dugman
dugman
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I didn’t pay too much attention to it for the most part but it was ok. I like the idea of special hooks and generators but I kind of wish they had special animations to really make them stand out when used or completed respectively. The Rift journal entries and flash animations were fun, and the event related costumes are good. I didn’t use the add-ons personally, wasn’t interested in that.
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I’d rank them from best to worst
1) Halloween (the original)
2) Texas Chainsaw Massacre (the original)
3) Scream (I know Ghost Face in the game isn’t technically the killer from Scream but close enough)
4) Nightmare on Elm Street
5) Saw (the original)
6) Silent Hill
And even though he’s not a killer, Ash vs the Evil Dead is amazing. 😄
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1727954#Comment_1727954
Not a fluke if it happens 100% of the time. Every time I go swf, i can expect an easy game.
The above doesn’t happen 100% of the time. I guarantee most of that rank 13 killer’s matches aren’t against two rank 1 players
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1727946#Comment_1727946
https://forum.deadbydaylight.com/en/discussion/comment/1727919#Comment_1727919
It's SWF. Their lowest ranked friend gets paired with their level and everyone else is along for the ride.
Swf. Is. The. Problem.
More like the matchmaking ratings for swfs is the problem then. It should rate groups with swfs higher than if if those same players were solo.
Also, still a fluke going against a swf with two rank 1s and purples as a brown 13.
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@ALostPuppy said:
I don't know anyone who likes playing against Legion, Slinger or Clown so...Idk lmao. The survivors you're playing against are probably sick of these killers and just don't wanna play against them, they're played a lot. So this is what they do instead of DCing because that would give them a penalty.
... Clown is played a lot?
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Yeah that match looks like a fluke for sure. Better luck next time.
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@zireael_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1727814#Comment_1727814
This is interesting, my only worry with buffing it was killers stacking ruin, undying and surge, that would probably too strong IF surge got a buff. But since it doesn't apply to regressing, Definitely buff it.
And even there, that’s 3 perks used in that combo and it’s not necessarily better than, say, Ruin + Undying + Thanatophobia for example.
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1727818#Comment_1727818
To be fair though, the Halloween events have always brought gamers back to DBD. BHVR also incorporated the first blood hunt in God knows how long which is enough to bring back casual gamers, not to mention they paid Ninja a small fortune to play the game for his millions of followers which also resulted in more players. DBD also had free play weekends which also drove up those numbers.
Everything that the DBD player base continues to complain about is still very much present in the game: bugs, glitches, poor matchmaking, no training mode, lack of gameplay modes, etc. These are the very things that stopped people from playing in the first place, and unless things change for the better, you'll see these numbers from October fall quite drastically.
If you look at October and November entries in the Steam charts from this and prior years you’ll see that the game always has a population decline in these months, contrary to the myth that “October is their best month because of Halloween”. The reason is that their declines and increases are tied their dlc releases, not Halloween, and the DLC chapters happen quarterly a month or two prior to October.
Now if the next winter DLC doesn’t bring in many players, and there is a relatively big decline after that, then that would be a sign that maybe the game is in decline. But so far all the charts show is the normal periodic increase and decrease from DLC and an overall upward trend year over year with the current month having the highest peak play in the game’s history.
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Breakable walls in general are fine. Ideally you want the wall to be in a strong, but not infinite, loop and have the wall be something that weakens the loop if it’s broken. That way the killer has a choice between not taking time to break the wall, but maybe losing time in a chase there, or spending time breaking the wall and increasing the chance of a quicker hit at that loop.
The issue is with specific breakable walls on specific maps that are either at infinite loops (so the killer MUST break them or they’re in serious trouble) or that breaking the wall has no impact at all or, even worse, makes the tile stronger for survivors (like why are there breakable walls on the attic in the Macmillain house? They just open up new paths of escape for the survivor, I can’t see a reason to break them as the killer at all.)
So breakable walls in general are a positive feature for the game, it’s specific certain walls that they may want to revisit.
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I agree, October has game’s highest peak players in its history at 77k+. It’s doing fine.
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I’d like to see Surge apply its 8% penalty even on gens that are already regressing. Right now if a gen is already regressing Surge does nothing.
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@DBD666 said:
Thanks for the replies. I will try using killer again.
Who do you guys recommend leveling up? I have Auric Cells so don't mind spending for a locked killer...Just someone fairly easy to learn.
Try the killers you own first and see if you like any of them. That might give you a better idea what playstyle you want out of the killer and which DLC killer(s) you might want to unlock.
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FYI Behaviour commented a while back that they consider stretching the vertical res to be able to see over objects to be cheating. Which it is. Just because people aren’t caught dong it doesn’t make legal or not a game breaker. I’d be surprised if one of their priorities isn’t figuring out how to clamp down on it, maybe by locking down possible aspect ratios within a certain range (i.e. ratios near 4/3 are ok but near 1/1 aren’t) .
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The hotel from the Shining would be an awesome map, no doubt! I don't know that Jack would be a really exciting killer to play though, he's basically just a guy with an axe.
The other killers you listed would all be great too, assuming they could get them. (I don't think they'll be getting Jason any time soon, unfortunately, he's already in the Friday the 13th game and I vaguely remember hearing he's in licensing hell.) Hannibal Lecter is the only one on that list that I'm not sure mechanically what they would do to spice him up. He's mainly a cerebral character, not really a "chase them down in the middle of the woods" type.
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I believe the devs confirmed Clown is the one they're actively working on at the moment, I'll be surprised if the next mid-chapter killer update doesn't include Clown changes.
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Why would I give the survivors a higher score by chasing them at the Exit? I'm better off looking for the hatch to close it (and maybe snag a greedy or lost survivor in the process) or just destroying pallets and using my power to build up my score elsewhere in the map. That way my score goes up without the survivor scores going up.
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Yeah, I'm guilty of breaking pallets as Pyramid Head, it's just habit really. On the bright side, a broken pallet is still superior to a dropped pallet that you do a ranged attack over, it's actually slightly easier and a bit less risky to get a melee hit in a chase then it is to time a ranged attack when someone is vaulting a pallet. Basically you are guaranteed to get a melee hit within a few seconds if they run through a spot that had a dropped pallet while with the ranged attack they may bait the vault or you may mistime your charge or direction and miss and then the ranged attack recovery plus the pallet in the way means they gain a ton of distance.
So yeah, breaking pallets is optional, but it's not necessarily a "bad play" in the sense that creating dead zones is still a good thing in general.
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I never quit a match. But yeah, everything above about Haddenfield being both a strong map for survivors and currently having some bugged fencing is true, it's an annoying map to play on.
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I think adjusting the matchmaking to rate groups that include swfs higher than groups that are solo is the way to go. Basically that puts swfs against relatively tougher killer players than if those survivors are all solo which hopefully helps makes the match results a bit more even overall.
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Yeah I’d suggest sending the full info in a ticket so they can look into it.
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@Boosted_Dwight said:
There goes our shot for getting Ormond reworked. 😭
https://us.v-cdn.net/6030815/uploads/U4FHH4J8G9CG/screenshot-20201102-150358.png
I'd love to see them pull an swerve and say "Ok, so we're updating Autohaven ... AND Ormond! 😄"
Seriously though, I'm sure they're doing all the maps in the long run, just not sure which map they're doing first.
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@BigTimeGamer said:
please, dont ruin Autohaven with garbage breakable walls, they are one of the few somewhat balanced maps
ormond would probably become even more survivor sided than it already is
please devs, please
It depends how they add the breakable walls. For instance, if they add breakable walls to the jungle gyms in Ormond, so that they are strong like they are currently if left alone but weaker with a broken section, then that would be good. On the other hand if they add a breakable wall that has no effect or that the killer doesn't want to ever break or that the killer MUST break because if they don't it's an infinite loop then that's bad.
So it's all in the details of where the wall is placed and if something else was changed in the loop. Good walls are ones you don't need to break, you can still try and chase survivors there, but if you do take time to break them you get a bit of a benefit of the loop being weaker. Ormond in particular has a lot of strong loops and pallets, adding breakable walls to allow the killer to spend a little time to weaken them preemptively would be a positive change.
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@TripleSteal said:
Dead dawg saloon has breakable walls in several generic tiles (TL, shack, and one unnamed saloon-specific tile).
Sure, and I like those too. 😄 Just hoping to see more of that on common outdoor maps.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1724507#Comment_1724507
Well, if they do Balance Changes to Ormond as well, nobody should call the Devs Survivor-biased anymore, because Shelter Woods did not receive any changes with the Graphical Update.
@Topic:
Even if it is only a Graphical Update, I would prefer Ormond. The Map looks horrible, the most ugly Map in DBD IMO.
Didn't Shelter Woods get breakable walls in this update? (Or maybe not? I know other maps in that Realm did but Shelter Woods doesn't have big permanent structures like they do I think?)
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@tmc said:
What happened to the flashlights??? I took a couple month break and I used to flashlight save all the time, now I try it and it seems like every killer has lighborn. Are they trash now or is there something different.
Lightborn did get a buff with the Billy patch this summer, I'm under the impression that it's still not a popular perk though, unless maybe a killer happens to see three or four survivors in the campfire with flashlights and swaps it in or something. That being said I do use it in combination with Enduring and Brutal sometimes just to mess with people who try to blind me at pallets (It's basically a free hit with that combo if they try and blind you. 😄 )
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Yeah, I admit I'm not a fan of those tassles either, I kind of feel like the costume would just look a little better without them (it's not even that survivors can see them, I just don't think they look great.)
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/1722964#Comment_1722964
that very much depends on the pallet we are talking about, aswell as the survivors and the Deathslingers positioning around it.
if you know how to position yourself as Deathslinger you can play around a lot of pallets, dropped or not.
Sure every pallet is different, I'm talking the general rule of thumb. My point is simply that you shouldn't just treat Deathslinger the same as a typical 115% killer at a pallet, sometimes you want to drop it early and sometimes you want to be greedier depending on your health state and the loop you're at. (Nor would you want to treat him like Huntress or Pyramid Head at pallets.)
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Luck offerings like vigo's jar of salty lips cost 6k bloodpoints for a useless 3% luck increase and i see one of those offerings used maybe 1/100 games.
Agreed, the devs have also said that they don’t like how Luck works either but I think they consider it lower priority than other items.
The shrouds are wrong for each side. Shroud of binding should be a killer's offering while shroud of separation should be a survivor's offering.
Agreed again. When I see a face down survivor offering all it tells me is it’s probably a swf that wants to be together in the beginning but who aren’t savvy enough to know they should be split up doing solo gens.
Oak offerings are rarer than ultra rares and i can't even tell if they make a difference or not and they cost 6k
I actually have used Oak offerings as killer and I can tell the difference in saved carrying time. And on the flip side when I see multiple survivors use offerings to spread hooks out I do occasionally miss a hook opportunity because of it. So while they’re not the best offerings they aren’t totally ineffective.
Mist is capped and on low settings its barely noticeable.
Yeah, I still don’t get the point of these, I don’t think they’ve ever made a difference in my games, even when all the survivors bring them. And when I’ve used them, again, no difference. Waste of a web slot,I never voluntarily buy these.
In my humble opinion all the bonus bloodpoints offerings should be reworked (except bps, cake, puddings and envelopes).
Why do you want them reworked exactly? It’s not like Bloodpoints are that hard to get. The only oddball bloodpoint offering is the pudding is a Yellow that doubles your own bloodpoints and it’s way better than all the other yellow bloodpoint offerings and most of the green bloodpoint offerings, they may want to tweak that one’s rarity or effect.
Moris need a standalone thread but the whole community agrees on the fact that cypress should be made a base mechanic with bonus bloodpoints
Yeah the Yellow Mori is worthless and the Red Mori is overpowered. Green is fine. Just buff the Yellow one and nerf the Red one. I like
Yellow Mori - Lets you kill any survivor you’ve hooked twice
Green Mori - Lets you kill one survivor you’ve hooked once
Red Mori - Both of the above: lets you kill one survivor you’ve hooked once and any survivor you’ve hooked twice.
(And before someone chimes in about keys, I think keys should only allow the key holder to escape, not multiple survivors with one key. So a survivor uses a key, they escape and the hatch closes back behind them. )
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Otz has a video from a bit ago with advice for killers just starting to face red rank survivors. (The title says “new killers” but it’s really for average killers who are hitting the ceiling of facing tougher survivors.)
https://youtu.be/dKQXO7yFbLA -
@[Deleted User] said:
While we're at it let's disable midwich and ormond too, nothing to lose.
I like Midwich. Ormond... 🤷♂️
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To be fair, blinding at a pallet is worth 400 Boldness points so if you play for highest score it’s probably worth it, even though it slightly increases the risk in a chase since you’re not running away. If you don’t care about score though then flashlights are pretty much a waste of a slot in general, you’re better off carrying a medkit or toolkit or key or map.
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@Dragonivy759 said:
Not usually the one that likes it when people do it, but scott jund has a pretty good video against breakable walls. Everyone scream for the angels, he brought up a streamer opinion he agreed with! Basically, he said that survivors should build the walls. They have a lot of time and is a secondary objective like totems. Survivors should start working for good stuff, that aren't perks (seriously!?!??!!!?!!! They aren't nerfing OoO because people with it are toxic ######### that get tunneled to death.) It would be weird to implement, but it's a better option than what we have right now. I don't want infinites to exist because they justify them existing with breakable walls. Also, wth were they thinking when they designed that room in dead dawg. One window to go in, three walls to break for no reason other than bloodpoints at the end of the match.
I don’t think they need to entirely redesign how the walls function but there are specific walls that probably could use a review. Like a poster above said, I think the walls in the corners of Midwich that open up new paths between floors is an example of a good use of these walls. And likewise in Midwich I don’t mind walls which are part of a safe loop that the killer can break in advance to make it unsafe. Another wall I like is the breakable wall in the killer shack type building in Dead Dawg Saloon that’s next to one of its entrances. Leave it up and the shack remains a pretty strong tile, not unbeatable but a good spot to run to for survivor. Break that wall and it makes that loop short enough that the killer gets a nice advantage in comparison.
It’s really mainly two types of walls that don’t make sense that should probably be reconsidered
- Walls that breaking them actually makes the tile worse for the killer. To be fair, in most cases breaking a wall and having an additional path actually helps the killer since the more open an area is he easier it is to catch a survivor. But some walls can make a tile better for the survivor like the walls in the school in Badham. Why even have the breakable wall if the killer would better off leaving it alone?
- Walls that MUST be broken or the area is an infinite loop. It’s one thing if a loop takes longer for a killer to catch a survivor if a wall stays up, at least then breaking the wall is a choice. Leave it up to save time now but maybe spend time later. It’s another thing though if the loop is literally an infinite loop or a loop that is guaranteed three full circles before a vault is blocked like the infinite loop in MacMillain. That sort of thing is basically just telling the killer they MUST spend time breaking this wall or they’ll pay dearly for it. Walls should be optional, not mandatory to win.
So in a nutshell, breakable walls should feel like they are something which you don’t have to break them to win, but if you do spend time breaking them you are getting some benefit from the time spent (beyond just the 100 bloodpoints each). I do think a lot of walls fit this category, but there are some that maybe should be tweaked.
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@OctaviusK said:
https://forum.deadbydaylight.com/en/discussion/comment/1721870#Comment_1721870
Judging by the posts above he does.
Also for spirit its easy DC, jk. But Spirits rely on audio so Iron Will is effective alhtough bringing a perk to nullify a killer power is kinda boring and intuitive.
On an aside, one interesting tactic against spirit that I've seen streamers use is using the fire barrels or other props that make noise to mask their sounds a bit to throw phased Spirit's off. Obviously that's kind of tile dependent but I thought it was sort of a cool tactic. 🙂
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@Mister_xD said:
his counterplay boils down to:
1) Stealth + pushing the objective
2) avoiding sight lines in chases
His power is extremely strong for chases, so dont expect to run him around for long. if you want to beat a Deathslinger its important that you try to make the time intervall between chases as long as possible for him while pushing your own objective.
Should he spot you, make sure to get as much distance on him as possible to try and stay out of his range. once he catches up though, try to make sure you stay in an area where you have high walls you can put between you and him to deny his ability to shoot at you. be VERY careful around windows.
should you be in range and his Line of Sight, it comes down to gamesense and prediction. a Deathslinger will usually try to shoot you at places where he can predict you are going to walk through for sure - narrow corridors or doorways are usually the spots where they will shoot at, so if you are running at one (e.g. at shack), doubleback right before you reach it and he is most likely going to end up shooting into nothing. As his power requires precision, a small stop in your tracks should be enough for him to shoot right past you.
on long distances you can also dodge the shot, as the travel time of the harpoon is enough for you to make a move to the left or right.
As someone who plays Deathslinger a lot i can assure you: they usually dont just quickscope you with godlike aim. usually they focus on a certain spot they plan on shooting at, so if you can predict that you should be fine.
One thing you didn't mention is pallets. He's a bit weaker against dropped pallets than Huntress since he often can't downed an injured person who is directly across a pallet from him (depending on the loop, if it's a particularly unsafe pallet he might be able to wiggle around the side while reeling someone, but many pallets he can't.) So dropping pallets a bit early when injured is also useful. And on the flip side, since he can injure you from across a pallet, if you're healthy don't bother dropping pallets as often, it won't stop the injury.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1722874#Comment_1722874
I think this part doesn't need to change imo, the only situation this tactic is effective is when Slinger has 6+ stacks of STBFL, which is not that easy to built up, so I think it's deserved. His chain is already veryyyy slow if you hit a far shot.
Just for reference, the time it takes to reel someone to you is essentially a constant, about 6.8 seconds. It's a little complicated but basically the farther they are when you shoot them the faster you reel them in, it's set up so that reel time is always about the same amount regardless of the distance. (Interact talks about this in detail in his Entity Education video on Deathslinger around the 5:20 mark)
https://youtu.be/a5pV3V3wjU8?t=324 -
@OctaviusK said:
https://forum.deadbydaylight.com/en/discussion/comment/1721889#Comment_1721889
No? I meant that not all maps will have blockers so out in the opens your easy pickings.
That's true but that's also true of any killer. If you're out in the open against a 115% killer they'll just chase you down and hit you no problem.
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@OctaviusK said:
https://forum.deadbydaylight.com/en/discussion/comment/1720910#Comment_1720910
The counterplay you mentioned is a bit weird in my perspective.
You can't dodge the shoots directly, moving in a odd path is just letting him catch up stopping it lets him shoot.
You think it's weird to try and put line of sight blockers between you and Deathslinger?
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@GrimmReaper said:
https://forum.deadbydaylight.com/en/discussion/comment/1720910#Comment_1720910
That and the whole point is to break the chain. Why does everybody forget about breaking the chain? Lol
Yeah I mentioned the chain in a different post, just slipped through on this one.
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I’m dubious about the claim maps are optimized for the killers in their chapter. How is Ormond optimized for Legion, let alone any killer? It’s one of the overall worst maps for killer in the game. Haddenfield doesn’t seem particularly great one way or another for Meyers. And what makes Freddy’s map particularly good for him? Or Hawkins especially good for Demo? (Hawkins is a good map for killers in general but what about it is “designed” for Demo? If anything that map is probably a bit harder to use Shred in I would think.) And Oni’s Yakaoma Estate doesn’t seem better than any other outdoor map for him, in fact it might even be worse than maps like Sheltered Woods or Autohaven with a lot of open lines of sight and lack of shrubbery to help him spot survivors to dash toward.
Sorry, I’m just skeptical about this premise.
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@DaKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1720866#Comment_1720866
And what's wrong with that? Pretty much every other killer in the game has clear counterplay, and gives the survivor the ability to outplay their opponent. Huntress ranged attacks have a clear indicator they will be used, same with demogorgon, same with pyramid head. Nurse ranged attacks can be juked by players who are familiar with her blink charge times. The only two killers I feel like give the survivor absolutely nothing to do are the deathslinger and the spirit. Oni to an extent if your team feeds him blood fury.
Pyramid head got changed because getting feathered to death by someone faking the attack is cheap, and it's still a mechanic very present within deathslinger. I'd be alot more OK with him if he wasn't able to keep spamming ADS while chasing you.
Counterplay to Deathslinger exists, just not dodging. You can move in such a way as to maximize the chance Deathslinger will miss and make tactical decisions on when or when not to drop pallets early against him, how to use obstacles to hinder his reeling, where to crouch to reduce his field of view on you, etc. A player who doesn’t do these things is easier to hit and down, hence players who do them are using tactics to lessen the i pact of Deathslinger’s ability, i.e. counterplay.
Whether or not you enjoy facing Deathslinger personally is totally subjective, that’s on you. But don’t confuse “can’t dodge an attack” with “no counterplay”.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1719639#Comment_1719639
You've used undying without another hex? Umm why? For what earthly purpose?
I was curious to see how useful the aura information is on its own. Since survivors currently are cleansing every totem they find you can get a few free aura pings per game from it.
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Yeah, it is a little frustrating that the mobile version has bots that replace disconnected survivors and the ability to use those bots for a practice mode, both those features would be much appreciated in the main game. I'm under the assumption that the main reason we don't currently have bots on PC and console is simply that, since mobile was developed kind of from scratch, they had some extra flexibility in working to include bots as a feature, but in a way that isn't easily compatible with the main game. So basically they'd have to redo most of their work on bots to implement them on PC/Console.
I'd love to see it happen but I can only imagine that it's a matter of them determining it's a really big resource commitment and they have other things that are taking up too much of their pipeline that are higher priority.
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@OctaviusK said:
https://forum.deadbydaylight.com/en/discussion/comment/1720575#Comment_1720575
Thats not what this is for, this is to adress his lack of counterplay adding it and making him stronger with counterplay to counter... A lot off counters.
This is to make him stronger whill adding counterplay.
There is counterplay against Deathslinger. You can't dodge a shot directly but you can move in such a way as to maximize the chance that the Deathslinger will miss their shot. Someone who moves tactically is less likely to be hit than someone who doesn't. Just because you can't 100% dodge something doesn't mean there's no counterplay.
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I've never played Five Night's at Freddy's, I couldn't care about that game one way or another, but man these threads that come up asking for Springtrap are kind of annoying. I get that some people want him in the game but, man, it feels like constant threads about it for some reason, I don't get it.
To be fair, I never played Silent Hill either and I like how Pyramid Head plays so it's not like I'm against a killer that I'm unfamiliar with being in the game. If they ever added Springtrap and made him fun to play then I don't care about his backstory or whatever, that would be fine. He's not one of the killers I would go for personally thematically but that's just me (and obviously some people are excited about him so I guess more power to his fans).
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Without delving into the balance question itself, I'll just point out that Blight and his Undying perk only came out in September. It hasn't even been out for two months yet. Their current procedure with new characters and perks is to monitor and review them over a period of time after their release then include balance tweaks in a midchapter release.
For context, Pyramid Head was released in June, and they just released their balance tweaks for him in the 4.3.0 patch last week (i.e. 4 months later). So I fully expect that Blight will be on a similar schedule, with his balance changes (including his perks like Undying) coming in the January midchapter patch.
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Scott Jund has a terrific Blight guide that really delves into detail on hitting with his Lethal Rush. Definitely worth a watch.
https://youtu.be/vyuTmnd825A -
@DaKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1719470#Comment_1719470
Huntress is way more fun to go against than deathslinger, because you are given the opportunity to dodge the hatchets. A good huntress will still probably land it, but there's still at least something you can do. Slinger is almost the equivalent of being chased by a huntress with a fully charged hatchet at all times, he just can't down you over pallets with it.
The huntress one-two combo is only applicable if she closes the distance on you, and with the lullaby it's easy to tell when she is nearby. Only spine chill will save you from getting jumped by the slinger in many cases.
Playing vs him I feel more like a target in someone's FPS game than a survivor running from a serial killer. I'm not sure I would call him OP, but he is a snoozefest to face when your best option is to hide from him and rush gens. Same with any of the other killers who have been made way too strong in the 1v1.
Case in point, this boils down to "I want to be able to see him about to shoot and dodge it." Followed by calling it a "snoozefest".
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1720396#Comment_1720396
So basically when you play on your native res, your computer has to load your entire monitor's worth of graphics. It has to do all of this:
https://us.v-cdn.net/6030815/uploads/FY8NBT7K6HQ4/img-20201101-001956.jpg
However when you play on a stretch, it significantly reduces what has to be rendered because there's a lot of dead space at the edges of your monitor. So instead of it loading all of it like above, it only has to load this much of your screen for example:
https://us.v-cdn.net/6030815/uploads/KMMROD7TIR5S/img-20201101-002014.jpg
This puts your GPU and CPU under significantly less stress, increasing performance (and has the side-effect of increasing FOV, however that's up to BHVR to implement proper resolution scaling).
Makes sense, thanks for the explanation!
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It wasn't "shadow patched", I'm sure they'll announce it once it's turned back on just like last time.
I also disagree with the sentiment above about MMR, I think in general it's better than the rank system, but I won't go into all that.
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This must be over my head, why would you running on a custom 1:1 ratio resolution (which is what the "stretched resolution" cheat basically is) have anything to do with improving framerate?