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Cancan71

Cancan71

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Cancan71
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  • From my knowledge, you'll be paired with other pc players that have turned off crossplay as that what I've seen on Switch.

  • This has just happened to me as well. But don't worry I have a solution.

    Hold the power button until you see a icon called "Power options". Click that and then click "Restart". After restarting the game should be working as normal.

  • It used to, but was changed in a patch a few years ago. Crouching doesn't speed up exhaustion recovery anymore. The only way to do it is to run the perk Vigil.

  • @Buttercake said:

    This happened to me this morning. I ended up having to close the game and restart the Switch. It worked after that.

    Thanks a lot! It worked for me after restarting the console. I'll update the OP.

  • Bonus bloodpoints do not count towards the bloodpoints cap. If you are at 1,000,000 bloodpoints and you get bonus bloodpoints from a code or an event it surpasses the cap. The game spends the bonus bloodpoints first and when all of them are spent you cannot go past the cap anymore.

    I know they gave bloodpoints during the anniversary event so maybe you collected those but didn't spend them. Once you go below 1,000,000 the issue should sort itself.

  • Perks like Decisive and Head On work so I suggest using those also.

  • @PigMainClaudette said:

    I haven't had any problems yet on Xbox, besides the amount of sweat in games doubling, but that's to be expected.

    Would you be close to 60FPS? Max on Switch is 30 but it's more like 20.

  • @Eleghost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1579927#Comment_1579927

    You don't seem to understand that even if they do this they still waste killers time and award the killer a stack if using certain perks. Dcing prevents the killer from getting those points for hooking or the stack on their perks ruining the game for not only the survivors but also the killer.

    Plus people tend to DC in the heat of the moment. If people have to wait until they're hooked, then they might cool down enough to continue playing, whereas with no DC penalty they can quit instantly without a second thought.

  • Hopefully the third time's a charm so the hackers stop wasting everyone's time with abusing the DC penalty.

    This game used to be horrible with people DCing left and right before the penalty. It needs to be in the game discourage unsportsmanlike behaviour.

  • Knowing how their previous messages about optimization, I'll wait until the patch before I trust what they say.

    They promised 60fps on consoles in March 2019, so we are still waiting.

    I just want a solid framerate so I can keep up with survivors as killer.

  • @Sinister0208 said:

    https://forum.deadbydaylight.com/en/discussion/185753/console-killers-do-you-have-trouble-with-hitting-attacks-since-crossplay-happened

    FPS issues on console since 4.10 have been really bad. I get aim dressing and strange whiffs even at close range too - Its not just you. There is a 22 page thread (BHVR, can we acknowledge fps on console is AWFUL since 4.1.0?) discussing this.

    I haven't noticed any issues solely because of crossplay. I play on PS4 pro.

    Yeah I noticed the FPS since the 4.1.0 update.

    I'm not saying that crossplay itself is causing these attack whiffs, but I feel that I'm punished more for them as the skill level is higher than on Switch and they have better controls to take advantage of my whiffs.

  • I know that this idea could be broken but here goes.

    All For You:

    You'll do anything to keep the person you care about safe, even at a great personal risk, which has caught the Entity's interest.

    You become Obsessed with one survivor.

    If the Obsession is placed on a hook that will sacrifice them, the Entity will place you on the hook while teleporting the Obsession to your last location.

    Being hooked for the first time deactivates this perk.

    The killer is notified if the Obsession is protected by All For You by an icon on the Obsession's HUD on the bottom left.

  • I just wish they would give us an update on how optimization is progressing. We haven't got an update on optimization since the middle of last year. They have been dead silent since then with almost no notable improvement in console performance.

  • If you were playing Oni couldn't you have tracked him by the blood orbs that you could see through walls. Oni is actually the perfect counter to this build.

  • It could also be SWF teaming up with a low rank person, since SWF matchmaking is based on the highest rank in the group.

  • Well Thanatophobia also affects repair speed while Desperate Measures affect only altruistic actions. Plus Desperate Measures only affects one survivor's healing speed while Thantophobia affects every survivors' action speed. 16 X 4 = 64% total reduction across all survivors.

  • I believe it's like that for every PTB with a new chapter. When it goes live it will go to its correct position.

  • @pwncxkes said:

    https://forum.deadbydaylight.com/en/discussion/comment/1549095#Comment_1549095

    I don’t like 1 time use perks, UNLESS the effect it has is very impactful like Adrenaline. Streetwise can help the entire team, while built to last only has one use and it is only 50%. If it was 100% it would a little better.

    It is a powerful effect when you compare it to Streetwise as it saves double the charges. Although if you prefer helping your teammates I can see why you would prefer Streetwise.

  • @pwncxkes said:

    I would actually use streetwise over Built to last imo

    May I ask why? If you have a 32 charge medkit then Streetwise would give you 8 extra charges while Built to Last would give you 16 extra charges. It is objectively better for every item unless there is some technicality that I'm missing.

    Unless you like giving the Streetwise effect to your teammates I don't see why you would choose it over Built to Last.

  • It was supposed to be like that in the first place. I clearly remember when the gen would turn red after regressing to zero.

    It's not that bad, if you're using Ruin you can just check the red gens to see if they're regressing. If you're just using Surveillance the perk still does its job of reducing the number of gens you need to check on.

  • I've been trying out the new crossplay on Switch and on survivor it is fine. Huntress and Nurse are actual threats now and seem to demolish us but I enjoy the survivor side.

    Now killer is a nightmare. Before crossplay I would 4K or 3K at least 80% of my matches so I wouldn't consider myself a bad player. But since crossplay turned on gens are flying and I keep on getting spun because of the low framerate. PC players are much more punishing than Switch players when it comes to looping and gen pressure and it often feels like I have no control. My poor Wraith has been bruised and battered today because I can't keep up with PC survivors due to low framerate on the Switch.

    Now that we are one massive playerbase the devs have no excuse to not make optimization a priority, because now console performance also affects a PC player's experience. God we still have the memory leak problem that came with the Stranger Things chapter.

  • @NoObzBoiYT said:

    As a switch player it’s horrendous! We run at 30fps and below. Everything is worse on the switch.

    Same, our frame rate is so unstable that it's so hard to keep track of survivors.

    Plus killers can get easily spun due to the lower framerate and lower sensitivity so PC players can spin and make you miss which can make the difference between getting a pallet or not.

    On Switch I would get 4K or 3K about 80-90% of the time (not bragging just stating facts) but the past few games with Wraith, one of my mains, have been awful, with me being spun left and right because of low framerate and gens flying. I hope the next few games are better.

  • @DeadHardMan said:

    You're maybe right, but I think people are just connecting the dots ( a human transforming into a beast like creature) and just assuming it's a werewolf. Though admittedly, I have to say the silhouette does look like a werewolf and not really "plant like" as you say.

    All I see is something growing out of the person back, and since it's a silhouette you can't really tell what it is.

    Sure the teasers can be misleading, like how Plague's teaser was an arm covered in smoke, which is very different from her puking ability. Deathslinger's teaser also featured a chain being dragged, which lead to people thinking it was a prisoner dragging a ball and chain around (although ironically they were sort of right, as the Deathslinger was a prisoner in his lore).

  • @Kobeskillz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1535630#Comment_1535630

    God i hope this is true! i don't even care about Freddy or the survivors but i wanted another level and this one is cool. I hope this is true.

    Yep it is true. I play on Switch and was able to play on Badham Preschool V for the first time.

  • Just to add, Switch players can now play on Badham Preschool if crossplay is enabled.

  • If you're trying to prevent a memory leak, I usually just shut down the game from the home menu.

  • @PatBrutal said:

    https://forum.deadbydaylight.com/en/discussion/179630/bhvr-can-we-acknowledge-fps-on-console-is-awful-since-4-1-0

    Hello!

    Just so you know, we've shared the thread with the team and they're going to take a look at it.

    Thank you

    Thanks Pat. Is the team also aware of memory leak problems on consoles, especially on Switch? I made a post about it on the optimization subforum months ago and I'm wondering if the devs are working on a fix for it.

  • Well, the Bubba and Billy changes are good now and their add-ons are interesting, although it did take a few hotfixes to get right.

  • Thank God. As someone who plays on Switch I hated going against rank 20s as I would demolish them and they couldn't do anything about it. I tried the new Bubba and I would feel bad because I would be against baby survivors that would hide in lockers and corners.

    They need to add a general MMR for all killers so you can't just switch to a new killer and demolish rank 20s, just like how Smash Bros had a general GSP for all their fighters. I don't know how this made it through internal and Xbox testing without anyone realizing that.

  • It's playable, but it is not optimized at all so if you care about having a stable frame rate you might want to reconsider.

    Some maps are absolutely terrible to play, like Lery's and especially Ormond.

    There also still might be a memory leak in the Switch version, which cause your game to lag when playing for too long so you need to reset it every few hours.

    Despite that I still enjoy DBD on Switch, and having being portable is great for a college student.

  • @Schinsly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1528324#Comment_1528324

    https://forum.deadbydaylight.com/en/discussion/comment/1528325#Comment_1528325

    good point, but i still think this change is too much as billy isn't even good in the first place. most people would agree without his old addons hes not top tier or overpowered by any means, so really any change making his overheat prominent is just so uneccesary and frustrating, especially when they currently have a broken mmr in place

    I do think the rate of heat cooldown needed a change as Billy would never overheat due to the heat disappearing too quickly but I would have changed it to 4 charges per second. We'll just have to see how it pans out with the current changes to Billy as the feathering change was massive in terms of fixing Billy.

    You should probably also edit your OP to account for the feathering and cooldown changes. Wouldn't want to spread more misinformation.

  • This is misleading.

    First, Billy in PTB builds up heat while feathering his chainsaw (holding and letting go of revving), live Billy doesn't anymore, cutting down a huge source of his heat.

    Second, live Billy loses heat while he is in the middle of a cooldown, like missing a chainsaw. I don't know the exact numbers, but if a chainsaw cooldown is 2 seconds, then he loses 7 charges of heat before he can make another move.

    You can disagree with a change, but be factual about it.

  • According to the patch notes, it's back to 3.5 charges per second for heat cooldown while not using the chainsaw, the same as the ptb. However, heat still doesn't build up while feathering and it still decreases heat while in various cooldowns like missing a chainsaw.

    It should be better than the PTB but we just have to see how it plays out. I thought that 5 charges per second cooldown was too much but maybe they should've went to a value like 4 instead of going back to the PTB value.

  • A couple of mods have already said that they are looking into it. They can't really say much more than that.

    This is their usual MO when the community is worked up about a certain issue. At most they'll clarify a few misconceptions and then be silent for a few days before releasing an official statement. I remember one of the devs saying that they do this so that they don't influence anything about the issue at hand and they let the community discuss among themselves. If you want an example of this behavior you can look at their response to the Billy changes.

    You may not agree with this method but it is how they do things.

  • @coppersly said:

    A baseline MMR wouldn't hurt but it would have to be done in a way that doesn't defeat the purpose of the MMR system in the first place. I think once everyone escapes the elo hell after a few hours on survivor or each killer the games should be much better. It's gonna suck for a while though but it's better than watching your old system fall apart around you.

    Yeah hopefully after a while MMR will be better but a baseline MMR should exist as a person shouldn't have multiple killers at 0 MMR when they played the game for 100s of hours just because they don't play those killers often.

    There are 20 killers in the game. If it takes 10 matches per killer to reflect your true ranking according to the devs, then that's still 200 matches to get every killer to the skill level they are supposed to be at. I know it not like that for everyone as people have a few killers that they play a lot but even taking away half the roster that's still 100 matches, which is way too much.

  • Every patch has been on a Tuesday with the archives always coming out on a Wednesday. Should be no different this time.

  • @Nicholas said:

    I forgot about the perk updates, thanks. So nothing on tick rate and Server Side Hit Validation? Those were my two most wanted updates!

    They said that they were planning to test them on the live servers when they cancelled the PTB test. As for when the test will take place is anyone's guess.

  • In the PTB it was a cool perk to stop you from getting downed when you tried to heal someone by allowing you to sprint faster. Now the speed boost is practically useless because more than likely if you finish a heal the killer won't be near you.

    I know people are saying that people could tap it all the time, but it was only a 7% speed boost that all killers are faster than or have ways to stop it like the ranged killers. Plus if someone is following a survivor to tap them, then that means that there's two people looping the same space which can cause them to mess up, and that's two survivors off of gens.

    I don't know why they are so insistent on not nerfing killers on the PTB when they do it to perks like Gearhead or Blood Pact. At least let them on live for a while before you nerf them! God forbid that they make a perk that survivors might be interested in using instead of their meta perks.

    If you are really worried about survivors abusing it, then make it so they have to heal for 2 seconds for the haste to work. Wow, look how easy it was to prevent exploits without destroying the perk's original purpose, I don't know why the devs couldn't have thought of that.

    Sorry if this is a bit ranty but I thought this was a cool perk when I first saw it in the PTB only for it to get BHVRed.

  • I say 28th, patches tend to release on Tuesdays.

  • @TheRockstarKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1457879#Comment_1457879

    So they just joined the forums because of the coming Stadia cross-progression, happened to see this one post, and then after commenting once on one thread just left? All around the same time?

    And all without having visited the forums?

    Maybe I'm a nosy Nancy, but something just really seems off to me.

    Plus, if I was curious about Dead by Daylight because of stadia, I wouldn't go and spam posts on how good stadia is, I would talk about the game or ask questions about it.

    The posts are too unique to be by bots, but each post is quite similar. My bet would be that they all are by the same person who's creating multiple accounts. Kinda like how people on Reddit create accounts in order to reply to themselves to make them look good.

  • @TheRockstarKnight said:

    Is anyone else creeped out by the number of one post accounts on this thread singing the praises of Stadia?

    Edit: I just checked and they all joined the day they posted and, according to their accounts, have never visited the forums.

    I can't believe no one was pointing this out until you did, I was just about to make a comment. All these pro-stadia posts have posts in the single digits, praise the stadia to heaven and back and give prices and links to learn more about it. I wouldn't be surprised if they were bots or paid to post these.

  • Sorry to bump this thread, but I put up a poll a few days ago about how often killers use blood to track and out of over 60 responses, around 60% of people either said that they use blood rarely or that they never use it.

    I know it's not representative of the entire playerbase, but it does provide insight into how many people use blood as a tracking tool.

  • The one small change I want is when you are picking new charms for three empty slots, it should move to the next empty slot automatically instead of you having to pick each slot manually. This always annoys me every time I put charms on a new character.

  • Just to inform you, PGTW is in the shrine right now so you can buy it there without getting Clown.

    As for what killer to get, it depends on what playstyle you prefer. Do you like ending chases quickly or applying pressure by being fast and hitting multiple survivors? I would say just go with your gut, if you make the wrong choice you can just get 9000 more shards to get the other killer.

  • I've seen this in other multiplayer games, but what do developers do during weekly scheduled maintenance. Is it just improvements to the server and code?

  • @ThisGuuy83 said:

    I can't F'N see it! (Ps4)

    That's a big thing with blood. A lot of maps have really dark floors that hide blood very well.

  • @OBX said:

    Only with fathers glasses spirit or if I see blood lead to a locker.

    Same as me. I find that the most useful thing about blood is that it's a pretty big indicator of a survivor entering a locker.

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/comment/1443861#Comment_1443861

    It has nothing to do with the removal of blood what I'm trying to bring up as you have to be careful when thinking about how perk synergize with each other.

    I even gave you examples above thrilling tremors and Dead Man's Switch doesn't seem powerful enough to limit its restriction with ruin but when you actually see how these things can combine it becomes pretty devastating

    Fair enough. Some perks would be problematic if they synergized, especially perks that influence gen repair or regression.

    However I don't think Lucky Break is one of those perks. If someone is using Lucky Break then it's highly likely that they are using Iron Will as well. Even if you can't see a survivor's blood or hear their pain there are still multiple ways of tracking them as I listed above. Even with Lightweight they still have four seconds of scratch marks, and all survivor aura blocking perks have limits to them like Distortion's tokens or Off The Record's activation requirements and timer so auras are still a threat.

    It's important to note that the devs design new perks to combo with old ones, think for example Soul Guard, Dead Man's Switch, Retribution etc. As an example Lithe/Dance With Me/Quick and Quite is a strong combo for losing killers, but to call it overpowered wouldn't be right as the killer can still find you afterwards.

    I still think that Lucky Break needs to be permanent to give it an extra boost. They are so many ways to track survivors and many perks to find them that survivors don't have enough perk slots to counter them all, so I don't think that we need to worry about Lucky Break making it impossible to find survivors.

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/comment/1443349#Comment_1443349

    You got to remember things also combined and synergise.

    Thrilling tremors and Dead Man's Switch might not be very powerful but if the blocked off gens also regressed with ruin that be pretty devastating.

    Surges nice but it's not that powerful now imagine if when search activates whilst you have Pop Goes the Weasel every gen that got damaged got the pop effect as well. You basically just did 33% instant regression to two or three gens.

    You got to remember perks synergize with each other.

    Just like @DudeDelicious I often use no mither especially on my stealth gen jockey build and I could tell you it would not be fun to have specific combinations.

    Tell if you wanted to devote enough slots can you imagine an unlimited lucky break, iron will, lightweight and an anti aura perk. This virtually makes you extremely non trackable without line-of-sight.

    You make it sound like blood is one of the main things that killers look for when tracking a survivor, but I doubt that is the case. When I play killer I look for scratch marks, generator progress, injured sounds and crows but I rarely look for blood. A lot of maps have dark floors that make it hard to track blood and a lot of the time if you see blood you also often see scratch marks or hear moans of pain. Not saying that tracking blood isn't useful but I personally believe it's one of the lesser used forms of tracking.

    You also make it sound like your stealth build would be too powerful if Lucky Break was permanent, and while yes that build would be good for stealth, it is ONLY good for stealth. You're sacrificing chase potential for pure stealth, so if you do get caught you have nothing to help you. Plus there are a lot killers that either have tracking built into their kits (Doctor, Legion, Plague) or can sneak up on you before you can try to hide (Wraith, Ghostface), so it would be near useless against those killers. Plus there are other ways to track survivors running those perks, like crows, making them scream, checking gens or even just seeing them on accident, so it's not like they are untrackable.

    Plus I don't know why you are talking about why certain perks don't combo when Lucky Break already combos with Iron Will and other stealth perks, so saying why certain perks shouldn't be combined is irrelevant. The majority of perks are meant to be combined, as the devs have said that when they design new perks they consider how they combo with other perks. It would be like saying Lithe/Dance With Me/Quick and Quite is overpowered because they combo. Anyways you can't compare perks that regress gens to a perk that prevents bleeding as regressing gens is a much stronger effect.

    I know I rambled a bit, but in short I think you are overestimating how many killers pay attention to blood when tracking a survivor. There is a reason why a lot of people say that Haemorrhage is a terrible status effect. Making Lucky Break permanent won't be the change that introduces a stealth meta.

  • Iron Will has no timer and it has a stronger effect than Lucky Break. I don't see why Lucky Break should have a timer. If they are worried about tiers they can make the earlier tiers reduce the frequency of bleeding, just like how Sloopy Butcher increases the rate of bleeding across all three tiers.

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