drsoontm
drsoontm
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@[Deleted User] said:
It might not be all that malicious. A friend of mine has 2000 hrs on her ps4 account and only recently got the game on PC. Cross progression isn't a thing
Yeah but, 70 hours is suspiciously close to the MMR change. Doesn't matter if it is tough, the important thing is to know not to rely on hours to play nice.
@dugman said:
It's worth noting that there was also apparently a massive ban wave a week or two ago, a lot of cheaters permanently lost accounts. So it's always possible to come across someone who played a ton on their banned account and is using a brand new one now.
Indeed. However cheaters do not play well. They are strong while playing like beginners. That's usually how they get caught.
This guy looked like a genuine 2k+.
@Valik said:
Smurfs are an unfortunate casualty of any SBMM system.
League is full of Smurfs, and many of those don't even play comp.
I guess we'll see if this subject increasingly comes up in the future.
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@Valik said:
She does NOT need a nerf - what she needs is a rework.
Right now, she teeters on a hyper fine edge.
For 80% of players, Nurse is incredibly punishing and super hard to get used to. Her power is thorny and unwieldy in the hands of newer players and a new survivor player vs a new nurse will win just about every time.
The disproportionate performance between the 'average' nurse player and the 'good' nurse player is staggering.
When an average player gets behind her, she can be easily punished by survivors and her power can seem unreliable at times.
But a good player can wipe the floor with survivors without breaking a sweat.
Her kit completely circumvents many parts of normal gameplay, which not only makes her incredibly strong in her 1v1, but also chokes many of the potential perks at her disposal.
There has never been an actual nurse player that ever thought 'Oh no! A pallet/window! My greatest weakness!'
There has never been a nurse that has brought Spirit Fury or Bamboozle.
There's no need.
She feels rotten to play as until you finally 'git gud', then it's hard NOT to cut players down.
Is there counterplay? Yes. But a lot of it involves stealth and breaking line of sight with complete gambles during mind-games.
She's far, far, far from balanced. The only balancing element to her is how unforgiving and punitive her power can be when execution is imperfect.
She's fine as-is where her numbers are concerned, but if we want her to be more enjoyable to learn and less of a face-stomp to play against, she needs a rework.
She is very fun right now. To play and to verse.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/320787/so-smurfs-its-what-the-new-mmr-has-brought
You can lower your MMR on purpose, and then use that to either chimp newbies as a killer or roll over people in a SWF - but you saw much, much more of this under ranks, to the extent that even Fog Whisperers openly admitted to smurfing and deranking 'for more fun games'.
At least under SBMM it's a lot more time consuming and a lot less precise, and if you do it consistently you're probably going to get flagged for botting.
It's the first time I get one I think (after a few years). Up to know the only strange teams were the odd inept thousands-hours players.
This also means I can't afford to be automatically nice with apparent beginners ...
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2922163#Comment_2922163
Jitter is just RNG. People will hate it and complain endlessly that no matter what they do it's 50/50 on whether the bot knows about it and makes the right play. Then you have other issues such as human eyesight versus bot-sight. Humans miss detail when moving and dealing with obstructions. Bots will not. For them to even remotely try and simulate that would degrade performance extensively as suddenly the game has to calculate each and every objects obscure value and whether the bot clearly sees it or not, as to not means a 50/50 chance to not see a target in the wide open. Then you have nuanced decisions that humans make using intuition that bots will not ever possess. Bots will never be able to do things such as target the weakest link without having access to stats and if it spreads the hook evenly the game is no longer organic but a timed theatric in which each survivor will have their chase, down, and hook. Hold M1 at the correct intervals to win. 360s and jukes are almost guaranteed to be gone unless it's going to be more RNG. Looping will be perfectly carried out by the bot and mind games will be a thing of the past unless one wants to pretend that the computer feigning to not know where you are is satisfying.
Yes, the jitter is determined by taking random numbers out of a generator. In my experience, people will not notice though. (I've written that kind of bots for games in the past)
Eyesight is the same as AI cheating or not. The program knows the information but doesn't use it. You can make the program more or less blind using parameters like survivor speed, crouching, colliding with a bush, wearing bright colors, ... and get a number out of that.
Collisions are very efficiently handled by UE4. Knowing a survivor is hiding in a bush wouldn't cost much.
Chasing the weakest link could be as simple as chasing whoever is harmed/closer/has been hooked the most/...
The bot could even have a personality set as an array of probabilities of behaviors (cheap too).
Its perfection can be tuned and used for almost everything.
The only real problem is the pathing (always more difficult) but since map blocks are known, paths can be baked in the map.
I would love for their bot API to be open. I'd have a lot of fun building one.
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@Pulsar said:
Is Haddonfield still that bad?
For M1 killers, it seems so.
For high mobility killers it may be fine.
For Nurse, against good survivors you need addons to compensate the time lost trying to find someone.
(in my opinion of course)
edit: I kind of understand his discouragement. Gens flying and time wasted on loops, there are better ways to spend your time. Maybe next game he'll use an offering or play a killer that stands a chance.
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Funny how nobody complaining about the Nurse never plays her to show how "easy" it is to win against good players.
Half the players I've faced tonight must have been gods ... right?
Well ... they were not. They were just not trying to handle me like an M1 killer. In some maps I made a mistake or two, which is always punished hard. In some maps they were simply too unpredictable and had a lot of blinds at their disposition to cut my tracking. Mostly, they were smart.
The other half though ... well ... let's say it didn't go well for them but they did every possible mistake including playing gen-jockeys while injured, dropping down or dropping a pallet in a chase while I had two charges ready, being predictable and using the same two mindless "mindgame" to try to juke me, ...
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2923503#Comment_2923503
Wraith coming out of cloak gets a speed boost, Spirit’s speed and lunge coming out of phase walking, Hag coming out of a phantasm trap on top of survivors.. yet these Nurse haters about her being able to use exposed perks:
https://us.v-cdn.net/6030815/uploads/D2DU20BRCU84/image.jpeg
This unexpected picture made me smile. Thanks, I needed it (came back playing killer tonight).
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@playhard said:
Please why with the new patch you make my fps drop so low..
Is it on all maps or Haddonfield?
I've noticed a lot of bad stuttering in Haddonfield however my FPS are between 118 and 120 (TR2950x, 64GB, RTX2080).
Also : only played killer tonight.
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@KnotEnthusiast said:
Only change that Nurse needs is to make her swing out of blink a special attack, so it can't one shot exposed players. Blight's swing out of rush is considered special, yet Nurse's isn't. And she makes perks like MYC, Starstruck, or DHope just really dumb.
Blight is a 4.6m/s killer.
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@Aurelle said:
https://forum.deadbydaylight.com/en/discussion/comment/2923460#Comment_2923460
You try running at the Nurse, she blinks at the ground to make sure she doesn't pass you. You hide behind a wall, she can just blink through it and hit you. Pre-drop a pallet to slow her down she just blinks through it. There's literally nothing you can do against her.
Oh but there is. Again, the best way to experience this yourself is to play the Nurse and see what the survivors are doing against you.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2923380#Comment_2923380
I had to close game
Yes, me too.
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Are you sure you are looking at this correctly?
Maybe it gave the other guy a good teammate?
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2923230#Comment_2923230
Yeah I saw the healing speed change isn’t that noticeable.
I doubt there is any amount of nerf that can put it at the sweet spot between OP and useless.
The problem is with the boons being an effectively fifth perk with very little downside. They need to be breakable, or to have some kind of charge ... Something to limit them. Else they will always be OP.
I've been back for only a few matches and I've already been twice against multiple shadow-steps SWF builds. (Or how to have no tracks on a good part of the map.) Wonderful.
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Just got that. Came back today, second match, progress bar not moving while loading the match.
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I've not noticed anything on PC. I'm using a dedicated sound card.
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@Littlefabio said:
MMR is busted. I get muppet teammates, paired with muppet killers.
Do you mean a killer who kills muppets or a killer who is a muppet?
This one is both ...
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@NekoGamerX said:
how this work on ps4 do I need to delete the game?
You shouldn't worry and let the game update as usual.
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@Stroggz said:
You got to delete the game to update it?
They said it was almost the same as they've changed the way assets are packaged.
Potentially, if it requires less disk IO operations (cut here, move there, ... patching operations), it may even be faster to install than update. (But don't quote me on this.)
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@Waldbeere said:
https://forum.deadbydaylight.com/en/discussion/comment/2922212#Comment_2922212
Pretty sure only on hit. It looks like a good calculated gameplay. Killer thoughts: "Ok, I vault faster as meyers and I also got bamboozle for faster vaults. Let's wait for Bloodlust 1."
I've checked the wiki and you are right.
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@Waldbeere said:
It looks like he has waited for Bloodlust 1. He vaults after ~15s.
I believe bloodlust is cancelled when the killer tries to hit.
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@Mandy said:
The speed looks ok to me, he has a faster vault in T2 than other killers and his movement speed is the same as other killers in T2.
Also, you are playing with some lag (the white circle in the top left corner of the screen) so what the killer is seeing and what you are seeing is going to be different. Which can make you think something is "off" with the hit.
It's also probably why the killer is hitting the air at the beginning of the video.
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Hard pass on Twins. Probably the only killer(s) I don't like from either side.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2921872#Comment_2921872
If stigma mattered no one would play survivor because NOED has a stigma of being cheap, overpowered and unbeatable. No, it's something there beyond stigma for a whole portion of the community to want out of it and in most cases having left the game. My friends list for DbD is just about extinct.
But the numbers are in decline (-4000 so far this month and it isn't over yet) and will continue to be, so you will deal with the inevitability of the situation soon enough. The issue will be resolved, or you won't have anyone to play with.
If the question of bots on the survey didn't ring a bell of awakening for you then nothing will. Maybe you think bots will be fun, but they won't be. They will be static and predictable and will not be satisfying to win against like all bots. You will also have an insurmountable issue to contend with, the devs rather, and that is that a bot doesn't know how to play like a human. It will register a hit that it knows is makeable and make the hit. It will never second guess itself. Humans do. They will either be unbeatable or exploitable and pointless.
Espousing the same dogma on the forums might work in creating a theatre of opposition on the forums but it won't have the slightest effect on the objective reality in the game.
If only survivors and the devs would unplug the bananas from their ears and listen. I am a good killer. I have about 1700 real hours of experience playing as one and I play them all. I don't mind the challenge of SWF, I simply want to know I am playing against one, maybe showing their combined MMR so I know just how strong to equip. I don't want to decimate a low MMR group of SWF just because they are SWF. I don't like to piss away my BP because I don't find grinding it fun. I don't like to use UR addons and meta builds against solo queues and new guys, however I need those to give SWF high MMR groups an appropriate challenge. Not knowing and having to guess is problematic. I should be warned and given the chance to equip and prepare for the more mentally taxing match and a small bonus of BP (even if it's for everyone including survivors) would be all the incentive I need. That is a reasonable request. Our side is reasonable. The survivor side is not.
No one wants DbD to flounder and die off.
You lot claim you just want good games with your friends but rally against giving the gamemaster (the killer) any tools to affect that. But then we both know you lot don't really want good games, you want to decimate the killer which is why you offer endless counter propaganda to any change in regards to it. You are very quickly approaching the rubicon of DbD matchmaking and the devs will soon make a choice or the choice will be made for them. The idea DbD is going to bounce back is wishful thinking and completely ignoring the fact that most of the popular streamers have left. There isn't a popular license that is going to save the day.
I agree with almost everything you said but the bot part. Mores specifically about second-guessing.
It's possible to make a bot weaker that its perfect self simply by adding some kind of jitter in its actions simulating human imprecision. Its choices can also be garbled a bit so instead of taking what if believes to be optimal will be ignored for the second or third choice (an example, of course).
Beside that technical detail, yes : fighting bots is not satisfying at all.
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@Little_Kitten said:
So, if I understand correctly, according to you, BHVR, you think it's "normal" for a killer to intentionally piss off the survivors by leaving them on the ground at the end of the game, to waste their time, instead of hanging them up?
So you, BHVR, are telling us that in fact, if the killer behaves like an [censored word, you know] ... it's normal, and it's up to the survivor to adapt?
So you're telling us that in fact, as a killer: being a real [censored word, you know] is okay because ... it's a strategy?
So you're saying that if the survivors are doing the same thing, purposely NOT making the generators, while carefully choosing a location on the map / hook configuration / skills that they need for sabotage (as in the very good library example, mentioned above) ... well, that's okay because ... it's a strategy?
A strategy for what, actually, since they don't make the generators?
Oh yes, they bleed out ... about ... 1mm of bar every 30s ? Or every minute?
I think it is unfair that the players who suffer are the ones who are penalized.
Slugging is the only option in many cases. If you don't get it, it's OK. You may try to play killer for a while to understand.
The survivor can still crawl away and try to find the hatch. There are also perks that allow to recover from that state or allow to crawl very fast. If this is so much of a problem, use them.
The players who "suffer" (kind of a strong word*) are the ones left alone when someone rage-quits.
DC penalties are there to stay. They are pretty mild too. Sometimes I'd like them to start at 15 minutes but sometimes these are genuine. Only repeat offenders are really affected by this.
*) Note that I usually underestimate the strength of a word in English
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@Zeon_99 said:
DSing the killer nowadays is almost a death sentence since the killer is just going to tunnel you out of the game. Context of what lead up to the DS doesn't even matter, you can just get tunneled straight off the hook and the killer will act like its a personal attack. Its just extremely boring gameplay, especially with the stale meta right now of tunneling the first person to death then making it a 1v3.
I understand that this may sound too strong, but this will really only punish the killers who act like getting hit with DS is the most toxic thing on the planet then tunnel and camp you. The killers who play normally and hook one after another or slug won't even notice such a change considering DS is always in the back of their minds.
This obviously wont stop the killer from just hard tunneling you, but it'll make it much more punishing for them.
Given how many times a killer can hook someone else before still being bitten by DS, it would also need to be disabled if the killer has hooked or maybe downed someone else.
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@[Deleted User] said:
Possibly Dead Hard validation...
From so far away?
Not being able to see the killer?
Taking into account travel time?
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2920814#Comment_2920814
What is y'alls stance on a scenario such as the library issue on RPD? Where they stack self pick ups with sabo toolboxes and just spam run all to the top of the library to where it's impossible to hook any of them as before you can hook one another has picked themselves up and sabo'd the only hook in reach. This just repeats nearly endlessly even though they will very, very slowly bleed out between self picking up. However they pick up so fast from stacking multiple pick up perks that this is excruciatingly long as their actually on the ground time is very little.
They aren't doing gens, just trying to troll and annoy the killer by preventing him from hooking or realistically slugging and just stalling the game out as long as possible.
Without forgetting they can usually stack two boons : one at the top, one at the bottom and the killer can never do anything about that. (Unbreakable boons, what a great idea)
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@cburton311 said:
https://forum.deadbydaylight.com/en/discussion/comment/2921303#Comment_2921303
Except that won't fix it. If the strategy is effective now, it would be even more effective after killer buffs. The only fix for this is incentives that encourage the killer to stop camping and tunneling because those strategies are not as effective anymore. Other strategies would need to yield more kills / chases / bloodpoints and "victories".
It may be effective but it's not fun at all.
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As long as the boons mechanic stays the way it is, tunneling will only increase I'm afraid.
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Let's see ...
- When the matchmaking fails and I see a survivor crouching, hiding from the killer and waiting right next to me (the killer), oblivious.
- When an overconfident survivor gets downed and picked right before the exit line. (And then get teased by his own team in the chat.)
- When a killer loses my track while I'm crouched in a bush next to him.
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Flashlights are fine. They don't need any change.
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Never. If anything they are not harsh enough.
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@RoboMojo said:
https://forum.deadbydaylight.com/en/discussion/comment/2920747#Comment_2920747
That's a weird mentality to have. It's a multiplayer game. Neither side should be stomping the other ideally.
I believe it was was meant is that the survivors are supposed to fear the killer, not the other way around.
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It's kind of impossible to answer as both parameters are subjective.
Wraith? Not too difficult, can be strong, easy to surprise survivors.
Bubba? Not too difficult, can be strong, probably better with Bamboozle.
Spirit? More difficult than these two. Requires to have more game sense as you are essentially blind and Iron Will is pretty common.
And now if you put add-ons, then the balance changes.
All I know is that Huntress, Trickster, Nurse, Blight and Billy are out.
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I'll buy it as soon as I stop laughing.
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Allowing to dodge SWFs would kill the game.
A couple of years ago, I've done some statistics about my encounters.
It was:
- SWF4 : 20%
- SWF3 : 40%
- SWF2 x 2 : 10%
- SWF2 + 2 solos : 10%
- Solos : 7%
I couldn't determine the remaining 13% with certainty.
The distribution may have changed slightly but probably not much.
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I love these kind of teams.
When I close my eyes I can still see a particularly good group that gave me some trouble. I couldn't hook them but they didn't account bleeding-out was a counter for their very aggressive tactic. They've DCed when the last unbreakable and the last boon were spent.
Good times. 😄
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/2920978#Comment_2920978
I play on Steam so that sadly doesn't help me.
https://forum.deadbydaylight.com/en/discussion/comment/2920980#Comment_2920980
According to who? Where are you getting this info from that the Devs intentionally want killers to know who they've played against before so they can change their playstyle? Because without a quoted source from a Dev, you're literally blowing smoke our your you know what. Show me a quote.
And again, I would still go with the fact that it's logical and fair that if killers are able to adapt to the PLAYER (not any in game factors) then the survivors should be able to do so as well.
I think they said that in a video. As for when ... it was a long time ago ... 2019 or maybe even before? It's not the first time this question has been asked.
The easiest way would be to ask directly to the team.
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@JimbusCrimbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2920957#Comment_2920957
Using an addon is abusive now, apparently.
Try and ask yourself why there's 10 Nurses in a row? Nobody is pitying killers. That's the entire reason there's 10 Nurses in a row.
Also, the killer doesn't know if they're going against solo Q or SWF. So that's not an excuse.
9 now ...
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@RoboMojo said:
https://forum.deadbydaylight.com/en/discussion/comment/2920663#Comment_2920663
I always treat Nurses as though they're good and play accordingly. Unfortunately, I'm bad and they typically aren't. I never run Dead hard either, lol. Oh well, Nurses are in the minority at my MMR anyways so it's not a huge deal for me. Not a fun time when there is a Nurse but oh well.
DH is very good against a Nurse. If she is at her second blink, it's almost 100% safe if timed properly. The typical mistake here is to DH slightly too early which the Nurse counters by over-blinking by one meter or so.
If she gives you trouble, try to walk when you are out of sight. Lack of trackmarks are very confusing (for me at least, but it's a well know fact detection is her biggest weakness)
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@RoboMojo said:
I'm a pretty mediocre survivor who often solo ques and runs off-meta perks. Realistically speaking, my MMR against Nurse should be quite low considering I usually lose when I do face one. Even so, most Nurses I face are at least decent and can typically down any of my teammates (myself included) in 20 seconds max. Fun :)
I understand it's an hyperbole, but even my fastest games as Nurse took about two minutes. I'm talking about a 32m range gen grab to exposed hit to drop to hit and blink and hit. It requires survivors who do not run immediately after the first grab and do not keep running.
Even beginner survivors can hold a for while as long as they play carefully.
Also, one typical tactic as Nurse is to play like a fool for a bit so the survivors aren't afraid and do not hide or keep running. It also double as a study of the survivor's moves for the real chase. Never, ever, assume a Nurse is a beginner.
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Of the last five ones ...
- One DCed after we've toyed with it for a minute.
- One went straight AFK.
- Two killed half the team (running in a straight line isn't always the best option 😒).
- One wiped us out. She was playing exactly the opposite way I do as Nurse so it was a critical fail for me 😅.
I love versing the Nurse.
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2919934#Comment_2919934
I never played it but the game just looked like s*it. Every single game that’s a 4v1 is Gonna have the dbd haters saying that it will take down dbd. That’s annoying. Evil dead game looks interesting tho
I'm not sure if ED will be good or not but I've loved the movies from the start so I'm curious. There are several other games in the genre expected to be released this year though. I'm not sure if they are competitors or simply playing in the same neighborhood.
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2919282#Comment_2919282
Idk probably the same people that say vhs is gonna kill dbd. Idk what’s the point of these threads
I don't know where DbD is going at the moment but VHS will not kill it.
Last time I've played VHS, the monster role was an exhausting pain in the backside for the higher levels (say, above 50). Given the habit to ban people complaining about it (or anything) for x-phobia, I doubt it has changed.
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Aye, I 'member.
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@Exxodus21 said:
https://forum.deadbydaylight.com/en/discussion/comment/2907187#Comment_2907187
This is BS. Gen times aren't fixed because people cry that doing gens is boring. Yet BHVR refuses to even add a secondary objective or reduce map sizes to patrolling gens is easier. And those same survivors that cry about gens being boring seem to do nothing but work on gens like their literal lives depend on it.
Chases and using your perks/items are the fun parts of the game. That's where the focus should be. Not holding M1 in a stationary position at a gen or staying with 10 meters of a hook until a survivor finally dies on their first hook. DbD can be better. DbD should be better.
To be fair, boons are a secondary objective added for killers, Sisyphus-style. One can understand we don't want something similar for survivors too.
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Of course it's possible. It takes 80 seconds for a gen on a solo survivor. Doing gens in parallel is the most basic and by far the fastest way to escape.
If you are unlucky the next 2 gens will pop about 100 seconds later and the game will be over.
Yay for skill.
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@scenekiller said:
Because of SWFs.
Survivors never get anything strong because it's abuseable or borderline broken in the hands of SWFs. So as a result, killers get the nerfs they want and the only players who suffer are solos.
The boons are still in the game, right?
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@TurboTOne said:
https://forum.deadbydaylight.com/en/discussion/comment/2919697#Comment_2919697
im pretty sure that is the reason. High MMR is just frustrating and boring. While lower MMR are more chill and fun overall.
Frustrating, yes. Boring ... I was about to say "rarely" but then I remembered I've stopped playing because I was fed up that my only option for every boon game was to mercilessly tunnel and hope for the best.
@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/2919697#Comment_2919697
People who lower their MMR will likely do it regularly to ensure it does not climb back to high levels, so you probably see these people more often at mid-low MMR
Yes, but at these MMRs I don't expect them to still be AFK. Or are they directly aiming for the bottom? I can understand wanting to escape the high MMR hell but the low MMR is awful too. What's the fun stomping helpless survivors?
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2917401#Comment_2917401
I thought there had been an update of the Unreal Engine for DbD in the past. But apparently it’s been on Unreal Engine 4 since release. I am obviously misremembering something. Doesn’t matter.
UE4 has got several updates over the years.
(A vulgarization parenthesis for whoever doesn't understand what UE4 is. One can see a game engine like UE4 as a text editor except instead of text, you give it 3D models, animations, effects and sound and you describe how they interact together. There is usually some additional programming to implement specific game mechanics. You can see that as a kind of mod or plugin for the engine. If you updgrade the engine, it will still be able to read the project, with some minor exceptions, and the additional programming will probably need some fixing to match the engine changes.)
I believe DbD went from 4.13 to 4.26 (give or take, the detail of the version is irrelevant here).
Usually a version change implies bug fixes, slight API changes and new features.
UE5 is a lot like UE4 but there are the Lumen and Nanite features that are a game-changer (I'll skip you the technical details but the work they've put in that is insane) so they incremented the major version instead.
The nice thing with Nanite, is that using it is as easy as checking a box (on each model). It only work for static items though, so basically everything but the toons.
