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preston159

preston159

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preston159
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  • @GoshJosh said:

    Would be a great QOL update for the perk. In general, I hate how words are colored in perks that the values aren't changed based on the perk's tier. I wish they would only color values that are modified by the perk's tier.

    I agree. I originally had assumed that this is how the game worked and was quite surprised when I realized I was incorrect. It seems like they choose randomly which things are in colored text.

  • @hillbillyclaudmain69 said:

    https://forum.deadbydaylight.com/en/discussion/190220/perks-shouldnt-have-tiers-anymore-change-my-mind

    I think that perk there should stay. Its meant to be a grind so you have to play more. Also Make Your Choice is better at tier 3. The cool down takes place during its duration, not after.

    I'm aware the cooldown is not after, but there are still situations where a shorter cooldown, even though it also means a shorter exposed time, is better. Hag with Rusty Shackles & Mint Rag comes to mind.

  • I just got it too, came to the forums to see if anyone else had said anything about it. Last I played DBD was yesterday, so it's most definitely not from ages ago.

  • Let's talk about probability for a moment. The chances of a single person self-unhooking are not 4% in any given game, it's 4% per person per attempt. Keeping that base 4% for simplicity's sake and without Slippery Meat, a single person has an 11.53% chance of successfully performing a self-unhook when using all three attempts. Now let's say all four survivors perform all three attempts each, for a total of 12; that brings the odds of at least one successful self-unhook all the way up to 38.73%, almost 10x that 4% you seem to think the odds are. And OP's given example of 2 people on hooks gives us 6 attempts, resulting in odds of 21.72%.

  • @[Deleted User] said:

    I've literally had generators blown up by skill checks after taking a step or two away from them before. Which is weird considering they're supposed to be client-sided but it still happens, especially in laggy matches.

    It's like the server latency thinks I'm working on the generator even after I let go of it, so I get a skill check, that I cannot of course hit because I'm already off the generator. It's like getting a delayed overcharge skill check that I immediately fail as soon as I hear that dreaded noise.

    I've never had this happen before, but I also haven't played a lot of survivor since dedicated servers were launched because it's a dreadful experience all around.

  • I don't think you have any idea how much effort/manpower/time that would take. Un-spaghettifying part by part is, while more annoying for us, the only real solution.

  • In my opinion, they should work like Overcharge skillchecks, where you have a chance to do the skillcheck even though you aren't doing the action anymore. But it's been the same way for 4 years, it isn't likely they'll do anything about it.

  • @ABannedCat said:

    Because survivor-mains cried about peer-to-peer, and demanded dedicated servers, not knowing what consequences this will bring. Not knowing that putting a 3rd party between the players will INCREASE the interaction latency not decrease it.

    If the devs would have moved hit detection to the servers, as I presume everyone who wanted dedicated servers assumed they would, we wouldn't really have issues right now. But the fact that hit detection is still done ON THE KILLER'S MACHINE means that all dedicated servers have done is increase latency. P2P was much better.

    Also, devs, why can't we see the killer's ping? That's a very important metric when hit detection is done there. If we see 50ms ping and the killer has a ping of 300, we have no way to know that but still suffer the effects of the 350ms round trip.

  • This is intentional, not a bug. It's meant to stop recharging when you begin a blink, and partial charge progress always returns to 0 after a blink.

  • @Carpemortum said:

    Well, seeing as they said the first ban is 60 seconds, I get the feeling it wasnt the first dc.

    The first is short SPECIFICALLY for these situations.

    If it keeps happening, dont play. You're only knowingly setting yourself up for frustration if you KNOW you'll get booted and penalized.

    I did DC once yesterday to see how long the starting ban was, and didn't get a matchmaking ban at all. If that did count (which it may have, even though it didn't ban me), that explains one of the missing ban times, but not both.

    In addition, if the only way to decrease ban time is to play games without disconnecting......... how do you suppose I go about solving the problem and actually playing the game I'd like to play?

  • DC bans need to only occur when someone disconnects after the game has started. I've had two game crashes during loading screens, both of which resulted in 15-minute bans, and it's unacceptable, especially when I'm already waiting 20 in matchmaking before games.