JPLongstreet
JPLongstreet
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- JPLongstreet
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Comments
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@HugTechLover said:
Don’t let them complete the last gen and you won’t see adrenaline.
This works wonderfully.
Adrenaline is balanced out by the survs not having a perk unless & until all gens are done.
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@HarryRugby19 said:
^ This.
Using a controller is crap to navigate the blood web, also when you use the new search feature. On PS you can use the keyboard but not the mouse? Lets make this a feature as it'll make the lobby much smoother for console players.
Thoughts
This has been asked for many many times over the years. During one of the recent Q&A's it was asked for again, and the response was they have no plans to add such support.
There is an adapter available for around $240 USD that seems to work for the PlayStations but sadly not for Xbox.
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@brewingtea said:
Leaving a lobby should be treated as a DC anyway.
That's too harsh of an option.
Although I doubt they'll ever do it, not showing a lobby at all would work. It would give their MMR system its best chance for a fair-ish match, and also eliminate that bs last-second swapping survs can do.
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@Phantom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459728#Comment_3459728
You haven't versed many cheaters/hackers have you? I will leave every lobby that has a player whose name is just random numbers or has a previous ban on it. Zero interest in being forced to play against bots or with cheaters when you can dodge them. And yes, there have been many of them :)
How would you know if a CrossPlay surv had a prior ban?
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@playhard said:
Since this is not fair, why we always get stun when we kicking the generator that has been put with blast mine and flashbang trap.
When killer using lightborn , killer should be ressistant to any stun with flashlight and flashbang on generator
As Mandy pointed out Blastmine has two quite separate effects. Lightborn protects from the flash blinding you, but not from the stun. If it did protect against both, every killer would run it as it would nullify all pallet stuns, Decisive Strike, Head On, etc.
I highly doubt they could recode Lightborn or Blastmine to work as you suggest, as it would wreak so many other things at the same time. And prolly nurf my poor Piggy as an unintentional side effect. 😜
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459023#Comment_3459023
I think it's because the anniversary happens only once a year and is the big opportunity to load up on the special cakes
I do get it, but these things come with how this particular game is coded unfortunately
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@VadersRage6 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459019#Comment_3459019
That's not the point bro the point is that they need to fix immediately or give compensation cause this isn't fair to us wesker mains whatsoever
I do not believe either of the instances I mentioned resulted in any compensation.
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@VadersRage6 said:
This absolutely absurd you not only break the game with this new update and then you break my main killer and I won't be able to get any anniversary offerings on him zero at all then proceed to be like we will fix him later bro fix him now this is ridiculous you ruined the entire anniversary for us wesker players I can't even put BP into him that i was planning to either fox him before the event or give us compensation this unfair and stupid and maybe if you play tested your patches more with all Characters this wouldn't happen every anniversary update you break multiple things and idc if I sound like a cry baby or anything like that I'm just expressing how stupid this is and how all of us wesker players are left in the ditch this entire anniversary thanks alot behavior nice going
You think just one killer being down is harsh?
Back when Blight first came out that update caused an insta-overheat for all Xbox1x machines (not slims or regular Xbox1's mind you, just Xbox1x) whenever you started DBD. Had to wait for the next patch for a fix.
When Nemesis came out with the first Resident Evil chapter release that update wreaked all consoles across the board, unplayable for like two or three weeks.
I know you're hurting my friend, but it could be far far worse. These kind of things are simply part of this game's charm!
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@Pokino said:
First of all, I think most of us agree this perk is unbalanced and it is affecting negatively the game. My intention is not destroy the perk, but limit its use. My suggestion:
Begin the match with 4 tokens.
Each time you start a chase, windows of opportunities allows you to see all windows and pallets 24 meters from you during 16/20/24 seconds, and one token is consumed.
What do you think?
The perk is fine. It's great for new player learning maps, it's good for solos who cannot know which pallets have been dropped/broken, and it doesn't significantly give those on comms an advantage either.
And as others have pointed out, it has no direct effect on gens or healing, which are the hot topics these days. In skilled hands it may extend a chase a bit longer but the average survs cannot take full advantage of it, and they are most of the players.
It is certainly not overpowered.
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@burt0r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458256#Comment_3458256
They should make two matchmaking options:
Quality or speed.
So people that actually want to play an exciting and even match are probably willing to wait more for it and the others can hop from one match to the other, but shouldn't complain about unfair matches.
But of course splitting the limited playerbasee of this asymmetrical game could have detrimental effects overall.
In one of the previous surveys they asked the community which they prefer, quality matchmaking or faster queue times. The overwhelming response was faster times, so that's what we got.
Their system gets one shot at a fair-ish match, that's it. Whenever anyone leaves backfilling occurs, with MMR getting set aside in favor of queue times as players wait. The longer the wait (often because of multiple dodges) the looser it gets, until it grabs the next available player regardless of MMR.
This is the source of all of the complaints about a rookie killer getting blown up by a veteran team, and likewise when newbie survs all get slaughtered by a veteran killer. The new player experience is rough enough without dodging actively making things worse.
All the lobby shopping is destroying their matchmaking, and we are doing it to ourselves because we know it will wreak it and dodge anyway. The reason doesn't really matter, whether it's to avoid a cosmetic or a streamer or magically divining it's a SWF or for easier trials. Because it's known it is on us.
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@AssortedSorting said:
Why don't you play some of those under-used characters yourself and help increase the pool of players playing those characters?
I do what I can boss, but my Piggy does need some dev luvinz...
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@uganda_calm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458270#Comment_3458270
- i am a 100% pure killer main, my last round survivor was over 3 years ago
- I love playing twins
- Yes, survivors that could talk to each other (in a proximity chat, only in-game and not pre-match) would be a way to balance soloq
I myself dont play survivor but i have enough empathy and common sense to understand, that not being able to properly communicate with teammates is a huge drawback/punishment for playing soloq. And if you dont understand this then u are just a blank, characterless killer main, complaining about everything that would give survivors a little bit of advantage.
This comment may be seen as a bit harsh, but there's a kernel of truth in there.
I do wish everyone played both roles at least to a competent level. I very much believe it makes you a better all-around killer and surv, and would go a long way towards lessing some of the more toxic behaviors imo.
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@Tells said:
First Idea - New game mode
Game mode 2v8 but with a twist that may make it easier to implement into the game as it stands currently.
There are two trials that take place next to each other in the entities realm and start at the same time. The game mode is 1v4 for both trials but here is where it gets interesting, if the killer manages to kill at least 3 survivors a door spawns or opens on the map that will allow the killer to travel to the other trial that is taking place next door to assist that killer in taking out the rest of the survivors. If there was any survivor in the original trial when the killer crosses over to the only remaining active trial the survivor that remains (if they do remain) has the choice of taking a quick escape and ending their match or moving trials the same way the killer has and support their new survivor team in their quest to escape.
Killer perspective
If the killer successfully gets the win in his trial (taking out 3 or more of the survivors) then he is granted the ability to continue immediately in the other trial next door.
The killer should not be allowed to use his perks and or power when he switches trials to make it more balanced. If the 2 killers can combine for 6 of the 8 survivors being killed then the killers have won (Doesn’t have to say a winner or loser, it can be subjective but killers should strive for 6 or more kills)
Survivor perspective
If the survivors can stay alive and work well enough to get to the exit gates as a team by opening the exit gate they also lock the killer from being able to help his teammate in the other trial (killer door closes). Once the survivors leave the trial that many of the survivors that escaped count toward stopping the killer from winning (perhaps by them escaping it also gives an advantage to the survivors of the other trial (maybe the first survivor to escape gets the option to risk their life and help the survivors in the other trial). Normal escape options for survivors are still available.
Disclaimer
The first of the two trials that come to an ending (generators being completed and the exit door opening or the killer managing to get 3 or more kills) gets to interact with the killer doorway. It’s a matter of being efficient if you are looking to get to control the fate of the killer's door.
Explanation
I would be happy with a traditional 2v8 it just would take custom maps or new maps altogether; to build a space large enough to hold the new trials. By having two trials intertwined with each other all maps that are currently in the game are usable and it adds a new feeling to the experience of dead by daylight in this game mode by racing to be the first or first team to decide who has the advantage and the power that could ultimately decide the fate of the match. This also hopefully rewards survivors and killers to be riskier with their gameplay.
Second Idea - New Killer
The Game Master
The killer has a bunch of notice boards around the map that have an offer that survivors can accept. If that specific survivor accepts the offer they will receive blood points. The team overall receives a punishment to make the trial more difficult. This killer tries to test the survivor's team work and to see which survivors are playing for themselves and want to be greedy. Like a true Game Master, the decision the survivors make will decide how the trial will go. I feel that this is a unique mechanic and adds an element of randomness to the matches. If no offers are accepted the game master will become enraged and will receive his own buffs.
Specifically, the offer mechanism will look like an interactive board that has some writing on it. whichever survivor clicks the board first gets the blood points and the new punishment is added into the map. Perhaps some offers will just have blood points and no writing so survivors have no idea what is going to happen to their team. Only a certain number of offers can be accepted in each trial.
I know everyone would love other game modes, like a 2vs8. Your ideas are fun sounding and creative af.
But sadly I don't think the game's coding can handle anything like that. Imagine two Nemesis killers in this mode. They messed around with a third zombie during development, and found it tanked performance so badly they scrapped the idea. This mode would spawn in four.
Or how about both chainsaw brothers? Who would or could unhook against that?
Or a Nurse and a Blight spawn in. The amount of DCing that would ensure would be something phenomenal.
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@Alen_Starkly said:
We currently have recovery progress bar in the HUD, which helps solo queue survivors a lot. I would like to ask you to please implement the healing progress bar for injured survivors.
How many times does an injured survivor come to you while you're working on a gen, and asks to be healed, but you refuse, because you think time is better spent on finishing the gen... All while you not knowing that that survivor is nearly fully healed, and you just need to tap them, or heal for 1 second. And they soon go down because of you.
I'be been both the survivor who refused to heal, not knowing they were almost healed, and the survivor who was almost fully healed, and just needed that tap, but didn't get it, and went down soon after.
It would also help a lot knowing someone has resilience - when we insist on healing them, but they refuse - if we see their heal is 99-ed, we can put 2 and 2 together.
Would also help with those who run that Jill perk that has you half-healed when unhooked. You'd know if it's smart to heal under the hook or not.
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@Ripley said:
I love the new map visually, as a survivor. I love that it has a lot of hiding places. As a killer it feels too cluttered. The flying shadows from overhead also could do with dialling down. They are too overbearing and distracting.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453866#Comment_3453866
Thanks for the warning. I won't be buying this killer. Controller experience is already poor compared to KBM in this game.
It most certainly is fam
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@adaw0ng said:
Please, let people get instantly bled out on the floor after they get a crow, nobody wants to be on the floor for 4 minutes because the killer can't find them or because they just want to BM on the floor and refuse to pick up. Also, another mechanic for losing colision while standing and getting a crow, so team mates nor the killer can bodyblock permanently a survivor in a corner without any chanse of moving. Please, let's think more about how hostage situations can be avoided.
I agree bleeding out for the whole four minutes when the killer absolutely can hook the survs is bs and needs to be looked at.
There are times however survs aren't doing themselves any favors by purposely going down in hook dead zones too. Both of these things have to be considered.
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@Spectralfx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455573#Comment_3455573
Yeah pretty much.
I am going to be real here for a second... everything crushes noobs on both sides of the fence.
You CANNOT balance a game around ignorant people.
Ultimately, I hate to be this blunt but... can't fix stupid.
I agree balancing around new and/or unskilled players is not ideal, but they tend to do just that. So I try to keep that in mind when considering changes myself. I imagine part of their reasoning is the harsh new player experience this game has, and the brutal learning curve.
It's easy to forget that when ya have thousands of hours on this game. 😜
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@Spectralfx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455528#Comment_3455528
Under all due respect, I'll disregard the tunneling concern you brought up and here's why:
Every times we try to buff killer in a problematic survivor-biased meta, folks show up and make dubious claims that it will break the game as killers will use it to tunnel or face camp "even more"... but these are not prohibited strats per the rules of the game and we are in this situation in the first place because survivors abuses the freebie they get to counter those killers playstyles... or other crazy new perks/addons changes.
In regards to pig, she is weak as hell, I don't want to hear a complaint about that killer of all killers... that is honestly silly.
But in regard to a good question you asked, "what kind of obscurity?"
I think a good template for it would be a somewhat toned down version of nightfall from the dredge.
Blindness SHOULD be a status effects that helps stealth killers be better at stealth while potentially hurting aura reading as well.
Combined with oblivious... it would make for some fun jumpscares/ambush and both sides should have fun with it.
People on coms could still relay info... but with the targeted survivor having an actual handicap... it would be much more fair for the killer... without really being any different/more oppressive on soloQ
Hope this clarifies well.
My concern about Pig was taking all survs in mind, not just good to great ones. She is already regarded as a noob stomper, just as Pinhead is, but like you mentioned gets weaker as the quality of the survs rises greatly. The average surv won't do things like 99ing gens when hats are active, and the rooks can't even conceive strats yet anyway.
However they've repeatedly shown they do not balance nor make changes based around the most efficient gameplay, but with the middle grouping in mind, and a thought or two for rookies. So that mythical high MMR level is largely not considered.
That's why I bring up the tunneling aspect of Pig here. I'm thinking of the entire playerbase, how the average surv reacts to her & the average Pig is played.
Your idea for the Dredge-lite effect definitely has possibilities, especially with Blindness already countering WoO, which is commonly run. There are occasional complaints about Nightfall being too dark, to which the typical response is "run Windows then" and this change may squash that counter. It all depends on how dark, across all platforms. Worth testing.
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@Spectralfx said:
Imagine if blindness removed the red stain and actually obscured the survivor's vision.
that would be impactful.
Probably why they won't do that, gotta let survivors get their free wins.
My beloved Piggy has an add-on that causes Blindness to the headgear. She already has an unfortunate rep for tunneling the trapped survs, and that change would facilitate such tunneling significantly.
What kind of obscurity effect we talking about here? That darkening mending nonsense is terrible on console, which has precious few graphic settings & no ability to use filters.
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@ryokoryu said:
yeah, just got done in a match with a yui that was teleporting to get flashlight saves and getting flashlight saves from behind. Replays solves this, replays let's behavior have a file they can look and and concretely say yes, they're cheating. Also gives us the ability to improve by seeing how we're being outplayed when we are being out plated.
They've said many times a match replay system would have had to been coded originally back in 2016, and that it's too late to add it now.
Maybe in DBD 2.
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Fresh recoding of the game, followed by a thorough optimization by an outside specialist company.
All platforms can participate in the PTB, and in the Fog Whisperer program.
Respectable controller options & settings. M&K support for the consoles.
Anonymous Mode works for all platforms.
Look into Console testing. if it exists improve & expand upon it; if it doesn't exist it now does.
Add in a trial replay ability. Rework the reporting system accordingly.
No longer have visible lobbies. This would drastically cut down on the lobby dodging thereby improving and stabilizing MMR. It would also get rid of the blasted last second surv switching.
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@GoodBoyKaru said:
To be completely honest, I'd much rather they do this change and then buff those killers at base instead of leaving them as is and making it so Franklin's is a permanent part of their builds.
This is a realistic assessment.
No perks should be required to make part of a killer's power usable. Perks should be bonus's and/or reinforcements to a power or playstyle, and not a necessity.
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@JackOfTrades said:
Wondering because I don't see very many. I don't have to guess why.
Y'all the real heros. All of our Switch cousins are.
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@pseudechis said:
I'd say the opposite but its due to mostly updating my comp to the new machine with go faster stripes.
No frame drops when a player 360's means I'm anticipating them now and usually get the hit with a really good response.
I used to think the ability to 360 on a dime was a lil busted, but the reality was just my frame rates that were busted.
Hmmmmm I'm not too sure the consoles can apply that remedy.
My Xbox1x got frames down in the teens in the center room of Lery's, and lots of fps drops elsewhere depending on what was going on & various known triggers. My Series X is capped at 60 for DBD but doesn't always run near that either, although more stable.
I can only imagine what our Switch cousins get...
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If the lunge attacks are treating ya badly due to the aim dressing, you'll have to get a little closer and use a regular hit.
I find I smack walls and trees and thin blessed air most often when lunging while the surv butt-wiggles madly in tight spaces, or tries to spin me. Since I cannot spin with them with a controller I'll stop or even back up a step and swing normally. Usually works.
Latency plays a part too.
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@OneGoodBoyDemo said:
Noooooooooo!!!
Not another one. l just had a 30 minute match against this killer Hooray....
But the worst thing is that he would lose badly if it weren't for that, 2 hooks and 4 generators done.
Nerf overcharge and CoB please.
At least ya didn't say nurf Piggy...
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Aiming the pods with the controller sticks is unpleasant and slow to respond, even with max sensitivity. And apparently around 118% of the entire surv needs to be visible as well.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453407#Comment_3453407
Aside your post being a lot of blabbering without any real sense:
If you are good as Killer, Survivors will not have much time to do the easy tasks like repairing Gens. If you are good enough to force them into nearly constant altruistic actions, Gens will be very slow.
This. The slowdown now is interruption and healing and chases, not passively through perks.
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They've said many times they have no plans to add voice chat, citing language barriers and the availability of outside comms as their reasoning. I also suspect they want no part in having to moderate that as well.
Typing won't work either, it would take me fourteen minutes to type out something with my controller.
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@Hex_Llama said:
I mean... there's something pretty on-brand about a series of posts that's like 1) launch new chapter, 2) announce what's getting kill switched because it was broken by the new chapter, 3) announce that the kill switch is also broken. I know the third thing is just bad luck or whatever, but it's funny.
That progression of events feels very very BHVR...
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452234#Comment_3452234
So they rather people get fed up with game after experiencing 3rd game in a row, where you get total bullshit hit? Well that explains why this game just can't grow in numbers 😔
Like I said, I do not have any good answers for this problem, at least any that don't seem to say "You live here so screw you!"
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@pinwino said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441436#Comment_3441436
Just allow players to see the killer's ping in the lobby, that way people can dodge games instead of being forced to play a miserable match.
I get wishing to avoid bad ping, but I've noticed they resist changes that lead to massive lobby dodging. And that dodging wreaks the matchmaking badly.
There is no easy solution to this.
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@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428448#Comment_3428448
That wouldn't make the game that much healthier considering that is how the game originally launched.
It did not launch with the ability to play with friends, that was added later when people kept asking for it. The game is only somewhat more "balanced", but from previous experience the biggest issues back when we didn't have SWF were issues related to players generally not feeling like playing as a team was necessary. Solo Q issues won't be solved by making the game go back to perpetual solo q as that implies that the game is balanced around SWF which it isn't, at least not in anyway that soloq doesn't benefit from.
From the killer perspective it would feel more balanced for a while until everyone just relearned/learned to use the old methods of communication that exist in the game. DBD players at one time were actually developing the necessary communication skills to functionally coordinate, but I think that has mostly died out now. Yet, if people got back into doing that, after a while people who can coordinate will still be just as strong as before. So in the long run it wouldn't help killers more than say substantive QoL improvements made to killers who aren't good.
The devs have stated many times they were working on both SWF and KYF when the game's launch time neared. They chose the finish KYF for launch and continue to work on SWF after, which came out next.
So they always intended for SWF to exist. I personally believe they grossly underestimated the effects that verbal communication & teammate screening could have though.
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@Veroles said:
Peanits explained it here:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444882#Comment_3444882
This
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451036#Comment_3451036
Problem is, it's a very small percentage of players and also primarily English speaking players. For instance, Self Care is notoriously a popular perk over in Asian regions but Nightlight stats are unlikely to reflect that. Also, people are able to pick and choose what they upload to the site. So you are also relying on honesty among players and that they're not just cherry picking games.
You bring up good points. The stats will vary by region, MMR, PC or not, languages, and tons of other variables.
And this source is based on the good faith of those players who upload their own stats? Hitting snooze button...
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@mikewelk said:
https://us.v-cdn.net/6030815/uploads/7PULBVHOQDQ8/zrzut-ekranu-2023-06-11-132655.png
https://us.v-cdn.net/6030815/uploads/OW7C9D8JPC0C/zrzut-ekranu-2023-06-11-132715.png
https://us.v-cdn.net/6030815/uploads/9HYEU00C7IC8/zrzut-ekranu-2023-06-11-133524.png
https://us.v-cdn.net/6030815/uploads/TFFRHAPUD5ER/zrzut-ekranu-2023-06-11-133158.png
I have no words. I moved to PC last year from console. I spent about 1,300 hours on console and an extra 1,300 hours on PC. Why am I getting these survivors? I looped the killer for a solid two minutes and the last survivor was constantly crouched behind a truck.
Most likely resulting from the backfilling caused by lobbying dodging. Their matchmaking system has one shot at a fair-ish match, which gets borked up by the dodging and prioritizing queue times for those waiting too long.
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@WashYourHands said:
How're you giving out bans to offenders? Give us a tool like match replay to determine who they are!
They've said any replay system would have had to been coded originally from the beginning, it cannot be added. It's too late now. Maybe in DBD 2, should that happen.
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@gnehehe said:
All reworks from old good 2016 realms/maps were complete failures, especially the removal of the fog and grass
The fog had to be tuned way down for game performance issues, especially on the consoles, but it effected every platform negatively. That's more of a coding and bottlenecking problem.
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@WeakestNurseMain said:
Ah sheesh, where to begin?
Corn maps range from okay(hardly changed) to absolutely dreadful to play, torment creek and cowshed are the biggest offenders.
- Torment is just a diet cowshed, a few deadzones exist to lessen the misery, but if the survivors are smart and do the gens in the corn and at main, you're in big trouble.
- Cowshed is Cowshed, playing Pinhead on that map gave me the worst time I've ever had playing this game.
Red Forest is a disaster, prepare to hold W if you're a low mobility character, and worse of all, now ranged killers have a tough time with LOS, that was formerly the saving grace of the map, if you were playing a ranged killer and could mindgame main/shack and filler pallets, you could actually do ok, now that's gone.
Macmillan and Autohaven are ok I guess, I've gotten used to them and nothing especially disgusting pops out to me aside from main at groaning storehouse.
Now Badham is some bull**, if you aren't a stealth killer, you're gonna loath your existence for a couple minutes playing this map, if only Nurse/Blight could play on the map, it would be a fun challenge, but nope, little jimmygaming2010 is gonna have to play Clown on his 8 year old Xbox One controller with stick drift and no teachable perks.
As a console killer I am offended by that accurate Clown description. Funny af tho! 😂🤣
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@HugTechLover said:
Red forest and autohaven. Just stuff everywhere.
That's a very Blight-centric response. What about survs gameplay on them? Or the other killers?
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@vesperialol said:
hello, i play a lot of dead by daylight but i keep lagging out i hate having to wait for 6 hours to play again so does anyone know when the banned timer resets so i don't have to wait for 6 hours again
I don't believe they've stated the timetables publicly for the longer matchmaking blocks. But to reach that point we're talking back-to-back-to-back lagging out.
That's the price of online gaming with an iffy connection my friend. It's in place to discourage players from leaving a lot no matter the cause, and most likely ruining the other peeps in those matches.
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The trophies & achievements don't transfer over because the Xbox1 version of DBD is considered an entirely different game from the Xbox series S/X version, same for between the PS4 and PS5 versions. In this regard they are brand new games, with all of the achievements/trophies locked to earn.
It is sadly also the reason those consoles cannot matchmake with each other with CrossPlay off.
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@TTV_haybo_Tiger said:
Dead By daylight is a formidable game but something need to be in your game:
1- Replay system
2- Sounds and quotes for survivors cause we are actually sick of hearing just screaming and sighs so Please add them :3
3- If you want to get a good review then Behavior needs to add servers in south/north america, Middle east, Asia, Australia etc
Thx for a such a good game So good so far
They've said several times any replay system would have had to been originally coded from the beginning. It's too late now, cannot be added. Maybe in a DBD 2.
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@GoodBoyKaru said:
Oh, I can actually answer this one.
Back before the game launched on consoles, they used to have small hotfixes release once or twice a day to fix issues or tweak balance slightly. Steam doesn't have a patch verification system in place where they check every patch for a game, so they could just drop whatever they wanted whenever they wanted.
Consoles are a different matter. Every patch released needs to be checked and manually approved by Microsoft/Sony/Nintendo before it can go live, which is why Switch sometimes has delayed patches compared to everyone else. Sending patches for these costs time and money, and by the time one smaller patch has been approved (which can take upwards of a week) there'd be bigger things to fix, and releasing bugfixes like this would just be an endless money sink. Having 1 large patch and 2 smaller hotfixes surrounding it costs substantially less and makes it more likely for major patches to release on time.
This is correct. It can take around a week for all the console makers to approve a patch. I believe Trickster's release was delayed a week just because one of them had not approved it in time.
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Having everyone's perks known in the lobby would also help with this.
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If it worked more than once per match, then I'd have an issue with it.
The perk is designed to stop a snowball. That's its job. Most times UB is run the killer doesn't slug and gets no value. Killers have many ways to work around a possible UB.
As the others have said, that's the risk when you slug.
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@Ayodam said:
Can’t you still camp at like.. 16 meters though?
With a chainsaw sure, or another insta-down. But since the base BT still kicks in there's a decent chance the survs can make a run for it.
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@MrMori said:
Let's uncap the framerate so we can play DBD in 240 fps on PC, who's with me?
My Xbox says ######### fam? Best I can do is an inconsistent 60 maybe...
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@mikewelk said:
Because of all the bugfixes that introduce new bugs obviously smh...
Their coding does seem to be a beast to deal with, for us and for them.
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There should be an option for the 4 minute long bleed out problem, be it one surv or all of them. Unlimited and/or basekit UB is not the solution granted, that's too strong.
A bleed out option as others have brought up is likely the way to go. After 60 seconds does seen fair, and I don't see very many abusable scenarios.
Worth testing.