking their BT, just chasing them relentlessly until they're dead.

    But according to some survivors I've seen, "tunneling" is any time they're attacked at all after they've been hooked, without someone else going on the hook first. And sometimes even if someone else already went on the hook. Even if they're the only person I can find.

    Although, there are a few times I might tunnel intentionally:

    1. You're running OoO and I suspect you're in a SWF, which becomes obvious very quickly
    2. You're being exceptionally obnoxious
    3. I'm losing badly and need a way to immediately and substantially increase my pressure to prevent a total loss and to stall the game, generally at this point your team has several gens done so I know you've already got points and likely a pip so I don't feel quite as bad, but I'd still prefer to avoid it
    4. It's the EGC and I have to choose someone to die, because there's no time to play nice once all the gens are done
    5. I forgot who was recently on the hook and am swinging into a pile of survivors
  • Survivors don't like it because it makes it difficult to save the person on the hook. What the survivors can do is realize that there's more than one of them and if you're hitting/grabbing one of them, another can easily make the save.

    Unfortunately, most survivors just want to be able to rush in solo, grab the person off the hook, and be done with it.

    It's not a very exciting strat, but you're perfectly welcome to use it. The survivors cannot tell you how to play.

  • BP in general is so ephemeral, yet they treat it like it's this super valuable currency. Putting you on a stupid event hook should be like 15k minimum. Who cares? It's BP. You can't even get over a million at once, and how many hundreds of millions does it take to P3 cap all 54,000 characters with all perks?

  • @Exerath1992 said:

    -_- and? Who cares, the tree is tiny, go around. Sure, its not ideal, but geeze, not a big deal buddy. (Killer main here)

    And it's stupid, that's what. There should not be survivor-exclusive routes. That's not how the game works. The fact that you replied with this drivel is impressive in its pointless defense of poor design.

    Frankly I don't understand why killers and survivors just don't have the same collision box, for the environment that is, not for each other. It might make a few clipping issues in areas like this, but I'll take a minor cosmetic discrepancy over a gameplay discrepancy any day of the week.

  • Sounds like you're bad. Stop being bad.

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/1708230#Comment_1708230

    Your ping is 80? That's why. My ping is usually 50-60 but you have to remember. Hers might be much higher. My dude plays with me from Germany and his ping is usually 150 and he goes all over the place lol.

    My ping is usually 20-40. The Claudette's ping was 80. And an 80 ping is nowhere near high enough for anything even remotely close to what we're seeing in these videos, although now that I think on it, the first one could be a weird stand-still Dead Hard, which would be weird since you'd expect her to Dead Hard through me.

    I don't know when people started thinking pings below 150 were somehow really high, but in any decent game with decent netcode (so I guess not DBD, killing my own point here) all that results in is a minor delay between actions, not massive desynch and teleporting. We played games with pings well over 100 in the mid 90s and early 2000s for years, and it never resulted in people teleporting 20 yards. I mean, that still happened, but it was from people with wildly fluctuating pings and poor quality internet with packet loss.

  • Surge would be a lot better if it didn't have the totally unnecessary punishment of being basic attacks only. What's even the purpose? You still have to down a survivor near a gen. It's not exposed or something, where it might make certain killers super powerful. A down is a down. It almost seems like it's there to keep Bubba from getting multi-regression with his chainsaw on some potatoes all stacked up, because I can't think of any other way the basic attack requirement makes sense. Except even that makes no sense because it can only be triggered once every 40 seconds, so why??

  • @Kai_S said:

    https://forum.deadbydaylight.com/en/discussion/comment/1710541#Comment_1710541

    I tried this and it made no difference. The only thing I've found that works is just... Walking away from my PC and letting it do it's own thing for 8+ hours until the bar below the play button fills.

    I really don't know, then. It could be Steam, but I'd expect it to happen with more than just one game. Generally when you find people who have Steam updates that take forever, hang, or try to redownload huge chunks of files, it's for like every game on Steam. I can't really find any examples of it being one particular game, and I don't have this issue at all with DBD on Steam, updates take a few seconds.

  • The question, even though it's trying to be neutral, is loaded from the outset.

    Console players aren't more or less "skilled," but they have a much more limited control method, and dramatically worse performance. Which leads to a lower skill cap, because the hardware simply hinders them constantly. On the survivor side this isn't quite as big of a deal (they're not gonna be as tight at looping or looking behind them, but generally that's not tremendously important) except for some FPS drops during skillchecks, but on the killer side, it's going to make things much, much harder.

    It doesn't mean they can't do well, or even that they can't win the majority of their matches, but it'll take a lot more effort for similar results they'd get playing on a good PC, even if they were still using a gamepad on PC. A smooth framerate means consistent information. Tracking players (especially when things get chaotic) becomes a lot harder if the game simply... doesn't show you someone running by because it skipped a few frames, and that's only talking about FPS drops, a lower FPS in general will have this same issue, but throw stutters and drops on top of it and you're really just looking at a big headache.

    From my personal observations, console survivors are typically fine. Like I said, not as tight at looping, almost never look behind them, but not noticeable different from the average (average being the key word) PC survivor. I've seen less console killers, but they are way, WAY easier to lose in chases, and I think a lot of them just use speakers instead of headsets, so you can even get away with things like following them or hiding right behind them and they don't notice. They also seem less likely to check on injured noises. I'm sure the ones actually using headphones will have no issues, though. Assuming the sound is working.

  • Honestly it just kind of sounds like your hard drive is dying. Hard drives aren't exactly known for their stellar consistency when they begin to die. And DBD might just be on the sectors that are failing, while, say, FFXIV is not.

    Now, that's a big assumption, but there's an easy way to put it to the test and either confirm it/prove it wrong: delete DBD and move the installation to a different drive. Please don't tell me your system only has one drive. Because that would be bad news in the event of a drive failure.

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/201170/im-sick-of-it

    Speaking of PTB and bugs on release: Everquest released a patch back in early 2000's time frame after 2 months on their test server and when it went live, immediately it was found there were sever game breaking bugs causing them to take the game offline for a day or so and fix the issue. it was a crap show sony did then and you know what? Everquest started in 1999 and is STILL around today! BUGS happen, even when tested a great deal. some things get through.

    Is that silly story supposed to be convincing? Bugs happen, yes. But the reason you had to dig back to the early 2000s for an early-era MMO is because this level of incompetency is rarely seen outside of truly bungled titles. Usually bugs, especially critical ones, are fixed in a day or so. Less critical ones might take a week for a hotfix, and annoying-but-minor bugs usually can wait until the next patch.

    DBD on the other hand, has broken audio EVERY SINGLE PATCH. Killers have not been able to reliably find survivors based on audio for years now. Sometimes the audio works, sometimes it doesn't. You might make footstep noises, or you might be completely silent, making less noise than if you had Iron Will, without running Iron Will.

    Audio is HUGE in DBD, and the fact that it is so unreliable is just one of the many game-ruining bugs that plague this unholy abomination of a game. Bugs happen, but the same bugs happening over and over and over every update is completely unacceptable and no one with half a brain should ever make an excuse for that. If we only got something like the t-pose bug with killers spawning in, that's entertaining and doesn't hurt the game. It's silly, but not a big deal at all. My killer power just straight up not working for the rest of the match for no reason, is not okay, but it STILL HAPPENS. You get it with Blight and Oni, and I'm sure others, although those are the two I have experience with. I'd say Nurse but Nurse is eternally bugged.

    God it gives me a headache just thinking about it.

  • This is most likely on your end, or possibly an issue with the specific Steam server you're connecting to. (You can change it under Steam (top left button) -> Settings -> Downloads -> Download Region (don't worry, most countries have tons of download servers, you don't have to change actual region)

    That said, I'd assume it's an issue with your hard drive. This absolutely has never happened to me with DBD or any other game.

  • I don't know what this thread is about, but on the topic of messed up hitboxes, I mean, I recorded this last night and it couldn't be any more clear.

    https://youtu.be/6m6x8w5md2U

    The person in question had a ping of 85, and my ping was in the 40s.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1709093#Comment_1709093

    That was probably the most loved and are the same time the most hated event.

    The issue with that event was those that just wanted to play normal games had a harder time as people could get the serum and then die on hook.

    I preferred the token events via gens or hooks myself as they just needed tweaking to work well.

    They could've just made it so each pip you earned counted towards 1 serum. So you collect the serum, but to keep it, you need to pip. You collect 2 serums and want to keep both, you need to double pip. Works better than tying it to escapes so people aren't trying to be ######### about hatches and taking a million keys, and you still get to keep your rewards even if you die.

  • I mean I can understand not having $20, lord knows I've been there many times. But in that case I assume I'd have much bigger issues than DBD running poorly.

  • It's roughly a 180 degree semicircle in front of him, so it's very wide, which is important, since if it was like the normal lunge, he would be super easy to dodge even for potatoes. You basically need to get behind him. If you have dead hard, turn around and dead hard THROUGH him, it's a guaranteed way to annoy the ######### out of any Blight, because he'll have a longer recovery time and 0% chance of hitting you. If you Dead Hard AWAY from him, then his lunge lasts for long enough to actually hit you after Dead Hard is over.

    Blight hates any kind of round loops, or J-shaped bits of junk on the ground where you can get into a little nook of safety. Take advantage of these things. Don't try to loop him like he's a Wraith or something or you're gonna have a really bad time.

    Also, pay attention to whether he's in his first rush (in which he can't attack) or subsequent rushes. Never waste a Dead Hard or drop a pallet for a first rush. And especially never drop a pallet while he's in recovery after missing or cancelling a rush. I can't tell you the amount of times I'll come up to someone while recovering as they're camping the pallet and they just drop it right there, while I'm completely unable to attack. Even better is if they stun me, so I get to skip my recovery animation for a shorter pallet stun. For the love of all that is good, don't waste a pallet like that.

    Also, big, wide turns in one direction, followed by a big wide turn in another direction (wide but sharper than the first) is a really good way to dodge a Blight lunge. I'm not sure what it is about this move, but when people pull it off, I have a WAY harder time landing hits. I think doing wide turns and then going a different direction baits out some of the distance of the lunge, in which case my lunge direction is already committed, but because they still go wide on the second turn instead of just cutting straight in that direction, my lunge can't cut them off and they just watch as I helplessly swing at nothing.

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