GamingTroller101
GamingTroller101
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- Username
- GamingTroller101
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Same thing for PS4. Game crashed right as a game was concluding.
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Trickster's aim on console is definitely terrible as of right now. Every throw lags my PS4 so my accuracy goes from 70% to 10%. I think this could be solved if we were allowed to play against bots with any killer we desired so Trickster can at least practice his aim and sensitivity.
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Agreed. This worsens the gap between SWF and solo queue as SWF can take the indicator and know what effect it is under while solo queue survivors have to completely assume what effect the yellow indicates. Considering the gap between SWF and solo queue is the primary problem with balancing in this game (I have a forum post on this), this issue should definitely be fixed.
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I made a similar post. I think you might find some useful insights.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/261033/punishing-dcing-and-suicide-on-first-hook
While it would be nice to punish people who are trying to loophole DCing, people will still find a way to not play a game. The best solution is to replace DC'd teammates with bots and report players who break ELUA / game guidelines.
There's always going to be a way, but taking some action is better than no action. I do agree bots are necessary, but until the developers decide bots can be properly implemented, then at least some action against intentional DCers is especially necessary.
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I made a forum post about this exact topic. Maybe give it a read and comment your opinions about it
https://forum.deadbydaylight.com/en/discussion/245536/key-rework-idea#latest
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I made a lengthy post with how I would rework all underused killer perks with detailed explanations. I don't have many posts, so if you want to see you can check out my profile for it.
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@LiunUK said:
won't people just not use the keys charges like they do normally?
well I think the biggest problem with Keys is there ability to provide both an almost guaranteed Hatch escape AND killer or survivor aura reading for an extended period of time. I also did add that forceful dropping of the Key through Franklin's Demise or sacrifice has a high chance of breaking the Key which would reduce the overall impact of keys. This way the fundamental aspect of a key opening a hatch isn't destroyed while also reducing the likelihood of it occurring.
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Any feedback to my suggestions are welcomed.
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It's so aggravating knowing that I still have Deliverance and I haven't been hooked yet I get punished for getting caught once. This needs to be changed to allow survivors to attempt escape as the last survivor remaining in the match. Also it typically requires skill to not be caught until the endgame while having Deliverance active.