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GoodBoyKaru

GoodBoyKaru

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GoodBoyKaru
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  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434362#Comment_1434362

    A second objective isn't needed. Maps are what need fixed.

    Honestly wouldn't complain about this one either. Most maps are still busted as ######### and hopefully the pre-game warmup they were on about during the anniversary stream will help it out too.

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434372#Comment_1434372

    Ah the "crutch perk" angle,... - a form of bullying used by players to shame users of a perk, this of course coming from a Claudette with self care accusing killers of running a "crutch" and hold zero weight in a discussion.

    Yes, the crutch perk angle, coming from the person who used it as a crutch perk. When I say experience, I mean me using it.

    Also, not quite. This of course coming from the rank 1 killer player who enjoys both sides (though I'm currently rank 2 survivor unfortunately). This coming from the person who likes Claudette and how she looks and so has her as the forum pfp. Don't believe me, here you go:

    image.png image.png

    I've had this discussion before and I'll say it again; don't judge people off of who they have as their forum pfp. Want to see me play killer for 4 hours? Twitch.tv/KareBoyKaru, check out the VOD from yesterday. Didn't have a single survivor game. But sure I hold no weight to the discussion and only play survivor.

    Also here's my current favourite survivor build:

    image.png

    Kept in the name & rank so you know that it's me. Not a self-care in sight.

    But no, toxic entitled survivor main whining about NOED.

    EDIT: Let's not forget I just wanted a solo QOL buff, and then said that NOED didn't even need a nerf. Man I love you and your comments but this ain't it chief.

  • @ToxicMyers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434362#Comment_1434362

    1. that's not ok and i don't condone it
    2. Not everyone has the time and money to buy all killers and level them up just to stand a threat against the survivors.

    i can put a solution right here:I may be new to the game but i know about the most used survivor perks, DH or SB, BT,DS. Those perks need some sort of balancing. Also there needs to be a "game chat" so people can communicate. But I'll get to that point later. Another point I'll get back to is the flashlight/toolbox meta.

    First let's talk about both dead hard and sprint burst. While dead hard hasn't given me much of an issue so I can't speak about it. But sprint burst is way too strong. I have played both survivor and killer for many games and I have figured out that sprint burst kinda needs a nerf. Here are my adjustments to the perk

    • Sprint Burst lasts 1 second instead of 3 (increases by half a second for each upgrade so 1, 1.5, 2)
    • Sprint Burst also has a higher cooldown
    • Sprint Burst like dead hard has a button you can press to activate it instead of it activating by just running

    Secondly we have borrowed time. Borrowed time is a anti-camp/tunnel mechanic but it lasts too long IMO. Here are my changes for that perk

    • Borrowed time should last 5, 7, 10 seconds but the deep wounds should have a longer time before you go down in case of tunnelers

    Finally and my most hated perk as a killer main, Decisive Strike. It should be an anti-camp/tunnel mechanic but really its just a second chance if you lose a chase. Don't get me wrong it should stay a good perk but it shouldn't last so long to the point where any decent survivor can loop and stun you until you finally get them down and you get hit with that. So here are my changes to the perk

    • Borrowed time last 15 seconds less(25,35,45)

    Now I'm gonna keep this short and simple but to counter to amount of SWFs then we need an in game form of communication so that solo queues aren't so bad people only play in SWFs.

    Now we get to the flashlight/toolbox meta or the gen rush. Basically people do as many gens as fast as possible to escape swiftly and without issue. This is what I think people mean by SWF is a problem. The generators need a time nerf. For example increase the time of the generators and add 5 more minutes to matches. Here are my changes

    • Generator repair speed is nerfed by 63%, which means if a gen is being repaired by one person it will take 130 seconds
    • This will promote a style of play where multiple people are working on gens leading to more chases and more cooperation(for this to work there needs to be a game chat)

    I think these changes need a lot of time and money but if they do it it will make the game more balanced.

    Also nice insult at the end.

    So firstly with your sprint burst changes. Change #1 makes the perk useless. Change #2 ruins the standardisation of the perk the devs are going for. Change #3 literally makes it the best survivor perk in the game. Sprint Burst isn't as problematic as you think it is.

    Borrowed Time changes I can get behind.

    DS changes- no. If we really want to make it an anti tunnel perk then have it so it's permanently active but only if you were the most recently unhooked. If you're smart when being tunneled you'll make a chase last longer than 45 seconds and suddenly the anti-tunnel perk becomes useless.

    For gen speeds? Again, no. Do you know how mindnumbingly boring it is to hold M1 for 80 seconds, let alone 130? This is why it's important we add another objective for survivors- an obligatory extra objective- that's more fun and interactive than holding down a button. Remember we need to make this fun for both sides.

    Also, 130 second gens would break the balance of the game and make the game h e a v i l y killer sided. As in, I cannot stress enough how much this would kill the game for survivors. "oH yOu CaNt hAvE eAsY wInS-" no, shut up, sit down please; it's not about easy wins it's about having to hold m1 for 130 seconds in solo Q when randoms struggle for ######### 10 seconds of gen time. If gens take 130 seconds to complete then you best be bringing back God loops and old tile spacing.

    We don't need to add voice comms, we need to buff the information a single solo survivor gets to reduce the advantage you get from being on comms. From there, buff killers.

  • Personally, I despise the perk and believe it needs a change. I believe, from my own experience, that NOED is a crutch for many bad killers who need it to do well in high ranks.

    But I don't think it needs a nerf. NOED usually crushes solo teams but SWF are able to co-ordinate and prevent it from happening; the exact teams killers "need" NOED for it doesn't even work on. This is pretty stupid.

    Instead give solo survivors a totem counter. In base-kit (or in Small Game could work but let's not give solos yet another perk that gives SWF info for free). Make Solo lives great again.

    I made a pretty long thread about my exact thoughts on the perk and how I'd change it here, read it if you want:

    @GoodBoyKaru said:

    A few things before I begin:

    For the duration of this post, I will be referring to Hex: No One Escapes Death as "NED". This is to save me typing out "Hex: No One Escapes Death" and to keep in line with my earlier post. Seriously, can we just call it NED?

    Secondly, this post will be pretty lengthy (as you should expect from me by now). If you're here to say "NOED is OP" or "Just do bones" Save it, please. That isn't what this thread is about and I'll know if you didn't even bother to read it from that alone.

    Thirdly, there will be a TL;DR at the bottom to summarise everything I say. If you don't want to read everything, then that should suffice, but to understand my whole point I suggest reading all of it.

    So, as we all know, this perk is rather controversial. We have some people saying the perk is fine, and that survivors just need to cleasne totems (or as I've seen it more commonly mentioned, "do bones"). This seems to be the attitude of an awful lot of members of this forum. Others say that NED isn't fine, particularly if the killer camps/tunnels, and provides free kills when the killer didn't deserve them. For clarification, I stand on the latter side of the argument, but let's try and put all biases aside for now. This thread is to come up with a way to appease both sides; please refrain from commenting until you've read all of it (or at the least, the TL;DR).

    NED is a perk that a lot of people are complaining about, and has caused a massive split between survivors and killers. So I'll try and propose a suitable solution.

    What are my aims for this discussion? Well, I want to find a form of NED that satsfies both sides as best as I can (even though I'm aware that I can't please everyone no matter what I do, and that's just how the internet works). I want to find a fair, balanced perk, still worthy of being a hex and providing ample risk for suibtable reward.

    So what's the current issues with NED?

    Some people say the perk is unfair, since a killer can play awfully all game and still get kills. This is probably shown best in one of Otzdava's more recent streams (found here), where he camps survivors and still ends in a 4k most matches. It takes a swf team, where their entire gimmick is escaping the hook by themselves and rushing generators as fast as possible, for him to not get a 4k. Obviously this seems kinda absurd. But then again, Otz is one of the best killers playing the game right now, so it could just be that he outplayed all of the survivors. Regardless of your views, this was done mostly in part due to NED. Feel free to check out the stream (almost 2 hours of gameplay at red ranks).

    Therefore, the current issue is that NED provides a very high reward (able to turn the tides of the game into a 4k easily) despite the fact that people are able to play badly all game (by facecamping, not pressuring generators, etc).

    Some will say that NED is needed because of adrenaline, and they cancel each other out, but really? For a start, adrenaline needs the survivors to play relatively smart to get all 5 gens completed, whilst NED activates regardless. Plus, would you rather have several busted things in a game, or none? I'd rather both just be nerfed at this point.

    Additionally, people say that NED activating is completely the fault of the survivors. This is partially true; if it's a 3 or 4 man swf squad on comms rushing gens and not doing totems, then yeah it's all their fault and they deserve it. But like I've mentioned in several previous threads, it's more often that not teams of solo survivors that get ruined by NED, having cleansed 3-4 obvious totems leaving that one obscure totem still standing and waiting. Furthermore, a lack of totem counter requires solo players to guess at how many totems are left, or limits their build space using perks such as Small Game or Detective's Hunch, or a map with an add-on. Not only does this do the opposite of what the developers want to do- encourage build variety- but it also forces solo players to spend time searching and cleansing instead of repairing generators. This is stress that solo survivor- the hell that it is- doesn't need.

    So how can we change this to make it appealing to both sides?

    Well, one way to do this is to leave NED as it is. Instead, add in some extra information to solo survivor, one of which being a totem counter. This will enable solos to stay on top of totems, whilst not buffing swf in any meaningful way. Whilst it won't be a perfect equaliser, it will allow people to do generators after knowing for sure all 5 totems have been cleansed, or search for the final one before the fateful NED strikes.

    However, some people have expressed distaste in this idea (I don't know why, it's one of the best ways to ensure this game can become as balanced as possible), so I'll throw some more ideas out there.

    The first idea is to remove NED from being a hex perk and place it on a timer. This places importance on immersion- if the killer can't find someone in that time limit then the killer doesn't get the reward of the perk, whereas if they do find someone then they have a good chance of reaping the benefits and snowballing easily. This was the form of the perk, back in the day (read in an old man's voice, obviously), in version 1.0.5 (so very early on). This was active for a flat 120 seconds. I suggest making the speed boost flat across all tiers (3% so as to not be too obnoxiously strong but not too small it isn't noticable), and have the timer scale. It could be similar to Haunted Grounds (40/50/60 seconds), but I believe this is too small a time window to get any meaningful value. Therefore, I'd suggest something a whole lot closer to 80/90/100 seconds. Not too annoying that it's 2 minutes long (twice the time of an EW3 Myers and 2.67 times longer than a ghostface exposed), but also not too oppresive that nothing can get done within 2 minutes.

    Another idea that could come to pass is removing the speed boost from NED and keeping the instant down effect, although this has large issues with scalability, so instead removing the instant down and buffing the movement speed could also be a viable solution. The movement speed would have to be buffed, obviously, perhaps to something like 8/9/10%. That's 2 stacks of Play WIth Your Food at tier 3, for reference. This could be very strong, and cuts down on loop times quite a bit whilst increasing pressure due to a large boost to movement speed, but also not as annoying as instantly downing a survivor whilst also moving faster. Though, this is 125% speed (or 5m/s, 5% slower than The Legion using their power), so perhaps neither of these are the best.

    An idea I've heard a couple times is to make NED a token-based perk, similar to Devour Hope. For every survivor you hook, gain a token. Once the exit gates are powered, NED will activate. Each token provides a small boost to speed (say, 0.5%) and each hit consumes 2 tokens to enable the insta-down. This seems like the second best option (next to giving solos a totem counter), as it retains the strength of current NED whilst removing a lot of the animosity. If the killer can stack up to 8 tokens with all four survivors alive, meaning they played pretty fair and allowed everyone to have fun, then the perk wouldn't feel as cheap as it currently does (where you can just facecamp and still get a 4k, again Otzdava). I personally love this idea, and feel like it could be a welcome change that both sides would like. To scale it, it could be similar to Save The Best For Last, where it consumes 4/3/2 tokens on the hit to perform an instant down. This gives benefit to tier one (if youre on 7 stacks then you get an insant down and then keep 1.5% bonus speed for the rest of the endgame), and also to tier 3 because it allows you to instantly down a survivor several more times.

    One final method I've seen to rework NED whilst keeping the insta-down is to change NED to only become active when the Endgame Collapse is triggered instead. This just seems like a flat-out nerf, and isn't something I'm particularly fond of.

    A final way to completely rework NED whilst not having it instantly down a surivor is to remove that condition entirely (obviously), and instead have NED activate when it comes to the unlocking of the exit gates. Whilst slowing the unlocking wouldn't be preferred since we already have Remember Me, I feel like something similar to Hex:Ruin would be pretty creative and new. Furthermore, it'd remove the issue some people have with 99% exit gates. My proposal:

    NED activates when all generators have been completed. When not unlocking an exit gate, they will regress at 1/2/3 charges per second (depending on how you want written it could also be 100/200/300%). Not the best, but it's new and it could work.

    Overall, NED is a badly designed perk (in my opinion) which I believe needs a change. Above I've highlighted the ways I'd do it, but if you have a different way of changing the perk (remember, we're trying to be consctructive, keep the perk in a relatively strong state whilst removing many gripes about the perk, and ensure it isn't seen as a cheap win). Please do let me know, just keep it civil.

    TL;DR for those who wanted it.

    NED is a pretty weird perk. I don't like it, but here we are. Here are my suggestions to fix it and make it healthy for both sides:

    -Add a totem counter (good)

    -Buff speed boost but remove insta down (bad)

    -Stop it being a hex and just make it on a timer like in 1.0.5 (meh)

    -Buff perk in a different way but remove speed boost (bad)

    -Have it affect gates by regressing them when not being unlocked. (meh)

    -Have it trigger during EGC (bad)

    -Have it as a totem based system like devour hope. (good)


  • "just use DS" when you complain about being tunneled is also pretty common, but somehow that's okay?

    "Also using anti-gen rush perks don't slow down gen rushers at all." Damn guess my Freddy build of Pop, Surge, Surveillance, and BBQ doesn't slow down games and all the teams I face are just #########?

    Survivors don't need to be nerfed, either they need an actual second objective (because if someone tries to tell me an optional objective is enough I will scream) or killers need to be buffed at base. If you have to camp to "win", you're not a good killer.

  • @CrowFoxy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434321#Comment_1434321

    I hope it never happens to you.

    It genuinely is just an instantly lose bug.

    I also hope it never happens to me so thank you <3

    Sorry you had to suffer through this though; at least with no DC penalties this is one reason I could think of where DCing is actually justified.

  • @PerkyPerky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434340#Comment_1434340

    And your point is? Who said it is not possible?

    But it also proves survivors have upper-hand with zero skill, and killer has to work his way around their million rewards for having literally no skill.

    My point being that there are videos that show amazing killers like Otz struggling against teams that do gens increidbly quickly. This was a ######### example because it ended in a 4k and a double pip.

  • @PerkyPerky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434251#Comment_1434251

    How many of "these" teams? Maybe none, because they suck and I go against mostly way better teams that gen rush even harder than that.

    This video just proves that theoretically a gen can be done in 17 seconds, though it's not optimal nor is it efficient for them to all work on a gen and do so.

    And it also proves that it's possible to return from a 17 second gen and 59 second DS stun on Rotten Fields.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/171113/stats-project

    Try and play 1 killer for the entirety of the stream and see how you do, kills on average etc.

    I'll probably be playing Pyramid Head the entire time tbh lol- also will be streaming it when possible.

  • This seems like a brand spanking new bug I've never even heard of before lol.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434288#Comment_1434288

    For queue times should track time of day and how well the match making is depending on wait time. Be interesting to see if wait is fast at one time but you get rainbow ranks and slow at another time but you get matched with ranks at your level.

    Ranks I was planning on tracking anyway but time of day seems like a great idea too, thanks!

  • @Accullla said:

    It'd be einteresting to see number of hooks vs number of dead survivors per match

    Will do man

  • @emptyCups said:

    I did

    Que time, Kills, hatch, DC, perks, map

    And then toxic Y/N

    And if the que was long I wrote a sentence on how it went

    I'll keep track of the queue time, that one I didn't think of! Rest have been accounted for (except for the toxic one because lets face it in this game everything is toxic to someone).

  • I actually really like your idea for Tampered Timer- it starting the trap automatically without the need of a gen. This brings back relevance to Endgame Pig and makes her incredibly lethal with the EGC now.

  • @Thypari said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434064#Comment_1434064

    Except that only 0.1% are god-like players like Otz.

    And how many of these teams do you normally face too?

    The fact being that if you didn't play Trapper you'd also stand a much better chance at winning since Trapper relies on late-game pressure, whilst killers like Freddy, Spirit, Billy, and Nurse could've made more than enough pressure earlier (or in the case of Billy, could've actually interrupted that gen).

  • I swear this question gets answered literally every day.

    We don't know what will happen. It all depends on what Sony/Microsoft/Valve/Nintendo want to happen, if they even allow cross-progression at all.

  • @Chewy102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434064#Comment_1434064

    On one hand. "Killers are so strong that they can come back from EVEN THAT!"

    On the other hand. "Those Survivors are so bad they STILL lost after that!"

    It's a little bit of both, but there is more of #2 in my opinion in that game. With a touch of #3 for that game in particular "It's Otz, dude is good".

    Oh I don't doubt those survivors were god awful. As in, holy ######### how can you lose after that?

    I'm just saying there are many, many, many more videos which would illustrate your point better. Trapper expects gens to fly and gets incredibly powerful in the late-game when everything is set up, same with Hag. It's expected yens fly by vs him then at the final 3 he snowballs and wins in seconds.

  • Semi switch gamer here

    Yeah I would, not just so I can play with a friend on PS4 but also because Switch queue times are god ######### awful, especially low rank killer.

  • A game that ends with 2 gens done, a 4k, and a 2 pip despite survivors doing the first gen in 17 seconds and getting a 59 second ds off on one of the more survivor sided maps in the game.

    I'm sorry man but if you're trying for the narrative of "killers are weak" this fails at proving your point. There are so many games where gens are done in seconds why would you choose the game with a 4k and a 2 pip at the end of it?

  • @V1V3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1433744#Comment_1433744

    The only difference is the characters and challenges. Some which are easier than the last tome and while some characters you're required to use are behind a pay wall.

    All charactera thusfar on the rift have been available for purchase with shards and all perks when needed have been on the Shrine.

  • Damn if he's the worst guess I must just be some god or smth killing people

  • If you have that much of an issue with slugging use no mither.

    Unbreakable is a meta perk for a reason and a single survivor using it can break so much momentum you lose the game.

    Unbreakable does not need a buff.

  • I love this picture more than I can put into words

  • @mylesmylo said:

    Nope they removed it because one of their top streamers got hacked and got a 72 hour ban lol if that was us peasant, we would be made to wait it out

    Tru3 streamed the entire match. The average Joe has no proof that they didn't dc and when pressed further usually admits to dcing far more than they tell.

    When Tru3 messages not_queen he had proof, and when Bhvr have proof they do something. Its why all reports need video evidence, and bug reports need to be in as much detail as possible, with video/picture evidence if possible. Someone's word is a whole lot less trustworthy than actual video proof.

  • Personally I like Joey the most so yes I agree.

    But I do love his neon one so good luck Bhvr topping that for him (since NSS is Frank).

  • @handfulofrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1431513#Comment_1431513

    Definitely agree.

    I don't use moris or keys (unless I know I'm playing against someone toxic in which case I'll sometimes use a green) so it feels even more "unfair" when they're used on me lol

    I mean if I find a key in a chest I'll give it to someone or use it to get out but that's just an issue of a key being in a chest. I use plunderers for Event items and will give up a key for a Medkit or flashlight in a heartbeat lol.

    I don't use moris except with Devour Hope of a Cypress. Devour Hope you have to work for and if someone tries telling me a Cypress mori is op I will kindly ask them to see a doctor. Preferably Herman. With an Ebony.

  • @handfulofrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1431497#Comment_1431497

    Again, it's just the reverse of "tunnel the key holder lul kekw haha"

    I never said that their claim wasn't stupid but yours is still incredibly idiotic.

    Both keys and moris are bad for game health and I wish they'd have changed em both in this upcoming mid-chapter instead of having changed Billy/Bubba. Don't get me wrong, Bubba needed it (and we can argue all day about Billy depending on your viewpoint) but imho keys and moris need changing faster.

  • Damn didn't know I played like this thanks for enlightening me to my own play style.

  • It'd be a neat stealth perk but I don't see it being too strong. If the gen suddenly vanishes with no loud gen done sfx any killer who knows what they're about (or if you're playing freddy cause you can still tp to it) will actually know someone is over there.

  • I mean, I used to play it daily for like 10:30am - 2am, or later. That's about 3 and a half hours; sometimes I'd steam it till 4:30am though which is a solid 6 hours straight. I'd also be playing it earlier in the day too.

    Basically too much. I think my most recent time on steam before I took a break was 79 hours in the past 2 weeks--about 12.79 hours a day.

    Yikes.

  • I can answer this!

    Some of the values for "slightly" are wildly different. For example on Pig before she got her crouch buffed, her "slightly increases skill check chance" add-ons were 1% whilst her "slightly reduces crouch time" was 50%. Bit of a difference.

    However some of the values it gets changed by are massive. As in, lots of decimals. For example doctor when using static blast slows down to something like 87.3 m/s, but that's only because it's been rounded and the actual value is about 10 decimals long. Imagine trying to fit that onto a screen, "Reduces movement speed penalty when stalking by 3.47294625%". I'll stick to "moderately" thanks.

    It's just easier for people in general to understand. It may not be easier for everyone but in general most people find it easier to read.

  • Okay so when I use the word tryhard or sweaty as an insult, I use it to refer to players who try their damndest to win with no regard to the other side's fun. I'm talking survivors who actually rush gens, leaving friends on hook till the last second so they can have their 4 minute match. I'm talking a nurse who slugs everyone ASAP with infectious, colourophobia, nurses, and sloppy. I'm talking the insta-saw Billy who tunnels one poor soul relentlessly despite three others bodyblocking for them.

    I play to have fun, and if you want to win go for it. But at least try and do it in a way that's fun for everyone, please.

  • If you really want the devs to read this then put it in the place specifically for ptb feedback.

  • provided this began after the EGC began, it isn't holding the game hostage according to Peanits in another thread.

  • Someone who's been pretty accurate with leaks sent that to me, hence I went with "apparently"

  • id rather cuddle with david or trapper or pyramid head or wraith, sorry

  • so you'd recover 8 bits of stamina every second then, interesting.

    personally i feel like this would make the survivor experience pretty miserable, but the killer experience is hardly thrilling at the moment.

  • @Deathslinger said:

    Live through Starlight

    I'd say Moonlight over Starlight

  • @cluedup_survivor1988 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1429474#Comment_1429474

    Oh 😕 I just think it's a huge abuse of the game and needs to be seriously closed down on, it's crazy because it seems to be majority of high ranks doing it.

    apparently in the next patch theyre doing a dbd mobile and making bots replace players. this could be why. alternatively its cause people were hacking into the servers and giving people unfair penalties (example tru3 got a 48 hour penalty after not dcing once).

  • @cluedup_survivor1988 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1429453#Comment_1429453

    I thought you got stopped from playing for like 5 mins before you could search again? Apologies for not being sure as don't DC but thought there was a penalty introduced for people who done it alot?

    they disabled it

  • the devs said they'd be supporting dbd for as long as people want to play so i doubt it. were they to radically change objectives i feel like theyd take a lot of time on it and probably rework the base code of the game to make it less spaghetti.

  • @hahadrillgobrrr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1428546#Comment_1428546

    Then they should also ban combining second chance perks on survivors.

    Yeah I'm down with this. Feel free to make sure I can't use DS, Dead Hard, Sprint Burst, BT together- I'll still stick on Head On, Q&Q, Detective's, Iron Will, maybe DS or Inner Strength. Also make my life as killer easier. :)

  • @Jackie245 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1428951#Comment_1428951

    It most definitely should be supported by at least steam and sony, given that there are so many games that support this functionality already. This is a big issue in my books, I would be playing this game so much more if I didn't have to start from scratch on pc.

    youd think so i but i remember a time back when sony didnt allow cross-play/cross-progression. good times.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1428086#Comment_1428086

    I feel really dumb now for never noticibg the sound queue

    to be fair if it isn't ever pointed out to you, you don't notice it. at least thats what im getting from the others on this post.

  • nothing yet but hopefully cross-play will bring cross-progression, provided it's approved by Sony, Nintendo, Valve, and Microsoft.

  • @Sunri said:

    good riddance :)

    Damn don't be so disrespectful at a funeral.

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