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arslaN

arslaN

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arslaN
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  • @Desh said:

    Yeah you can... Do both. An extra 16 seconds won't hurt you. And if you choose to Gen rush, immediately do the bones that you annotated the locations of in your mind before you rush out in the open to do an exit gate.

    If the killer gets their first down fast you can't. 16 seconds + the time it takes to find them for each totem will definitely give the killer enough time to get another down.

  • My garbage teammates are the real killers so it's a better Spine Chill.

  • People always choose to ignore this when they say "just do bones" :)

    You can't punish camping if they are using NOED.

  • I would be fine with recolours of other cosmetics but they literally gave us a recolour of default outfits both on feng and spirit lol. Feng and spirit also got brand new outfits in the previous rift, why them? Spirit is getting another new outfit as well, give some to other characters at least.

  • @Joelwino said:

    https://forum.deadbydaylight.com/en/discussion/comment/1242530#Comment_1242530

    That's a horrible idea, then NOED would be useless. The only way that could be viable is if it were tied to a perk. Maybe Small Game? That would probably be fine, seeing as small game is meant to get totems anyway.

    I don't think so. Nobody will cleanse any totems in solo queue until a totem counter is added. SWF already has this info for free so it would also close the gap between solos and swf a little.

    It doesn't have to be a number as well. A map wide sound effect when a totem is cleansed would be enough.

  • @Joelwino said:

    https://forum.deadbydaylight.com/en/discussion/comment/1235875#Comment_1235875

    • Detective's Hunch
    • Inner Strength (sort of)
    • Small Game
    • Resilience (also sort of)
    • Doing any totem you see

    Boom, totem counters. You're welcome.

    Totem counter, as in how many totems are left.

  • Yeah I just noticed this as well. They are bugged probably, this patch is a mess anyway so I'm not surprised.

  • The removal of god loops are great but they made some of those windows pretty much useless now.

    Some maps are fine overall but some maps still have those deadzones from the ptb. For example, I played on Pale Rose in my last match for today and there were no pallets in the entire middle area.

    The patch would have been great if they fixed those deadzones but for now I have mixed opinions about it.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/1239741#Comment_1239741

    I too am a consoler pleb, and am unsure how any of this affects us...

    It doesn't effect console players at all. The game always had AA enabled on consoles and it will probably stay that way.

  • Yeah it looks like they still don't know how to balance their maps. I was hoping that these deadzones would happen because of just bad RNG but it looks like it's intentional.

    Pale rose also spawned very little pallets when I played on that map even though it wasn't listed on the patch notes. There was nothing to use in the entire middle are, no pallets.

    @Aven_Fallen said:

    Yeah, I dont know what exactly they were thinking. The thing is, they said they will look at the Deadzones in a future Update. But this is just stupid, sorry to say it like this. Either there is a full, complete Update or no Update. But releasing an Update with a lot of Deadzones and then, some time in the future (nobody knows when), there will be something done about the Deadzones.

    I mean, I am totally fine with removing a Loop from the Thompsons House (2 Pallets there is still really good), also it is fine to change the Structures next to it (those where possible to spawn two Jungle Gyms or a Jungle Gym and a Long Wall). But replacing this with "nothing" is not good. At least T/L-Walls should have been placed there, those are probably the Tiles which are most fair.

    When they gave that weird answer on the Q&A, it seemed to me like they weren't even aware that they caused most of these deadzones with the latest changes, which is pretty concerning.

  • @RockoRango said:

    https://forum.deadbydaylight.com/en/discussion/comment/1240119#Comment_1240119

    It doesn’t change the low fps, and when I tried to sharpen the game through NVIDIA it crashed the UE.

    I can sharpen the game through NVIDIA Freestyle and it doesn't crash the game. Not sure why it crashes on your pc.

  • They definitely changed Sanctum of Wrath even though it's not listed on the patch notes. It seems much better to me.

    Pale Rose is just like someone else showed in this thread. There are zero pallets in the entire middle area. It's terrible and this map isn't even listed on the patch notes.

    Coldwind farm maps seemed good to me so far but I haven't played on all of them.

    Haven't tested the other maps yet.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1239583#Comment_1239583

    HamletEagle basically answered it, but it's to prevent malicious modification of the ini files to gain an advantage. Unfortunately that means that other harmless tweaks, like disabling anti aliasing, are also disabled. It's not just to spite the people who prefer playing without anti aliasing.

    Are you there any plans to add an ingame option for disabling it then since you guys also agree that it's harmless? People have been asking for basic graphics options like this for years.

  • @Vampire said:

    https://forum.deadbydaylight.com/en/discussion/comment/1211617#Comment_1211617

    People were turning off AA to see red light under the walls from what I've heard

    That wasn't related to AA. People were doing other things to see the red stain.

  • No, they just finally fixed the weird stutter after vaulting.

  • @xenotimebong said:

    Well I don’t know what people were talking about on the PTB with window hits being less awful, they’re as bad as ever if not worse. Hits through windows and pallets are pretty terrible, I hear the sound of the killer’s weapon smacking wood and still get hit lmao.

    Shelter Woods looks bizarre - the grass is sunk into the ground in some areas. Same with one or two Coldwind maps as well it seems.

    I played Blood Lodge and it seemed fine. Fewer pallets than usual in the centre but enough to make do.

    Survivor queue times were super fast my first few games, I’m talking 20 seconds. They’ve increased over the last hour as more people play I guess, but even then it’s only up to a minute.

    Windows hits were definitely better for me on the PTB. Currently, people are constantly getting very high ping , are you having the same issue?

    My ping went from 60-90 to 180- 200, it wasn't like this before.

  • @Desh said:

    Bro stfu. Provide proper and constructive criticism with a possible solution than just bashing the teams that put work into this patch.

    People already provided proper criticism on the PTB and they didn't fix anything + they introduced new bugs. Sorry, they deserve it this time. They keep releasing broken patches.

  • Playing with 200 ping really is amazing. Thanks BHVR.

    in Ok bhvr Comment by arslaN
  • @Shocktober said:

    https://us.v-cdn.net/6030815/uploads/990/PMPKKG3EQWC5.png

    https://us.v-cdn.net/6030815/uploads/901/OIN9CEQ5LBCK.png

    Whole maps are deadzones now. They say they didn't reduce the number of pallets but I honestly don't believe that from what I have seen so far.

    God, that looks terrible lol. I always hated the swamp and it's even worse now.

  • A lot of people are having the same issue. Hopefully it will be fixed soon.

  • @HYthinger said:

    i played one match with a friend. i dropped a pallet early and got hit through it even though i was 4 meters away allready. happend 3 times than i just kiled myself on hook and closed the game.

    devs:" hey guys we fixed the infinite loops but we also brought all bugs from ptb to live build."

    billy is still bugged like in ptb and huntress too. And now the servers are somewhere in antarctica.

    It seemed buggier than the PTB for me. I am sure people will report new bugs soon.

  • @DelsKibara said:

    Had a first game as a Solo Survivor.

    Loved it, was able to basically run the killer around the whole map. I didn't notice any dead zones and the map looked so different.

    I was playing in Ironworks of Misery. Can't wait to try these new maps as Killer. (Yes I am aware of the Rainbow Ranks, but I didn't notice a difference, everyone seemed to be playing as optimally as they can.)

    https://us.v-cdn.net/6030815/uploads/239/N95FQ40SODC9.png

    Ironworks didn't have any deadzone issues when I tried it on the PTB. Let us know if you encounter any on other maps. I noticed them on Autohaven maps especially on the PTB.

  • Played one match and I am not playing again until the high ping is fixed. I also got stuck under the hook after getting unhooked, don't know if anyone else had the same bug.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1239258#Comment_1239258

    No, but that's what I heard around a few streams i'm watching right now. Some are scared they're going to get banned ...

    You can't get banned for changing things from Nvidia Control Panel. I don't know if you can disable it through there though. It's great if it's true.

  • @Accullla said:

    https://forum.deadbydaylight.com/en/discussion/147155/fix-your-issues

    They probably tweaked the matchmaking algorithm. Have you been experiencing faster queues?

    It seemed faster to me but I refuse to play with 200 ping. Tried it once and it was terrible.

  • This patch is extremely broken. I am experiencing the same thing right now along with other serious bugs as well.

  • @Ihatelife said:

    Dead hard is also broken, AA can no longer be turned off..

    Anything new broken about dead hard or is it the usual, exhausted on the ground thing?

  • They disabled the engine.ini file entirely because people were using it to gain other advantages. It is time to add an option for anti aliasing ingame but they probably won't.

    It's really hilarious, there are so many posts about antialiasing on the front page right now and they will probably not answer any of them.

  • @Botiz said:

    Yeah, seems like they might've broken matchmaking even more as well LOL

    https://us.v-cdn.net/6030815/uploads/175/BVHWA2A7QJM3.png

    It wouldn't be BHVR if they didn't break something every patch lol

  • I am using sharpening filters from Nvidia Freestyle. It's not as good as disabling antialiasing but it's better than nothing.

  • Yep. You can't put any commands on the Engine.ini file anymore. Nothing works as far as I know. They probably disabled it because people were using it to make the red stain go through walls.

  • You can't turn it off anymore unfortunately.

  • To be fair, it requires a lot of skill to pull of but yeah there is no counter except lightborn.

  • People have been asking for basic graphics options ingame since launch and they never give any answers. They are not hard to implement at all and I have no idea why they refuse to add them. It's not like anti aliasing is going to mess up the balance or anything.

    This is seriously one of the worst games I have ever seen in terms of graphics options.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1237303#Comment_1237303

    No, it would just give rich people an even bigger advantage, something the Devs have tried to limit as much as possible because they don't want people to be classist like you get in other multiplayer games.

    And you literally just admitted stretched Res gives you an advantage and that is why you use it. Entitled, much?

    Umm, no? I said I started using it because I liked how it looked. I didn't start using it with the intention of " I want to see the killer over loops" or something like that. I tried using it, I liked how it looked, tried returning to normal and hated how it looked(everyone looks super tall and I don't like that you can't see your character's entire body, like I said) so I stuck with stretched. It's a matter of personal preference. I also never said stretched doesn't give you an advantage, it definitely does, on both sides in fact.

    I personally don't think this matters that much in a casual game like DBD since the advantage it gives isn't big enough to cause any issues in my opinion. If you think it does, or if the devs think it does, then that's fine, I get why people would think that.

    Also, I did look it up online and it looks like it is possible to remove the additional fov you get while using it so the devs can do it if they really want to. In my opinion, there are other more important things to fix first in terms of "unfair advantages", such as using a VPN to play on other regions so if the devs really want to get rid of stuff like this, they should start with that first.

  • @PigMainClaudette said:

    Ok. Just because I killer plays slightly differently to the rest of the cast doesn't make them braindead. You can play him like Trapper with his snares, which is what I do a majority of the time, but you also get the added bonus of not having to pick them up and can try to shut off long loops or infinites by either snaring them for a hit or psyching them out into running off. Maybe most people aren't just big brain enough to enjoy Freddy, like how Hag players spam traps at hooks.

    If we want to talk about braindead killers, how about something like Infinite Tier-III Myers, or even Tombstone Myers, Insta-saw Bubba and Billy or Hook-Trap Hag.

    If you think the regular Hook-Trap spamming hag is bad, you should go against the Mint Rag + Rusty Shackles + Make Your Choice build sometime lol. It is one of the most annoying builds to go against in the entire game.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1237910#Comment_1237910

    I think Freddy would be fine if his anti-loop actually took some amount of thought.

    I agree. Like I said, the main problem is how easy it is to use his ability, without requiring much skill. I don't mind going against very powerful killers if both playing as them and going against them requires skill. Freddy lacks both imo.

  • Freddy has a lot of stuff going for him + they made his main ability require extremely minimal skill (which is the main issue imo).

    Fake pallets require zero skill to use, snares requires a tiny bit of skill but you can figure out where to place them if you understand looping. You can also spam them as much as you like, which is quite braindead. The skill required to play freddy comes from general understanding of how the game works, nothing specific to freddy.

    So he has an easy to use power but on top of that, he also gets free slowdown from the sleep mechanic + he has a teleportation ability. I don't mind these on their own but when you add these together and make his main ability super easy to use, it becomes really cheap. He can also make BT useless for free, making him able to camp very easily. That is the cherry on the top.

    I don't even think that it is possible to fix these issues without giving him another rework, which is extremely unlikely to happen.

  • Yep. I despise them both, never use them. I wouldn't care if they both got removed from the game entirely but I know that's not going to happen.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1235038#Comment_1235038

    If it doesn't give you an advantage, why do you use it? I always thought the game looked prettier without two huge black bars down the side of my screen.

    And why doesn't the game offer you the option to alter your FOV in the in-game settings, which is exactly what you are doing by using stretched resolution? Why did the developers not want this in the game when so many other single player games allow-

    Oh, wait, DBD isn't a single player game and has very finely tuned settings, with FOV easily being the most delicate because too much vision and the survivors can literally see the killer, their movement, and their position by peeking over almost every loop and maze tile in the game with very few exceptions, most of which are more to do with the height of the killer's model than the height of the wall. And, if they are feeling extra cheaty, altering the lighting config settings to allow the red stain to shine through the wall as well for good measure like it used to on low graphics settings.

    So back to my original question, why do you use stretched resolution? You just like black bars in the side of your screen? I find them distracting myself.

    There are no black bars on the sides of the screen when you play with stretched res. Everything looks shorter, it makes the game look extremely blurry and visually it looks pretty terrible.

    I use it because I hate how the game is with the default FOV. After getting used to playing with stretched res, returning to the default res makes me almost sick. You can't even see your character's entire body on the screen. It doesn't bother me as much on killer but I still think it should have been slightly bigger by default.

    I don't get the singleplayer argument. A lot of multiplayer games, including actual competitive games, already have FOV sliders and when they don't, the default FOV is usually good enough to not bother anyone. I don't think it would mess up the balance at all if they FOV was slightly bigger on both sides.

  • @theArashi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1236028#Comment_1236028

    Ok... and how is that not competitive advantage?

    Changing every loop with mindgame potential into one without it when you can see the killer all of the time is giving you HUGE EDGE, don't you think?

    You can see the killer over most loops without stretched res anyway. Stretched res doesn't suddenly allow you to see the killer over the walls of a jungle gym or something.


  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1235038#Comment_1235038

    'It does give a bit of an advantage on certain loops.'

    I ran one red light, it wasn't that big a deal. Really, a 'bit of an advantage' is still an advantage.

    Well, you can gain "a bit of an advantage" by doing all sorts of things such as playing on low settings, removing the framerate cap, disabling vsync, increasing sharpness and brightness and many more things. Where do you draw the line with this and does it really matter that much in a game like DBD if it doesn't give a huge advantage? This isn't some super competitive game or anything.

  • @theArashi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1234325#Comment_1234325

    Nothing is wrong about different resolution. What is bad is that it clearly lets you see more in the game which is giving you bigger horizontal FOV.

    No, it doesn't increase the horizontal FOV, I tested it myself. It only increases the vertical FOV, you can't see more from the sides, only from the top and bottom.

  • Why did that one survivor bring a green key without any addons lmao

  • @xTalon32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1235211#Comment_1235211

    The vertical FOV increase lets you see VERY far across the map in most cases. I think what @Quol is trying to say, is that increase gives you an unfair advantage being able to see further away from you in most areas of the map.

    I agree that on a map like Meat Plant it doesn't matter, or any enclosed space. But a lot of maps are open, and being able to see the killer coming from further away sometimes even before you hear the TR can be considered unfair.

    While I don't believe it's ban worthy, if it was intended to be like that the Devs would have put the option into the game. I'll probably try it myself just to see if it doesn't give an advantage like you say, but I find it hard to believe people aren't using it for that purpose. Simply considering that until it showed up, people were fine with the FOV.

    Edit: And in response to what you told me, the fact you can turn your camera makes your point pretty irrelevant.

    I think a lot of people would play on normal res if the default FOV wasn't so low. Of course some people will do everything they can to gain any sort of advantages but a lot of people choose to play on stretched just because it feels so much better.

    Low FOV bothers a lot of people, including me. Every other game I play usually has good enough default FOV or they have a FOV slider. I tried playing on normal res again many times and it feels so bad. Like I said, it almost makes me sick. Increasing the default FOV for both sides would make a lot of people happy.

  • @notsonew said:

    https://forum.deadbydaylight.com/en/discussion/comment/1235875#Comment_1235875

    small games, maps, detective hunch, obviously there's nothing for you to find totems

    Forcing people to use certain perks to counter something is one of the biggest problems in this game. Do you really want to add more to that list?

    Totems should never be too well hidden, hex perks are meant to be high risk/high reward perks. NOED especially should never get any buffs, it is already one of the most controversial perks in the entire game.

  • Making totem spots better also buffs NOED so nope. Unless the devs actually give survivors a totem counter or something, I don't think totems should be too well hidden.

  • Could be a bug or something but you are probably doing it too early.

    If you blind the killer during the pickup animation, they won't drop the survivor. You have to time it perfectly so that the blind happens just when the killer is able to move again. If you don't know the timing, there are lots of guides for it on youtube.

  • @Quol said:

    https://forum.deadbydaylight.com/en/discussion/comment/1235038#Comment_1235038

    Vertical FoV can be just as important, you can run loops with a level of safety that otherwise you never could. It's not just loops too, you can see the killer coming at you from a larger distance while he can't, giving you more time to prepare. Do you not believe that extra 5-10 seconds where you see the killers location but he doesn't see yours is not a huge advantage?

    Of course since you use it you will defend it, I'm not expecting you to change your mind, I'm explaining why it's unfair.

    Personally I doubt it will ever be a bannable offense but I can definitely see how it's unfair.

    I don't get how you can see the killer coming from further distances with stretched res. It only gives you a slight advantage at certain loops from my experience and is there even a loop in this game where you cannot see the killer in the normal res but you can with stretched? It didn't seem like it to me. Correct me if I'm wrong.

    Believe me, I wouldn't play like this if the base FOV in this game wasn't so bad. I didn't start using it to gain an advantage or something, I just decided to try it one day after seeing people use it. Playing like that feels so much better to me, going back to the normal res almost makes me sick now. The base FOV should really be higher for both sides in my opinion, without needing to use perks.

    I also find it really funny how the person who tweeted this first plays on other regions with a VPN and then complains about stretched res giving an advantage.

  • @xTalon32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1234325#Comment_1234325

    You have looked at the original pictures he posted right? It's close to 200% more FOV for survivor.

    It only increases the vertical FOV, you can only see more from the top and bottom of the screen. You can't see more from the sides. Which is what's important really.

    @TheMonadoBoi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1234325#Comment_1234325

    "It's not really a huge advantage??" Have you even seen the pictures?? Michael straight up towers above every single short loop. Hay, wreckage, you name it. It's the single most unfair thing that has happened to this game in terms of visual exploits and you're saying it's not that big of a deal?

    Exploit? It's literally just changing your resolution.

    I don't need to see the pictures, I also play with stretched res. Yes, it does give a bit of an advantage on certain loops but it's really not that big of a deal. You can run the killer around just as well with the regular res.

    And seriously, where do you draw the line with this? Increasing your brightness and sharpness through Nvidia Freestyle or Reshade also give you an advantage, should those not be allowed as well then?

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