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truegod_10

truegod_10

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truegod_10
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  • @tester said:

    There is no reason to do gens as they give so little BP. Follow your teammates who are being chased, then unhook them with BT in front of killer and sprint away with Lithe. Everyone dead with 1 or 2 gens done and you have a ton of BP quickly.

    Source: just had such game and the guy who did it said: "I was just trolling and I have more BP than any of you". Well, he has a point. Gens are boring and don't pay much.

    This sounds like an issue with just 1 #########. It is probably also worsened by the bloodhunt since they get their points doubled again by that.

    Also, killers get bp way easier. If they wanted to max bp they could play a killer like that gets easy deviousness points and run bbq with a cake. You can get an insane amount each game. If they really wanted bp they were being super inefficient.

    Probably just wanted to upset you and his other teammates by trolling, so you are kinda giving him what he wants with this post.

  • @justbecause said:

    There's a max of points where he can get unhook points and there's no way possible he would have more than all of you by just doing unhooks because there's limit and you can't get anymore points from it he must have been doing something else as well

    Wglf doubles all of his points which are doubled again cause of the bloodhunt. It is possible with just chase and benevolence points.

  • More openings in some spaces. Widen some hallways. Add drop-offs rather than infinite windows in the couple of god infinite window spawns.

    The biggest change that would help would be to cut the map into either upper and lower sections or east and west sections. I would prefer east and west to keep it more on point with the RE2 game. After this was done you could also remove some of the clutter in more open spaces the actually give ranged killers a better chance on the map.

  • @meatisadelicacy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2394045#Comment_2394045

    It's so frustrating. I honestly do not know why I'm still playing this game at this point. It's absolute garbage.

    If the issues are that bad you really should stop playing. I know it sucks abd you probably don't want to, but playing with constant crashes is just going to frustrate you.

    Of course do whatever you want, just a recommendation.

  • @brokedownpalace said:

    I think it's at least kinda more fun than Midwich. But they're both awful.

    I agree they are both really annoying, but at least midwich is roughly uniform and smaller.

  • @Lord_Tony said:

    I got reported for letting someone bleed out

    if it's bannable then why does infectious fright + knockout exist?

    and why is deer stalker not basekit?

    It would be really nice to have the aura of the last survivor on the ground revealed once hatch is closed and everyone else is dead or just have the entity take them automatically. I have been in that position as both killer and survivor and thought how annoying it is to wait for bleed out or end game collapse.

  • @LiquidPhat said:

    Helloo! :D

    I just have a question and wanted to know people's opinion on this matter (please don't attack anyone for their opinion, an opinion is subjective and there is no right or wrong answer!)

    Is slugging for the 4k considered holding the game hostage? I mean in the sense of: there's 2 survivors left in the trial and the killer not having any intel perks or the survivor counters BBQ (via locker, close to the hook, etc) so the killer spends minutes looking for the other survivor while the other is just slugged on the ground.

    I completely understand when there's 2 survivors left in the trial and the killer knows the area of where the other survivor is and leaves the other person slugged to go kill them.

    As a survivor, what do you do in that situation? Is it also considered holding the game hostage because you know the killer is looking for you, so you're not doing much so you won't reveal your location?

    The survivor on the ground will die in a maximum of 4 minutes so it is not holding it hostage. However, if the killer delays this by intentionally picking up survivors and dropping them over and over to allow them to escape and then re-downing them, then it could be. This is because the survivor is being kept from dying and this could last for a very long time.

  • @Marigoria said:

    I'd like to see a percentage of people who genuinely like the map....

    So far the only positives people have mentioned about the map is "RE nostalgia" and "it looks pretty"... but what the gameplay itself?

    The map is both awful for killers and survivors, and looking "pretty" and "accurate" shouldn't be a priority over gameplay.

    Until then I think the best decision when someone uses the offering is just to dc on the loading screen, and if you get it randomly to either DC or go afk.

    Licensed maps are almost never changed cause they have to renegotiate parts of the rights, so no it likely won't be changed for years.

    You either got to get used to it, or just dc, eat the penalty, and move on.

  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/2395271#Comment_2395271

    Nope read it again "the grunt Victor emit when charging pounce" you can only have victor charge pounce while playing as him.

    I saw someone say when this text first changed that the description had changed but not the effect. Sounds like behavior messed up and released something way to early.

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2393720#Comment_2393720

    As a Plague main, this is a common occurrence with her puke.

    Omg this is the reason I never play here. Well that and using her puke in console is rough for me.

  • @lagosta said:

    @Torsti56 Got both interactions here.

    https://youtu.be/B_mQH7S42ng

    @TheClownIsKing Both should be happening, depending on which totem is cleansed first.

    Nice video. Shows the concept very well.

  • @Torsti56 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2393454#Comment_2393454

    There was 100% chance it to be haunted if there is haunted + undying.

    Is that perk really that confusing?

    You can destroy undying before haunted. I had it happen the other day running a build with haunted undying. You have a 66% percent chance of popping haunted though.

  • BT does not need a buff. Wglf could be buffed to make tokens easier, but I get why they want to be based around altruism.

  • Medkits: A full swf of med-kits means franklins to reduce number of heals and try-harding

    Toolboxes: do not care

    Map: remove any totem perks

    Keys: tunnel key holder and play dirty, especially if they use a hatch offering also

    Flashlights: be aware of surroundings and relax cause the game will probably be easier

  • Damn that is rough. Where has this glitch been when I have played killer.

  • @dusty_buss said:

    I'm not entirely sure where this topic goes so I thought I'd leave it here.

    I play on PS4 as am still experiencing lag especially as a killer. I've noticed that it occurs every time a survivor uses dead hard it lags hard. Please fix this.

    I have been having this issue. It also happens some times with lithe for me but it usually isn't as bad. I really want them to disable dead hard because the game is mostly tolerable until you go against 3-4 people that can make your game freeze on command.

  • @LiunUK said:

    O_0

    https://www.youtube.com/watch?v=WT0sWwA41Zc&ab_channel=Vinny%E2%80%99sArchives

    (not my video)

    now that's a real skill check.

    why can't overcharge do something like that.

    I would like to see those skill checks implemented for my actions. They are pretty cool.

  • Awful. The hits screw you over most of the time or is super delayed and causes you to miss. Also had it hit with nemesis's tentacle one time instead of his fist when I did not even have it out; on a survivor who was not infected and it cost me a down.

    But at least you get the points for a grab (sarcasm).

  • @Mercês said:

    "Stun validation has been added to the hit validator. If a Killer has a pending stun on the server, the server will reject the hit. This will be most noticeably in situations such as a Killer who is attacking at the same time a survivor is throwing a pallet, and it should reduce instances where survivors appear to take damage after stunning a Killer."

    I work in the field, so let me explain on a technical level why it looks so weird but why this change is necessary.

    The most awkward situations happen when:

    -----------------------

    FIRST SCENARIO. KILLER HAS A LOW PING, BUT ATTACKS ALMOST AT THE SAME TIME.

    (*) The server queue look like this.

    [Survivor A] [13:32:12:14] [Pallet drop] [Location X] (*1)
    (Outcome) [Killer] [Status update] [Stun]
    [Killer] [13:32:12:18] [Hit register] [Survivor A] (*2)
    

    I'm supposing that killer's ping is 20ms, while survivors' is 30ms.

    (*) The survivor perspective look like this.

    [Survivor] [13:32:11:44] [Pallet drop] [Location X] 
    

    Note that survivor (in real time) dropped the pallet at [13:32:11:44], with the 30ms delay, the server received that the Survivor dropped the pallet at [13:32:12:14] (*1).

    (*) The killer queue look like this.

    [Killer] [13:32:11:58] [Hit register] [Survivor A] 
    [Survivor] [13:32:13:04] [Pallet drop] [Location X] 
    

    Note that the killer hit the survivor at [13:32:11:28], with the 20ms delay, the server received that the killer hit the survivor at [13:32:12:18] (*2).

    In the other hand, notice that the killer received that the pallet was dropped at [13:32:13:04], 90ms after the actual drop, because the server has to receive this input from the survivor (+30ms), and send to the killer(+20ms).

    Notice that more extreme scenarios can happen if the killer has a higher ping than survivor but hits before the stun.

    As you can see, there's no doubt that the survivor dropped the pallet early. Mathematically, this awkward situation will always happen when action_registered(survivor's clock + survivor's latency) < action_registered(killer's clock + killer's latency). As there's no doubt that the survivor dropped the pallet early than it received the attack (in real life time), It's safe to say that (*2) can be safely removed from the server's queue, since it doesn't make sense in our real life time. Unfortunately, doesn't make sense on killer's perspective.

    -----------------------

    SECOND SCENARIO. KILLER HAS A HIGH PING, BUT HITS BEFORE THE PALLET DROP.

    (*) The server queue look like this.

    [Survivor A] [13:32:12:14] [Pallet drop] [Location X] (*1)
    (Outcome) [Killer] [Status update] [Stun]
    [Killer] [13:32:12:18] [Hit register] [Survivor A] (*2)
    

    I'm supposing that killer's ping is 60ms, while survivors' is 30ms.

    (*) The survivor perspective look like this.

    [Survivor] [13:32:11:44] [Pallet drop] [Location X] 
    

    Note that survivor (in real time) dropped the pallet at [13:32:11:44], with the 30ms delay, the server received that the Survivor dropped the pallet at [13:32:12:14] (*1).

    (*) The killer queue look like this.

    [Killer] [13:32:11:58] [Hit register] [Survivor A] 
    [Survivor] [13:32:12:34] [Pallet drop] [Location X] 
    

    Note that the killer hit the survivor at [13:32:11:58], with the 60ms delay, the server received that the killer hit the survivor at [13:32:12:18] (*2).

    In the other hand, notice that the killer received that the pallet was dropped at [13:32:12:34], 90ms after the actual drop, because the server has to receive this input from the survivor (+30ms), and send to the killer(+60ms).

    This second scenario is the unfortunate one. But as you can see, if the killer has such a high latency, the survivor didn't had time to react the attack, or the animation, because it didn't even appeared on their screen because wasn't processed in the server yet. It's the kind of situation that the pallet is fully dropped and you suddenly get down. Makes no sense from the survivor's perspective.

    -----------------------

    People comment and upvote so more people can understand a little more about this. If your hit gets negleted by the server (1) you got stunned before, in real life time (2) you need to call your provider to ask for a better connection, or blame DbD's team for a poor server location.

    I agree with your sentiment, but the servers in this game are not the best all the time and the game should not overly punish someone, who might even have great internet, for server issues like ping. At least with the old system both killers and survivors got something. Killers a hit and survivors a stun (and yes I know the stun is not worth much). People can only go with what they see on screen.

  • I would like to see a system like this but maybe instead of only their 3 perks and 1 other, they have to use one of their perks and can pick the other 3.

  • @PalletsAndHooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2391053#Comment_2391053

    Please understand that the killer side is not being broken. Previously, the killer has been allowed to score hits where it shouldn't have been possible. The new system is properly addressing the kind of hits we're discussing (what you saw today in game and what we see in that video above) and the animation will be fine tuned so that it won't appear as a false hit for killers sooner than later. Unless the survivor is running through the pallet zone unsafely, the killer shouldn't see a hit nor score a hit at the tip of range during pallet events. Right now, it's showing a hit on killer side because the game shows an animation on the killer side whether or not it shouldn't, which certainly creates the immediate perception that the system appears to be unfair.

    Except because of how bad the servers are killers are now being punished even with stronger internet. It is breaking killers instead of survivors, so the dev just switched who is suffering.

    I would argue the old system was more fair due to the fact that the killer would get the hit, but survivors would get a stun (annoying and not perfect but at least survivors still benefit somewhat).

  • It works even when you close hatch. Interesting. I am going to have to try that out.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2391051#Comment_2391051

    There are also rift challenges involving keys, and yes while those could be changed altering achievements/trophies on the consoles are extremely difficult to get permissions to do. I'm not even certain why Sony and Microsoft resist this either, but they do.

    This is one of the primary reasons key changes are taking forever to do, and are being done in baby steps.

    I know that Sony will change achievements if new game mechanics make it impossible to complete. Overwatch did this several times after completely reworking character abilities. I cannot speak for Microsoft but I'm assuming they did the same.

    @kaeru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2391051#Comment_2391051

    You suggest to make escaping together impossible, not just more difficult. That logic little different.

    Just pointing out the hypocrisy of saying nerf one while allowing the other to remain in a broken state due to things that could also be changed. Personally I thought they both should have been heavily nerfed; just disappointed the devs couldn't even see the point of doing so simultaneously.

  • @kaeru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2390923#Comment_2390923

    Don't forget that there is achievement for escaping trough the hatch with whole team. So survivors should have possibility to escape together anyway.

    They can change the achievement. Games do it all the time. Keeping an unhealthy mechanic like that for that reason is ridiculous. By that logic killers had achievements for a certain number of moris in one game so they never should have made it more difficult.

  • I agree with this, but they also just to reasonably nerf keys. No one is going to tunnel people with keys if they gutted like moris

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2390923#Comment_2390923

    This as well...had a match when two survivors escaped through hatch after 6 hooks and I closed the hatch...the other survivor that was left found another key in a chest and reopened the hatch🤬

    Decided to just place and pick up my traps next to the hooked survivor...not my fault your teammates don't want to play the game and left you

    Exactly why only one person should ever be able to escape through it.

  • I think having perks of different levels is good for variety. I made a post a long time ago recommending a point system for perks where you get a maximum number of points to spend, thus you could assign point values and allow for good perks that cost a lot of points as well as a lot of fun utility perks with moderate to low points.

    It could also help balance killers with very different powers if some got more points to spend then others.

  • It is a mix between people who really wanted to play and people upset by bugs. The map is awful in its current state but people still wanted to try it. Others used it as a major point to point out whenever talking about what a bad state the game was and is in.

  • They should make it where keys will automatically break hatch after use so it cant open again and make it so only one person can escape and then it will immediately shut. Same as it is after you kill 3 people and hatch opens then.

  • @Hex_Llama said:

    https://forum.deadbydaylight.com/en/discussion/comment/2389142#Comment_2389142

    I don't know how it works, but I feel like there should be some allowance so that, if the two actions happen close enough to each other, it should process as if they happened at the same time -- as opposed to strictly picking whichever one was a millisecond earlier.

    Part of the reason I think that is because I don't love this philosophy where whoever has the most expensive internet should win.

    I kind of agree with this. The issue is that even if the server awarded both a hit and a stun, which it does if the killer was quicker anyway, then the hit benefits the killer while the survivor actually loses distance on their speed boost for throwing the pallet.

    The problem is when interactions require precise timing and can be dependent on milliseconds the game either needs to be accurate for both sides, which it currently is not due to poor optimization and higher ping even with good internet, or it needs to provide benefits to both sides, which dbd's pallet interactions do not allow.

    I think they should have left survivors getting the short in of the stick on this one until they can better optimize the game, due to to fact that survivors have more players per match, more individual free time in a match, and generally more room for error; my point is that this is far more punishing to a killer then to a survivor when the server has to make this extremely close call.

  • I played a couple games as nemesis yesterday and it was better, but still had issues; it was closer to pre-RE update. I saw a post from someone else saying PH was awful the play and killer overall still seems to be rough in a lot of aspects unfortunately.

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/2388637#Comment_2388637

    You can see the killer over generic loops already. Not L/T walls and not jungle gyms but I don’t think stretched will let you see over those, correct me if I’m wrong. But for the generic pallet tiles like the hay bales on Coldwind, you don’t need stretched res. You just angle your camera down slightly and see the killer’s head and therefore which direction they’re looking and moving.

    Yes you can see over those kinds of loops. Same with short loops on autohaven maps around cars. Stretched res does not really benefit people on these kinds of loops.

    Stretched res can provide you some benefits on some jungle gyms that allow survivors a similar effect to the loops mentioned above, but typically on a stronger tile. Also, it can allow you to see shorter killers on loops you usually could not.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2388637#Comment_2388637

    Not.. necessarily, have you ever seen a match fully played out of some one using stretched? Its not like they have wall hacks, there are maybe a handful of loops where it actually makes a difference, but the majority of them were already safe to begin with.

    Yeah I have seen people use stretch res and it typically turns a lot of moderately safe jungle gyms into safer versions of the really low loops you see on maps like autohaven that you can see over the whole time. Killers can still get hits on survivors if they bloodlust or if the survivor messes up, but with how much safer jungle gyms are it will take a good while.

    Not every loop is safe with stretched res but it provides enough of a significant advantage that even some streamers make their streams look like ######### to get the effect.

  • @ReviloDBD said:

    I play on PC by the way, in case that makes a difference. You never know

    I am on PS4 and I can say that scratch-marks have been inefficient as a tracking tool and delayed for a very long for me. There are lots of times where they will be fine and then all of a sudden they will start getting very delayed by several seconds (you can tell because as you said they do not spawn in when survivors are running right in front of you). This also seems to effect decay time meaning that even very bright scratch marks can be several seconds old.

    I have lost chases where I go around a loop see scratch-marks stop at a nearby obstacle, like a rock, so I go to circle the rock. After circling the rock or tree or whatever I will notice new scratch-marks that were delayed coming in or had a gap in them appear leading away from the rock towards a new loop/area. Sometimes I can even see the survivor running and see the scratch-marks several meters behind where they actually are.

    To compensate, I try waiting a second to see if they appear going away from the obstacle before completely looking at it/going around it. If they dont appear the survivor is likely hiding and then I get a free hit anyway. If they do then you will notice sooner and will lose less distance then you would have if you wasted time circling it.

  • I tend to like most of your ideas, especially when it comes to cooldowns. I also like nurse not having to look down but still having a long fatigue. I do think certain killers are punished very badly sometimes for using their powers, even when they so appropriately, legion and ghostface (with no add-ons) are great examples. However, I tend to disagree with your opinions on the ranged killers.

    I think the ranged killers do need some kind of increased movement that could come when their power is gone, but this would need to come with a slight nerf to chase potential as well for balance.

    I agree with most of your changes for myers except making his tier 1 115; this is to much with no terror radius and would make him very lethal even in tier 1. I think allowing him to stalk without caps and stalk multiple people would be great though. Also, he probably needs a buff to his tier 3 so it is even deadlier and more on par with oni's transformation cause right now he is outclassed.

    Another killer you did not mention is plague. If she plays well and forces survivors to cleanse then she can use corrupt, but corrupt comes with that really annoying music/sound effects that make it impossible to hear anything else. Removing these noises or dramatically decreasing their volume would be a nice QOL change for her. Also, survivors can force her into her power and remove all of her active pools if they cleanse at all of them. I would like to see this change to maybe remove only the newly cleansed pool and 1 additional 1 to really benefit the plague for playing well and punish survivors for playing badly.

  • I must be the only person that really does not care about mods or cosmetics. The fact of the matter is behavior can change any cosmetic or character at any time and there is really nothing you can do but complain.

    Spending real money on cosmetics in a game like this is a risk and unfortunately you are seeing the negative side of that risk.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2387817#Comment_2387817

    No, I dont use stretched res, but comparing comp teams using it literally makes no sense. They are going to do every little thing thatll give them the slightest advantage because theyre literally playing for money

    I also never said that it doesnt give an advantage, it does, but its so tiny it might as well not even be one, its like saying some one with a 144hz monitor has an advantage over some one with a 120hz. Is it? yes, but its tiny af.

    Also think about it, what tiles become safe simply because theyre using stretched res? Jungle Gyms? T-L walls? Long Short Walls? Every single generic tile is safe for a survivor if they play it smart, stretched res doesnt change that

    Most generic tiles become safe, and while good survivors can loop most anyway being able to see killers over the loop removes all mind-games and moon-walking the killer can do. It essentially removes all skill a survivor needs and just makes it boil down to running in a circle till the killer makes you throw a pallet.

    It also increases the strength of some already strong loops for really great survivors so they always get maximum value/time wasted out of a loop.

  • They need to get rid of the recoil on knives. It does nothing to pc people and just messes up console players.

  • @Spudyguide said:

    i think they should take longer to respawn

    There is an add-on you can run on toolboxes for that currently.

  • @Nyxis_Fier said:

    https://forum.deadbydaylight.com/en/discussion/comment/2386327#Comment_2386327

    That's why I said put a limit to how many hooks can be down. Like 2 or 3. Killers can use iron will if they're that worried bout it. Rarely do ppl even use toolboxes or play swf. Even if no one does, too many experience where people see a killer camping survivor between two hooks. I as well as a handful in the fb community think it's something that should be reworked

    Creating full deadzones where the killer can never reach a hook is an awful idea. People dont run toolboxes much now/sabo for hooks, but if you did this they would start to. Thats like saying let's make monstrous shrine kill anyone who gets hooked in the basement instantly on first hook, and acting like that buff is justified cause no one runs it anyway. You can buff something but if you create a broken strategy that doesnt exist currently just because people dont use the current version they will start to use it and a lot of people will abuse it.

    Also, I am not sure what you mean by killers can use iron will since that is a survivor perk. Also, you don't need a swf to create the deadzone; that would just make it easier and nearly instant. I can spawn in solos, and immediately sabo 3 hooks right next to each other before the killer gets across the map to me in most games creating a permanent deadzone where the killer will likely not be able to reach a hook from the corner.

    I think saboing is fine the way it is, but if you want a rework that is fine. However, reverting back to permanently destroyed hooks is an awful idea that will be easily abused, even if the limit is capped. Even taking away a couple hooks matters, which is why they changed the offering that got rid of hooks to move them farther apart. I would recommend running this if you are worried about hooks being to close together.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2386909#Comment_2386909

    Devs typically don't ignore aimbots when they find out about it.

    With how common they are in warzone it seems like it sometimes. I dont think its that they ignore it; they just can't properly fix it without a better detection system. Dbd devs cant detect people who are abusing stretched res vs people who use it for legitimate reasons, so they should lock it so people cant, same as the files they locked to prevent modding.

    Another option would be to give all survivors and killers fov options to expand their fov's, but this is unlikely based on how much of the game is centered around fixed fov (I mean they devote an entire perk slot to it with shadowborn). 360's are also very dependent on the killers fixed fov.

  • @Mr_K said:

    The real question:

    Is something cheating if the Dev ignores the issue?

    Yes, the same way aimbot that slips through an anticheat, or through the devs attention in a shooter is.

    Imo it is cheating and the devs need to create different display options to fit screens or have it auto-fit somehow and lock those files. The same way they just did to prevent modding.

  • @Razorbeam said:

    https://forum.deadbydaylight.com/en/discussion/comment/2386343#Comment_2386343

    Yes I am lol the server is supposed to choose hit or stun and award 1 outcome

    You can still stun a killer after a hit due to the action of dropping a pallet. The server is supposed to not award the hit if the stun occurred first. You can still stun/throw pallet after a hit (due to the animation for the pallet already starting).

  • @DwarvenTavern said:

    https://forum.deadbydaylight.com/en/discussion/comment/2386314#Comment_2386314

    Seriously? That always gave me a heart attack. It always made me feel like I never take care of my console

    Haha

    @Hannon said:

    One think that I noticed is that my PS4 dosn’t go on Jet mode with dbd now.

    they might fixed that surprisingly….

    My basic Ps4 wasnt doing it in game anymore but it did start doing it while trying to load into a killer match up. Then it went quiet after I found a match, so might be better in some areas but worse in others.

    More testing needed though.

  • No, this used to be a thing where hooks would not respawn and survivors would all bring toolboxes and make the entire map a deadzone for the killer except basement.

    Even if you cap it, coordinated teams or one smart survivor can create a deadzone where survivors can run and the killer will never reach a hook. Hooks are also permanently destroyed after someone dies which would make the deadzone even bigger if you did get someone to a hook.

    Awful idea due to prior experience. Saboing is fine the way it is.

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/2386248#Comment_2386248

    Hmm so people are having mixed experiences.

    I will still try it myself to see if it can be played on my ps4 pro and decide if I should continue.

    You definitely should. It is a lot better than a week ago even with the current issues. My issues were probably also exaggerated by the fact I was playing nemesis, who always suffered from the worst issues pre-mid chapter for me.

  • Better than before but with some issues when certain actions or game states change (dead hard, other exhaustion perks, but not as bad, infection with nemesis, etc...). This was playing as nemesis on Ps4 btw.

    Probably slightly worse then pre-RE chapter due to the length of the drops (bad ones can be a couple seconds), but otherwise feels smoother when these arent occurring (that could also be that I cant remember what a smooth version of this game feels like).

  • @DwarvenTavern said:

    https://forum.deadbydaylight.com/en/discussion/comment/2386217#Comment_2386217

    https://forum.deadbydaylight.com/en/discussion/comment/2386213#Comment_2386213

    So, not perfect, but also not worse.

    I can live with that, it's almost the same before the residents evil update came out on consoles.

    I wish it was gone completely, but I'm just glad I can play it better now

    I would say its still worse then prior to the resident evil update but only moderately. This is because the frame-drops that do occur are still very bad and can last multiple seconds, but it actually feels good to be able to use your power without them (mostly).

  • @Hannon said:

    After my first match I can say that they kinda “fix it”

    there is still lag and mini freezes but nothing like before.

    they still need to improve the performance...

    I agree with this person as well.

  • I can honestly say better. I played nemesis on Ps4 and there still some bad frame-drops with game state changes (after infecting someone, survivor using exhaustion perks, especially dead hard, vaccine killer instinct notification, nemesis tiering up, etc...), but at least these issues were mostly tolerable or occurred after a hit rather then when I tried to use my power at all. First enjoyable game I have been able to have as him.

    There was a massive lag spike where I teleported back like 15 seconds and the survivor was still running and looping prior to this, but they acted like they couldn't see me or that I was much farther away. I even hit them at a pallet twice with no injury or reaction and then got teleported back all the way to the other side of killer shack on wreckers yard.

    Hopefully these issues remain resolved on larger more complex maps and with other killers as well.

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