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LordGlint

LordGlint

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LordGlint
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  • @ReviloDBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/834459#Comment_834459

    This 100%

    If they are already experiencing those issues now, why would it change when they go up against PC? lol

    Unless PC Survivors are like coincidentally insanely better, but I'm not sure, I did remember reading somewhere that Console Survivors have easier/better looping mechanisms than PC actually. Something due to the way the controller works rather than the keyboard/mouse.

    As far as movement goes, it would be similar to using your D pad instead of your left thumbstick. That's why for survivors, kb/m vs controller is a total non-issue.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/834440#Comment_834440

    I get what you're saying, but then again, I'm a more selfish player, and don't go for saves if I don't have to.

    I mean, it is a viable strategy, just put on Spine chill and hide when you see the killer headed your direction.

    How do you hide when you have maps like Bloodlodge that put gens out in the open with only waste high debris for cover? I LIKE using a stealthy approach, and already use spinechill and iron will. The problem is it's not a fool proof method and you WILL get into positions where it doesn't work. Also... Letting all your teammates die on first hook if there's not cover around the hook will result in a REALLY short game, lol.

  • The only reason people are pissed about the cosmetics being given out is because of its rarity gives it artificial value. That value deminishes when the rarity goes away. It's no longer "special" if EVERYONE has it.

  • @hematophagy said:

    https://forum.deadbydaylight.com/en/discussion/comment/834748#Comment_834748

    Because console players do not go against m/kb players and the m/kb players have a faster turn speed when console players are capped at a certain speed

    Only the turn speed of KILLERS are affected controllers, and like I said before... Console and PC killers arnt competing against each other here. You'd have a rough time ever telling the difference between a survivor using a keyboard and one using a controller.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/834651#Comment_834651

    Than you've been giving him some good rep, the only thing I see when I face a leatherface during a few Survivor games is that they tend to monitor the hooks too much and if you're in the basement with a "proxy camper" LF, than it's a wrap for ya!

    I find that chainsaw is great for directing a survivor around pallets to give them minimum time to run before breaking it. If they run early, chainsaw to them instead of the pallet... If they wanna run to the left, circle around til theyre on the right before bringing the saw on the pallet, so they have to cross over. The less time you give them to reach another pallet...the easier it is to use that chainsaw on THEM. Also the fact that you can instadown ppl makes it so you dont give them a speedboost to get out of dead zones.

  • @hematophagy said:

    https://forum.deadbydaylight.com/en/discussion/comment/834507#Comment_834507

    No. Im talking about the external hardware like a mouse.

    M/kb users already go against controller users on this game, as well as others. How would it be any different?

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/834574#Comment_834574

    Keeps him out of the basement, and if it buffs bubba than that works too... he's terrible as is. Tbh, this whole issue is to keep him from camping and instead make him actually chase people.

    I dunno, I enjoy playing low and mid tier killers, lol. Was rocking Bubba all last weekend at rank 3 and doin WORK, lol.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/834523#Comment_834523

    True, the original perk improved the add-ons you used, which was a good theme of the perk with its name sake.

    But uh... instead it was changed to have nothing to do with the perk. My changes above for the overhaul section was going off of definitions of what "insidious" means, so it kind of works with what it's saying.

    But that's why I also added buffs/nerfs below to compromise. Since a lot of people here agree that the perk should keep its stealth theme.

    I think giving it a type of time limited stealth would make the perk REALLY dangerous in the hands of Bubba for a whole new reason...and would be pretty epic.

  • @[Deleted User] said:

    An increased FOV makes you feel like you're faster because you see more of the world moving towards.

    Shadowborn is aight but people don't like it because there are better perks out there.

    OP is suggesting that people hate going AGAINST the perk, not that they dont like USING it. That is pretty odd imo that they would hate on a QOL perk like that. I know many ppl use it to avoid motion sickness.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/834503#Comment_834503

    That can also work, if you have a set amount of time for 0 Terror Radius than it can be used in a chase or just standing still.

    The activate ability button won't have to be subjected to just standing still.

    I think it would be nice to keep the spirit of the perk, which is a TR perk. I really dont want a repeat of tinkerer, in which the perk we have now has nothing to do with its original version.

  • @Spooky13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/834482#Comment_834482

    I don't think matchmaking would take longer, but I do agree that PC players would have the advantage. They have access to better headsets, which would benefit Spirit players. They have better mouse control, benefiting Billy, Nurse, and Survivors, as they will be able to control their camera much better, allowing for better use of the chainsaw, blinking, and 360ing killers, as survivors and killers on console have much worse camera control, making it harder to avoid a killer/hit a survivor.

    As far as kb/m goes, it only really offers an advantage in the fact that you can better control how fast you turn in a 1st person mode. Survivors being a 3rd person camera... that advantage goes out the window. It would actually be more likely youd have an easier time on a controller, because a keyboard would be the equivalent of using a 4 position D-pad instead of a left thumbstick. You can control a 3rd person camera with ease with a controller, and not be bound to any sort of controller sensitivity that plague controllers with 1st person views. This is why Marth is able to perform just fine on survivor...on controller.

  • @Mew said:

    Cross progression is a must, imo. It would hands down make me buy the game on many other platforms.

    cross play though? Between consoles im really hopeful, but console-pc crossplay would result in some unfair advantages for pc players (since the game is much more optimized on pc.)

    Just a thought... Couldnt you also just as easily argue that someone gaming on a PS4 PRO has an unfair advantage against someone of a normal PS4, due to having a more powerful machine running the game? In what way is this different than PC to console, in which... youd be facing against ppl with a more powerful machine playing the game? Or even 2 ppl on PC, one with a budget computer and one with a 6000 dollar one?

  • @hematophagy said:

    https://forum.deadbydaylight.com/en/discussion/comment/834459#Comment_834459

    You aren't understanding my point aha, with a mouse a nurse has more control of where she is teleporting, where she can't do that on controllers. So it would be easy for pc killers to kill console survivors because we don't go against as many great nurses or killers because it is harder on console. So if it all of a sudden had pc killers switch to go against console survivors not only will match making be longer but it will be unfair

    If your suggesting a sudden difficulty spike, that would end up being fixed the very first rank reset. You (hopefully) wouldnt be placed at the same ranking as your use to seeing, thus eliminating the difficulty. This has less to do with survivors using controllers and more to do with being unaccustomed to facing tough opponents. Many very good DBD streamers...use a controller while playing survivor against PC killers

  • @FireHazard said:

    introduction

    Hey! Today, I have something that might peak everyone here... yes... today, we'll be talking about the perk Insidious and why it's in-general a "bad" perk that exists. No, this isn't a rant to change the perk... it's just an explanation as well as a concept that I want to throw out there.

    I'd like everyone who reads this to actually give their opinion on the perk itself... your past experiences with it maybe? Or in-general some feedback you feel should be said... anything works.

    But enough with the rambling before this turns into a 1 million Paragraph essay again... let's get into it!

    Insidious... and why it promotes camping

    Now, camping is debatable a "strategy" that a lot of Killers like to use when they're new or in the lower ranks. While you rarely see it in Purple and Red Ranks... it can still happen from time to time. Now, camping usually happens when a Killer "hates" a Survivor for looping them too long, because they're toxic to them, etc...

    And while camping is yes, a "Strategy..." it's also an extension of what defines a Killers "skill." For one, a good Killer won't need to camp Survivors to kill them... they do that by regular means and fast downs as well, aka they cause what's called a "snowball effect" within the match and apply a lot of pressure against a team.

    Usually when someone is being camped, they're most likely going to die due to the Killer having an insta-down power, NOED, etc... And while yes, perks like Borrowed Time counter camping... it can still get YOU yourself downed if the camper has NOED, chainsaw, etc...

    Now here's where Insidious comes in. Most of the time, insidious is... well... used to camp Survivors! That's honestly all it's good for since that's what it seems to mainly be for... It reduces your Terror Radius to 0 and allows the Killer to be "hidden" until a Survivor approached the hooked Survivor. Than, they can either use their chainsaw, NOED, Haunted Grounds, whatever... and down the Survivor before they unhook them or literally right after... Than, the cycle continues.

    It promotes this behavior (No pun intended) because that's what it's mainly only used for... and what it is practical with. Insidious has no other use, none. In a regular match you would never stand still unless... you were camping say a generator, an Exit Gate, a Survivor...

    Like, that's all Insidious is for.

    Now, here's why insidious isn't fun to face

    Before anyone says it "But I haven't seen a LeatherFace insidious basement camp in awhile now! STOP CRYING" yes, they're quite rare to find these days...

    Mostly because it's so boring that not even LeatherFace seems to want to be involved in it anymore... but also because Survivors have found counters to get around it, mainly when it was really common during its inception. You could use Kindred to have your teammates avoid it... or if you're in a SWFs with coms than you can just have them do generators and escape... Borrowed time helps with keeping both Survivors down... but not the unhooker... etc, etc, etc.

    When you hear Insidious, you think LeatherFace. This is mainly because a basement build LeatherFace has literally no downsides when it comes to guaranteeing the kill. If you don't kill your original Survivor, you can just down the unhooker and kill them... than people will just keep throwing themselves to unhook Survivors until the Killer sees an opening and downs multiple Survivors... OR the Survivor just dies...

    The issue here is... it isn't fun. Not for the Survivors... and I don't even know if the Killer enjoys it. They probably just hate Survivors so much that they want to torture themselves by waiting in a basement and chainsawing anyone who comes in... or doesn't... than the Survivor and the Killer sits there until the Survivor dies and the other 3 escape.

    That's pretty boring if you ask me. And any Killer can use this build and honestly still down people that're unhooking the Survivor in the basement. Just grab them by surprise or hit them once than again after they've unhooked the Survivor... and if they don't have BT than you down the other Survivor and... yeah... you get the idea.

    a suggestion to "better" insidious reputation and worth

    By definition "Insidious" means to be "crafty" or "sly." This can define a person as well, someone who's sneaky or crafty or sly is an Insidious person. And while yes this fits with the perks power and meaning... the practical use it has outside of camping (Which like... 90% hate.) Is quite a terrible use of a perk and a perk slot.

    Unless you're of course LeatherFace or someone with an insta-down power... you get the idea. It honestly should be changed to have a better use... maybe more people will use it if it was changed to something else? Who knows...

    While it's hard to make another power for the perk and I can 100% understand that... it would greatly boost this perks reputation, and overall give it more use than say... LeatherFace in a basement.

    Now, i'll give an idea below for a change to the perk... it's not perfect and it can of course be subject to change, interpretation, and overall... it could be bad or good depending on how you look at it.

    a few suggestions to overhaul insidious

    Here's the "Old" or current description and power of Insidious.

    • Unlocks the stealth ability. By standing still for 4/3/2 seconds, you reduce your Terror Radius to 0 meters and thus become stealthy until you move or act again.

    That's the bare bones description for Insidious... and it just screams "Camp with me" to be quite honest. I don't mean that in an antagonizing way or anything like that, it just... literally has that only use cause what else would you use it for?

    Now, here's some suggestions or "overhauls" for Insidious to ponder below.

    The first insidious rework

    • Your sly maneuverability has demoralized your victims. The Killers Bloodlust ability increases Slightly/Moderately/Considerable faster.

    "You can't escape."

    I know I know, "Bloodlust perks are fairly useless as well..." yes that's true... but if you increase the time the bloodlust is gained, you can gain the added bonus of increases speed if the chases are too long... and it's decently faster depending on the tier of this perk.

    the second insidious rework

    • Your crafty design to Hooks causes the survivors great pain. The Entity's progression on the hook is increased by 3%/6%/9% and Survivors that fully heal from the injured state will yell and reveal their location for 4/5/6 seconds.

    "Revel in their pain."

    I know this doesn't make a lot of sense, but hear me out. I got the idea that the hooks were "rusty" or modified to be barbed or something like that... This in turn leaves a lot of internal bleeding that's quite painful to heal... that, and the lingering pain can cause people discomfort... or in this case it causes Survivors to scream.

    the third insidious rework

    • The survivors have fallen pray to a deal to The Entity. Survivors are given a 4%/8%/12% reduction to Repair, Healing, and Sabotage speeds. For every 50/70/90 seconds that pass, this reduction gradually diminishes until the survivors Repair, Healing, and Sabotage speeds are increased by 4%/8%/12%

    "The deal is struck, but for how long?"

    This concept revolves around making a deal with The Entity to spice things up in the match... the deal The Killer made with The Entity was to diminish the Survivors repair speed during the first few seconds of the match... until finally reversing this deal and giving them an added bonus...

    It spices things up and in a way... mixes up some gameplay. You can regress a teams Repair, Healing, and Sabotage speed at the cost of having them gain an increase overtime. You guys can debate if this is terrible... or if the times should be increased or decreased.

    some changes to the stealth mechanics of insidious

    Because of popular opinion in the comments below, i'll add another addition to work on the already existing stealth mechanics.

    some suggestions by chitenshi

    @ChiTenshi had some good suggestions in the comments below, and I wanted to add them here. All credit goes to them of course, I just wanted to spread the ideas around.

    • While in a Chase, you unlock your stealth ability. When a Survivor loses sight of you, your Terror Radius drops to 0 meters for X/Y/Z seconds
    • While in a Chase, you Terror Radius decreases over time by 2/4/6 metres per second until it hits 0, you hit the Survivor or you interact with something
    • While in a Chase, you can unlock your stealth ability. When a Survivor loses sight of you, your Terror Radius remains in the location you were last saw for X/Y/Z seconds

    Now some suggestions by me to stay with the stealth mechanic

    The suggestions above were kind of copies of pre-existing concepts, so why don't we work off of the stealth concept that exists already?

    The first idea

    • Unlocks the stealth ability. By standing still for 4/3/2 seconds, you reduce your Terror Radius to 0 meters and thus become stealthy until you move or act again. Between periods of 10/8/6 seconds, the perk will go into a cooldown state.

    "Open your ears..."

    This would give the perk a hard nerf, but it would overall counter-act the issue of basement and hook camping as a whole. This is debatable terrible, but that's for you guys to decide...

    the second idea

    • Unlocks the stealth ability. While in a chase, your Terror Radius will periodically drop to 0 meters for 2/4/6 seconds.

    "Keep your eyes on me."

    This kind of works off of ChiTenshi's 1st idea, but it only periodically activates and deactives during a chase. It gives it a sort of "mind-game" potential to it... the the seconds that each tier gives can be changed of course.

    the third idea

    • Unlocks the stealth ability. The Killers Terror Radius will periodically detach from the Killer for 5/10/15 seconds. When in proximity to a hooked Survivor, Insidious deactivates.

    "So easily fooled..."

    This will also be the main concept for the fourth idea, but I wanted to add in that last bit to deter from the main issue Insidious poses... It gives it a fresh concept, while also staying away from the main issue it brings.

    the fourth idea

    • Unlocks the stealth ability. By standing still for 4/3/2 seconds, you reduce your Terror Radius to 0 meters and thus become stealthy until you move or act again. When in 8 meters of a hooked Survivor, Insidious deactivates.

    "Open your ears..."

    Now this is a idea you might all debate is too much of a hard nerf... 10 meters isn't really that huge, and it's actually just about as big as Tier ll Myers with M&A... which in itself isn't huge either, but it can still be heard if you're close enough.

    The 8 meters is to keep Killers out of the basement and standing right next to the Survivor... aka LF... and it also lets them stand around the area to give them a chance at least. So in theory you can still "camp the basement" but you won't be able to be IN the basement to do it.

    tl;dr

    Insidious promotes camping and tunneling... last time I heard, most people hate this. The perk is quite useless outside of camping... and Killers that use this perk to camp and tunnel is only promoting a boring game for Survivors and even the Killer in some cases.

    I don't know anyone who enjoys sitting in a basement for a chainsaw kill as LeatherFace... unless like... you just hate Survivors that much and want to make their game as boring and miserable as possible?

    So, I put some suggestions above the TL;DR for you guys to ponder in the comments below.

    How about...

    Standing still for 4/3/2 seconds gives the killer the undetectable status effect for 15 seconds, has a cooldown of 60 seconds.

    The cooldown would prevent the perk from being used while camping, but also allow some nice sneakiness if you intend to approaching an area you suspect a survivor is at. Imagine working on a gen peacefully, only to hear the sudden sound of Bubba's chainsaw roaring around the corner.

  • @hematophagy said:

    https://forum.deadbydaylight.com/en/discussion/comment/834426#Comment_834426

    Well what do you think that has done to console nurses then.. she is still way stronger on pc than console. If you think I'm wrong check the data

    Except your not going to have one Nurse competing against another, even if there is advantages. I dont understand the mindset of being against cross-platform because of that. A console Nurse isnt going to somehow do worse because PC Nurses exist. A player using killers on console shouldnt be experiencing any difference in play than what they're already experiencing.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/831290#Comment_831290

    I wouldn't try to loop them. That's their strength. Juking and gaining distance is how you counter nurse. That and stealth, but survivor mains don't like stealth much.

    The killer counter of "dont ever get found" is only viable to a point. The minute you have to start working on a gen thats out in the open, or go for an unhook thats not conveniently next to cover... You need a plan B, which is a means of running away. I think they mightve gone too far with Nurse, because this whole "run in a straight line" thing really shouldnt be a counter, but just like Killers can complain about certain maps having braindead easy and safe loops... Many of these same maps have giant areas where stealth is impossible. Trying to break LOS on maps like blood lodge, where the majority of the cover on that map is waste high...

  • @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/834113#Comment_834113

    The moment i read "pallets are suppose to be area of safety", i'm done. Why do you think people ask devs to remove these safe mindless pallets and loops?

    Pallets are suppose to give you a chance to slowdown killers and waste killer's time, not guarantee you the safety against them

    And from the way he writes, he actually asks nurse and spirit nerf to a point where you can loop them like other killers. Or he is asking for every pallet to be like killer shack one when there is no mindgame at all when the pallet is thrown down

    The rirlw of the thread is claiming a pallet is a losing position. While im against the idea of super safe pallets, i still think they should offer SOME protection. abandoning every pallet and getting caught in the open is also an unsafe position, expecially against a killer who you cant out position due to the ability to not ever know where she is. A killer like huntress makes many pallets useless as well, but gives cues which allows a survivor to know when and where to take cover. Every killer gives similar cues...EXCEPT Spirit, who for some reason doesnt even give cues o some of her basic movement.

  • @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/834079#Comment_834079

    Then you deserve to get killed by nurse, spirit, hag, freddy, huntress

    Get good

    That awkward moment when someone types up a complete argument and you cant come up with a counter. At least read the statement before replying, as they actually talked about playing against Huntress just fine.

  • @GodDamn_Angela said:

    "Every one of the killer objectives can be done in a single match"

    Woah.

    How do you sacrifice 13 Survivors in one match????

    With mad skillz

  • Faced afew OoO teams this past weekend at red ranks while playing a M&A equiped Bubba. It's tough but not impossible. If teams start getting super altuistic, it can quickly get punished.

  • @TheHourMan said:

    https://forum.deadbydaylight.com/en/discussion/103912/tome-2-#########

    It's around 1400 matches to get to level 75 without doing a single challenge. With challenges included (doing all challenges) then it takes around 500 matches. You have 3 months to do this. If you don't play the game enough to do 500 matches in 3 months, you shouldn't be buying a battle pass.

    Lvl 75? Isn't there only 70?

  • @Nobsyde said:

    https://forum.deadbydaylight.com/en/discussion/comment/833519#Comment_833519

    Yeah I agree, but I still haven't unlocked Plague, maybe it's time too though :)

    Being a killer main, I unlock all killers if nothing else... Than for their perks. Pretty sure I've played as plague like twice, but she's lvl 50, lol.

  • @GodDamn_Angela said:

    I don't care about pips, but going against high purple-red rank survivors as a Green killer is no fun because high purple-red rank players (mostly) bully lower ranked players and are tryhard af.

    In all fairness, they have no clue your rank. They're just applying their skills under the idea that they're up against equally skilled players.

  • @Nobsyde said:

    https://forum.deadbydaylight.com/en/discussion/comment/833275#Comment_833275

    regarding Ruin: I suppose it depends very much on the killer. I usually play as Hag and even if Ruin lasts 30 seconds more often than not, it still is paramount to enable me to setup a good amount of traps without having 2 to 3 gens already ready to pop. Once the setup is complete Ruin is not that important.

    When I play as Doctor instead I don't use Ruin at all, I just rely on difficult skill checks and Surveillance with a massive terror radius. And I'll go to hell for this, but that's another story.

    Corrupt is a popular perk for Hag because of that.

  • @Nobsyde said:

    https://forum.deadbydaylight.com/en/discussion/comment/831885#Comment_831885

    slightly OT - how in the world did you manage to get iridescent gatekeeper but just silver chaser :O?

    Using the chainsaw instead of mallet robs you of half your chaser points. The game also ended with 4 slugs at 3 gens to go, so I didn't get into as many chases as I could have, but got a large bonus to gatekeeper for gens remaining. Just wanna add... This was without ruin. Ruin isn't as required as many make it out to be, lol.

  • I guess if you don't feel like playing...

  • @Rex_Huin said:

    https://forum.deadbydaylight.com/en/discussion/comment/832428#Comment_832428

    Thanks for this!

    I have never blinded a killer (ever). Can tell this one will be my downfall...

    Can just blind em at pallets while they break them.

  • You don't have to solo the gens, just gotta be working on it when it finishes.

  • @LordRegal said:

    Take it from someone who runs Kindred every game he can: it doesn’t stop altruism lemmings. I’ve got multiple recordings where I’m being hard camped by Leatherface and yet, despite everyone seeing each other, they ALL come for the rescue and the killer gets a 4k.

    Kindred is an excellent perk, it deserves its slot in my build and I’m happy to have it as a perk. I can, however, confirm that it won’t solve the problem you’re looking for. Information doesn’t stop idiots from being idiots.

    On the flipside, even without Kindred you can make informed decisions. Had a Leatherface basement someone. My wife and I were each doing a gen, I had the perfect view as the Nea went for the save. Brief chase, now there’s a freshly rehooked Claudette and a newly hooked Nea in the basement. I don’t gain heartbeat the whole time I’m finishing my gen, nor does my wife. So the killer is 100% camping the basement...so we finish our gens and leave. Got salt for not trying for the rescue from the Nea, but we denied the killer a lot of points for his bad strat so it’s whatever.

    How dare you not fall for an obvious trap!!! lol

  • 20191111080955_1.jpg

    This was from a game where I "won". Still had 3 gens to go, and I managed to down everyone. 2 DCed right before I could hook and sacrafice em, but even if I counted that...would only give me 1 more point towards my score. Games like this that show you that even if you win...you dont always pip.

  • Devs already shot down the idea of kindred basekit.

  • @MisterCremaster said:

    Nude cosmetics for everyone.

    Someone is gonna be picking Nude Hag, just to ruin your day.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/831233#Comment_831233

    I want it because no games on Xbox actually support m/kb at the moment besides Minecraft I think, despite m/kb now being native on Xbox (I can plug in any m/kb and use menus or Edge and such). I just want to start playing with a mouse and controller, because it is the future. Analog movement is superior to WASD in pretty much every way, except maybe acceleration (since WASD is a binary on/off) but that advantage is so minimal because it takes like a millisecond to move the stick in a new direction. DBD would be a fun testing ground and practice for this new control setup. Will I stick with it? Not sure, but I really want to experiment.

    No one really claims a keyboard is better than a controller as far as movement goes, its the mouse part thats the contender. A mouse offers alot of accuracy, and precision quick movements thats not really needed for most of DBDs gameplay.

  • You opened your character selection, saw Suzie and just couldnt help it huh...

  • @TWiXT said:

    YAY! finally, Nurse, and Huntress won't be the WORST killers on Console since they'll finally get to experience how terrifying they really are for us PC Players.

    As for cross platform progression... Sure, Why not tie a single account to multiple platforms? I hate it when I have both the console and PC versions of a game, and one is more advanced in progression/plot than the other, but one of them is unavailable at the moment. Tying these together, makes it feel like no matter what you play on, you are still making progress. Otherwise you basically have to keep back tracking and playing catch up, which is not fun.

    I actually really enjoy going against Huntress.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/831211#Comment_831211

    Yea I thought you guys had the option to turn it off. They need to make sure this option is on all platforms so people that don't want it, or end up not liking it, can opt out.

    So now all we need is them to enable m/kb support on consoles and optimize the game so it runs as smooth as PC.

    And if they enable cross-platform progress I will probably end up buying the game for PC maybe mobile, and if I ever end up getting one, Switch.

    They'll very likely keep that option. m/kb support would be cool, but I dont really think it'll mean as big of a difference as some think, apart from some killers. I know ive seen some PC users actually prefer a controller over m/kb and stilll preform quite well. People talk like Marth and the depip squad were just SLAYING ppl, while the guy uses a controller. Ultimately that'll likely come down to consoles getting native support for it rather than BHVR allowing it. I havent heard anything about it, but if Xbox does it now...thats neat.

  • Typically I have the forums on a 2nd screen...or youtube...or anime.

  • Im surprised it doesnt just lump you in with whoevers available. Ive seen matches where it'll put a rank 20 killer in with people around rank 10, just to give em a game.

  • @thesuicidefox said:

    I'm cool with cross-platform play as long as we first get:

    1) Cross-platform progress (this was one of the questions on the survey but I think this is super important to have).

    2) Better optimization on console. I feel like PC players will have an advantage here because the game just performs way better on PC. In terms of controls I don't think it's a problem since you really don't need a mouse to aim unless you are playing Huntress or Nurse. Also the fact that, at least on Xbox, they can just enable m/kb support because it's native now (which they should do before enabling cross-play anyway).

    3) An option to turn it OFF if it turns out I don't like it. Pretty sure this already exists as an option for PC players with the whole Steam/MS Store thing, but you really have to give an option to opt out.

    20191111001955_1.jpg

    Heres a screenshot of what we currently have for PC

  • @Unironicalygoth said:

    Yes this happens to me all the time as survivor specifically when I'm in Chase I'll suddenly start rubber banding

    Also when I play killer it doesn't happen

    Maybe a bug maybe a lag who knows

    Also I play on xb1

    xb1 doesnt have dedicated servers yet, so its probably just your connection to the killer.

  • @Eleghost said:

    https://forum.deadbydaylight.com/en/discussion/103513/methods-to-lower-graphics-on-pc-version

    I used to play on a laptop and had my graphics set to basically atari graphics. It wasn't very interesting to look at and i still got under 30 fps. I recently got a newish computer that runs it pretty decent on medium/low but i have issues with frame drops since the last update when playing on medium.

    Im just imaging the TI-84 port of DBD

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/830316#Comment_830316

    I think it's good to voice concerns o what has actuallybeen seen in the game until we're told what, if anything, is changing. The Tier 4 challenges have made their way into the game, placeholders or not, they're what is currently in place. If we don't voice concerns when they arise how can we expect anything to change?

    Im right there with ya, but the key words there are "when they arise". Frankly, im surprised they didnt take it a step further and make the placeholders things like "sacrafice 5 survivors in the basement in a single trial" and such. At least then people would be forced to take it with a grain of salt and maybe chuckle abit.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/830189#Comment_830189

    That's not to say the actual released challenges won't still be the same or more difficult. They haven't said they'll be addressing the difficulty...

    Still means we should see what the actual challenges are though before we complain about them, lol.

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/830176#Comment_830176

    Can confirm that they said that, what you currently see in Tome IV, is most likely not what we'll get by the time it unlocks.

    @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/829554#Comment_829554

    Based on what? I've seen no indication from any Dev, etc that they feel like the challenges are too hard.

    Found it

    W85zuL1l.png HDYXCZT6OWHG.png


  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/829554#Comment_829554

    Based on what? I've seen no indication from any Dev, etc that they feel like the challenges are too hard.

    Based off peanits and Mandytalks saying on these forums that those were just placeholders that will likely change.

  • Imagine the devs trying to program a Huntress bot that doesnt just completely demolish everyone from across the map, or try to program the bots to NOT instantly see every survivor trying to be sneaky.

  • @BABY_DAVID said:

    https://forum.deadbydaylight.com/en/discussion/comment/817903#Comment_817903

    Playing killer in red ranks is not fun for 14 of the 17 killers yet devs nerf a viable killer, makes no sense.

    I have a blast bringing Bubba into my Red rank games and still getting 4ks.

  • I find it pretty fun the way it is now tbh. Just wish the emblem system didnt completely suck. Had a game where I 4ked the other day with only 2 gens done as Bubba...barely black pipped. Today, I 3ked with Myers using MOSTLY T2 with all gens being done...almost double pipped.

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