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igotskiz

igotskiz

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igotskiz
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  • I've only ever seen the first season of Tokyo Ghoul several years ago, but from what I remember Kaneki never did hunt innocent people down. He was just trying to make his way in the world. How is his portrayal in Dead by Daylight accurate, unless he changes completely in later seasons? Not calling out the tier, legitimately curious.

  • @UndeddJester said:

    Unfortunately this is an inevitable outcome of live service games. The PS4 is coming towards end-of-life, where majority of titles will soon no longer be released for it, so you're gonna have to think about upgrading at some point.

    Your PS4 being hard wired into the router is an odd problem to have... I don't mean to pry... but how on earth did that happen? 🤔

    Hard-wired as in ethernet cable going straight from Ps4 to the router. Internet settings set to a hard connection rather than wi-fi. And yea, I've had a feeling that this is sort of where it's going. Whenever I saw how GTA V started to run on Ps3/Xbox360, that's when it dawned on me that it was possible for a videogame to outpace the system it's on. I'm sure it's happened in the PC world plenty of times, but this is only the second time I've ever witnessed it on consoles.

    @Marc_123 said:

    Have you tried to move the game to an external hard drive?

    In the old computer age copying files to a new drive sometimes improved stutters because of fragmentation.

    I am not sure if PS4 works that way but i moved DbD sometimes on my PS4 Slim.

    And as i still play on PS4 and PC i see it runs worse but it is not that bad for me. I can play both roles ok. Except from throwing killers who need good aim.

    I have an external SSD. Whether the application data is stored locally on the console or on the external SSD makes no difference in performance. I've even tried rebuilding the database by restarting the Ps4 in Safe Mode, uninstalling and reinstalling the application. It's just janky as ######### on PlayStation 4.

    It's just frustrating because it's decent enough to where it's playable, but it's bad enough where you won't ever be able to be the best.

    I also have issues where the game will de-sync for a second while I'm being chased and on my screen, the killer will keep running forward after I've turned into a pallet and then it will update and I've been hit and the killer is wiping the weapon off. Does anyone else have this issue? I wanted to include this in my OP but I'm pretty sure this is an internet issue and not hardware related.


    (EDIT: funny how the forum censors words found in-game. the forum ideally should share the same age userbase as the game, which is rated M for Mature.)

  • I like playing thematically, which I can really only do as GhostFace and at lower MMR.

    Traveling around the edges of the map and standing behind survivors on a gen until they finally notice me. Slowly walking around unsafe loops when a Survivor is exposed and catching them when they're otherwise safe because I'm messing with their timing instincts. Waiting by the corner of the exit gate, crouched, and grabbing them off right before it opens and activating Blood Warden as soon as another one finishes opening the gate. Waiting behind breakable walls and popping out of them when I hear breathing or gen repair on the other side (Gideon Meat Factory is great for this). If I get an insane lead (~8 hook states with 5-4 gens left), I'll disappear until there's only one gen left which lets the survivors get some points AND builds tension, which sweaty red rankers no longer feel.

    As a rule, I don't ever hook survivors a third time. It serves three purposes: 1. Everyone stays in the game until the end, which is more fun for everyone and everyone gets more points; 2. It keeps me from pipping, and therefore keeps me from playing with Twitch sweats; and 3. Staying at a low MMR enables me to play the way that I do, and allows me to use my powers for good as someone who's been in red ranks a lot before.

    I just wish we could kind of go back to the way the game felt back when it was new. Now that we're all used to it, it's no longer a horror game. It's hide and seek with extra steps.

  • @Technature said:

    Dude this thread hasn't had any conversation for a week, why are you bugging me?

    Your brain isn't tall enough to ride this conversation ride. Stop necroing old threads.

  • @Technature said:

    We should put all of our efforts into this animation that literally doesn't affect the game instead of the bugs and other issues.

    Yes, we should not invest in adding changes into a live-service game to keep it alive, instead of putting manhours into the constant cycle of break - fix - break - fix - break - fix. They can add new animations.

  • @CheesyBabyBoi If you've only been playing since the major graphical updates, then you've been playing a very different game. The tone and atmosphere of Dead by Daylight before was very much more "horror-esque" imo.

    I don't know if it's because I've grown used to the game, meaning I've grown desensitized. Or if it's the changes. I just know when I got the game I was a stealth player; not out of strategy, but out of a sense of self-preservation brought on by not wanting to be sacrificed lol. I just want a little bit of that feeling back.

  • @Kirarozu said:

    Honestly, I think the ideal change would be to limit SWFs to duos. Nothing more than that. Allow 4 man for customs for the people who want to play competitively but keep regular matches limited to 2 man swfs.

    And a good compromise for those who would think this would be going to far would be to have all SWFs identified in the lobbies. Overwatch originally showed Hero portraits linked together to identify people who were playing together and in what groups. It would identify anywhere from a whole 6 man team playing together to a duo, a trio and a solo player.

    You could add a bloodpoint bonus for playing against SWFs in higher group numbers and later possibly add a disconnect penalty in lobbies to keep Killers from dodging SWFs if it becomes an issue. Then give Killers built-in BBQ and Chili if they're playing against a 4 man to combat call-outs after getting a hook off.

  • @FridayNightPizza said:

    It just feels bad to play against, getting cheated out of a down just because they pressed a button at the right time feels incredibly cheap. Honestly the game needs to just do away with overpowered perks and add ons on both sides, skill doesn't seem to matter as much as who brings the most stupidly broken stuff.

    It adds variety and makes the game interesting. It only seems overpowered because out of all perks that you'll potentially see an entire team run, it's either this or Unbreakable.

    I'd love another perk shakeup where they buff unused perks. Hopefully it'll decrease the amount you see the same perks in every game.

  • It's a cool idea that letting go would regress it a bit, but 8% is too much. Maybe 1%/2%/3%, since it's already good as it is. On the other hand, a regression bonus every time you let go would enable griefers to ruin gens, so that's going to be a no. Maybe if it's on a cooldown or only works a certain amount of times per gen per trial.

  • @roundpitt Nurse doesn't need any snowball. Her power is, well, powerful as it currently is. The moment the first survivor gets eliminated from the game is a natural snowball.

    Any "snowballing" in the entire game has a little bit of give and take. Hex: Devour Hope lets you insta down and mori Survivors that still have hooks, but forces the Killer to adjust to new targets and can be cleansed. Nemesis' tentacle gets more powerful as it progresses from Tier I to III, but forces you to use tentacle hits which gives Survivors a third health state. Michael Myers Tier I to III removes his stealth and slows him down when building Evil Within but allows him to do certain actions faster and insta-down and in some cases insta-mori after he tops out.

    As you've proposed, there is no "give" with the Nurse. She doesn't start out weak and grow stronger. She's strong the moment the game starts. No reason for her to get stronger.

  • The only real way to get 10k Sacrifice is by getting hooks and sacrifices after the doors are open, which award you the Late Hook and Late Sacrifice bloodpoint events.

  • I've always wanted something like this. Personally, I'd like a way to compound offerings. Smash 4 brown Category offerings to make a green Category offering (25% x 4 = 100%). Combine 4 green Category offerings to make an Escape Cake/Hollow Shell. Combine 5 Escape Cakes/Hollow Shells to get a Bloody Party Streamers. So on so forth. Would be a great way to empty the clutter as there's no way you'll ever use up all your offerings.

    Only 2 major issues to your proposals:

    They probably wouldn't let you trade in-game items for Iridescent Shards, as that would weaken their value, which is bad for their business model considering they compete with Auric Cells.

    A system like this would require a huge update. Any time something this significant gets added, it's a LOT of work.

  • -Can only be used once per game

    -Can be missed

    -Disabled once the Exit Gates are powered

    -Had the stun duration reduced from 5 seconds to 3 seconds

    -60 second perk timer that can be soft-bypassed by slugging

    -Perk timer can be disabled by performing Conspicuous Actions

    At some point you have to throw a dog a bone. We can all agree that Decisive Strike was broken in the past. But there's a point where the pendulum swings too far and right now it's full swing in the opposite direction. If a Killer eats a Decisive Strike as it is right now then they 100% deserve it, and it's doing what it intends to do: deter (not prevent) Killers from tunneling. But now it's barely a hindrance. A perk slot should be more powerful than what basically equates to a pallet save with an insane amount of conditions applied.

  • And she should get ANOTHER token for every broken survivor in the trial. Once she gets 4 tokens, the next Survivor to get attacked gets their account deleted.