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Dec4y

Dec4y

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Dec4y
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  • Very long philosophical pamphlet you wrote there. While they are not asymmetrical games, poker, trading card games, and fighting games are similar to DBD in terms of reading your opponent and so on. Furthermore, you should give some examples because, while your text is long, it is completely open to interpretation. Regarding your topic, I think map design is the biggest factor in determining how counterable a killer is, while there are a few killers that specifically require help from your teammates to be countered.

    On the topic of "every killer introduces new mechanics": While that is true, those new mechanics don't stack. Switching killers takes away some mechanics and adds new ones. For survivors, it would be quite awkward to remove core mechanics like pallets and windows and replace them with something completely different. They do, however, get some additions to their gameplay through killers like the Xenomorph and Singularity.

    'Gideon Meat Plant' is a nice example of what a mechanics change could have looked like. There are barely any usable windows, so they could have been removed entirely. Weaken the pallets to create counterplay and add a new mechanic for survivors (Crawl spaces maybe?).

  • I would like to see the outliers adjusted. Decimated Borgo comes to mind as an insanely strong map with too many overly strong pallets and some strong windows.

  • @The_Optimus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078420#Comment_4078420

    If many of these problems are supposedly caused by players simply being too good at the game, then explain to me what the MMR system is for—especially when it barely works in the first place.

    As for the other issues and bugs, yes, there are far more of them. But writing up just these dozen points took us several hours. The only subjective part was deciding which problems and bugs to include out of the many that currently exist in the game.

    The whole point of this thread was to encourage discussion and give other players a chance to bring up additional issues, not to dismiss everything from the start by labeling it as “subjective.”

    "If many of these problems are supposedly caused by players simply being too good at the game, then explain to me what the MMR system is for—especially when it barely works in the first place."

    • The part about good players was refering to the "solutions", especially the anti tunnel one with 30 sec of endurance + unable to hook the survivor again which would result in boldly healing under the hook with 0 pressure to move because the unhooked can simply bodyblock the killer, so the killer would be forced to wait out the 30 sec or hit immediately to then down that survivor who can then get back up using unbreakable which with this change would be one of the most played perks. On top of that what happens when that survivor decides to jump into a locker, would the killer then be able to grab them and place them on the ground or just be unable to open it? What about the unbreakable boon and running a killer around a main building until the other person can get back up and block again? Or just deliverance in the killers face because what can they do (again backed up by unbreakable this is just stupid)?

    "As for the other issues and bugs, yes, there are far more of them. But writing up just these dozen points took us several hours. The only subjective part was deciding which problems and bugs to include out of the many that currently exist in the game."

    • Fine by me, but (almost) exclusively listing bugs for one side while the other is far more bugged (gameplay wise, not cosmetics) with all the different characters sounds biased and makes it a chore to read as someone who plays and advocates for changes to both sides. The part about about the vault sound/notification bug made me chuckle a bit as I remember it being bugged for killers aswell last I played. A bit strange to precisely point out "oh, for killers it's fine, not bugged guys…" while survivors don't give a damn about the loud sound not being there as it is an advantage anyway.

    "The whole point of this thread was to encourage discussion and give other players a chance to bring up additional issues, not to dismiss everything from the start by labeling it as “subjective.”"

    • When you still think everything (issues, solutions) you wrote are objective then there is no point in a discussion. Plainly said: You are seeking for 'yes-men' rather than actual dicussion and feedback.
  • "BHVR has said that their main focus for who to bring into 2v8 is 'fun to play against' and the harsh truth is…. the average Survivor doesn't find ANY Killer fun."
    - Fun to play against is fine as long as they are fun to play as. At the end of the day people choose which killer they want to play as and if weak killers get added they'll simply won't be played which in turn makes their addition redundant. Escapist being be main reason as to why some killers are underplayed compared to others.

  • @The_Optimus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078310#Comment_4078310

    It’s good to see someone responding to this thread, but I can already tell there’s no point in continuing this discussion with you, because the only subjective opinions here are yours. The arguments I’ve presented are based on things that are clearly visible in the game. These are facts, not made-up claims. Meanwhile, your replies don’t provide any real justification or evidence to support your points

    To me, it seems like you either don't know the difference between subjective and objective, or you think everything you believe is the objective truth. While some things mentioned are objective, such as the poor netcode, killer-sided hit detection, and issues revealing Ghost Face, others are purely subjective. Even calling tunneling and slugging an issue is already subjective. To some, they are; to others, they are not. The proposed solutions are subjective too. I can see a plethora of problems with all of them, especially with players who are quite good at the game.

    Furthermore, it reads like a memorandum aimed at making the survivor role untouchable while not even addressing the most glaring and objective problems for killers: auto-aim canceling M1s; hitboxes of abilities not extending to crouched survivors; most killers being unable to look straight up or down; some killers still not having received input buffering; Nurse still having some blink bugs and a lot more bugs as seen on their betahub site.

    Here are subjective issues for killers as a comparison: infinite Shift+W and pre-shift survivors, solo gen speed, voice comms, pre-dropping pallets, a gen-kick limit while there is no healing limit, and abusing second-chance perks, especially in SWFs. If I were to come forward with my proposed solutions to those "issues," you would probably call them subjective too, I assume.

    As for Ghoul, I do share your thoughts. Although you probably mean skill floor instead of skill ceiling, I presume.

  • The biggest gripe I have with Ghoul is that his skill floor is very close to his skill ceiling. You can put the best Ghoul player next to a bad one, and the difference in how they execute his power is minimal. Meanwhile, when facing Nurse, Blight, Billy, or other strong Killers, you can clearly tell whether the player is skilled or not. Even a regular Blight player can be miles apart from a really good one. The same goes for Nurse, Billy, Wesker, houndmaster, and the list goes on (pretty much most of the cast).

    When you combine that skill floor almost equals skill ceiling dynamic with how strong he is, that’s what makes him so annoying to play against. Sure, playing as him is super fun. You don’t have to think much, you can just vibe. But that’s exactly what makes him more frustrating for Survivors, because they know not much is required to pilot him well, yet the amount of thinking ahead required to play against him is quite substantial.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4059780#Comment_4059780

    I don't believe that to be the case 100% of the time. Sure the chaser will have the advantage over the chased but that is because the one being chased is reacting to movements of the chaser. In non-async PvP both sides are reactingto each other more often.

    Where this isn't 100% of cases is with killers like Huntress where the blood splatter hit is negated by a laggy survivor.

    Also, believe it or not, pallet hit rollback do still occur. It happened to me during this 2v8. Survivor screams as though they were hit but perfectly fine on the other side of the pallet.

    The denied Huntress hits are a bug in general. Had this happen even in a 1v1 custom with me on huntress(12ms) and the survivor on like 30ms. Pallet hit rollback is just their validation which on high ping killer just looks wrong because the killer gets the information about the validation too late. I get the 'rollback scream' almost never from pallets but from survivors using dead hard or when trying to grab survivors through pallets as wesker it makes the sound of the infection but it still gets denied. Not a big fan of the validation in general as I get way more hits through pallets on higher ping for some reason (probably because survivors can't react to my swing on 80+ms). Imo it would be best/most fair if the server would always side with the player with best ping (most accurate gamestate) as at least on killer that player has already so many disadvantages. Survivors message me on a regular basis laughing at my ping as killer because there are barely any killers with low ping on the server I play on.

  • TLDR: Give every Killer some form of map mobility or catch-up ability.

    What low-tier Killers need most of all is decent map mobility and/or catch-up. That’s where a lot of the fun starts to drop off. I find Sadako infinitely more fun to play than, say, Trapper, simply because she has map mobility in her kit, even though a double Iri Trapper is probably the stronger Killer or at least not much weaker. Every time I play one of those low-mobility Killers, I ask myself why I picked them, because so much potential gameplay interaction is missing when you have to hold W for what feels like an eternity.

    No matter how good a Killer’s anti-loop is, Killers with mobility will always be more fun to play as and against because they provide the most interaction between both roles. Also, tuning a non-mobility Killer’s anti-loop to be extremely oppressive is, I think, no fun for either side.

  • Except that in DBD the Killer is basically the peeker all the time. The Survivor is the angle holder and gets screwed over by high-ping peekers.
    The rule of thumb is: low-ping Survivors have the advantage, high-ping Killers have the advantage.
    Holding angles (checkspots in this game and reacting to the Killer’s movement) is way easier on low ping, while peeking (coming around a corner, double-backing, momentum teching, baiting pallet drops and going around) is much easier on high ping.

    From my own testing, the “golden ping” on Killer is as close to 100 ms as possible without actually being at 100. At 100 ms you start getting noticeable delay on charging certain abilities, etc.
    Everything below 100 ms has basically no downside whatsoever, except for the special case of Blight’s bump registration being very ping-dependent, but that’s about it, I think.

  • I’ve noticed this too. For me, it’s not just in 2v8, but also in custom matches and probably normal matches as well. What made a difference for me was playing with a higher ping. Somehow, the lower my ping is, the worse the hit detection feels.

  • That’s because, at that point in the match, the people who actually did gens are dead, and the sneaky ones can’t manage to finish a single gen.

  • I would suggest a solution that involves both sides.

    In addition to the regression event limit, survivors could have a healing limit, meaning that after a certain number of injuries (of course counting only from healthy to injured, not downed or mending), they become permanently broken.

    Correctly tweaked, this is, in my opinion, not only the fairest solution but also the most thrilling.

  • @Leon_van_Straken said:

    Solo queue ranked mode isn´t a good idea.

    First of all everyone would play for themself which would lead to no gen would be touched at all.

    Everyone would rat out others and it would mutate into a hide and seek.

    Why take a hit for the others? Why go in if the Killer proxxy camps.

    Why try to break the 3 gen if I can hope that my mates die and I get hatch?

    This wouldn´t work at all.

    First of all, the game is already like that. Furthermore, there is a wide mix of personal goals (solo escapes, team escapes, points, tome challenges, bullying the killer…), which makes playing solo queue a strange and oftentimes miserable experience. There are many different motivations for playing, and most of them are not beneficial to the team. With a unified objective and a ranked system that pairs you with players who have proven to play toward that same goal, match quality would improve significantly.

    Ranked mode should therefore be based on team outcomes, not solo escapes, similar to Identity V. Basing it on individual escapes would either kill the mode instantly or lead to the same frustrations that already exist in solo queue.

  • I would love a ranked mode. Make it solo/duo and I am fine with it.

  • @CrypticGirl said:

    Am I the only one who finds it odd that there was no pallet in this entire tile? Or am I blind and just didn't see it? This was like a tunneler's dream…

    https://www.twitch.tv/cryptgirl1981/clip/PrettiestObservantHumanWholeWheat-3he5b1B9Qkg-DUW6

    At 19 seconds I can see broken pallet debris.

  • @TheGoon224 said:

    Wait, why not just remove the deployment cooldown for merchant? If her undetectable is no longer attached to deploying a drone what’s the point in still having it? And also, how the hell is the null deployment bug still not fixed, it’s been in the game since Krasue.

    To still have a cooldown on undetectable. The deployment cooldown also functions as a general cooldown. Can't recall a drone that isn't there.

  • Can't console players already use a keyboard and mouse?


    Also, I would say you get the best turn rate with a controller or turn bindings (e.g., Q/E) on PC, as that provides a constant input.
    Since the DPI bug is fixed, I don’t think it has any impact at all. I can imagine mouse polling rate having an impact, though, but it shouldn’t exceed the constant turning of a controller or turn bindings.


    The trick to turning further is to pre-turn your camera before you M1; that way, you get roughly a 90°+90° turn. Many console players don’t seem to know that and just think, “Oh, well, it must be an advantage on PC or cheating.”

    While there were certain bugs you could exploit in the past (J-flick, Lag-flick), those were exceptions. PC players are just really invested in learning mechanics without any assistance and become so good that, to people who are not used to it, it looks like they have some form of assistance. The only thing the devs can do to help console players with a controller is to increase the sensitivity slider if that is a serious issue, though it should already be high enough at the maximum setting.

  • @I_CAME said:

    You could stop removing things that are fun to use for starters. (Syringes, Styptics, etc.) It's ridiculous that killers get to keep things like Blight/Nurse but a few one time use items are apparently too strong. I have no doubt that toolboxes will be useless soon as well. All changes like these do is make the game more boring.

    Blight's old Alchemist's Ring + insta-down, Nurse's range + recharge add-ons were fun too. I don’t get the fun in pressing two buttons, but oh well.

  • Have thought the same since they came up with the term conspicuous action. What is more conspicuous than actively messing with the killer while they are chasing someone else?

    They are heroes with plot armor.

  • While I do think that the current state is interesting in terms of the future of the game, it needs some fine-tuning. Certain maps have too many fillers now, while others have too few. Furthermore, I think some fillers are too weak. But it is still better than safe pallets, in my opinion. From my experience, they also did a good job reworking structures so that busted setups don’t spawn. I’ve only seen some chainable loops with moderate strength.

    Another aspect of the changes is that, with all the adjusted fillers, chases end sooner and therefore more people can enjoy getting chased. Plus, my anxiety about people predropping all the safe pallets in solo queue and leaving me with nothing has gone down.

    All in all, for the first time in a long while, I can see a bright future for the game. There still needs to be some tweaking to make the weakest pallets stronger and nerf some of the main buildings and certain gym structures, implement good and fair anti-tunneling, rebalance the strongest and weakest killers, and so on. But this is a solid start.

  • I can see a lot of healthy changes in your list, but at the same time a lot of, in my opinion, terrible ones. So I will give feedback only on the ones that are, in my opinion, terrible:

    → Decrease repair speed by 0.1ch/s per each injured, hooked or dead survivor (thana basekit)
    Way too much (40% slower gens is insane). This would also require severely nerfing Plague and Legion.

    → Increase cleanse, bless and search time by 10 %
    Would be fine with the QoL change of keeping progress for all survivors when letting go of M1 or booning. Otherwise hex builds would dominate again. Chests also don’t need a nerf.

    → Dropping pallet on killer carrying survivor no longer rescue a survivor but cause killer been hindred by 3 % for 5s
    This would straight up turn those pallet drops into a troll action.

    → Decrease medkit great skill check bonus to 1 %
    Better to nerf the skill check progress add-ons instead.

    → Blindness duration decreased by 1.5s
    0.5s blindness duration makes flashlights useless in chase.

    → Bliding killer with flashlight no longer rescue a survivor
    Makes an already rather weak item even weaker (basically useless). The only remaining use case would be with Champion of Light in chase.

    → Increase time to sabo hook by 200 %
    Sabotaging is already pretty troll, RNG-based, and a waste of time most of the time.

    Perks:
    You propose changes to many perks but not to chase perks, which are by far the meta. The only potentially problematic perk you mentioned is Hyperfocus, which I dislike because of how inconsistent its impact can be.

    → Nerf all exhaustion perks (fe. perks that caused 40s exhaustion will now cause 60s, perks that caused 20s will cause 40s, vigil 66 % to 10 %, ghost notes 10 % to 5 %, adrenaline no longer heals you, revert 5s sprint, no longer ignores exhaustion

    Adrenaline would just become a completely worse version of Sprint Burst. I would give all exhaustion perks except Sprint Burst the Dead Hard treatment and make them usable once per hook state. They create the biggest gap in killer strength (catch-up vs. non–catch-up killers). Sprint burst of course would need a different nerf.

    → Increase hooks spawned by 8-10 per map
    Hooks are fine except on some maps - Badham School downstairs comes to mind.

  • Nemesis needs this too.

  • The main issue is that generator repair slows down as gens are completed. This leads to two extreme scenarios. Scenario 1: Players work on gens in groups of 3–4, which is highly inefficient and causes penalties on all remaining gens. Scenario 2: Everyone works on gens alone or in pairs, which is already the most efficient approach, and those gens do not receive penalties because, while individual progress is slower, there are no early completed gens.

    Playing against an efficient group can be frustrating in 2v8, while playing against inefficient survivors is relatively easy to win. I have observed this myself as a killer: games in which everyone worked on gens solo, resulting in 4–6 gens popping at the same time while others were also progressing. This causes the repair penalty to activate too late in the game.

    It does not even need a SWF to do this. Everyone just has to work on a gen alone or with a maximum of one other person, simple as that.

    A simple solution would be to base the repair penalty on overall progress, rather than on completed gens. At the same time there should be a bigger repair bonus for dead survivors instead of for just hooks to counteract tunneling.

  • From my experience this crash is the result of too low gpu voltage for too high of a clock at higher gpu utilization.

    Simple way to test it, is to dial down the max gpu clock by 200-300mhz while keeping voltage the same or to reduce the game graphics if the difference is big, like from ultra to low.

    Hope this helps :)

  • I think it is fine now. Kaneki takes 2.5sec resharge per token in enrage. So a survivor had roughly 20m of distance (time to break the pallet + recharge after breaking the pallet) to get to the next window/pallet. Playing survivor myself, this was just too little for how easy it is to catchup. Now with 30m of distance it is much more bearable. Especially when the kaneki has bamboozle+brutal etc. It was just stupid gameplay. Sure it felt more smooth but also less honest. This change motivates the killer to outplay dropped pallets instead of bruteforcing through everything like trapper bot. I myself enjoy this more as killer. All in all this is a good change and if necessary he should be buffed in other aspects as compensation.

  • Unknown had this since their release. It could very well just be the animation that is choppy but nevertheless it would give me peace of mind knowing the lunge range isn't affected by this. If it is the animation it should still be looked at I think. This has been bothering me since their release.

  • @Na1ts1rhc said:

    Alright but only if Legion gets 90 seconds added to feral frenzy :)

    They should just killswitch Legion. Coming from someone not abusing Legion in this mode but still waiting 20 minutes for a lobby.

  • I personally don't mind playing with two bots. If the tag weren’t there, I probably wouldn’t even notice they were bots.

    However, I would be surprised to see them actively working on gens while my other teammates sneak around the edge of the map. Bots complete gens more efficiently than 90% of players, hold the chase longer, and don’t seem too afraid of the killer.

    For me, this has been a buff. Not sure how it would be with more than two bots, but this is definitely better than playing with 6-7 random teammates.

  • "I feel like matches need breaks in the action to feel fun."

    Sounds like the killer’s entire match. Hooking a survivor, moving into the next chase, keeping generators in check, tracking everything survivors can do, etc. Any breaks for them? Also, sitting on a gen while waiting for a guard to appear or a crow flying isn’t "being pressured." You still have plenty of time to react, and you don’t have anything to do anyway. If your argument was about watching for a Ghostface, constantly rotating your camera 360° to cover every angle—sure, that would be pressure. But even then, you only need to do that when nobody is in an active chase.

    "Blight's power base kit shouldn't break pallets."

    Sure, let’s just hold W, wait for him to start rushing, and pre-drop the pallet. I agree that Blight is far stronger than most other killers, but this should be the last thing they touch. It would limit his power to just zoning and using two rushes into a hit. No more rushing outside of loops, except for traversing the map.

    "I specifically mean killers like Blight that can down you without breaking pallets very easily."

    You don’t play killer—especially Blight—do you? Sure, let’s "outplay" gyms, safe loops, god pallets, and every round or crooked tile with his ability. It's as easy as holdin' Shift+W, let me tell ya.

    "I feel that killers with strong chase powers should only be strong in other minor areas instead of things like gen control and resource depletion. Otherwise, I believe they are an unfun design."

    Your examples of gen control don’t make sense to me. Artist, Singularity, and Knight all have to sacrifice their chase power to "control gens". Survivors, on the other hand, can both chase efficiently and passively progress the game through teammates sitting on gens. For them, chase time = gen progress.

  • @XtremeDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878911#Comment_3878911

    The thing with monitors and tvs is that no one knows which ur using, but whatever you use is personal preference, your not creatingif you use either sonce anyonecan get either device. Dpi enhancing on the other hand is blatant and obvious in game, its not hard to tell who's got it and who doesn't. Also third party software is third party for a reason, its not the device's software, its an add on which for other uses is ok if you're just comfortable with high sensitivity. In games like dbd or fortnite, this is an obvious competitive advantage, especially when used to bypass features like Oni's 90⁰ rotation lock.

    1. It is not third-party software. It is first-party software provided by my mouse manufacturer, specifically designed to customize and set up my input device. Those who bought mice from other manufacturers cannot use the software from my mouse on theirs. Honestly, I’m quite done explaining this. Everything the software does could also be done manually with enough extra buttons added to the device.
    2. On, for example, 60fps, I need roughly 800 dpi, maybe even less with more in-game sensitivity. 800 dpi is considered relatively slow, far slower than controller sensitivity on 100%. Still, with the mouse, you can still do 180-degree turns. This is just the game acting weird in terms of different input devices, not the player actively abusing it.


      I would also like to be able to slow-walk as a survivor to better maintain momentum, but with my keyboard (which is not analog), that’s not possible. Please fix this too, because I am at a disadvantage. Thanks.

      And before you come back saying, 'Oh, just buy an analog keyboard,' my answer will be, 'Oh, just buy a PC.
      It should not be the PC players who have to suffer due to your choice of platform and, consequently, input device.
  • @Columbus1492 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878899#Comment_3878899

    You can easily adjust it for SWFs by alleviating dc penalty only for players who are not in the same party as the person who dc'd. I don't see what's the big issue here. And while obviously dc's should be discouraged in the first place, I offer this solution because it a) easy to implement, b) solves the problem for other players in the match.

    "You can easily adjust it for SWFs by alleviating the DC penalty only for players who are not in the same party as the person who DC'd."
    - This is exactly how I would do it, or rather, it is the most rational approach. I think it should also be applied to playing with cheaters in relation to bans, in my opinion.

    "I don't see what's the big issue here."
    - The issue (not so big) was that you didn't address this beforehand.

    a) It would indeed be easy to implement.
    b) Not so sure about this. You stated that it’s a DC epidemic, but can the solution to a DC epidemic really be more DCs? At least not for the killer, who often has survivors DCing when they're losing, but never when they're winning.

    All in all, what you propose is a good idea, but in my opinion, it’s not implementable with the low DC penalties.
    SoloQ would just become a communal DC heaven. Game not going in favor of the survivors (a lot of other reasons too)? Praise the one using their 5-minute penalty joker for the greater good!

  • @XtremeDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878816#Comment_3878816

    Icl thats always been considered cheating. Also im not suprised an oni main who probably abuses this is trying to defend the bug's erasure

    Using the software designed to configure your device is not cheating.

    Mice could have buttons for all kinds of configurations, but due to factors like weight and simplicity, they typically don't. I’d also refer to monitors and TVs with their DDC/CI setting, which allows the PC to communicate directly with the display and change settings - should that also be considered cheating?

    The only thing mouse software does is write to the mouse’s internal memory to adjust certain settings that the mouse allows the software to modify. Once those settings are changed, you can even uninstall the software, and the mouse will retain the configured settings. The software itself is in no way actively controlling the device.

  • This would be great for SWF's. Just rotate who disconnects and get maximum value out of it. :)

    While your proposed solution alleviates the bad situation players are in after a disconnect, it is in no way a solution to the problem itself. As mentioned in the first sentence, it will likely encourage SWF survivors to disconnect more often.

    A real solution would discourage the person from disconnecting in the first place, such as making them wait for the match to end and then applying a penalty on top. However, this could make it even more appealing for them to suicide on hook or simply go AFK, which also needs to be addressed.

  • @XtremeDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878223#Comment_3878223

    Its only cheating with the use of third-party enhancers to surpass the cap. Maybe read next time

    That sounds reasonable to me. My mouse goes up to 26,000 DPI without third-party software, so all good.

    Most mice produced in the last decade support at least a moderately high DPI, especially gaming mice.

  • @XtremeDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877944#Comment_3877944

    Dpi enhancing is in fact cheating. Its not a vanilla dbd setting and requires a specific device to perform.

    First and foremost, a mouse operates with DPI. Without a set DPI, you cannot use the device, which is also the native input device for PC - the first platform the game released on by the way.

    Second, what DPI is acceptable to you? If I recall correctly, my mouse came with a default DPI of 3200, so I had to lower it because it was too fast for me in DBD.

    As for the part about a 'specific device,' that must be a joke. By that logic, the same could be said about your monitor or TV regarding brightness settings. What would be an acceptable baseline for that? Would enhancing the brightness also be considered cheating then?

  • Looking up is just a placebo. I can do a perfect 180° with 2000 DPI and 0% in-game mouse sensitivity. 2000 DPI is also not a cheat. However, using scripts to amplify to reach an extremely high DPI, like 100,000, as with helicopter Blight, is, in my opinion, cheating. 2000 DPI, on the other hand, is a fairly standard setting nowadays.

    Additionally, it's much easier to flick at lower FPS. Back when I played on 60 FPS, I was able to get away with 800 DPI and a higher in-game sensitivity.

    In my opinion, BHVR should adjust the game so that console players can achieve 180° flicks with higher controller sensitivity. Otherwise, Oni feels borderline unplayable against skilled survivors.

  • Play on EU server instead of UK for more variety. From my experience playing both killer and survivor on both the EU and Ireland server, the mmr is strange on the UK server. With already high ping it is hard to recommend a vpn to play on another server. My ping goes up by only 10-20ms when switching to Ireland. Hope this answers your question tho.

  • How about we balance this a little to make it not entirely survivor sided?

    Instead of "if the killer is within 16 meters, and isn't in a chase, the timer goes down 50% slower."

    We change it to "if the killer is within 16 meters, and isn't in a chase, the timer goes down 50% slower after 10 seconds of the initial hooking. Otherwise the timer goes down 50% faster"