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JPLongstreet

JPLongstreet

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JPLongstreet
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  • I'd like to see rare af add-ons like a legendary probe that shocks & incapacitates a surv when they drop a pre-charged pallet or whatever. Or for my beloved Piggy maybe an rare af add-on that vibrates the active headtraps, causing sway much like Boil Over does.

    Make such thing super duper rare, or majorly rare during an event, as need be. But lots of opportunities here.

  • You have some secret hidden coding skillz the devs should know about? ;)

  • @Pulsar said:

    Someday we'll have proper controller settings

    You sure about that?

  • @lolozavrik said:

    In my opinion, console trickster needs a looot practice to hit your knives. How about to add reduced sensitivity when aiming knives, just as deathslinger has?

    For me I cannot stand playing him on my Xbox because of the random and inconsistent recoil as he throws, making it impossible for me to stay on target and get hits in reliably. He's already very hard to aim with on a controller, he doesn't need that on top of it too.

  • @mibbs said:

    Im not playing for a winstreak, im not playing to be the most efficient killer, im just looking to take some chases and get a couple hookstates. when i get sent to one of the known objectively survivor sided map the entire game loses its appeal. "oh the other side doesnt care about a fair game." I dont really understand why map offerings are still allowed, and would honestly like to see the winrate of killer/survivor when using a map offering vs not because it really does feel like probably the most winrate increasing thing you can equip and it doesnt even take up a slot used for items or perks. there has been an increase in eyrie map offerings since you guys stated it was the strongest map in the game, people understand its strong, and i dont really understand why its still a part of the game when players have gotten so much better than when this system was implemented.

    It ain't the offerings themselves, it's the balance of some problematic maps, which they slowly are addressing it seems.

  • @Entitled_survivor said:

    If survivors send me to maps like badham, garden or Smth similar i make sure they regret it 😂

    Yeah, that'll certainly break the vicious cycle for sure.

  • @ZeroChillManTTV said:

    The devs should add cross save or at least mnk capability for console players idk how the process works but if you devs can do it would be really awesome this is also coming from a player that has almost 4k hours and has played for 6 years so this would be greatly appreciated 👌👌

    I think you are referring to Cross Progression, which isn't available between Xbox and PC for this game. The devs know it's wanted, but they have to strike a deal with Sony and with Microsoft that all can agree upon. So it may never happen, sadly.


    As for M&K support it has been asked for many times, and the latest word is they have no plans to implement it.

  • I would love to see things like a stormy loud rainfest sweeping through the corn,. But since they in the past had to greatly reduce the fog effects for game performance reasons alone I doubt their coding can handle those additional effects too.

    Doubtful lower-end PC's or the consoles could handle it, and just imagine our poor Switch cousins!

  • https://forums.bhvr.com/dead-by-daylight/discussion/361233/keyboard-mouse-support-on-consoles

    Been asked for many times in the past. The last response was they have no plans to add it.

  • Another possibility is they weren't paying attention to the lobby when it loaded, and so not knowing the survs or their items yeeted on out.

  • Also the consoles do not get crash reports or record anything useful, and that's the majority of the playerbase too. And imo the game is even less stable on the consoles, especially the last gen machines.

  • It would actually hurt the solos, who rely on healing themselves, as SC is kinda trashy now and teammates seldom heal each other either.

    As a result CoH would be run much more than it is now, and the uproar from lots of killers who already despise that perk will grow.

    And that's not taking into account the perks, challenges, and achievements/trophies tied to them. Then there's the special event & holiday items too. Many vets have stockpiles of them, worked hard for them, and won't like to see them retired or melted down or whatever.

    As far as the bloody lobby dodging, I believe it happens more due to prestige levels, cosmetic pairing, profile viewing, and even "gut feeling" rather than the items being seen.

  • @Stabby_Widdershins said:

    That's not possible.

    1. The game does not know WHY you DC'd, only that you DC'd. There is, quite literally, 0 ways for the game to know you crashed or if you pulled the plug on your router, or if your power went out.
    2. If you're on a whole day ban; you must have 'crashed' allot. May want to get that fixed instead of ruining matches for other players. Repeatedly.
    3. As you said, Players would find a way to abuse it. So even if they could determine crashes from DCs; why would they do it just to give salty players an exploit?

    Sadly all this is true. Since they cannot differentiate between crashes and actual DC's the penalty system treats them all the same.

    Admittedly, it doesn't help that DBD isn't the most stable game around either.

  • @SOULWARRIOR71K said:

    Ask the devs to get rid of hatch. This would solve your issue over night.

    Nope nope they want their middle ground, hatch and no slugging to work around it.

    Listen, I realize the basekit Unbreakable/Mori changes from that PTB won't likely go live in that form, but some kind of it is coming.

  • I have hundreds of indoor map offerings and tons of brown bits and pieces I'd love to convert in to something, anything useful...

  • @Snowflake_Syndrome said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318063#Comment_3318063

    How does being able to see the killers perks as a solo player benefit you after you're out of the match?

    I think they meant they didn't wish to wait until all other survs are dead as well just to see the killer's build.

  • @Sycamore said:

    You forgot to include that Survivors have 5 perks through the use of bringing items as well. So six if they are using Comms.

    Would a killer add-on that applies baby Franklin's count too? Saves a perk slot as well.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317348#Comment_3317348

    Unless it's significantly changed, mu understanding the majority of the player base are on console. So we really do need to see those numbers too to gauge.

    True altogether the consoles are by far the largest playerbase, and the devs of course know all these numbers, but they cannot release them by platform.

  • The intent and goal for any player should not be to reach the server shutdown time.

    Come on fam, that's a whole hour.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316841#Comment_3316841

    Sounds like a fundamental problem with the game, if one of the roles wants to completely avoid a style of play doesn't it?

    I call it the reality of where the game is at.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316824#Comment_3316824

    Obviously other things could be done. But the point i'm making is that the only way to properly balance the game is to split them up, and then have literal balance changes based on the queue you are in. Plenty of games have different rule sets for example for ranked vs casual play. For example, CS:GO casual queue gives you extra armor and more money each round, whereas the ranked queue is a lot more strict with the money and you have to buy armor.

    Imo no amount of bribery or limitations would induce most killers, including me, to willing to go against with SWF when there's the option to vs. guaranteed just solos.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316775#Comment_3316775

    The problem is coordination. What they really should do is split out solo queue from SWF and balance the 2 modes differently. in solo queue, survivors get basekit kindred and have mapwide bond, and blindness works differently on them. And then in SWF mode, they can do something to buff killers. Then give bloodpoint bonuses for playing in w/e queue they want to prioritize.

    Won't work. I doubt they'd want to split the somewhat shrinking playerbase, but more importantly all killers would just stomp the solos, and SWF would get no lobbies. No basekit perks would change that.

  • @jajay119 said:

    Why would you want it? It just gets abused by people being abusive and salty. At least if they want to do that via PM they it takes more effort and you can block people.

    Also not many will wait around 14min for me to painfully type out a sentence or two with my 🎮

  • No nerf is justified. Is a great noobie perk for learning pallet spawns and loops, and vets still get value out of it for both seeing what rng are in tiles around them, and for seeing what resources have been used or not. But by no means is it OP.

  • @Seraphor said:

    Following a period in BETA, the updated Wiggle system is now standard for all players. Rather than mashing the left and right inputs to Wiggle, it now follows a ping-pong Skill Check system.  

    Based on the feedback we’ve received from players – thank you very much – we have made a few adjustments to the system. 

    • Controller input handling has been improved, which should allow Killers to respond to Wiggling more efficiently while carrying Survivors.
    • Survivors no longer shorten carry time by hitting Great Skill Checks. Instead, Great Skill Checks will increase resistance for the Killer.
    • The size of the Great Skill Check zone has been slightly increased. We’ve also updated the Wiggling sound effects for improved feedback. 

    Emphasis on the "should" qualifier in there.

    Too bad there isn't a system for publicly testing significant gameplay changes, before hitting live servers.

  • @camping_site said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3314810#Comment_3314810

    This implies that a killer somehow deserves to kill a hooked survivor after all gens are done. Not in my opinion.

    I would suggest you try save the best for last. Also if there are so many survivors alive in the endgame, you may need to improve on the skill side.

    I agree. If there's several survs still alive while another is on a hook when the gates are powered, expect the rescue attempt and teamwork.

    Being on a hook in endgame shouldn't be a death sentence either. That should be the reward for so many survs still alive.

  • @VikingDragonXii said:

    https://forums.bhvr.com/dead-by-daylight/discussion/360448/why-wasn-t-pin-head-s-abuse-of-the-snowman-instantly-fixed

    A few reasons.....

    1. It's possible that no one was reporting it in the Bugs section.

    2. It may of been known but with all the Holidays no one was in the office to do any work on said issue.

    3. It's not a big enough issue to deal with since they were preparing for the mid chapter PTB and didn't have time or bandwidth to fix it.

    @Nazzzak said:

    Limited time event, probably no point. I'm pretty anti-DC but this would be one of those times I'd forgive it tbh because the killer is clearly trolling and not interested in an actual game. I couldn't imagine anything worse than trying to do gens during a neverending chain hunt. I'd rather go do housework.

    These sum it up. Since it is possible (just horribly painfully long) to finish the gens during that, the Killswitch doesn't really apply imo.

    Most likely the holidays vacation, plus the fact that it can take a week or so for an update to be approved by the consoles, are the main reasons this is still a thing.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312703#Comment_3312703

    Idk how she fumbled it.

    She had two downed and one on hook and we all got out.

    I feel embarrassed, and I wasn't even in that match

  • @Pulsar said:

    Idk.

    Had a string of absolutely ######### games tonight. Only one that we won was against a really bad Pig player.

    Game 1. Huntress, 3-gen on Father Campbell's. 4K.

    Game 2. Deathslinger on Aazarovs. Facecamps and tunnels Mikaela and me the entire game. Has NOED, gets a 2K.

    Game 3. Pig on Ironworks. Couldn't get a hit until 5 gens were done. Has NOED, somehow loses a hook while camping with NOED. 4 man out.

    Game 4. Spirit on Haddonfield. 2K after teammates did nothing and I had to get tunneled for them to feel safe enough to do a gen.

    I think I'm done with Survivor. I'll stick to Killer.

    Oh that third game. Poor Amanda Panda run around all day, and then y'all yeet on out through filthy NOED too...

  • @Lyonic said:

    Behaviour need to assign resources to game balance and address the big issue that no one wants to talk about.

    They use "RNG" as a saftey blanket and won't come out to face the music when the game needs fixing.

    There are currently 18 "realms"

    Maps are the single biggest issue in this game bar NOTHING. Maps have 2 major issues - The first is that maps have random tiles, the second is that you cannot "avoid" or "prefer" maps. (Don't mention the joke offering system).

    1. Remove any random tiles and set the maps in stone, (this should be done to offer the most balanced tiles where possible).
    2. When the map is laid out in its completed form, assign a number to each tile rating its complexity
    3. Use data from these maps to determine which killers do well, which struggle etc.
    4. balance the map to try and even out killer performance.
    5. Then allow killers to "avoid" 3 maps per killer loadout.
    6. use data from the new maps and start asking why killers are avoiding certain maps
    7. balance the map to try and increase the variety of maps being avoided

    THIS IS NOW YOUR BASE GAME

    from this base game, you can now adjust perks and powers and COMPARE CHANGES to the base game.

    Anything else is just shooting wildly into the dark or as old Lyonic says, "throwing ... at the wall and seeing what sticks" I'm one of those famous TTV killer legends who struggles to log in to butcher anymore.

    It's pretty obvious the devs love their rng aspects to DBD, and I'm quite sure they would die gladly defending that hill as essential to their game. And yes part of the reasoning is "wonder what layout of this map we got this time!"

    I do believe several maps have strong issues and need changing, but I too enjoy the randomness built into them. Their overall size and certain tiles (and close tiles easily combined) are more of the problem to me.

    What I don't want is all of the spawning gens/hooks/tiles/totems/pallets/etc. to be fixed in place. If they're all static as you propose one glance by the surv or killer will always determine if they'll loop it or not, every time. Boring and unfun imo.

    Plus I foresee the map offerings being used even more for advantage, as maps become completely memorized for their layouts even more than nowadays. Sounds like crazy competitive tourney limitations to me.

  • You're asking for that add-on to what, replace his two zombies with actual lickers?

    This game couldn't run three zombies at one time, so just imagine it trying to run lickers doing licker stuff!!

  • @Batman781 said:

    Does that mean that every console game overwrites the players profile and console safety settings to show everyone online all the time? I play two other games daily that allow privacy settings to take effect in game. why is this game different?

    It seems only this game shows you as either in game or on a menu whenever it is running on my Xbox. Has always done that.

  • @TrueGuardian32 said:

    Map Offerings aren't the problem, the maps are :P

    This

  • @DatNasty1216 said:

    I know the nerf can be playable on console, it's honestly alot harder. The only way I could play her without having myself is with benefits of perks like haunted grounds/make your choice/starstruck.

    I feel this change is a slap in the face to the few console nurse players out there.

    Back in 2019 when I first played killer on my Xbox1 I tried Nurse for weeks and weeks. I could not get efficient with her, had trouble tracking through the fatigue, and most importantly couldn't overcome the half-second freeze when swinging after a blink. It is very similar to Hag, there's that half-second freeze after teleporting, so insta-hitting with either killer wouldn't happen, and survs gain insane distance. I imagine it's part the reason neither killer is played much on console.

    After toying around with Myers for a bit I focused on my beloved Piggly Wiggly Amanda Panda, and all the nurfing madness thrown her way.

  • @DarKStaR350z said:

    Due to the way the analog sticks are implemented it is currently a real struggle to move when someone is using Boil Over, as you can’t move forward on the stick whilst also using left and right to correct for the extreme sway it causes.

    The current changes on PTB are a real worry for me, as console users asking for some QoL options seem to be falling on deaf ears.

    If the changes stack with Boil Over then it will be even worse than the perk already is alone, and nothing feels more frustrating or unfun than downing someone and not being able to control your character to do anything with them. If it does not stack it still gives a version of Boil Over for free to everyone.

    Add this to the hooks permanently being destroyed after a kill creating dead zones already, and it not being fun to be left on the floor to bleed out; I can’t see how these are good changes.

    It will specifically make things worse than they already are for console players, while not really affecting PC players using a keyboard.

    Please reconsider the changes, or at least consider trying a few games as a console killer to see what it’s like and then making some much asked for QoL changes for us so that it doesn’t feel so miserable to play.

    I don’t think there is a need for there to be analog control for either side; killers aren’t walking at half speed and survivors have a button to control walking or running; please just make the analog stick directions just be full speed on and off, it will be beneficial for both sides.

    Also while you’re at it I would beg you again for analog stick dead zone options and some basic acceleration options such as dual zone.

    This is my concern as well. Us consolers cannot participate in the PTB, and I highly doubt anyone playing killer on Steam uses a controller either.

    So we won't even know for what, like three or four weeks from now how much this borks us?

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310487#Comment_3310487

    I mean, I will test it today on the PTB with Base 20% and in combination with Boil Over. But I just think that the 1 second maximum wiggle reduction was not problematic to be removed, especially if you replace it with something that has the POTENTIAL to be more annoying.

    WIll know more after testing, maybe it is not impactful at all and thats it.

    But how many will test it with a controller? Who plays killer on Steam with a controller in the first place?

    And us consolers can't even participate in the PTB, so if this makes the wiggle sway worse for us, we won't know for weeks and cannot even test it out.

  • @TOFFU said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307794#Comment_3307794

    bec you are not med+ mmr

    where any surv game is walk in park

    1 man bring PROVE THYSELF and while as killer you run to far gen at start you have 2 gens pop

    all you said about hooks windows is INGAME balance

    while voice comm abuse was not designed in game at all

    @TOFFU said:

    with Voice Comm you dont need to bring ANY aura info perks as surviver = stronger loop / genrush builds = unbalanced game

    dont you all realise that swf voice comm is what makes game unbalanced

    take a meta build for loop or genrush and revome 1 perk for aura or RADIO and its allready not so OP and game more easy to balance

    They do not make changes based just on higher MMR. They more or less throw out the best 5% of players and worst 5% of players data, and then consider changes around the middle average casual players. The strongest 4-man groups & best killer players would be within that 5% range. From looking around at other games with mmr's these devs seem to be unique in balancing this way.

    As far as limiting perks for survs they will not do that, they are committed to allowing players to run what they wish to. For a while now they seem to be focused on improving solo players ability to get info & try to coordinate like those on comms. Like the teased icon changes likely coming soon.

  • @burt0r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3306665#Comment_3306665

    Well that difference goes for any aiming as killer, or camera movement on PC vs console?

    With mouse you can make precise motions or turn any angle up to 720° on the spot even without dpi switching just by the amount you move the mouse.

    With controller you have a minimum and a maximum turn speed, that has always been the case. The minimum where tilting the stick starts the motion and the maximum when tilting completely to one side depending on the sensitive set in the setting.

    That's nothing new and one of the biggest differences between PC (M+K) and console, aside from performance.

    It's a physical limitation, just like the controller is infinitely better for slow sneaking movement vs keyboard switches that only go on/off.

    And yet they will not add M&K support for the consoles.

    I do not understand

  • Awwwww heck naw, hate all indoor maps in either role.

    They all can go crawl into a bush somewhere and quietly die....

  • Swamp reworks are bound to be out sometime, they're really the last ones that haven't been overhauled.

  • @Distortion_Enjoyer said:

    less bugs 💀

    I thought it always goes fix twelve things break fifteen or so?

  • Tunneling out a surv as quickly as possible to get down to three left is the surest way to victory. Many would say the easiest as well.

    Until that method is no longer best, it really doesn't matter what perks anyone brings.

    And I believe another part of the problem is the builds killers have run for a while now. Most often it's 2-3 gen regressions and 1-2 chasers, and no tracking. So instead of building and using game sense to know where survs are likely at when not in a gen, it's usually right back to the unhooking. Because right there are at least two survs, one hurt. There's the new tracking.

  • @TonyXSplash said:

    Hello,

    Please please please. Make it so only console players from PlayStation and Xbox can play together. Many PC players are cheaters we do not want them on our games they are ruining our fun.

    Sadly cheaters & hackers can and do find their way into console lobbies, regardless of CrossPlay on or off.

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308236#Comment_3308236

    "Hey, you don't get to do any of the stuff you wanted to because that person used an offering. Enjoy your game!" Can you imagine the rage quitting?

    Every time someone gets No Mither, or Deja Vu, or whatever "junk" perk combo, DC.

    It would be a bloody mess I agree.

  • @SkeletalElite said:

    It just lets you use a keyboard on console. This thing isn't doing anything that PC players aren't already doing in your lobbies lol.

    I assume by "scripts" you mean some kind of macro but I can't even think of a case where controller input macros are having a significant effect on this game. It's not like an FPS game where you can automatically counteract recoil patterns with the exact perfect inputs. The only killer with "recoil" is trickster and even then he has barely any recoil

    Oh I think you underestimate Trickster's recoil on console. I find it inconsistent and unpredictable and profound. Boil Over behaves very similarly.

  • @DeathwingDuck said:

    you know what'd be nice to see? If people when they use the report feature to "give props" that you could actually read the message they give.

    Whether or not this feature actually does anything I still sometimes use it on people who were really fun to go against, even if I lose against them. If I ever got it in kind I would love to read what people say.

    You could make it a toggle at the very least, or maybe in the lobby it could give you a pop-up or some form of notification that you got a "give props" from someone. Who knows, maybe it could even curb bad behavior seeing some kind words after a match you lost.

    I'm curious if people think this'd be a good idea.

    As the others have said, too easy to abuse and another thing the devs would have to police. If we didn't suck as bad as we do it would be nice, but have you met us?

    Also I doubt those of us on console could even see any of that, and even if we did y'all aren't going to stick around 14min while I type out something with my controller 🎮....

  • @DarKStaR350z said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307510#Comment_3307510

    They said the were going to optimise the game to run 60fps, but instead decided to update the graphics and add new lighting and effects which actually made the performance worse; and since then spend time updating things like the pallet and breakable wall graphics.

    I think collectively console users make up a huge portion of the playerbase, and if they aren’t spending as much then I would say that is because of the games poor optimisation.

    I have definitely stopped spending money because it feels like a waste when I don’t feel I’m valued as a player on the format I play on.

    As said above; even if performance wasn’t improved, there are small quality of life changes they could add such as basic dead zone and controller acceleration options which would show they at least are still considerate of console users struggles.

    As is though I for one feel neglected as a player and format, like my time and money isn’t valued as much as PC; and I feel very jaded because of it.

    @FellowKillerMain said:

    From what I understand this game was strewn together from pre-defined assets and code libraries. Meaning that everything they used to create the game was built by someone else, so to optimize it, they need to reconstruct it, or hire people who know how to refactor all their existing code - they might even need to rebuild things from the ground up. They likely have the money to do that, but it may not be cost effective to hire the manpower to make that work, so instead they try to optimize where they can which leaves them where they are now.

    I'm trying to be optimistic. The pessimist in me thinks that they have only so many man hours set aside to work on this, and it's low priority because of console population sizes and how much those players contribute to their overall revenue. That's business, though.

    Altogether the consoles are by far the largest playerbase

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