FireHazard
FireHazard
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@betelgeuseyes said:
https://forum.deadbydaylight.com/en/discussion/comment/978613#Comment_978613
I read you the first time dude, take a chill pill.
Just making sure, you didn't listen before so I'm glad you understand now.
Good luck with it, it'll work out for you I'm sure.
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You know, a PTB is to test the waters for a change...
So... yeah...
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I couldn't find anything for you, since the icons are not widely available for the public to find unfortunately, at least not the high quality color versions.
I'll @MandyTalk and @Peanits to see if they're available to help you, otherwise, unless someone can find it in a high-quality version, than you'll have to wait OR choose the available lower quality versions on google images.
Or use that icon in your post, those are your options.
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@betelgeuseyes said:
Pretty sure I spent Iridescent shards on some of those perks in the shrine any way
If you're talking about BEFORE, than no, that doesn't mean it'll still show up for you in the characters that owned it before...
To make this simple, unless you buy them again because of the change, or unlock them through Bill, than they will not re-appear ever again.
Those are you options, I'm sorry you used your shards on the perk before, but this is how you'll regain them, ok?
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@Xerge said:
Sorry if I was not precise enough. Yeah, I meant to ask if it's an offense in case the killer is doing that, judging by what you both said it seems it isn't.
Thanks.
No problem, and right, it isn't unfortunately.
Sorry.
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@Xerge said:
https://forum.deadbydaylight.com/en/discussion/comment/978444#Comment_978444
Well, I actually meant bodyblocking someone in a corner during EGC until the EGC timer expires. I have my doubts if that's considered taking the game hostage, because the timer is already up and the game is gonna end in two minutes.
It isn't, the closest thing to that is griefing on the game rules post.
The reason it isn't holding the game hostage is because there is a definite end to the game due to EGC being active, if EGC wasn't active than that's a different story.
Anyways, griefing is in the temporary ban category, which this does count as griefing if it was a teammate doing it. Not so sure on if The Killer doing it is bannable since the closest thing to The Killer doing that is holding the game hostage, but the game has a definite end so...
But yes, if it was a fellow teammate doing it, than it's reportable. If you didn't file an in-game report than you can't follow up with a ticket, an in-game report is mandatory for a follow up support ticket... so if you didn't do one than you're outta luck.
Here's the support link if needed: https://support.deadbydaylight.com/hc/en-us
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@VladTepes said:
As I’m sure you guys already know we just got Leatherface as a killer for Switch a little while ago. Which means we will get Freddy and Quentin soon, mostly like mid or end of the year. I don’t have a sure answer but I do a lot of research on this since I was also wondering about the licensed killers as well.
Right, but unless BHVR gives an official statement about Freddy's release in the Switch version, than that information is unknown.
Who knows though, crazier things have happened.
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The only time this happened was an unintentional bug with the first Tome of The Archives, otherwise no, this isn't a thing that happens.
PTB progress does not carry over to the LIVE version, it states that in the news section on every PTB you play when you load it up. It never has, nor will it ever.
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No, body blocking is not a reportable offence... unless the Killer is blocking you in a corner to prevent you from escaping or playing, than that's considered holding the game hostage.
Otherwise no, body blocking at pallets, at an Exit Gate, or whatever, is not reportable.
Here's the link to the Game Rules that states body blocking isn't a reportable offence: https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system#latest
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@TragicSolitude said:
I was practicing with Oni today, and while in Demon Dash I ran to one of the exit gates and Demon Striked a Meg. I didn't mean to kill her, but she died to the Entity because it turned out there wasn't enough time left on the clock for her to escape: Sprint Burst can't get you out the gate if you're crawling.
So, there's definitely a benefit to waiting for the killer in the exit gates if it's a Demon Dashing Oni. I mean, it's a benefit for Oni, not the survivor, but it's still a benefit.
I think he's interested in why they t-bag, rather than the benefit of t-bagging for the Killer.
It's just a thing Survivors do, either to be toxic, say bye (apparently), or to meme. That's about it... there is no secret morse code or anything like that ha ha.
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@betelgeuseyes said:
Still for the characters I have these perks for, higher tier versions should still appear in their bloodweb no?
No, this was said many times that they will refuse to re-appear UNTIL you unlock them on Bill again OR buy them on the Shrine again.
No matter what you do, they will not re-appear until you do those two options.
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@Reaper_xx said:
https://forum.deadbydaylight.com/en/discussion/comment/977397#Comment_977397
I would like to see an emotional torment killer. Something like the Guilt status that makes a survivor doing everything slow from movement to repair to heal, etc. I feel like Silent Hill deserves a good spotlight. Pyramid Head or the Bubble Head Nurse. The survivors could be Harry Mason, James Sunderland, Or Heather Mason. I will check the Link out :)
Cool, good luck if you decide to make a chapter for that sub-forum.
It would be an interesting idea from the sound of it.
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@Elk said:
https://forum.deadbydaylight.com/en/discussion/comment/977716#Comment_977716
Thank you for your input too!
No problem, glad it could help you out!
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Quotes from the Designer notes post
Here's a quote from the current version of the Gatekeeper Emblem
"Currently, Gatekeeper's underlying points are scored as a number of points per generator remaining to be repaired multiplied by which minute the match is in. Additional points are scored for any remaining generators at the end of the Trial. This provides much less of a reward to a Killer who loses three gens quickly, but then doggedly keeps the last few until the end of the match."
Now here's a quote from the new version of the Gatekeeper Emblem
"The new version of Gatekeeper is simpler: one point is scored per generator remaining to be repaired per minute for the first nine minutes. At the end of the Trial, if both Exit Gates remain closed, additional points are scored. With less focus on keeping seven generators up, we can move on and change Hex: Ruin without making it significantly harder for Killers to do well in Gatekeeper."
Here's a more basic explanation...
the current system (summary)
Basically, if all generators are still up for the first 9 minutes, than the game will multiply the score based on what minute the game ended on and how many generators are still being repaired and or not repaired at all.
Meaning, the game scores for how many generators are left and than multiplies this with the time the game was finished on. So if 4 generators are left but you finished the match in under 2 minutes or exactly 2 minutes, than the game multiplies the points given for each generator that's left and what time it was finished on...
Essentially meaning if you finish the game too early with 4 generators left, your score suffers from the multiplication. It still rewards you additional points for how many generators are left, but the score suffers if you end the game too early... since it depends on how many minutes were gathered to multiply with.
Kind of ironic and it might still be confusing so do let me know... but I don't see how this will matter since you're after the new systems explanation.
the new system (summary)
The new system goes about this a lot differently...
Instead of going off of when the game ends on what minute and multiplying it by how many generators are left, it goes off of how many generators are up and accumulates more points for each generator still incomplete.
So in a sense, one point is scored per generator that remains unfinished PER MINUTE for the first nine minutes, meaning if more generators are up, more points are given every minute, less generators means less points!
And instead of any additional points being rewarded for how many generators are left, it instead rewards you for if BOTH Exit Gates remain closed at the end of the game.
what does this mean?
For example one,
It's only going off of the 5 generators that're up, not the entire 7 generators that're in the match...
And for example two
It goes off of how many generators are currently left or being repaired per minute for the first 9 minutes, meaning if 4 Survivors work on 4 generators, it won't impact the score UNLESS they complete all 4 of those generators within a few minutes of the match, since the score is being added on for every new minute that passes for the first 9 minutes... so if they're being worked on than that doesn't matter, what does matter is if they're completed EARLY!
In a sense, more generators means more points, less generators means less points.
as for perks...
The change works with Ruin, as Ruin regresses the progress on inactive generators by 200% of the normal regression speed... meaning if it can keep those generators from being completed before the first 9 minutes, than it contributes to the Gatekeeper Emblem.
The same goes for every other perk, if these perks can keep all 5 or most of the generators from being completed, than you're rewarded MORE points because MORE generators are up, additional points are than given IF both Exit Gates are left closed, instead of just rewarding additional points for how many generators are left.
conclusion
I do hope this makes things less confusing, as it might help explain it a bit more... or not... LEMME KNOW!
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@Hex_KillerMainBTW said:
https://forum.deadbydaylight.com/en/discussion/comment/977787#Comment_977787
Right, and that's the thing. I don't think ANYONE should get punished in the game except for making poor mistakes. Not looping correctly, not counter looping and so on.
However, if I don't have enough information early on where people are except for moving around to where gens are to find which ones they were working on, is a different story. That being said,I don't really like having to run two different gen perks, even with the new ruin. Does it make surveillance really good now? Absolutely. But what really makes me upset about the new ruin change is that there won't be as many points in brutality. So you'd have to hope you get enough hits on survivors, breaking pallets.
In all honesty, I believe if the devs changed how quickly gens could be completed they could've made ruin into something else. I never really felt that regressing gens was a good thing on ruin, but instead it would've been nice if Ruin actually just slowed the gen speeds and that you could only get a buff to increasing gen speeds by getting the great skill check while slightly increasing its size.
That's another argument AND can of worms all together.
People argue about the generator speeds all the time and how Ruin is a "crutch" against them. It's an entirely different discussion that I don't really like going into (since it starts a lot of fights).
But I see what you mean, we'll just have to see what the community feedback brings to the PTB, maybe something will be changed... idk.
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@Accullla said:
https://forum.deadbydaylight.com/en/discussion/comment/977527#Comment_977527
I agree that it might not, but if the numbers end up being pretty consistent then it might do.
I appreciate your offer to help, I'm at devotion 6 lvl 90, so anything close to that range would be helpful to me personally, but it's not a big deal - I was just playing around with the idea and I don't really want to waste your time with it as well.
I'll re-post this in the general discussions sub-forum in a few days, as there seems to be a lot more traffic there, so I might get more answers.
Thanks again though, I do appreciate the help :)
Well, if you still want the information than i'll give you it.
I'm Devotion 6 like you, lvl 4, and my play-time is exactly 1,538 hours.
Here's the honest truth (my OPINION)
The issue here is you don't know how long my games were on average (for me), how long I was AFK for sometimes (sitting in the menu screen tabbed out), and you don't know how well I did on average in-game.
Now replace ME with you, unless you know your average XP rate during that time (new averages don't count...), how long you were afk, how long your lobbies took, than you can't really compare my play-time with yours being the same...
Plus, I didn't start during the Devotion systems beginning, and it doesn't really matter if you did or not... since if you go off of when you or I started to play it still isn't enough information. I don't want to get your hopes down or shoot down your ideas, but you really don't find the right information on an accurate time.
I mean, you might get an average between 30 players with Devotion level 6 and lvl 50 for example... but that isn't going to give you a better rough estimate than above, there are too many factors to add into it that makes this unpredictable.
It just doesn't work that way, you'll still get a rough estimate and not a closer EXACT time for yourself... you don't know how long they sat AFK, or sat in lobbies, or played on average, etc.
You can still go for it if it will qualm your suspicion, but i'd personally not bother. But i'm not you so, its your choice.
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@Hex_KillerMainBTW said:
https://forum.deadbydaylight.com/en/discussion/comment/969996#Comment_969996
I only really use ruin on killers that don't have the mobility. Plague for example. If I'm playing Freddy or a killer with good mobility, I have no need for ruin
Ruin was more of a slow-down perk for low-tier Killers that had a hard time with progression and map pressure, I can see how the new Ruin still holds true to this... but now it doesn't make it harder for newer Survivors or Survivors that can't hit the skill checks every single time.
Plus, if a SWFs team can always hit the Hex skill-checks, than Ruin was basically useless... I actually like the new Ruin, it allows for more versatility and gives Killers another slot option for more combos.
But we'll see what happens in the PTB, things might change or new changes will be added into the LIVE version, we'll just have to wait and see!
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No, the challenge doesn't specifically ask you to play 8 Killers or specifically 1 Killer to complete it.
All the challenge is asking you to do is hook 8 Survivors and that's it, you don't sacrifice them or kill them with a mori, you just HOOK them 8 times (doesn't matter if it's the same Survivor) and it'll count towards the challenge.
Either the challenge isn't selected by you, or something else is off. To select the challenge, simply go to the challenges page and hold down the left click (aka Mouse 1 or M1) down on the challenge and wait for it to light up with the color blue and make a sound notification.
To make sure the challenge is selected, go to the Killer or Survivor main menu and open The Archives tab that's protruding from the right side of your screen, once your mouse or cursor hovers over it, it'll open up and tell you the challenge you have currently active at the end of the tab below.
If it says "Gruesome" as your current challenge that's active, than that means the challenge was selected and ready to be worked on.
If you already did this before, than you must of selected another challenge in the challenge tab by accident and NOW it won't fill up... since the challenge isn't being actively worked on at this time.
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@ABannedCat said:
Plenty of killer bugs were not touched in the PTB. Hag, Nurse, Myers, Ghostface, Clown all have (partly) gamebreaking bugs. And sound issues in general, which are undoubtable truly gamebreaking were completely ignored.
But hey, atleast we are getting one of the weakest killers nerfed!
Some bugs are not widely known, and if they're they can't all be fixed in one patch notes.
I'm sure they'll fix this issue when it comes to their attention. Also, I don't see why mentioning The Doctors change like that is relevant to this post.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/977653#Comment_977653
Thank you for the effort/time put into this, much appreciated. I guess i will post that tomorrow in the bug section.
No problem, glad I could help.
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First, tips.
Here's another way to go about it.
First you should secure a hit since the mechanic for his Yamaokas Wrath requires you to either wait long enough for the power to charge itself (but requires one blood-orb to get to 100%) or hit two Survivors and than suck up one blood-orb to get to 100%.
I recommend instead of getting the blood-orbs that the first injured Survivor gives off (if you don't find another Survivor during that chase), and instead just leave them there for the foreseeable future. The reason this is better for the future is because you won't get to 100% before the chase ends, not unless you spend about a minute or more in that chase.
Grabbing blood-orbs during the chase slows The Oni down, it's best to leave them there and grab them AFTER the chase or after your first Yamaokas Wrath.
anyways, continuing with that statement
Once in Yamaokas Wrath, you can move The Oni by tilting the mouse left or right, OR you can do the better alternative that most Billy players use. Most Billy players assign the Q and E keys to move the Killer/Survivor left or right when holding said key, Q is left, E and right, so if applied to The Oni or Billy, you can move a lot more accurately during your Demon Dash when holding these keys...
AND, if you also press D with E or Q with A, you can move to the left or right a lot faster AND a better angles to hit Survivors. Since A and D actually move The Oni side to side, A going to the left, and D going to the right, so when combining A and Ds side to side movement with Q and Es left to right directions, you can actually position your camera while moving around a loop to than hold down the M1 to Demon Strike forward on a Survivor!
People have done it before at cow tree, L-Wall and T-Wall, Jungle Gyms, etc... think of it as a flick for Billy... but it's a bit different for Oni.
While I don't think the recent patches to Oni has changed this, I believe it's still there to be used... but a little be harder to pull off.
If the Side to Side movement was removed, than the Q and E directional movement is still there to use, so do use that when Demon Dashing around and to areas you need to be!
conclusion (tl;dr)
Basically, chase and hit the Survivor and than wait until you see another Survivor during that chase OR just chase them and down them normally... it's best to leave the blood orbs for later since they can be useful for a future Yamaokas Wrath AND it slows down The Oni during his chase with the first Survivor...
Plus, once you down that Survivor, hitting another with your regular M1 will basically 90%/95% your charge meter, and if you do suck up the blood orbs for the first Survivor... you'll get the instant 100% when hitting a healthy Survivor... but you'll waste time in that chase and waste the orbs SINCE you'll basically be almost at 100% when hitting that 2nd Survivor and sucking up one blood orb afterwards (on the 2nd Survivor).
So personally, i'd just hit the first Survivor, chase and down them, leave the blood orbs before and after the chase (maybe take two or three), and than hit the next healthy Survivor and either have a 90%/95% meter or 100% meter if you took two or three blood orbs previously... NOT all the blood orbs they dropped, that's a waste imo.
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/977374#Comment_977374
Dead Harding towards windows allows you to fast vault from extremely large angles, because of the speedboost. So from what I observed, the fast vault requirement is the speed 90° towards the window. Therefor Hope also increases the possible angle.
Yes but DeadHard is a dash that's slightly faster than the regular running speed, and due to it being an entirely different animation, the 90° angle might only apply to it for that reason.
Hope is just a flat 7% buff to the movement speed, it isn't an entirely different animation that's being applied, so... I wouldn't really compare DHs dash to it if it hasn't been tested yet.
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Ok so, I just tested The Nurse at Yamaoka's Wrath... here's what I found for you.
The map still blocks 90% of her blinks, statues can't be blinked through or around in chases most of the time unless done so at an angle, a lot of loops like that L-Wall and T-Wall loop with the rock spawn also blocks the blinks, and most of the middle part of the Sanctum of Wrath has a lot of deadzones going around, and through it.
I also kept getting sucked into the basement (because the basement spawned in the middle of that map), even when I wasn't blinking into it or directly at it, facing the basements room with a blink will mostly suck you into it.
So what does this mean?
It means the issues are still there... at least in the PTB. I can't blink most of the time around the center of the map and even around certain loops with rocks... since any loop with a rock stops my blinks for some reason, even if I look up all the way or down.
So basically, no, this wasn't fixed in the 3.5.0 PTB. If you want to post this in that PTB bug reports, than please do, as it's still an issue for The Nurse.
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@Accullla said:
https://forum.deadbydaylight.com/en/discussion/comment/977330#Comment_977330
Thanks for the reply. Unfortunately as I mentioned above I've considered all of that and the problem is that, as you said as well, the method would only tell you the amount of times you spent in games, unless you make a couple of big assumptions around your average time per game, split between survivor and killer, average queue time per game and average AFK time per game, at which point the end result might get pretty far off the mark.
This is why I asked if people would be able to share their devotion, player level and number of hours on steam specifically. That way if I know that 10 people have a devotion level of 5 and on average they had 2,000 hours on steam, then it takes roughly 2,000 hours to get to that devotion level and this includes time in games, lobbies and afk.
With a sample that's large enough, you can even isolate the edge cases and get a pretty good estimate within a specific range.
The idea was that if I got a decent sample I we could come up with a way for PS4 players to figure out how many hours they've spent in DBD and maybe share it with the rest of the community.
I haven't gotten any answers in about 2 days though, which leads me to believe that people either don't visit this section of the forums too often, or aren't too willing to share this info about themselves, so I might just park the idea, or maybe post it in the general discussions subforum once the drama around ruin dies down a bit.
I doubt this is going to give you a closer estimate to your play-time, but... I'll help regardless.
How much Devotion Levels, Player Levels, and Play-time are you look for?
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@illusion said:
https://forum.deadbydaylight.com/en/discussion/comment/972399#Comment_972399
https://forum.deadbydaylight.com/en/discussion/comment/972669#Comment_972669
Not for me. It says "there are no customization options for this character".
I was here for the ugly sweater collection, but I have nothing for Bill. Were they all free? Because I don't think I have any sweaters for my characters.
Check his inventory, not the shop itself. If you can't find the sweater there... than it must be bugged for you. Everyone got his Sweater for free, so it should automatically be in his inventory like the Trappers ornate mask when that was released.
If it isn't in his inventory under his Torso category in customizations, than you'll need to contact support to let them know.
Here's the support link if you don't see it in his inventory: https://support.deadbydaylight.com/hc/en-us
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@VoodooChild said:
Isnt silent hill owned by Konomi? They seem pretty headassed so I dont think theyd go for it. Then again they do seem to like money....
Anythings possible, but who knows tbh...
It really depends on if BHVR wants it and if Konami is willing to give them the rights.
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@MissBehavingX said:
So a killer who runs the new ruin won't be able to run pop? or well, they will HAVE to use pop as an alternative for ruin once it's cleansed?
You can actually combo Surge with the new Ruin, and Surveillance too!
Though, Surveillance is a better fit... and using 3 slots for all 3 of them isn't a good use of your perk slots in my opinion. But you can do this if you want!
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It's a unique idea, but some Killers require a few things before being considered. Is the license obtainable? What information do we know about the Killer? Does the Killer fit within the games mechanics and balance? etc. (That's my idea of how they go about it anyways, i'm not a dev so... it could be very different from how they go about making chapters).
I don't mind these ideas, but it needs more than a "should it be added" question... perhaps... if you're interested, you could make up some idea for these scenarios?
Here's the link to the Share Your Work "Creations" Sub-forum: https://forum.deadbydaylight.com/en/categories/Creations
Give it a try, or don't, up to you.
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@ABannedCat said:
It makes fast vaulting easier, but not faster. Due to your increased movement speed, you can fast vault from greater angles, and from closer distances.
I've heard nothing about it helping with fast vault angles or fast vaulting from closer distances.
I don't think increasing the speed helps with the initial momentum mechanic that the vaulting speeds require now, but hey I've been proven wrong before so...
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This was a bug that happened during the start of Tome l, this will not happen for Tome ll. Meaning this was unintentional and won't be happening again.
Progress from the PTB is never brought over to the LIVE version intentionally, it even says so in the news section in-game when you join a new PTB every-time.
So no, this won't happen again for Tome ll.
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Your best bet to find out this information is to calculate an average for how much EXP one player gets and also factor in how long an average game of DBD is for a Survivor or Killer (depends on who you main).
Than you can possible find a rough estimate to your playtime, but here's a few problems with this.
For one, every player has a (first match of the day) exp bonus when you start a new match up for the first time of THAT new day, so you'd have to also add that in for each day and find an average off that.
Second, you'd have to go off of say... your own average instead of a basic average that everyone gets... since most players play better or worse depending on their play-styles and skill.
Third, even if you do all this the playtime you'll get is rough and won't be accurate to your actual play-time what-so-ever. Meaning if you're fine with a fairly rough estimate than go right ahead, otherwise you're out of luck for an accurate time.
in a sense...
There is no way to find this information out accurately, not on PS4 anyways.
But yeah, this is the best you'll get on a play-time. If anyone on PS4 says (I have X amount of hours) than I don't think they have as much of an idea as you do on their actual play-time, unless they keep track of it themselves for... some reason?
please note though
This isn't an accurate estimation of your play-time (as said before), so don't think this is how long you've played off of a very very rough estimate through player level and average play-times/EXP gain...
Every player plays the game longer or shorter, every match is very very different and can take longer or shorter depending on the Killers skill and the Survivors they face. This is why I say this is a rough estimate... because the averages are very off from how long you've actually played in-game, sat in lobbies, went AFK, etc.
So yes, you'll get an idea of in-game playtime through a rough estimate... but you won't know how long each lobby took, how long you went AFK, and how long YOUR average is from a few new games, going off of an average online isn't how your average actually is, and even if you knew your own average you wouldn't know the exact play-time because you left out how long each lobby takes and etc, etc.
Basically...
What I suggested above is a very in-accurate estimate of your play-time... so do it if you want, but I personally wouldn't bother.
As for an actual way to check, there is no way to check your play-time on PS4 sadly, sorry.
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@Science_Guy said:
I believe they are unlocked as normal, and are available if you later obtain the character. That's how, for instance, the Lunar cosmetics for Feng and Ace work.
I'm surprised two people asked that in one day, I guess that information isn't widely known.
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You already got your answers, but i'll add a bit more just for context.
No, Hope only increases movement speed and nothing else... but Spinechill actually does increase your vaulting speed when active, and that's only one of the two only perks that does this, the second perk is Resilience that increases vaulting speed (Lithe doesn't count as Lithe only increases your movement speed after the vault, not the vault itself).
So basically, only Resilience and Spine-Chill increases vaulting speed directly, no other perk does this and perks that talk about "movement speed" are talking about general running and even walking speed (aka Fixated increases walking speed).
Just a bit of info so you know for any future questions about movement speed, crouching speed, walking speed, and vaulting speed.
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@MissBehavingX said:
https://forum.deadbydaylight.com/en/discussion/comment/977161#Comment_977161
Thank you so much! <3
No problem, glad I could help!
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Yes, the skins are still available for you to use once you unlock the specific Killer/Survivor that the skins are tied to.
Anything you buy for a Killer/Survivor is available to use once you unlock that specific character, of course you won't be able to use them UNTIL you unlock those characters... since it's their skin and it's tied to them exclusively.
But basically yes, you're fine to unlock these skins and expect them to still be usable in the future.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/116428/sanctum-of-wrath-unplayable-for-nurse
This explains it much better. Also I was talking about the new 3.5.0 PTB so i have still hope they might adress the issue.
I'll look into it when I get there, otherwise unless somebody else informs you... than idk.
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@Zagrid said:
Its alright, its console DbD but portable. You just have to get used to the controls and clicking on things is a little difficult. Fair warning, rank 20 killer queues are like 10 min long.
That's normal for Grey Ranks... rank 20 naturally takes a long time to get matches as a Killer and even Survivor.
It's indeed a port of DBD, so you'll expect some things to be a bit different from the main installment and other versions of the game. I believe the quality of DBD on the Switch version is a bit lower than the other versions due to memory issues, as the Switch usually has issues with that sort of thing (meaning the file size for the game is smaller than the regular ports and originally version).
But that's about it, besides new controls and such... the game is fine! I'd suggest buying it if you can't always play DBD on your PC but want to play DBD on a more accessible installment. The only issue I personally think you'll come across is getting used to the new controls, otherwise, it should be a good investment if you really like DBD and want to play it more.
Look into some reviews if you're still skeptical, look into it a bit more online, etc, etc. But personally I think it's fine as an alternative for you.
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I skimmed through both the 3.4.0 patch notes and the 3.4.2 patch notes to find this information for you, I find several Nurse related fixes... but nothing about "dead zones" or her blinks not working correctly on that map being fixed.
I can look into it with you, but if it's still the same for me than it hasn't been fixed.
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I can't find any information on this for some reason, but if there is no post-game chat option for you on that version, than that means there is no option to chat in pre or post game in-general.
If you can chat with Survivors in the pre-chat than do let me know, if you can't than there is no chat option for that version. You may also look in the options to see if there is a chat option available, but I doubt there would be one.
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I need a bit more explanation than that... what're they exactly supposed to fix?
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Whatever cosmetics you unlock in the premium or free pass is now yours to keep. Any cosmetics you don't unlock before The Rift ends is not obtainable anymore (till they show up in the shop again...)
But any cosmetics you did unlock are kept yes, Charms will not show up in the shop again... specific charms anyways.
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@DBDNeedsARecode said:
https://forum.deadbydaylight.com/en/discussion/comment/967318#Comment_967318
That’s actually incredible because I just started using Plague! Thank you!
No problemo.
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@daddyo said:
https://forum.deadbydaylight.com/en/discussion/comment/967807#Comment_967807
I was playing doctor with BBQ, pop, ruin, brutal strength (I was doing the Tome 4 BS challenge). I didn't run any of the addons that make the shock area bigger, either, so I don't think I could've shocked them in time.
Sometimes man, a loss is a loss.
It really just depends on your skill, the map, the Survivors skill, how often they make mistakes (if any), and you knowledge of how the basic to "god" tiles work. That's not to say you shouldn't try, but if a team knows what they're doing, than it'll take some more effort to possible 4k or make it out ok with a Killer or two.
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@Nijaansh said:
https://forum.deadbydaylight.com/en/discussion/comment/967635#Comment_967635
Yea I’m playing dbd on windows pc thru Xbox beta app or whatever and I meant between that (windows) and steam not sure if you meant it still isn’t available or whatever or if There is another windows dbd. Thanks for replying tho!
I'm confused on what you're saying, you can play the game through the Xbox Game Pass, but it still isn't cross-platform compatible because you're not actually playing with PC players as a Xbox player and vise versa...
The only versions of DBD that're Cross-Platform is Steam, and Windows... nothing else. In a more basic term, you cannot transfer any data from any version OVER to another version, it isn't possible.
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@DeKillerKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/965460#Comment_965460
My tactic for Freddy is probably different than yours because I typically don't rely a lot on Snares. They're great and can help get easy hits, but I don't rely on them.
I rely on my teleporation ability which is why I use BBQ & Chili and Discordance as a combo. It will continuously let me know which generators survivors are working on. Or which direction a survivor is going so I can go for an ambush with a gen teleport.
Typically on a normal playthrough of a game, I place Snares around safe loops during the start of a match so I could catch survivors there when they fall asleep. When chasing, I try to go for a hit and run tactic. Make sure everyone's asleep so I can teleport more often and they are more scared of me placing snares. (I've seen survivors run away by just me initiating the animation, it works well enough for me)
I used to use Brutal Strength in place of STBFL but I find that STBFL just makes it so much more easier to end a chase and starting a new one right after. Brutal Strength used to be my combo wtih PGTW but STBFL just makes it so I can focus more on the chase (which is what I typically do whenever I play killer, I don't like to just gen patrol or stealth. I want the chase.)
I also use STBFL over Brutal Strength because typically I think the lower attack cooldown makes up more time compared to Brutal Strength. With Brutal Strength, you'll save time most when there are still pallets to break. Since Freddy is an M1 Killer, his main attack is all he can do to damage survivors. Meaning you'll get more stacks on STBFL naturally. Meaning you'll get full stacks in no time. Meaning you'll start shredding down survivors as if you have permanent Mad Grit.
Sounds unique, any build that doesn't need Ruin in it is a plus imo.
That's why I don't use Ruin on my Legion, he doesn't need it and I do quite fine without it!
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The only Cross-Play that currently exists is Cross-Play between the Steam and Windows versions, that's it.
BHVR is indeed interested in Cross-Play and possibly adding Cross-Play from Console to PC as well, but it's currently not a thing at this time. And it's unknown if we will get it or not, but history does show that they're indeed interested in the possibility.
But basically no, you can't transfer your Xbox data to the Steam version through the Xbox Pass, this has been asked before and it does not work no.
Sorry.
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@ohheyitsbobcat said:
https://forum.deadbydaylight.com/en/discussion/comment/967274#Comment_967274
Ahh sorry. I didn't even know that sub-forum existed tbh. Umbra is a "popular" DBD streamer known for her Huntress gameplay. I asked here since I figured people might have heard something I missed. I didn't really care if I couldn't watch them anymore, just curious why she removed them in the first place.
https://forum.deadbydaylight.com/en/discussion/comment/967589#Comment_967589
Thank you very much!
Understandable, maybe you'll find out the information in the future... but whether those videos will ever be unprivated is unknown.
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@Rattman said:
You need a quick start for this to work tho. Or 3 gen strategy. I mean, it doesn't stop survs from repairing 3 different gens at the beginning, while you chasing 4-th surv.
That depends on how good the Survivor you're chasing is, if their team KNOWS to actually work on gens while they're being chased, and the Killer you're using in said chase with the 4th Survivor.
A lot of variables depend on how fast a team can finish generators.
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@MissBehavingX said:
https://forum.deadbydaylight.com/en/discussion/comment/967322#Comment_967322
Yeah, and that's still debatable. I don't consider myself a great survivor. Heck, I played against the plague 2 games ago and all red rank teammates cleansed over and over, we all died within minutes. I also got a few games in a row where they wouldnt rescue and would die first hook. Getting red ranks it's not that hard and rank does not equal skill IMO, but oh well.
Longer queue times here I come! lmao
Thanks again <3
It's designed to be a measurement of skill, whether or not it's accurate or not is not what I mean, i'm just saying that the more skilled Survivors and Killers tend to stick around at Red Ranks, whether they want to or not is not up to them.
Anyways, it's how it is, good luck!
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@bomb1720 said:
https://forum.deadbydaylight.com/en/discussion/comment/965522#Comment_965522
sorry but freddy bores me. i understand him a bit more than i used too but he still bores me :(
i'm wondering whether to set my toes on fire instead :(
Depends on what you like in a Killer, if Freddy isn't up to your specifications than you have plenty of other Killers to enjoy!
That's the beauty of having many Killers on a Roster, there's a main for everyone out there.