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SentinelCaptain

SentinelCaptain

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SentinelCaptain
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  • Frenzy would need a numbers rework, but mechanically it would fit perfectly. I.e. number of chain hits for a lethal hit would be number of survivors remaining plus 1 or something similar.

  • @Iron_Cutlass said:

    I rather people go for 4Ks since it more accurately reflects Killrates, so hopefully BHVR can balance the game better (keyword: "hopefully").

    Also I do understand that it is lame sometimes, but Ive come up with a strategy that is really good at countering this strategy. You see, if the Killer wants to waste my time (slugging for the 4K, bleeding me out, etc.), I just open up Bloods Tower Defense 6 and work on progressing through the Monkey Knowledge skill tree, this way I dont lose out on time and optimize my playtime.

    I get checking the immediate area anticipating a flashlight save or trying to cover for Unbreakable; I'll do the same thing. But to go to the effort of setting the trap, picking up my partner and internationally stepping in it, instead of just going ahead and hooking them for no reason other than trying make absolutely certain you're getting 4k instead of 3 is ridiculous and asinine. *edited for spelling and grammar.

  • @MrT1412 said:

    The bad survivors come out for the anniversary.

    It certainly seems that way! Been getting absolutely liabilities as teammates lately.

  • @Cryptikk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728035#Comment_3728035

    Absolutely not. Every time they experimented with removing DC penalties everyone abused the hell out of it the second they did not get their way. Survivors were giving up on first hook and killers would leave if a gen was popped before they had a hook.

    If 3 gens pop before I get a hook, or even a hit, it's a lost cause, now give me an option to say "That's it, I'm outclassed, you win" and to concede that doesn't involve me going afk for 5 minutes listening to survivors spam speed vaults until the last 2 gens pop and I can at least open the doors myself before going back to my corner for the rest of the EGC.

  • It was a stun save and the dropped survivor immediately stunned too, ridiculous.

  • Run Devour Hope, find its totem, pick the 3 gens around it, and start setting up for late game, and pray to the entity.

  • I've started opening the gates myself and just going afk in a corner if I haven't even gotten a hook by Gen 5

  • Open the doors yourself and akf in a corner, it's how all my games against a 4 stack go

  • I'm quite enjoying Dredge so far both as Killer and Survivor! As Killer, you can't be everywhere, but with the Dredge you at least feel like you can. As a Survivor, I feel tension in and outside of Nightfall especially on the new map!

  • @Triplehoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2973181#Comment_2973181

    Yep. Double Blood Points. I stopped taking seriously. When I see that the survivors are SWF with nothing but harassing and bullying in mind, I'll humor them for a while. When they get the gens done, I'll just go open the gate and ruin the fun and farming for them by standing against furthest corner you can find.

    I do the same thing. Bully squad or just way too lopsided a match, I'll open the doors personally. Right in front of them if I can. Then just AFK somewhere and go grab a snack or something.

  • Seeing Deathslinger more often now after a long hiatus, haven't seen demogorgan in a long time. Haven't seen Hag, or Blight in ages.

  • Also, having not run it in quite some time, does the killer get a notification about NOED being cleansed if it hasn't been activated yet? I.e. all totems getting cleansed before the exit gates are powered?

  • Small Game + Counterforce, first thing I try to do every match is get rid of NOED.

  • I just always go for the one that made the unhook anyway.

  • I've tried time and again but I can't get the hang of the chains, but I may not be using them at the right time. Should they be used more for ambushing a get or cutting off a chase?

  • When it's white like that you're fine, but once it turns red, you're about to get rubber banded worse than a middle school lunch table. I have to run my console and PC off a hotspot and it sucks!

  • @dallasmedicbag said:

    .> no one plays killer

    .> literally instant queues during the day

    I find it taking longer to get killer matches during the day than at night. Though that might be due to my region.

  • Yeah I've given up on ranged killers on Console. Which sucks because I really enjoy Deathslinger as a concept. Only thing that I will say is easier looking behind me while running when I play survivor.

  • Part of why I prefer to still play on Console is lack of post game chat. When I play killer, I'll give you every convenience I can to try to make it fun for everyone. I'll go for people who unhook over who just got off, I'll take time to go back and damage gens after hooking or before I chase. Hell, I'll flat out ignore you if you're the only survivor I keep finding. Essentially I try to play as polite as possible, I guess. That being said, I'll flat out ignore Flashlight clickers entirely, that may fool new killers, but I know bait when I see it, and I'm not giving you the satisfaction. All 5 gens are done and I've only managed to get a single hook? Ok, you win, I've already opened the gate for you. You can make all the noise you want, I'll be afk in a corner somewhere while I grab a snack because I'm not about to give you the satisfaction of standing at the gate being insulted.

  • Not sure which ones are still considered Meta or not, but I run Prove Thyself, Small Game, Counterforce, and Left behind.

  • @Barbarossa2020 said:

    If forum accounts were linked to game accounts the forums would be even cleaner.

    But that said, some of the stuff said in post game chat is disgusting and he perma ban hammer really needs to be applied more often.

    Linking forum accounts to in-game would likely bring about absolute chaos and I am 100% here for it! 😂

  • @GuyFawx said:

    Whenever the pressure builds its got to be vented somewhere especially with covid people are little bit frayed atm still. So the forums become a place of release and this game does have a tendency to scratch people the wrong way easily. Personally I feel like if dbd had voice comms it would ease that pressure to some extent because just twxt msging in game can tend to be misinterpreted a lot of the time and cause more hostility than was intended.

    I feel like in game voice comms would quickly devolve to Modern Warfare 2 levels. 😂

  • I play both sides and definitely encounter examples of behavior that is talked about here, both SWF Bully Squads, and Killers that just take the fun out if the match. I have had a lot of pleasant interactions as well though, some fun, relaxed, point farm matches from both sides, and on a very rare occasion a mutual "GG" message exchange. Overall though, I find the community here much more pleasant to interact with, which I suppose should be a given considering we are all at least invested enough in the game to be here in the first place.

  • Apart from Midwhich, Gideon, and I think Hawkins but that one is moot at this point, which are always opposite sides, it all depends on which player has most recently angered RNG-sus

  • @Nathan13 said:

    I’m fine with the boil over change, still think it’s a good perk.

    I'd still like to see it be more viable as a stand alone perk for solos. Current state I still feel like one would need an additional perk or 1-2 Petrified Oak to make it worthwhile on its own merit.

  • @SomberNokk said:

    Your mind will not be changed.

    I appreciate this comment on a profound level. Bravo.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2790559#Comment_2790559

    No wiggling out does not need to be a more viable option.

    If the killer downed you then either you messed up or the killer played well. So you should not get another chance without the help of teammates who will trade hits for your hookstate.

    Wiggling is mostly here so it forces the killer to go to a near hook and not make every hook a basement or scourge hook. It's not suppose to be a get out of jail card without giving something in return

    Sorry, I didn't mean for it to sound like a free escape, but rather make it viable enough to feel worth attempting, perhaps add more tension at least, make it feel like it's part of the chase itself. I guess the point I was really trying to make is I would like to see Boil Over, as well as some other perks on both sides, be more worthwhile in their own right. Along the lines of something like Slippery Meat, I know it won't pay off every time, but I feel more confident in it paying off on its own. Whereas with Boil Over it feels like one would need a whole build for it, such like the OP described or multiple instances of Petrified Oak to feel like it will pay off. Similar to how a lot of people feel like they need to run Undying to make other hexes like Ruin worth running. If that makes sense.

  • @KingFieldShipper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2790052#Comment_2790052

    This really all depends on your region and time you play a specific role. Survivor is instant during the day, killer is instant at night - it's been that way for me for a very long time. I waited 15 minutes to get one stupid killer match in yesterday during my lunch break. Doesn't mean the game is dying, just means there are far more killers in the day than survivors and the opposite is true at night.

    https://forum.deadbydaylight.com/en/discussion/comment/2790561#Comment_2790561

    I'm not saying this isn't necessarily true, but survivors can throw soooo hard leading to a big snowball. I was playing a pig match just yesterday where I only barely got 1k at the time the exit gates was open (I think they meant to 99 but accidentally opened) - in either case they tried to save one of them clicky clicky boiz that taunted me all match who I had hooked right before the exit gates got opened. ended up with a 3k (one slug crawled out). All that to say is sometimes you think you are screwed and think you will lose a match, but things can snowball and escalate, it happens to me fairly often. I don't personally give up hope easily. But also, pig just needs nerfs too, so there's that. /s

    Fair point, anything can happen at any time I suppose. Also kind of surprised there are still people who go out of their way to Flashlight taunt and all, but I guess as long as there are still people that take the bait.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/308763/losing-as-killers-sucks

    I think it's because once you reach that point where you know it's over you still have to play the rest of the game out knowing you can't win unless the survivors mess up real bad. So as you play out the last of the game you cant help but let it bother you. Plus survivors love to wait tell the last seconds of EGC.

    As a survivor you get tunneled or camped and the game is over right there you can even ######### on hook. Then you move on.

    Truth, as a survivor you have a chance to at least escape yourself up until the last second. As a Killer there is a definite point of no return where you know you're screwed.

  • Boil Over by itself still isn't great. Wiggling free needs to be made a more viable option without needing a full build or multiple factors as it stands. Of course being on console we're so far behind it's not even funny.

  • @Cal28 said:

    I play solely as killer and I think there is a place for SWF. Hear me out…

    A) it should have its own playlist with its unique rules, add ons and perks.

    b) it should award higher blood points if you choose to play it.

    c) this SWF playlist would also introduce items like a walkie talkie. Could also be countered with killer add ons or perks, hexes etc. The coms could lose reception if you’re too far away or the killer somehow disrupts communication or you drop it after getting slugged.

    d) if survs don’t equip or find a radio, then they should only be able to hear each other if they’re within earshot of one another. This goes for killers too. A killer should be able to hear you based on proximity.

    I think this would make it more fun for both sides if done right. Thoughts?

    Only major problem I can find immediately is that doesn't account for 3rd party chat.

  • @Mooks said:

    What do @GoodBoyKaru ‘s animal pictures fall under? Social Aspect?

    Yes! Bless though highland cows!

  • From the blood web, I can see its situational utility. As to why they continue to let this thing spaw in-game, I have no idea because it is beyond useless when you pull it out of a chest.

  • I was playing on survivor on PS4 last night and noticed my character only what I can describe as "Stuttering" while trying to run. As if colliding with or deflecting off a low obstacle or wall despite there being nothing there. I don't think it's FPS drop, I've been dealing with that long enough to recognize it, and I don't think it's lag either because that just straight pulls me backwards and comes with an onscreen indicator. This is more like the game momentarily "forgets" I'm moving forward. Is anyone experiencing similar issues?

  • @Orion said:

    My only issue with NOED is that other survivors don't cleanse totems. It's not hard to know where the spawn areas are.

    The ones who ignore the Totems sitting right next to gens. Like walking past dirty dishes in the sink or something, like "Nah it's fine, I'll take care of it."

  • @ukenicky said:

    We get it you like solo queue survivors.

    I run Small Game and Counterforce on solo queue. 🤷‍♂️

  • @PsychoTron said:

    https://forum.deadbydaylight.com/en/discussion/270487/does-anyone-else-keep-getting-sold-out-in-solo-queue

    You say you didn't sit in a locker for an unreasonable long time, but you do know BBQ only lasts for 4 secs. So for the match against Myers, are you saying another teammate drops a pallet, vaults back and forth a few times, then tries to go in your locker, and proceeds to do so over and over until the killer arrives, all within a span of 4 secs???

    After the 4 secs are up, GTFO of the locker.

    2nd example is basically a killer keeping 2 survivors occupied. He's chasing one survivor, while you are hiding in the locker. What should you do instead? again GTFO the locker and either the killer will continue to chase your teammate or will now chase you, but at least he won't keep 2 survivors occupied.

    The other survivor was out of sight when I got in, i.e. they did not know I was in the locker to begin with. Then they dropped the pallet. Vaulted Twice, then the opened the locker seeing that I was in there. This all happened from the time the survivor was hooked, to when we began to hear the heart beat. They repeated opening the locker the entire time the killer drew closer, to when they were clearly in line if sight, and then proceeds to down them.

  • @DwarvenTavern said:

    I always let the sold out survivors get a chance to escape, maybe I'll down them, but I always go after the person trying to kill their team mates

    I'm glad these things can be seen from the killers view!

  • @SilentPill said:

    https://forum.deadbydaylight.com/en/discussion/comment/2402207#Comment_2402207

    Basically. I used to play DBD as a team game, kinda like the guy above was saying.

    Blah blah go take hooks for your team and “pull your weight in chase” and run borrowed time and this and that.

    And…well I ended up dying a ton for teammates who don’t care about me at all.

    These days? Forget it. I let the whole team die regularly for hatch.

    I still got Gold in Evader both matches.

  • @SilentPill said:

    https://us.v-cdn.net/6030815/uploads/U2VIU80H1ZTV/ddd26f85-a965-42e3-84a0-f37bd9c54c68.gif

    Nope. I been doing the selling out.

    My team makes some outrageously bad decisions in the first two minutes of the game? Survival of the fittest. I’ll be in my locker if you need me.

    My A1 Day 1 Base Kit! When it all comes down to it, it's you, or me, and it's not gonna be me!

  • @MeatBycicle said:

    The only time I see this happening is to Claudettes with Iron Will that will unhook then disappear, leaving the unhookee out in the open. They then proceed to try and NOT interact with the killer for the entire match and say they were doing "objective".

    Those types of players are huge detriments to their team, playing cowardly and hiding, when you havent been hooked once, and everyone else is on death hook is a huge determent to your team.

    The Wraith match was in a similar scenario. We had a few death hooks and I was the only one who hadn't been hooked, but I had several safe unhook heal combos that match already. I was just getting lucky I hadn't been seen, wasn't a matter of protection hits.

  • @Kalinikta said:

    3k/4k or 3/4 man escape based on the role I am playing.

    2k/escape is a tie.

    0/1 is a loss.

    Win or lose the fun of a game isn't solely depending on the outcome, a game can be fun while losing or winning and can be frustrating and less fun while winning or losing. Fun isn't solely based on the outcome you achieve and anyone who plays a game should understand that concept.

    Yeah I pretty much use the same scale. The 3/1 ratio.

  • @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.

    This! We don't have enough of this here. People who can actually breakdown the technical aspect and explain it clearly. Thank you!

  • @Lord_Tony said:

    https://forum.deadbydaylight.com/en/discussion/comment/2349331#Comment_2349331

    just do bones.

    Why don't survivors want to do this objective? Not doing bones (genrushing) is encouraging players to play badly and not seeing totems as a threat.

    Small Game + Counterforce. Saved me more than a few times.

  • @Power_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2331884#Comment_2331884

    You need to figure out if it's just not clearing the memory as needed, or if something is writing to memory and then not being unloaded (perhaps loading pallets in one map, then not clearing them before loading a new map.)

    It really boils down to WHAT and WHERE, and the larger the game, the harder it can be to find. I've had a friend write Python 3 for me with small errors for me to find, and even when it's something as simple as a letter-replacement program (IE: You press 'A' and then enter, and it returns 'Q'), the bugs or typos can be hard to find, nested in the code.

    Trying to find a memory leak in a 3D game, which has to call objects such as rocks, trees, crows, pallets, walls, etc. AND their hitboxes, plus characters & killers, and their animations...I don't envy BHVR trying to work through this!

    https://forum.deadbydaylight.com/en/discussion/comment/2331887#Comment_2331887

    That does make it sound like a memory leak.

    Having just barely started coding in Python, yeah, I don't envy them either...

  • @Power_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2331867#Comment_2331867

    In computer science, a memory leak is a type of resource leak that occurs when a computer program incorrectly manages memory allocations in a way that memory which is no longer needed is not released. A memory leak may also happen when an object is stored in memory but cannot be accessed by the running code. A memory leak has symptoms similar to a number of other problems and generally can only be diagnosed by a programmer with access to the programs' source code.

    A space leak occurs when a computer program uses more memory than necessary. In contrast to memory leaks, where the leaked memory is never released, the memory consumed by a space leak is released, but later than expected.

    Because they can exhaust available system memory as an application runs, memory leaks are often the cause of or a contributing factor to software aging.

    A memory leak reduces the performance of the computer by reducing the amount of available memory. Eventually, in the worst case, too much of the available memory may become allocated and all or part of the system or device stops working correctly, the application fails, or the system slows down vastly due to thrashing.

    Fascinating!

  • Counterforce + Small Game has been doing well for me thus far.

  • @BingBongMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2331468#Comment_2331468

    Plus my ps4 can run ghost of tsushima and RDR2 no problem. DBD is the only game my ps4 struggles with.

    Yes!

  • @I_am_Negan said:

    Then stop speed running the gens and break the totems.

    https://us.v-cdn.net/6030815/uploads/RX62NYPQ7ZRO/image.png

    Small Game + Counterforce has saved my tail this way several times already!

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