mischiefmanaged
mischiefmanaged
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For debugging help, I suspect that this happens when you summon a guard to break something and your killer model is in the area where they would have been summoned. It seems to bug it so the guard gets stuck in the spawning animation forever.
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@Skaels thanks for clipping this bug in the other thread. Going to copy/paste the link here.
The Knight losing his power entirely (clips attached) — Dead By Daylight
The one referenced here is the first one in this clip: The Knight Bug - Lose Power for the Rest of the Game - Twitch
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I had this happen to me just now on Dead Dog. I used the power to break a wall with the Assassin and the wall never broke and the power bugged out. It seemed to just not be able to succeed at summoning the guard.
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I will say I agree that balancing across the range of spectrums is the way to go.
It feels like VHS became what it was because they were trying to make a competitive game before they made a fun game and then kind of forgot to make the game fun.
My personal experience playing VHS was I played the teen tutorial, the monster tutorial, and then just found it to be too similar to DBD except with more anxiety, more motion sickness, and less fun. The "ambush meta" for VHS makes monster just seem like a complete chore and the lack of visual cues for teens makes it very beginner unfriendly. Then there's just the unnecessary "monster stares into the sky each time they get a hit" which is extremely disorienting. It then just feels like the proper way to play is to use your power and, if you don't get a hit, hide behind a wall until your cooldown comes back.
The problem is all of these seem to exist for "balance" reasons and the fun seems to just be missing. I'd say that VHS's problem isn't that they balanced for the top therefore it's not fun, but that their intention was to make a competitive game before making a fun and unique game because of their desire to make a perfectly balanced game at the top level.
One thing BHVR understands well is that the fun part needs to be a priority and then you can balance it afterwards. Sometimes this makes balancing at all different levels is harder.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3258985#Comment_3258985
I don't want to return it though to its former glory just to do so. I want to return it but with the deactivation upon survivor death because it then incentivizes spreading hooks and deincentivizes camping. That makes games more fun.
I can potentially see "deincentivizes camping" because Ruin doesn't do anything if you camp, but no other regression perk helps when you camp either. PGTW, Eruption, CoB, Jolt, etc only work if you're actively harassing generators/survivors. I think Deadlock and Merciless Storm are the only remaining perks that are slowdowns that assist camping. And Merciless Storm you can ignore if you'e good enough at the skill checks.
Jolt itself is probably one of the healthiest regression perks in the game. But that's a different conversation.
I don't really understand how it incentivizes spreading hooks other than the deactivation condition. You'll still be benefited most by targeting 2 specific survivors and trading hooks between them even with the deactivation. Someone out of the game is the most effective regression perk in the game.
I generally find the CoB/Eruption meta to be kind of annoying, but I'm not sure a Hex: Ruin meta is more healthy as I think it sets the meta to be around random totem spawns. Also, while I don't think Ruin is strong right now, I don't think it's weak. It's probably more just weak because the regression isn't as good as the other regression perks, it has no synergy with them, and it can be deactivated by the survivors. But it's also still too strong to not be a Hex perk anymore since the effect is persistent and passive.
Maybe if there was some kind of middle ground? I wonder what would happen if it was changed to be similar to PGTW where the regression was faster if the generator had more progress.
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I generally disagree that the perk was a "more skilled" perk to use. The regression was completely passive so just running around could give pretty substantial regression. When I ran Ruin, my games were substantially easier and it involved no additional skill on my part. I didn't even have to remember I had the perk equipped.
It was also a perk that affected solo queue survivors more than those on teams. Should I stick to my generator to complete it so it doesn't regress back to zero or should I go for the hook save and lose all progress on my generator? I guess I'll just leave the person on hook. Killer chases one person off of a generator so now someone has to go for the save and the killer regresses two generators automatically. You also couldn't just cleanse Ruin because you didn't know if one of your teammates was looking for it or it was your job to do that. Then while Hex spawns can be really obvious on some maps, they're also downright evil and hard to find on others so you could easily end up in a situation where Ruin was just impossible to find and never got cleansed the entire match.
Ruin isn't necessarily bad. Other regression perks just became a lot better and more consistent. CoB/Eruption are pretty insane right now. CoB gives pretty substantial regression by itself and some amount of tracking in one perk. Eruption gives pretty insane slowdown and allows the killer to leave the generator and rewards them for ending a chase quickly. Eruption doesn't do anything if you don't both kick the generator and down a person.
If we're going to talk about buffing regression perks back to their former glory, PGTW is probably the one to talk about and CoB/Eruption are the ones to nerf in some way. Even then, PGTW is just worse than it was. It's not completely worthless by any means.
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I think this is true but with a caveat. I think, in a perfect world with a perfectly balanced map, the map will still feel survivor sided.
My reason for this is because, when it comes to resources that each side has, the killer has their power and their general movement speed and other properties inherent to the killer itself. The killer's lethality comes as an intrinsic trait.
Survivors have no intrinsic trait that makes them a "threat". This is because the killer is the power role in the game and the survivors literally have no way to "defeat" the killer. The only thing survivors have are extrinsic properties. The pallets and windows that exist. The fact that time is limited and the killer can't be in multiple places at the same time. The smaller hitbox which allows the survivor to loop more tightly around structures. The smaller hitbox could be considered intrinsic, but the smaller hitbox only matters in the context of the maps and looping. Without looping, the smaller hitbox doesn't matter.
So a perfectly "balanced" map will feel survivor sided to killers because it feels like the map is the only thing stopping them from catching the survivor. And it is! If you removed all pallets, made maps small, and removed random junk that was loopable, the killer would be unstoppable and the game would suck.
That's not to say the maps are balanced. Garden of Joy is... terrible. Cowshed is terrible. Map RNG is great but possibly too much variation. The new maze tile they added to Azarov's is terrible (on the survivor side). Midwich hook spawns and gate placements are bad. But it's just something to keep in mind that a fictional perfectly balanced map will probably still feel like it's survivor sided to killers.
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Just a note, the new team based MMR will, in effect, "punish" lone wolf survivors.
The win condition is still escaping, but you'll have been considered to win by more if your teammates escape too. So a lone escape through the exit gates with your entire team dead will give less MMR than a 4-man escape.
So if you lone wolf only (never helping your team) it'll generally be pretty hard to get to a higher MMR. You're already at a disadvantage because it's easier to escape when you act as a team. Hatch doesn't count so the only way to get a "win" according to the game is through the gates. When you do manage to escape, you'll get less MMR since you just waited around until the end and escaped with Sole Survivor.
If you start to lone wolf when your team is just getting destroyed, well at that point you're just playing smart.
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@Regulus47 said:
https://forum.deadbydaylight.com/en/discussion/comment/3254552#Comment_3254552
So weird to see. I didn't think Onryo was S tier or even A tier really. I wonder what nerfs she'll get? Maybe slowing down the manifesting?
My guess is it's highly unlikely Onryo will be touched at all.
The devs are likely aware that she performs poorly in some circumstances due to her lack of a general chase power, but her macro game is very strong and the simplicity of her power leaves little area to mess up. Deathslinger is going to be better in chase, but his power is way more punishing if you miss.
Onryo, on the other hand, has a very simple power that's likely very difficult to mess up in most circumstances. Any advantages over a basic M1 killer are more due to her passive properties rather than active ones like the chase killers.
This likely accounts for why we see she does well in the stats but recognize her as a weak chase killer. She is a weak chase killer. She's a very strong macro character that's also simple to use. She also gets stealth on command and gets fewer indications that she's approaching you. Due to her teleporting, you also can't just say, "Oh Wraith was chasing someone from that direction so even if he cloaks he'll probably come from that direction." Sadako can completely reset the survivor's understanding of where she is on command.
My guess is she'll stay where she is because her role in the game is not meant as a complicated oppressive chase killer like Blight. It's probably meant as, "Simple power with decent results."
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Windows is definitely helpful. Fortunately, Kate is a character you can buy with Iri shards. Windows also continues to be very good at a high level and, fortunately, if you want to buy her, you can get her and the Clown on sale for very little money.
If you want to learn this absent from Windows, it might help to get into the habit of just exploring maps a little bit. The absolute greatest skill a survivor can learn is awareness. At the beginning of the match, instead of just hoping on the gen immediately, run around the area around the gen and scout out the pallets and tiles. Then think about where the killer can come from and what your escape plan is. Practice looking behind you while running and switching between looking forwards and backwards while running.
If you hear a terror radius and don't know where the killer is or what they're doing, don't necessarily just stay on the gen but also don't go hide behind a corner. Move yourself into a halfway place in between the gen and your safe place where there's a decent amount of visibility until you know what's going on. Once you have clear line of sight on the killer and know what's happening, you can go back to the generator because you'll know when to stay and when you have to leave.
It's ok to pre-leave a generator! Distance is one of the most powerful things in this game. You don't want to leave a generator for no reason and go hide in a corner, but getting yourself to a safe place if the killer is chasing you is part of the game.
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I thought it was one of the better events.
I really enjoyed that participating in the event didn't feel stressful and didn't involve completely sandbagging your team.
In previous events, the objective for the event was always tangential and didn't actually involve anything with the core gameplay loop. If you played the game normally, you wouldn't complete the event. If you went out of your way to complete the event, it largely involved throwing a game or getting lucky with random spawns. For survivors, you also had to escape or play as a specific character which could feel stressful.
I also really enjoyed the Rifts as a random thing that happened in chases. As killer, you could grab a Rift right before a chase started and get a huge advantage. As survivor, the same was true. But, it was mostly limited to once or twice a round so it didn't feel game breaking. I really enjoyed it.
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@HugTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/3250421#Comment_3250421
I guess that makes sense, though the name is not very coherent with it then..
This is probably the part that bothers me most.
The flavor text says, "You don't like it when other people see you in pain," and it doesn't silence your grunts at all if you're being healed by someone else.
The perk isn't even exactly OP or anything. It can be useful and funny in certain scenarios with things like Lucky Break and green medkits, but that's a lot of your build dedicated to something that can be defeated by object permanence.
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@Grigerbest said:
https://forum.deadbydaylight.com/en/discussion/comment/3249826#Comment_3249826
Ok so wait, if they buff or release a licensed killer to the Nurse tier, or they nerf the Nurse and Blight to their tier... What will you say then?
If the paid licensed killer will be a strongest killer in the game, you'll consider this game as a P2W? Or..?
Don't you think this is kinda stupid that 1 killer is actually "holding" the whole moral of this game being "Not p2w"?
Does this mean they never nerf her and never release an S-tier licensed killer?
https://us.v-cdn.net/6030815/uploads/AD6AQLW10DE6/37f83e6e5c7239778620099135f51092.jpg
I mean it's incredibly simple. You can win the game with any character in the roster. You're not forced to pay anything to be able to compete even if they nerfed Nurse to the gutter. You'd still be able to use any of the free killers.
It's also completely unreasonable to say that a game that's been out for 6 years should never have any paid DLC content and it's completely unreasonable to declare that because your friend played 3 matches and got 4ks as a specific killer that that killer is the best "for your friend" and therefore makes the game pay to win.
I just don't really understand the point of this topic as the entire premise is completely unreasonable. You're playing as a licensed character with free to use multiplayer servers where most of the content can be unlocked for free and the game is continuously on sale for as low as $8 and has a $20 price tag on PC. On platforms where it's more expensive, it's still on sale something like 8 times a year and the number of free killers includes even more characters, one of which is Spirit who is another top tier.
Even if all of the top tiers that are free or unlicensed got nerfed. Pay to win is specifically when it is impossible or completely impractical to play the game at all without buying more paid content. You can be fairly successful and have a lot of fun playing with Wraith.
What exactly is your purpose with this topic besides what appears to be attempted trolling?
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My current theory is that, because of the way the game is structured, balanced maps are always going to feel survivor sided. Especially balanced maps at a diverse range of different skill levels.
In a chase, a killer wins if they're in a dead zone. They use their basic attack or their power to get downs and there's nothing the survivor can do about it. The way a survivor "fights" in a chase is to use the map. That makes the map the survivor's "weapon" in a chase. Once the survivor doesn't have any resources, they're basically dead in any chase and very quickly.
The number of resources can drain really quickly because sometimes objectives just don't exist in areas with those resources. If you finished a gen near a pallet, the killer has no reason to ever chase you there and that pallet can go unused.
This will mean that a map that has enough resources for a survivor to survive in a chase long enough to give their teammates time to complete the generators will feel like it's unbalanced in survivor's favor.
And then there are maps that really are just unbalanced or just frustrating. I think The Game is a killer sided map that's really frustrating to play as certain killers. Relatively small map, two floors (harder in solo queue because you don't know what floor the terror radius is on), and basically no windows? Usually good for killers. The pallets just get really annoying and time consuming especially since most of them are safe.
Garden of Joy is just ridiculous though. That one just spawns too many pallets and has too many safe loops and the main building is just so ridiculous. I'm not saying all maps are balanced. Far from it. Just that, even in a perfect world where maps are always balanced, it'll probably still feel survivor sided.
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I'd honestly just be happy at this point if I could transfer the cosmetics permanently. I don't even need it to be bidirectional. I now play exclusively on PC and have no plans to go back to the Switch and would love to transfer over my Rift/Event cosmetics.
I also had Stranger Things on the old platform and would love to have it on the PC, but even if that wasn't possible, I just want a way to transfer over cosmetics.
I feel like it's pretty common to pick up the game on a console and then decide to switch to the PC after playing some amount and wanting to switch to M&K.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3246222#Comment_3246222
You have to be skilled and coordinated to pull off a locker save. Kindred no longer shows the Killer's aura as long as the bubble that appears upon hooking a Survivor persists. That is a balance problem, not locker saves.
Maybe I'm just skeptical, but did you watch the video posted in the first post of the thread?
The skill seems to just be "know the locker flashlight timing consistently". Where was the coordination? When he chased one person, that person ran into a locker. If he switched to go for the person holding the flashlight, they got into a different locker.
If he forced them both into lockers and tried to pull one out, the survivor in the other locker had time to exit the locker and position themselves for the save.
What advanced coordination was needed that could only be done with all 4 team members and only in a highly skilled tournament level SWF?
What exactly was the counter play for the killer player? What could he have done differently beyond just never chase any survivor jumping into a locker near the main building.
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@Alcuin said:
To pull this off you have to be part of a skillful and highly-coordinated SWF with the intent to trull/bully. That's the not experience of the vast majority of Survivors and only a small fraction of Killers face such a team and only a small fraction of the time. Eruption should have been nerfed instead. That affects the majority of the Survivor playerbase, which are Solo Survivors.
In the video posted it was two people. And on what level were they highly coordinated?
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I think there's a range on the reveal that's pretty short. I know that if I stare at him while he's far away he can stalk me and I can't seem to reveal him.
They also said there was previously a bug where if someone else was revealing him that another person couldn't reveal him. They said it was fixed, but I kind of suspect that it isn't.
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@MeanieDeeny said:
https://forum.deadbydaylight.com/en/discussion/comment/3245119#Comment_3245119
Wow okay let me simplify for you…
When you are playing the video game, it is your job if you’re playing the role of killer, to kill the survivors. Glad we got that cleared up 😅 cause I really care about your real life job, clearly I was responding to the role of killer in the game, having the “job”’of killing.
You really don't seem to be understanding the point people are making.
It is your objective in the game to kill the survivors as the role of killer. It's not a job. It's an activity that you do during your leisure time to derive enjoyment.
In an actual job, I'd say, "Cool things are easier for me and I still get paid." In a job, your primary enjoyment is from the paycheck. In a video game, the primary enjoyment is from playing the game.
Someone suiciding on hook unbalances the game to the point where it's basically impossible for the survivors to win and the killer to lose. If you win, then it's because the other team didn't even try. If you lose, wow you really suck and it feels terrible.
It makes the next 15 minutes just become a chore rather than a leisure activity with some casual competition. It turns it into a job where you get nothing after you finish it.
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@MeanieDeeny said:
https://forum.deadbydaylight.com/en/discussion/352487/survivors-killing-themselves-on-hook
As I said in a response to someone else, this is just silly. You’re there to kill them, if they wanna commit suicide, who cares? Your job as killer is now easier.
When I play survivor, I’m already expecting a bad group of potatoes..so it’s whatever. I just do what I can to get points…if we can get the objectives done and leave, amazing. I do however, keep my expectations low.
It's a video game. It's not my job to kill them. I have an actual job. I'm attempting to play a video game not get a paycheck. When survivors do this I feel like I'm playing babysitter for 3 year olds rather than playing an online game intended for adults.
The entity is some fun lore for the video game and not an actual real existing thing.
What I do really depends on my mood. If I'm having a frustrating day and trying to relax by playing the game and you make my day more frustrating, I'll make your day more frustrating. If I just don't care, I'll just throw them on the hook and keep playing.
If two people DC or commit suicide, I'll usually put one of the survivors on hook and then signal to the remaining survivor to farm some unhook BP. Let us all get some quick BP from safe unhooks and then let one of them go find hatch. I used to sometimes let them complete generators and escape, but that takes too long otherwise I'd just do that. Farming unhooks is mad fast BP and gets everyone to the next game faster.
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I thought Reassurance was going to be the strongest of the perks from Project W but the strongest (at least for solo queue pub matches) is probably Wiretap, Hyperfocus, and then followed by Reassurance.
A few times I've charged Wiretap using a generator that's out of the way, run to a neighboring generator at a strong building or loop that hasn't been done where I know a teammate is looping, then just do the generator long enough to place the Wiretap and go back to the original generator. A generator with like 4 seconds of progress doesn't usually get kicked by the killer and my teammate suddenly gets wall hacks.
It's just generally a fun perk.
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However, no one calls out survivors for
Killers literally complain about everything you mentioned pretty much daily. "No one calls out survivors" this thread is literally done every day.
There's things that are toxic on both sides and things that are called toxic and aren't on both sides, but saying that "nobody ever says this about survivors" is just wrong.
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It's probably minor for the algorithm but I'd generally agree.
If at least one exit gate is open and you get hatch, it should be counted as a win.
If all 5 generators were not completed and you escape through the exit gate, it should be treated the same as hatch.
Exit gates in this game are VERY random. I'd generally say they favor the killer, but they can spawn directly next to each other or across the map from each other. Also, it's a bit ridiculous that they can spawn next to each other.
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It's pretty annoying that you have to avoid doing generators to get the challenge done and the killer has to complete their objective at the same time. The killer either has to down a survivor, hook them, destroy a pumpkin, and then they need to not deposit the energy.
And you have to not be playing against one of the many anti-pallet killers.
I finally got it and it was definitely the hardest of the challenges in the event tome. Definitely glad it wasn't, "Complete in a single trial," because I'd probably never have gotten it done then.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3237796#Comment_3237796
You are not wrong, but it seems that DBD has sort of a identity crisis. On one hand its a casual party game fun, but on the other hand it got competitive DNA baked into its code and people have started to take it way too serious.
Yes, it is a PVP game, but it's MMR system is faulty and either not granular enough or way to broad.
For example both Overwatch and Leage of Legends have a ranked ladder system with Bronze, Silver, Gold and Grandmaster ranks etc. and if you win you will eventually rank up, but if you win a couple of games in a row you aren't suddenly thrown into grandmaster matches and after losing 3 bounce back to silver or something, yet DBD is that volatile.
If you are good at a game you shouldn't dread winning, but just win and reap the benefit, yet at DBD this is somewhat the case.
And DBD is asymmetric, not just in its gameplay loop, but also in the stress level. A high level game of dbd can be cool and exhilarating as the survivor, while still interspersed with moments of calm when you do a gen or even hang from a hook, but as a killer it's nonstop high octane stress with never a slow moment.
When I started out DBD I had a phase were I sweated a lot and gave every match my most and I quick rose up in MMR. But eventually every single game I got was so sweaty as if someone's life dependended on it, ie every game felt like it was the championship finals, even if it was just a random game.
At a fundamental level it feels wrong that I, as the killer, wouldn't want to kill everyone, because I don't want to sweat so hard. So even when I stomp I am somewhat inclined to let one or two survivors go. This sounds pretty schizophrenic to me, but I am interested in your pov.
I think this is more related to how MMR systems work than some kind of identity crisis in DBD.
One thing to remember is, if you are new, playing against better players will FEEL like you're playing against the best players in the world. Since we don't have an objective number like Overwatch to see what our opponents actually are, we'll try to latch onto things like playtime or prestige level which can be correlated but the causation is just not there.
I've been in plenty of lobbies where there's a prestige 50+ person who just plays average at my level. Sometimes they're a bit more aware and things that work on someone who just started learning to loop don't work on them, but I never really see a causal correlation between things like playtime and prestige level other than "they didn't just start the game yesterday".
This goes to a component of MMR. People think of MMR as one number but it's actually two and the second one is probably the one affecting the new player experience much more. There's your skill rating AND the confidence level. When MMR systems start out the confidence level is very high. So if you have a skill rating of 1000 and the confidence is at 500, the game will think you're anywhere between 500 and 1500 while it's still trying to place you. So the new player experience could result in some games being against people who are both out of your league because the MMR suspects they are and because you're new, using an Overwatch comparison, telling the difference between a gold and platinum player doesn't feel any different.
It's also not as obvious in this game what's a good play and what's not. In a symmetrical shooter game, it's pretty simple. You get more kills than the opponent and you're "better". It feels like you're losing when you're losing. Because this game is asymmetrical and one side is designed to always win in a 1v1, a lot of good survivor gameplay is both the micro (the chase) and a lot of macro (where to chase, keeping away from teammates, doing the proper generators, knowing when to commit and when to pre-run, map knowledge). For a new player, a chase that ends in 30 seconds feels the same. It feels like you're winning. For an experienced survivor, where that 30 second chase happens matters. If I take the killer to a ######### pallet in the corner of the map away from my teammates at the beginning of the match and loop it for 30 seconds, that's a lot more valuable than a 2 minute long chase that disrupts all of my teammates from doing generators and hooks me in the middle of a prominent 3 gen and uses 5 pallets in the center of the map. But the first one feels like I won more quickly and the second felt like I was losing.
I think the asymmetrical part makes that harder for new killers to realize that because a lot of what they're missing is macro play that's never taught in the tutorial. In fact, most of the meta play in this game is just not present in the tutorial. And it can often feel like you're doing well and then losing the game while you're still getting the hang of chasing one person let alone pressuring 4. I'm not sure how you'd solve this problem to make the new player experience better, but I'm not sure the MMR system is the one at fault. I think optional "advanced" tutorials that explain tiles, pallet safety, looking behind you, and red light mindgames would probably go further towards helping the new player experience. I've never really seen a game in this decade that has a meta and is balanced around a meta and yet never mentions that meta anywhere.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3236806#Comment_3236806
This is actually the thing that galls me the most about the MMR system: you get punished for playing consistently good. I nearly always let the last survivor go, sometimes even two, just as not to inflate my MMR too much. Really, a killer that is afraid to kill.
I have been in the high sweat heavens for long enough to know that "sweating it like you are playing in the DBD world championship finals, but this is only a random Tuesday match" everyday, all-day gets old very fast.
I guess I don't really understand this idea. "You get punished for playing consistently good." I'm going to assume the punishment is you play against better players and have more difficult matches which means you lose more. But, what would the alternative be? Should there just be no matchmaking at all? This seems like it would get ridiculously boring after awhile. If I get good at a killer, why would I want to keep playing against the same "installed the game yesterday" survivors?
It's a PvP game. At some point, one side is going to have to lose the game. It's really a choice whether or not the only goal is winning. I've definitely thrown games before because I could have taken a strategically good decision to protect a specific area, secure a kill, and then win the game, but I just kind of enjoyed playing against the players and chasing them and it was a random Tuesday match so I didn't care. I'll "lose" those games but it's a choice I made to play the way I wanted to have fun. If the only way you have fun playing the game is to win, you're going to get disappointed since, again, it's a PvP game and you can't always win.
There's already a ton of builtin imprecision to the matchmaking. While you can have a specific MMR, the range goes pretty wide pretty quickly specifically to make it more likely that your matches will be more pseudo-random when it comes to skill levels.
But yea if you choose to play in a way where you're always treating it as the world championship finals it's not really surprising the game will try to find you matches where that feels like it's always true. You've been playing that way.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/3237748#Comment_3237748
It's like no one can read...
I'll put it in caps might help you see better
I KNOW BHVR WORK ON OTHER GAMES AND HAVE MADE OTHER GAMES.
I just dont want another death garden situation where it's a complete flop. So yeah I'd rather them use most of their company on DBD and only work on smaller projects on the side... or grow bigger so they can handle big demanding developments along side DBD.
Do yourself a favour and read before you jump on the bandwagon of trying to say I dont know they work on other games jeez
There's really two different options for you if this is the case.
You can buy up maybe 50% of the stock so that you have controlling power of the company (if they're even a publicly traded company). You can also get hired, work your way up, and become CEO so you can set the agenda. The second one you'll still be accountable to the shareholders though and could get fired if your performance doesn't meet expectations.
Or you could stop demanding how a business operates itself on a free forum they provide and pay the bills for just because you play the game they make? Is this a thing you really think makes any logical sense and is worth your time to argue about on an internet forum about a video game? You know that the people who work for the company are real people with lives outside of your own, right? If the game company fails, they have to upend their lives and search for new jobs and, if there are stock options involved, those become worthless. This is on top of seeing something that they poured their creative and intellectual energy on caring and developing for however many years. You? You say, "That kind of sucks that game didn't work out," and scroll down the list of games on steam and pick up a new one in maybe 5 minutes.
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It's more like a skill curve when it comes to Blight and that's pretty common with most types of characters like him in most video games.
There's generally a lot of games where doing very simple strategies at the beginning works. You then start to incorporate more complex things and do worse. Once you master the more complex things, you do better. Blight's collisions are very similar. If you start to understand things like hug tech and collision but don't fully know them, trying to do advanced techniques can make you worse with Blight than if you just didn't use them.
Nurse is a bit more straightforward with her curve. You learn the strategy with Nurse and then you learn to control the Blink. Once you learn the Blink, the rest is rather straightforward. There's some things to learn like understanding certain survivor jukes and how to counter them, but the curve is more straightforward in my opinion. Nurse doesn't really have the lower part of the curve though like Blight does. You can't really succeed at Nurse at all until you know how to control the Blink in chase.
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I'm not really of the opinion the condemned thing is what pushes Sadako there.
It's probably more that her power is really easy to use and her macro, which is commonly not focused on by a lot in the community, is pretty decent. Same with Freddy. Same with Dredge. Pinhead's power isn't easy, but the box is a passive power that just works on its own and is incredibly strong. Pig's power is mostly passive and gives massive slowdown.
They're consistent and easy. It's actually fairly obvious that they are pretty high up when you consider that. It doesn't require aim like Huntress, Deathslinger, or Trickster. It doesn't require practice and intuition like Nurse. It doesn't require knowing how every tile in the game behaves like Blight or Billy. It doesn't require headphones and careful listening like Spirit. And it doesn't require aiming, zoning, and planning like Artist.
At all MMRs the easier to play killers are going to perform better. At high MMR, you already had to win a bunch of games to get there to begin with and it's harder to win against more capable teams with these characters so you're going to be generally more experienced at the game.
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It seems this question comes more from a place of trying to learn rather than making a statement, so the answer to your question is "it depends" and it's hard to know the answer to that when you're new.
I think the first thing I'd suggest is to just not really worry about SWF vs solos. A 4-man of solos can absolutely wreck a killer and a 4-man SWF can all be a bunch of friends who just play the game because it's a fun horror experience. The difference between SWF and solo is really only a factor at a competitive level that it's highly likely you aren't experiencing. You might think, "Well they're body blocking and taking over each other's generators." I've done that in solo queue and so have others. While I'm playing, I'm paying attention to both the killer and my solo queue teammates to try and understand what I'm supposed to do. Better survivors don't only watch the killer but also watch their own teammates. This is obviously easier if you play with a friend (your friend saying I'm near shack is a lot easier than keeping vision and observing the same thing happen), but this forum overstates the difference between solo queue and SWF for most players.
Now none of that was really helpful for actually playing.
The general thing you're looking for as a killer player is to create pressure. Give the survivors a reason not to do their objective. The easiest way to do this is to down survivors so being strong at chase is a good way of doing this. Tunneling is also a good way of doing this because there's now fewer people to do the job of 4 people, but tunneling can make chases take longer which leaves 3 survivors unimpeded. Other ways of creating pressure are zoning an area (protecting a 3 gen, camping, etc) and slugging so a teammate has to go heal the slugged survivor.
Using one method that generates pressure doesn't really work usually. You usually have to combine them to generate enough pressure that survivors can't do anything else.
Now if a person unhooks right in front of you and the person who was unhooked runs to a dead zone and will go down in 10 seconds, then take the free down?
This also all depends on what you want to do. If you just want fun chases and to practice, playing this way can be detrimental because, while you're more likely to win, you're also more likely to play against tougher players who will be stronger in chase and more efficient at objectives. It's sometimes better to throw the game in a macro sense just to improve at the micro so that your games can be more fun in the long run. Sure, it might be a good macro idea to camp the first downed survivor in the middle of the 3 gen with Bubba, but that gets boring after awhile and you'll eventually play against players who will never go down.
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If you don't want to pay anything and have no iridescent shards, I'd say Wraith or Trapper. The problem with Wraith is his teachables are... awful. Trapper's teachables aren't much better, but they at least help with some of the more basic things in the game such as breaking pallets a little faster and more speed when getting to hooks.
If you're willing to pay money, Sadako is probably the best starting killer in the game. Her power is incredibly simple to understand, her stealth is some of the best in the game, and 2 of her teachable perks are meta-ish at moderate to high MMR and her third teachable is meta at low MMR. Her power isn't really a chase power so you can focus on just learning the basics of chasing.
For a "free-ish" killer (one you can earn with shards), I think Dredge, Legion, and Plague can be good options. Dredge can teleport which is similar to Sadako and also has some minor stealth. But, his perks aren't really meta and are more just kind of fun. Legion's power is pretty straightforward, but it removes scratch marks and gets punished pretty heavily on miss which can be punishing for a new player. Only one of his perks (Discordance) is any good. Plague probably has the best perks, but her power is a bit hard to aim. But, you can just puke on things, get people infected, and play as a normal M1 killer and she does that pretty well.
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I'd kind of prefer that the addons/offerings that are useless just... not be useless.
If the bloodweb was a store, you'd generally find that nobody would buy addons until they had unlocked all of the perks and then addons would only be used after you had already finished "leveling" rather than being able to use stuff while leveling. It might feel better in the abstract, but would probably feel worse in the absolute because it would feel like you're "wasting" BP on addons rather than character progression.
Then because everyone would do that, they'd want to find some way to make progression slower so that would be making BP either more rare or things more expensive.
The current system basically forces you to create a healthy balance of slower character progression with consumable items that you might not otherwise buy so you can actually try out the different parts of the game rather than saying, "This medkit will literally stop me from buying a perk and I might play against a Plague next match."
There's definitely problems where most of the offerings are completely useless and there's addons that are bad, but I'd rather those just be fixed? Improve some of the worse addons, tone down some of the better addons, and maybe just remove offerings that are useless or reduce their chance of showing up in the bloodweb.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3234114#Comment_3234114
that is one aspect that i hate about dev's statistics is that they use kill-rates as only statistic to balance and they create perception that kill-rate = win-rate of the killer. 52% kill-rate means that the killer can get 2 kills(draw) in 9/10 of their games and they only need a single 3k to be at 52.5% kill-rate (21/40 survivors died in 10 games). 60% kill-rate means that the killer only needs to kill 24 out of 40 survivors to get 60% kill-rate. a combination of 6 games that are 2k and 4 games that are 3k is one combination which is 24 kills out of 40 survivors(60% kill-rate). Another combination is that close to 60% is 6 games that are 2k's, 1 game that is 1k and only 3 games that were 4k's and only 3 games that are 4k's. it leads to 25/40 kill-rate which is 62.5% in 10 games. Obviously these statistics can be upscale to 100's, 1000's of games.
As long dev balance exclusively only kill-rate only kill-rate itself, the killer will never feel like they're winning more then they are losing because they can secure a bunch of draws and only win a few games decisively to maintain average kill-rate.
I think otz said it best in his video. According to dev's eyes, Pig, Wraith, Twins, Myer's, Hag, Billy, Freddy, Legion and Artist are considered the most balanced killer at top 5% MMR because all of these killer hit 60% kill-rate on the dot. it means these killers need zero changes because they are perfect balance. it takes no consideration on killer gameplay.
https://forum.deadbydaylight.com/en/discussion/comment/3234112#Comment_3234112
the pick-rate shows how confident the killers are in picking up the killer and winning with that killer. the higher mmr for survivor are flooded with nurses and blights. a high kill-rate could be that the killer wins a lot, but it could be that the killer draws a lot(rarely get 0-1k). killer that get close to getting a lot of 2k's have opportunity to get 3k & 4k's since difference between a 2k and 3k can often be a single hook. Once a killer gets a 2k in a match, he is ever more likely to almost near guaranteed get 3k. depends on door rng and the map, a 2k can very quickly turn into 3-4k. killers rarely lose completely. they are often able to draw in worst case scenerios in many games but if they win, they're likely to win big which in dev kill-rate balance is overperforming.
I like Otz but the community manager in this thread confirmed that they don't balance solely on kill rates and they've had previous posts that have indicated they are aware that once someone dies the chance of more dying is higher. And they've also said they aren't balancing for 2k/2e every match as they don't even really consider that possible.
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/3234055#Comment_3234055
Again, I'd suggest reading the Developer Updates for more explanations, but to use generator times as an example, there was a very clear trend of slowdown perks being used. Watching countless streams, videos, and even playing the game, it was clear that generators could often fly by unless the Killer had some way to slow them down. Even among the feedback we received, it was very common for people to ask for slower repairs. On the data side of things, we can see average match lengths, even compare matches where a perk is used compared to matches where it is not. All these sources play a role in those decisions.
As for the more detailed data, the issue isn't whether or not you'd be able to comprehend it, it's displaying the data in a way that a person can actually read. We have all sorts of interactive dashboards that can show us things like how a Killer perks across skill ranges along with their popularity. The issue is: You cannot read it as a simple JPG. Even if we're just looking at Killers, you'll have around 30 lines crossing over each other, making it impossible to make any sense of. Our tools allow us to focus on a single (or handful) of data points because they are interactive, but a JPG does not.
All that said, even then data does not show a full picture. I cannot stress this enough, just because your experiences with something don't line up with the numbers doesn't mean it's invalid. Numbers can show you where a problem might be, but they are absolutely not the only thing you should use to backup your arguments.
Literally here and in a previous post. Kill rates are likely only shared because they're one of the easiest things to digest and give to the community who is asking for statistics.
Just as an example, they're likely aware that Sadako is on the weaker end when it comes to killers. I don't really think you're going to be able to do a 50 win streak with no addons like Otz always likes to do. But the players who do use her get success at the level they play at and she gets a decent enough kill rate that she's got a place in the game. She's also a very easy killer to use. Probably the best starter killer in the game at this moment because she both has strong perks, a simple power, and map mobility.
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It's honestly a pretty solid perk that doesn't really feel overpowered. Survivors don't generally pick up on it immediately and it's helpful when you suspect that someone is in an area and will unhook the moment you leave, but you also don't want to waste time trying to find where they stealthed to or confirming if they're still there.
It has that synergy with Lethal Pursuer too, but I've been finding it still usable even without Lethal Pursuer.
There are a lot of games though where you get no value though because either the survivor is in plain sight and knows you can see them or there's just nobody in the area where you downed someone because people don't generally loop with friends. I'd also say that Infectious Fright is better in a lot of situations because it procs before you pick up. When I was newer to killer, I'd use Infectious Fright as a substitute for lightborn because it gave me tracking, but it also told me if someone was in range to get a flashlight/pallet save.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3232270#Comment_3232270
This could be a neat way to implement their new mori system, instead of what we got in the PTB.
After ~20 the game goes into some kind of 'sudden death' mode. You get ~4 minutes, the first survivor to go down is instantly Mori'd, everyone else who isn't down/hooked escapes. If no one is downed by the end of those ~4 minutes then it ends with a null state, like 4 hatch escapes or something.
Something like this but with giving the survivors buffs could work. Survivors get faster generator speeds and generally faster actions, but the killer becomes more deadly. Just something that makes camping your 3 gen not the best strategy.
As it is right now, camping a 3 gen especially with overcharge/CoB/Eruption isn't holding the game hostage, but it's definitely not fun gameplay and, when I've been the survivor in this situation, has made me want to just run to the killer, tell them to hook me, and get to my next game rather than play that way. When I've done this as killer, I just start to feel bad for the survivors because they're not having fun and I'm not having fun so I'll commit to a bad chase just so the game will end and we can all leave.
But, this is more of a map/perk design problem than a player problem. They're not holding the game hostage and not breaking any rules. It's just miserable gameplay that, if you get lucky, you get a 3 gen that's reasonably close to each other, turn it into a dead zone early in the game, and then just don't leave it.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3233985#Comment_3233985
But from what i read, pre 6.1.0 killers would still have an average rate of 52-53% killrate which means they would still kill more on average than survivors would escape. I dont truly believe they were having such a "rough time".
A possible reason for this is because of the 4v1 dynamic and what it means for player engagement.
I've played games where the killer got a 2k, but they really struggled the entire game and mostly just got the kills due to endgame shenanigans. In some of those, one or two people just get chased for the entire match. For the other 2-3 people, the match is kind of... boring? You're just on gen duty the entire game and escape easily with no effort.
The game is more than just an end result but mostly how you got there. Killers might have been getting an average of 2k, but maybe it was happening in an unhealthy way. It's generally more fun for killers to get 8 hooks and kill nobody than to get 1 hook the entire game and then camp that hook out because the 5th generator already popped.
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@LapisInfernalis said:
I had one of these weird matches some time ago where I got instantly free of the killers grasp without someone doing anything visible (not from my view). The cheater must have noticed from my behavior after (I just stood still where the killer dropped me) so they tried to hide it by shining a flashlight on the killer and dropping a pallet I was in (none of which was timed right btw). Nothing after that happened that I know of because I think they noticed that I suspected something.
There's a bug that was present in the past and might still be present where if you go down while someone is being carried and they escape the killer's grasp, your wiggle bar gets set to 100 for some reason.
This one might not have been a cheat but may have been them trying to save you and getting very confused.
They said they fixed it but I've had it happen to me after they said they fixed it.
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@CoDismylife said:
https://forum.deadbydaylight.com/en/discussion/comment/3234002#Comment_3234002
I played back then. A lot. My games were fine. The streamers I watched were fine. The friends in my list said its fine.
There was no mass DC'ing problem back then.
Some players were just very very pissed about just 1 DC which happened once a day and came to the forums complaining and complaining all day long about that. Then bhvr gave in and introduced the penalty.
WHICH BTW didn't fix the problem but just shifted it to suiciding on hook, going afk or manipulate the match.
I really don't understand the confidence to declare that you, having only had your own personal experience, know more than a person who literally has access to every number this game has ever logged.
Just the sheer misplaced confidence.
"My friends and I say it's fine."
Just... wow.
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@cburton311 said:
https://forum.deadbydaylight.com/en/discussion/comment/3233955#Comment_3233955
Ok, this is a fair point. Could you give us stats like escape/kill rate on a graph where MMR is the x-axis? Gen completion vs MMR? Hook states vs MMR? These graphs would tell a story, and allow for better feedback.
Kill rates matched with MMR will probably just result in a straight line or something meaningless. Kill rates are used as a factor in your MMR. If you put them on the graph together, you're doing the equivalent of just measuring a line that says "f(x) = x".
I don't know if it would say anything new, but I think number of players at each MMR by killer would probably tell us more about relative strength of a killer. MMR both factors in kill rates and the skill of your opponent. Kill rates don't factor in who you killed. If I play a game with 4 people who just installed the game yesterday versus 4 people who have 8k+ hours, we wouldn't say that these are equivalent if I get a 4k. But, comparing kill rates alone does just that because matchmaking ensures that the killer with 8k+ hours isn't playing against survivors with less than 30 minutes.
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@Peanits said:
It's not so much that they mean nothing, but more so that very broad stats like the ones we just released do not tell a full story. You cannot look at an average from all games and definitely say something like "Nurse is clearly weak, look at her kill rate!" - Of course we all know that's not true. In the right hands, she can be the deadliest Killer in the game. But the steep learning curve and the number of people trying to play her for the first time cause that average to drop.
Stats like these can give some insight in where a problem might be, but they don't tell you what the problem is or if it's a problem in the first place. You should not use them as the basis for your argument.
I haven't heard this asked for so I thought I would. Is there any statistic about the distribution of killers at each MMR? Not the kill rate, but the percentage of X killer at Y MMR.
The reason is because, if a killer is better than another one, it's easier to win games and therefore get to a higher MMR where you'll then lose games or have a lower kill rate. Then it will balance again and you'll get a higher kill rate. I'd imagine it would eventually just stabilize at a specific kill rate if you play that killer enough. But, an average killer player using a "better" killer will get boosted to a higher MMR than they would if they played a "worse" killer. Anecdotally, the survivors I play against when I use Nurse/Blight/Spirit do things that indicate a lot more skill than the survivors I play against when I play Trapper.
For a killer like Nurse, she's very strong but has a high skill floor. But, since she's strong in the right hands and likely has a higher potential, there's a higher number of Nurse's at a high MMR than killers that are traditionally weaker. But, the weaker killers at that high MMR are all cracked players because they were good enough to get there to begin with.
I suspect people are attempting to use kill rates as a proxy for how good a killer is at their maximum potential and it's just a faulty way of using the statistics.
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The pick rates pretty much confirm the reason for the discrepancy between perceived power and kill rates and also likely shows a general problem with using kill rates at all.
A good killer is going to be good regardless of the killer. They'll have an easier time on Nurse/Blight/Spirit than another killer, but they'll still be good regardless.
At the same time, a medium-good killer will be boosted to good by playing a better killer. A lower tier killer with a medium-good killer will have a harder time making it into the top MMR bracket because the killer themselves is worse.
This chart and the pick rate kind of prove that MMR is working. MMR will self-balance so kill rates are, mostly, meaningless if you sort them by MMR because your MMR is dependent on how many kills you get each match! By definition, you'll gravitate towards the median kill rate. It's a circular definition. What does change is your MMR rating and the pick rate demonstrates that more accurately than the kill rates. If there's more Nurse's at MMR it's because Nurse killed more survivors to get there.
The other component is skill floors and skill ceilings. Sadako has probably one of the lowest skill floors in the game, but I feel like her skill ceiling is probably also pretty low. Yea, there's maybe some strategies like passing condemn to different survivors and keeping track of where people are on the map, but it's mostly demanifest, teleport/move to area, manifest, attack. There's not really a whole lot of technical skill beyond standard killer skill but you still get the effect of your power (teleport/undetectable) after maybe playing 2 matches so she's pretty much at almost full power after a small amount of time.
Nurse isn't exactly hard, but she's not as easy to play as Sadako. And most of the top tier killers involve more skill and are more interesting to play. Which means there's more opportunities for messing up and losing a game because you played badly.
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I'm not really sure how team based MMR would help with this. The MMR system can't force your teammates to do generators and, if you're the only one doing generators and your entire team dies, your MMR will still go down.
Team-based MMR would likely only apply to things like 3-man outs where one person dies. The person who dies might either have the amount of MMR they lose decreased or they'll still be considered to have won despite "losing".
They're not going to change the MMR system to have specific actions go towards the win/loss condition. You're just setting yourself up to be disappointed if you think that's the case. There's also many times when doing generators does not help the win condition. If you're "the only one sitting on a generator" while 1 person is down, 1 person is on hook, and the 3rd person is being chased, then you're the one who is failing the team.
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Just a note, Nvidia has confirmed its a bug in their overlay with a specific version of Easy Anti-Cheat. It doesn't just affect this game.
Also, if you use the Alt+Enter thing and then turn on the overlay, it seems to affect the desktop rather than the actual game so things like the recording affect your entire desktop even after you stop playing.
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Reupping this after watching this video: https://youtu.be/Kg2kNeCFIJE
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A big downside is the cross progression merge has been broken for about 2 months now. I used Stadia to play until I had money to build a pc and fortunately synced the accounts before it broke, but I have a friend doing the same thing and he can't sync his stadia progress to steam because the cross progression merge has stayed broken.
Stadia wasn't very good but it was serviceable for those wanting to play M&K but without a gaming pc.
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@Deadeye said:
the best match making so far was BP based. as far as I remember.
but I think the MMR system might work at least somehow. the problem is the "soft cap" thing they explained which means that at (if I remember correctly and the info is trustful) MMR 1600 basically means that you can get matched with everyone at 1600+
And this is the same issue that emblem match making had, where basically 80% of the playerbase was consistently reaching red ranks and therefore 80% of the playerbase were matched vs each other
To clarify, the community manager has said this isn't the case. 80% of players are not above the soft cap and the number is definitely lower than 25% although he never confirmed the exact number. I've seen some streamers repeat this but it's not true. It is true that the soft cap makes it so anyone above that limit gets matched with each other, but the number of players above that soft cap is not a high percentage.
I like MMR a lot better as, when I was a newer player, emblems kind of encouraged me not to play more because playing more meant my rank went up even if I kept losing just because I did generators/saved teammates and then I just waited for rank reset. I'd try and make sure I was rank 9 instead of rank 8 so I could get reset to 13.
I will say I do have one concerning bit that they seem to be trying to get kill rates of 60%, but I feel like MMR will always try to gravitate towards a 50% so it seems to me like to accomplish the 60% they want, they'll have to keep buffing killers each time the MMR adjusts to the new changes. As killer, that means more difficult matches because they want you to have 60% but the MMR is trying to get you to 50% and for survivor it's powercreeping killers which makes it harder on lower skill players. If you're getting the 60% kill rate, that would mean you're consistently increasing in MMR or staying even as killer even if maybe you should be losing so the system knows you're above your current level.
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After the Wesker release I'd see 100% on survivor all the time no matter the time. I've now started to see the incentive go to killer around 9 PM US eastern for a few hours.
I played two matches yesterday with the incentive at 100% for killer.
During the day, it's always 100% on survivor. But, that also matches with my general understanding of the queue times. The main people playing in the middle of the day are streamers or people playing by themselves in some way so there are more killers than survivors (4:1 ratio), but people play with their friends at night and there are more people playing so more survivors than killers.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3207577#Comment_3207577
Midwich isnt as bad as some maps who can have doorspawns really close together.
Technically if the killer blocks hatch and the survivor doesnt do gens the survivor is holding the game hostage by not progressing their objective, there is no killer bm to speak of in that situation.
BM and holding the game hostage are two different things. BM is just "bad manners" and is more just community/individual preference. Holding the game hostage is against the rules and can be banned with video evidence but BM isn't something you'll get banned for. Body blocking hatch isn't "holding the game hostage" as the survivor can technically progress the objective, but also not doing generators is also not "holding the game hostage".
Both of these could be considered BM though just because that's more subjective. While the survivor could progress the generators in a body block hatch situation, this takes awhile, is boring, and also reveals your location so you'll probably die anyway for a game result that really doesn't matter. You already lost from my perspective.
So as I said, it could be considered BM since the more simple thing to do is just close hatch, patrol generators, and not really care if random chance happens to let the survivor go. But you're not going to get banned for doing something different. I don't do this as killer just because I don't really want to stay in the match that long to begin with and I'd consider it annoying if I were the survivor so it works out for both of us.
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/3206478#Comment_3206478
I have no idea how you think survivors that play solo q want their teammates to “Carry them to victory”. You cannot win a game when you’re the only competent survivor on the entire team. That’s why people complain about solo q.
I think the general problem is that everyone always assumes they're the only competent survivor on the team. While it may be true for a single match or even a series, it's almost not certainly true 100% of the time.
It's an example of something known as the actor-observer bias (random link: https://www.verywellmind.com/what-is-the-actor-observer-bias-2794813). In summary, you attribute personal successes to internal reasons (I'm good at the game) and personal failures to external causes (My team sucks, the other team has an unfair advantage as they're using comms). You also will tend to attribute others' successes to external causes (They got lucky) and others' failures to internal causes (My team sucks, the killer is just bad at the game and is camping/tunneling).
The reality is that our own personal successes and failures are always due to a combination of both internal and external causes and the same is true of others' successes and failures. This bias isn't really a problem in most cases. It is a way for the brain to protect itself from becoming depressed or overly harsh on itself. But, it is a bit of a problem when it comes to empathizing with other people and maintaining healthy relationships. It can also interfere in your ability to recognize your own personal failures and improve on them if that's a thing that you enjoy. If you don't really care about improving and don't care about the feelings or opinions of strangers, it's not very helpful to treat yourself harshly for no reason.
There's definitely been times when I've thought, "My team sucks we're going to lose." Sometimes I'm right! Sometimes I go down 10 seconds into a chase and think, "Oh! That's why they're going down. The killer is cracked." Sometimes it's a mix where my team did something stupid but they may not have had the same information I had or they just made a mistake because it's a video game and the results don't matter?
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@Rizzo said:
Any change you make to the game files is done at your own risk.
If EAC bans you for it, we won't be able to help you.
Considering that the primary reason people modify these files is to disable Vsync and raise the FPS to 120, is there any plan to make either or both of these available in the in-game configuration so that people don't have to modify these files to get those options?
If no, is this because there's an intentional choice to hide these options or because it hasn't been prioritized by the developers?