Comments
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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.
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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.
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They've specifically stated that their main (if not only) reason for hiding MMR is that what you want to do is exactly what they don't want people to do. They want MMR to be as accurate as possible for matchmaking and don't want people to attempt to grind to get it higher nor compare it with others.
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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.
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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…
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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.
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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.
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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.
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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…
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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.
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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…
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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.