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Mozzie

Mozzie

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  • I feel like if you hit 4 consecutive bounces you should be able to put a survivor in dying state basekit, the fact that they have an ultra rare where you need to do 5 is kinda ridiculous. Otherwise someone like legion or oni just feels more viable for this type of playstyle.


    Also, I think the addon that lets you see where the next bounce will land would be great if they added like a timer to that circle notification. Like the circle visually ticks like a clock to let you know if you're going to make it to that object to bounce off of or not. That would be really useful for people learning him and might actually be a better change to his basekit.

  • @MeltingPenguins said:

    I know a good number of people think of classic slasher movies when they think about what maps should be in dbd, but hear me out:

    A giant, abandoned manor, by the cliffs over a silent dark lake, the forest bordering its walls, fading into an overgrown garden full of deadly plants. The broken glass of the conservatory giving access into corridors where wails and footsteps echo and doors seem to go to no same place twice.

    Up above is an abandoned observatory and roost, unsettling, unnatural caws and screeches echoing through a sky full of wrong stars.

    Down below is an old cellar, half flooded with oily stinking water the ripples in ways not caused by the chill draft blowing through the narrow passages.

    The library seems too large to belong into the building and the ballroom's floor appears to have seen many a dancer dance their feet off (and keep going still)

    Thoughts?

    Yeah I think the theme would be really nice with the appropriate killer attached. It would be cool with a ghost type killer. Something like the nurse with being able to go through walls....

  • Okay I was messing around with my graphics settings and I thought I really screwed something up because EVERYTHING had a blur effect when moving. I'm glad to hear i'm not the only one. when I played other killers I didn't notice it so I don't know what going on.

  • I've always looked at it the way survivors always refuse to leave the map by hanging out in the exit gates. Same issue.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1606308#Comment_1606308

    I know that not that much changed, I'm talking about skill in terms of outplaying loops. When Deathslinger came out and for a few months after, many believed (and still believe) that he's countered by pallets and don't realise half the amout of tiles he can easily win and get hits on.

    I want to see really good Blitght players who used him on all maps countless time and know how to play all tiles really well which takes a lot of time to learn since you need to vs good survivors and get perfect timing, turning, lunge etc to make some hits possible. You can't say that someone already mastered him on all maps vs high level survivors but ofc if you do then please show me any god blight who uses his power to it's completely full limit, not just spams it when it's easy/medium difficulty hit.

    He might be decent but if no really good blight main players appear in next 1-2 month then I'll lose hope for him beiing decent. Right now, I can't say how good he is since no good blight players exist that I know of yet.

    I think it's a poor idea to judge a killer based on the very best players. Something I believe the dev's do as well. It's not a good way to balance your game. The reality with Blight is he plays with high risk/low reward.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1606101#Comment_1606101

    That's why I said probably, I have no idea if he can actually do some decent turns around loops. It might be possible so I want to want until I see someone how can play him well, not just mediocrely. It's the same as not judging nurse by people who suck with her skilled gameplay wise.

    He's been out on PTB for weeks. You can read the patchnotes to see what's been changed.

  • @deadbyhitbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1606135#Comment_1606135

    He honestly is in a pretty good place right now. Watching good players is showing his potential. The gameplay I've seen is more fluid than PTB.

    Yeah try using him without compounds 21 and 23 and see how good he is. His basekit is ass.

  • @deadbyhitbox said:

    https://forum.deadbydaylight.com/en/discussion/189530/blight-is-the-worst-killer-i-have-seen-since-ptb-ghostface

    I feel like they actually did take feedback from the PTB. They buffed his addons, fixed collision, and increased his turning speed. I see a lot of people doing well with him when they use his power correctly.

    he shouldn't have been released until he was in a really good place. What is the point of the experimental branch if you're going to make adjustments to the game after the initial feedback but don't allow players to test it first? BHVR, your priorities are ######### up. Most of the community would actually respect you for postponing product launches to get it right first. Some of the changes to Blight are good, but he's still very ineffective overall.

  • @Kebek said:

    I knew from PTB that he's a boring disappointment for me so I didn't bother for the first time using money to buy his chapter.

    Once someone masters him he'll probably be a decent upper mid tier killer probably but that won't change how boring he is imao.

    How does someone mastering him make him upper mid tier?He's been around for how long now on the PTB, the changes that went live are minimal, as usual. He's a ######### killer with one decent perk and 2 mediocre perks, which is even worse than what we're used to.

  • So, I've played a lot of him today and I think there are some minor tweaks that he needs to become pretty decent and easier to learn.

    • Give his rush a visual indicator when it's going to go cooldown (so you know how to better time the next rush)
    • Instead of the 1 1/2 second you get between chain rushes make it 4 seconds and allow him to walk normal speed between the chain rushes. This is the one that I think will be the biggest game changer.There are far too many obstructions on most maps and you need to waste rushes just to make turns far too much and it's too difficult to keep track of survivors in the process of planning your next slam.
    • Work on his hit boxes so he can actually go through doorways using rush.
    • And yes, remove the double cooldown.

    And that's a reasonable starting point. I haven't used all of his addons yet but I can tell Iri blight tag is far too weak. I think if he can chain 3 rushes in a row and connect a hit that should put a survivor in dying state BASE KIT. As he chains his rushes his attack should more powerful. I think it's also reasonable that if he chains 3 he should even break pallets with it. Iri blight tag should take it down to 1 or 2 lethal rushes. The rest of his add-ons look good.


    WIth these changes you could nerf his rushes down to 3 and I think that would still make him a lot more viable.

  • @GodDamn_Angela said:

    https://forum.deadbydaylight.com/en/discussion/comment/1550787#Comment_1550787

    Seriously? Players can get to rank 1 in less than 100 hours. It's too easy to rank up, especially as survivor. Especially if they have a friend boosting them. Getting to rank 1 doesn't show anything other than that the player has played since the last rank reset.

    Don't give me that. Pretending like a team of rank 1's vs a rank 17-20 killer. He doesn't stand a chance. It's not possible to be carried from rank 20 to rank 1, even with the best swf group within 100 hours.

  • Damn, unfortunately I will be at work. Best of luck to you guys!

  • Rank means something. You're not going to find players with less than 100 hours rank 1, let's be real. Does it mean hitting rank 1 is the best of the best? No. But you at least have a firm grip on the game. Unfortunately for you Bonq this game is very punishing to new killers. There is nowhere to practice and you will be constantly put up against survivors who have way more experience than you do. It wasn't always this way. Ranks 17-20 used to be protected. Not anymore.

  • I don't think pumpkinhead could be very different from demogorgon. What would his powers be?

  • @nicknack said:

    Why are pc people (some not all) being so hatefull to the console community? Is it because you believe that we are bad? Or maybe that your better than the entirity of us?

    Is this in relation to this game specifically or console players in general?

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1547510#Comment_1547510

    Because DbD was not BUILT for voice comms. It didn't even have a grouping system. That was added after, when players complained.

    DbD was created on the formula of limited communication. You gather info, and try and apply that to your match, while working with what your team provides. Why do you think SWF is so unbalanced? Because the game isn't meant for free communication.

    IF they give comms, an overhaul would be required. Terror radius would be redundant. Many perks would need replacing. Killer powers, such as Trapper, would need serious augments. Even loops would need to be rethought.

    I'm not saying I'm against comms being introduced. It sure would make my survivor matches easier. I'm saying that the amount of work needed to rebalance the game would be astronomical. Not impossible, but a lot more than the devs are willing to put in. Maybe if they make a DbD 2. . .

    Again, look at how long it took for them to fix god loops, at least the big ones. And certain maps. Years. If they added comms, can you expect any form of expediency in balancing it? When, at minimum, it takes them two months to implement small changes?

    I am for OPs suggestion at an emote wheel, however. That would be nice.

    The only way to balance the game would be to add comms or divide swf groups from solo queue completely. Those are the only two options. SWF was added very near launch of the game, if memory serves correctly 1.03. Seeing as SWF has been in the game for almost as long as it's been out and discord, ts, vent etc have been out long before it was a foolish move not to plan on VOIP being in the game. Obviously with swf people were going to be on comms. I disagree with your assessment that it would require a massive overhaul. A weeks work of tinkering with numbers at best by a competent developer. You act as if they don't already plan for swfs on comms when they release and attempt to balance content. That isn't true. A large portion, dare I say majority, of red ranks are of some level a swf . That being said they still often get 4k'ed even given the state the game is in now.

  • I'm not saying that you stay near the strongest loops but know where they are and how you're going to get there if needed should always be in your head when playing survivor. Your FPS is probably limited by the refresh rate of your monitor. I would suggest you uncap your FPS in the file settings. Either way, even at 45 fps you should not be having anymore issues with hitting great skill checks than if you were playing at 5000 fps.


    I have the exact same specs but with a 1080ti and my frames only drop below 100 when running through menu screens.

  • @GoodLookinCookin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1547452#Comment_1547452

    I like the creativity! I agree I don't think looping is horrible and should be deleted but maybe overhauled or alternatively replaced with new ways of hiding, running, and stalling the killer.

    Thanks! I always thought that pallets were supposed to be placeholders for objects to be still designed in the maps that would fit the aesthetic. I don't know if I heard it from a developer somewhere early on in the games history or it just seemed like the most logical approach. But not every map should feel like a pallet factory! I shouldn't be dropping pallets in the hallways of an abandoned hospital. Instead, I should be pushing old rickety gurney's towards the killer, barring his path; thus, buying me that extra few seconds of time I need to escape!

  • @zoozoom6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1547496#Comment_1547496

    is someone with basic competance at say looping cow tree miles better than someone who can loop a killer at L walls for a good minute but is never chase by a stronger loop? no i dont think so. where you you are chased is down to luck and sometimes more expiranced player will go for higher propority gens in the middle of map with no strong loops to make the killer's protol harder but that doesnt mean they are worse thn the guy with 20 hours in the game doing the safe gen 10 feet from the infinite.

    skill check are about half how good your computer is to give you suitable fps and half reaction time. even if you this reaction time is skill you cant just ignore the fact how many frames you are getting is just as important as what you call skill and as such is watered down too much to be relevant

    I'm having difficulties understanding much of your argument. But the gist I've gathered is 'is it fair that someone at a stronger loop earn more points than a survivor at a weaker loop?'. The easy counter to that argument is that the person who is stuck at the weaker loop or no loop at all is out of position and therefore inferior to the other player. Now surely luck is always involved when playing solo with knowing what pallets are broken and which ones are not but a smart survivor keeps their eyes on the map and makes educated guesses as to what area's other survivors have been looping the killer.


    To the second part of your argument about frame rates, if your frame rates are so poor on your computer that it's detrimental to your ability to perform great skill checks is that the fault of the developer or you the owner of the pc? It's seems to me it's likely to be the latter as those on modest hardware usually get well over 60fps which is more than adequate to hit great skill checks. Would you argue that you deserved that head shot in some FPS because your frame rates are too bad to be able to hit it accurately? The bottom line is if your hardware makes you a less skilled player then you should be judged as such.

  • @Auron471 said:

    Ash: Reduce the volume of his breathing and grunts by like 33%. B/c hes SOOOOOO loud. Hes literally unplayable without iron will.

    Other Survivors: hnnghhh... aghhhhh....

    Ash: AUGHHHH HAAA AUGHHHHHHHHHHHHHHHHH AHHHHHHHHHHHHHHHH

    Buckle Up:

    • You can see dying survivors over an unlimited range, along with their recovery progress. Other survivors can see your dying state aura over an unlimited range too; and they can see your recovery progress too.
    • You heal dying survivors 33% faster
    • Healing a dying survivor makes them stop bleeding and stop leaving scratch-marks for 15s
    • Healing a dying survivor will not allow their aura to be read by the killer for 40/50/60s

    Flip-Flop:

    • 80/90/100% of your recovery meter is converted to wiggle progress. Up to a maximum of 65%

    Mettle of Man: MoM is actually fine right now. But i think this would be a nice change.

    • Increase the stack requirements from 3 -> 5
    • Safe unhooks give a stack

    Other perks:

    Camaraderie: Every time the following conditions are met, gain a token:

    • Performing a safe unhook
    • Healing a survivor for a full health state
    • Performing coop-action for a total of 30s
      • Max tokens is 4. When you are hooked, consume all tokens. For all tokens consumed, pause the hook timer for 6/7/8 tokens. When hooked, other survivors are notified of Camaraderie by a "buff" icon. similar to streetwise. The buff icon has a red timer.

    Boil Over: Increased hook blindness from 14m to 20m

    Vigil: You can recover from exhaustion while running, but at 25% of the normal rate.

    No Mither: Your aura cannot be read while in the dying state, and Grunt reduction from 50% -> 75%

    Tenacity: 50% speed increase to 70%. You are not stunned when entering the downed state.

    Yes Ash is loud and I'd actually be okay with that if his perks were viable. He's a loudmouth by nature so from a lore perspective it makes sense. I don't care exactly how they make his perks better but ######### do it already.

  • @NivlacACE said:

    It wouldn’t be rebalancing the entire game, to start with it would be just looking at some perks and perk synergies that can be abused only by a SWF.

    Plus it’s kinda weird that a cooperative multiplayer game in 2020 doesn’t allow comms by default, but still allows external comms

    Don't worry. People make up the dumbest excuses because they don't want comms in the game. Which is ludicrous because the majority of my matches already consist of teams on comms. It's obvious the only way to actually start balancing the game is by adding VOIP, but the community is against it. The same community that says SWF needs balancing, when the obvious answer is staring them right in the face. The dev's won't do it, because they don't want to face hearing exactly how toxic their community truly is.


    I have never seen a multiplayer team survival game in the last 10 years not have some form of built in comms. The worst... and I mean THE WORST indie survival game companies have crystal clear voip with easy mute options. It's downright pathetic that a multi-million dollar franchise such as this doesn't have it and will never get it.

  • @zoozoom6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1547396#Comment_1547396

    ability to lose killer sounds pretty iffy as killers with more than 100 hours dont lose survivors at all they abandon chases if they decide its not worth it.

    great skill checks represent reaction time and fps not skill maybe just not failing skill checks would be better

    the rest sound good provided they arent too heavily weighted (escapes seem to be far too heavily weighted rn)

    Killers usually decide it's not worth it for two reasons 1. The survivor has went to an area of the map that has a strong survival rate (lots of windows and pallets) or away from generators. 2. A more pressing incident has occurred somewhere else (discordance, tinkerer, make your choice or dark devotion). But mostly it's due to the killer knowing the survivor is good enough to waste their time. Which in my mind makes me feel that should add weight.

    As far as great skill checks are concerned reaction time = skill. I don't play on console so maybe it's much more difficult to earn skill checks, but even if that's the case giving great skill checks more weight than a normal skill check still makes sense.

  • So I agree with both sides of this argument. On one hand survivors need methods to slow down and stun killers, on the other running around an ambulance in circles until finally dropping a conveniently placed pallet in the middle of a street looks absolutely ridiculous.


    The balance between these ideas is that pallets should be replaced with other items within the environment. Hit a killer with an item to make them stunned and if it's a really good item and a well placed hit get a longer stun and even fall down steps. Barricade off a door with a couch that the killer has to slowly break through. Ya know, the things you'd actually see in a horror movie, not a looney tunes cartoon. The reality is none of that would ever happen in this game. It's growing long in the tooth by now and this change would require the making of many more interactive assets across all maps and isn't going to give what these developers want....more money.

  • @Uistreel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1547351#Comment_1547351

    I don't think he's talking about re-enabling the dc penalty, I think he just means remove the leave match button.

    kind of a moot point when ALT+F4 does the same thing. Quite awhile ago the dev's were talking about adding funcitonality to the game where when the player leaves a 'husk' remains. Not sure whatever happened to that. It hasn't been talked about much since.

  • It's a good question. I think there should be a ton of variables and each carrying with it a different amount of weight. Things Like:

    • Ability to lose the killer
    • Ability to run the killer for a prolonged period of time (map & pathing knowledge)
    • Gen completions
    • great skill checks
    • altruistic actions
    • Escapes
    • length of time to stay hidden from the killer within terror radius
    • Hours played (also maybe player level)
    • etc....

    All of the above are important factors when determining an individual survivors ranking. How much weight each one of these should get should be based on rigorous testing over month's of data. Then the challenge of pairing each individuals survivors MMR against a killer MMR. One of the obvious issues that occurred with their version of MM was highly experienced killers going against gray rank (100 hours and less) survivors and vice versa. This made it quite clear that their version of a MMR was very flawed. I'm not confident that BHVR can come up with a proper MMR without the assistance of outside help that has experience in these matters.


    I also want to point out that I completely disagree with you that 4 kills should make the killers MMR boost up. There are a variety of other variables at play that could cause that. such as:

    • Did any survivor DC during the match?
    • Did any survivor go AFK during the match? If so, how long and how many times?
    • Were survivors under-performing from their expectations?
  • I would prefer they just add chat that only survivors could hear with a mute button for each player. Most people wouldn't use the proxy chat over discord so it would be kinda pointless. But if they at least added survivor chat solo queues could be on the same playing field as swf groups and that would actually help balance the game.

  • So apparently there is some kind of bug with the old dc system where players could exploit it to ban other players. Until that gets fixed they won't re-enable dc penalty.

  • I find it quite amusing that the complaints about "pc hackers" was almost non-existent on these forums until cross-play was introduced.

  • @bubbabrotha said:

    How is that? In F13, counselors can vault but Jason cannot, counselors have DS whenever they want with a pocket knife, they move much faster than you, they can knock the crap out of you, and even kill you. And it's a million times more fun to be Jason than killer in dbd. How is that even possible? I love dbd, but sometimes it's just not fun.

    I think it's because when you play as Jason you actually feel powerful. If you grab a survivor and they don't have a pocketknife they're finished. No second chances (except as tommy). The variety of kills also helps break up the monotony from a killer side and the multiple ways of escape breaks it up on the survivor side. It would have been a superior game in better hands and the lawsuit stuff.

  • It's quite obvious as to why it's hurting survivor queue times. People do not generally want to play as killer, they want to play with their friends. If your queue time was generally 2 minutes for a survivor match before the crossplay change you can add another minute or two for each platform they've enabled. Turning cross-play on or off isn't going to impact it either. This will be a permanent change as the pool of survivors has grown disproportionately larger.


    In order to counter this BHVR thought it a great idea to add a timer to the matchmaking. On PC, at the 5:20 mark the game will throw you into a server with random inexperienced survivors and killers.

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1539715#Comment_1539715

    While I'm not entirely sure, I could see it as the more you inject survivors the more deformed they become. Potentially losing control and attacking each other if it reaches max level, or it could just be a standard debuff.

    Hmm, that's a really interesting idea. I can imagine that the killer cannot damage survivors directly but only inject them. Once injected the killer can either take control of the player or if multiple survivors are injected an AI is introduced to take control and down the other survivors. It's an interesting idea but unfortunately the transmutation would have to take effect immediately as survivors would just quarantine themselves before the serum could take effect, also comms ruin the element of surprise.


    But I love the idea of gamers losing control of their survivors and watching helplessly and their characters are used to kill their teammates. Hahaha.

  • The reason why Leatherface is 'the camping killer' is purely down to his power. SWF teams often group together to help unhook a survivor against a camping killer. This is a deadly strategy to use against a leatherface as his power could cause all 4 survivors to go down with one charge of chainsaw. As leatherface is the only killer with the unique ability of being able to do this it's too much of a benefit for the killer to not camp the hook.


    The only viable strategy to use against a camped survivor is to let them die on the hook. I know it sucks but you can punish the killer by doing gens and having the survivor struggle as long as possible to eat up the time. If the other 3 survivors can knock off 2-3 gens it could cause the killer to leave the hook in desperation. The issue of course is that solo qer's are not on comms and will all perish if they cannot assess the situation fast enough.

    Designing a killer to be able to down multiple survivors with a single use of their power is always going to cause an issue that makes camping hooks a strategy. It's why Pyramid Head was so campy when he first came out and they nerfed the wrong part of his power which still leads him to be played quite campy today.

  • It's an interesting concept, but how would it work though?

  • @Fnatic47 said:

    Hi devs and people of the fog, the worst thing finally happened to dbd in consoles, PC players now can play with consoles... Thats really really bad and i tell you guys why first the "HACKERS" and second "PC rolls 60 FPS". I know cross play can help the matchmaking be more faster and all that but to be honest with you guys i prefer wait 10 minutes to find a lobby than stay 1 minute and find some PC hackers, i say this because i had some matches when i saw some PC players using speed boost and fast healing speed. I had to turn off the cross play because i didn t have fun at all. Devs despite the bugs that it's tradition in every chapter and after some incoming patches,can you plz for love of god. Stop thinking about the cross over idea... atleast for now... Lets be honest over here a little bit devs don t have 100% control of hackers and they don t even have any protection anti-cheat in their servers yet. I know is hard to have that kind of control against PC hackers, so why risk it in consoles... It was because the matchmaking time fix ? Plz try find other solution for it... Thats all...

    Thank you dbd devs and community

    See you all in the fog !

    I call BS. I'm not denying that there are hacks for the game. Most of which doesn't effect gameplay, but I have almost 2k hours on pc and I can count the number of times I had a match with a speed hacker on one hand.

  • Thank god, another chapter! I was really worried they would be focusing all their attention on stupid things like fixing the game before breaking it again. Matchmaking, balancing and server performance improvement are such a waste of time. I have my credit card ready for all the new DLC!

  • @BBQnDemogorgon said:

    I swear only the DbD community would argue against a useful feature that is in every multiplayer game lmao

    In game voice chat has been an industry standard for over a decade.

    Yes, it's quite frustrating. They'll unlikely never implement it if it isn't a highly requested feature. Everyone complains about SWF on these forums but disagree on the obvious solution to them.

  • @grtf47 said:

    Hello there, if you are interested in participating in 1v1 tournaments this is the right place for you. https://discord.gg/RYvVbT

    Date and time?

  • I would tell that person to show me. Maybe in brown ranks you could do it consistently. But not in any other.

  • @Zoldyar said:

    I think it’s about time that players should be able to spectate themselves playing as killer or survivor to allow them to learn from their mistakes and improve on it. They can also use their video to share with friends or other people in the community to gain feedback on. Moreover, it will allow survivors to know what their other team mates were doing and the killer to gain an understanding to what they done wrong. For example, by chasing a meg for 80 seconds, the killer has allowed the 3 other survivors to finish 3 gens. It would also give players evidence when sending a report to a player for hacking or game sabotaging.

    I like the idea a lot. I stream just so I can break down my matches and run back through them on the cloud. But it would be much better if I could rewatch a game as a spectator, giving me the power to switch between the killer and each survivor so I can better understand what went right and wrong.


    And on top of that, to spectate other red rank matches, or in the future high mmr matches, to learn new techniques.

  • @Rivyn said:

    You don't need to be a sweat squad to dominate killers. A simple 'Myers heading your way' and 'trap to the left' can throw off any killer. Simply saying 'just friends playing with friends' is not a good enough reason.

    The game isn't balanced around comms. Reason why SWF is over the top. If they did allow comms, an overhaul would be required. Not to mention the squeeker on the hook screaming at me to save them when I'm doing last gen. . .

    The have an official discord for DBD, you can't put the genie back in the bottle. They just need to embrace that comms are always going to be a thing with the game, implement it from within and balance around it.

  • have you tested disabling cross play to see if it helps or hurts more?

  • @nicnc82 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1536305#Comment_1536305

    They Haven't. Peanits and Almo said just about 3 months ago again, it wouldn't be happening and still said they would always opt out. Im glad too. Many would opt out. I only wanna hear who I allow in my party

    That's pretty unfortunate, but based on their most recent questionable decisions I shouldn't be surprised.

  • @nicnc82 said:

    the devs have already answered this. They said they will never add proximity chat to the game. And if they did they would have an option for it to be a CHOICE. So you can turn it off an on. And 2 devs said they would turn theirs off. So it still wouldn't help.

    I believe this answer came a long time ago. I would hope by now they would come to the realization that mics in the game are a necessity to actually balance the game.

  • @AGM said:

    This is brought up every other day.

    Nobody wants to deal with having to listen to: toxic people, 12 year olds, angry people, mic spammers, memers, and griefers. If you want to use mics with friends, discord exists already. I for one wouldn't put up with having to listen to all of the idiot man-children that make up a large portion of this game's community.

    Just like crossplay, you should be able to disable it easily. My suggest would be to alt + left cllick the survivor panels on the bottom left in the match to quick mute a player. Mic's are needed to balance the game. Once solo queues can speak the entire game is basically swf.

  • @Cabbage said:

    https://forum.deadbydaylight.com/en/discussion/comment/1534428#Comment_1534428

    We want crossplay, just not with a platform that has double the FPS and better controls. Most (not all) console players feel the same, where Xbox, PS4 and Switch have the same issues, where no one platform has an advantage over the others. Thanks for your suggestion though 😊

    Join the 60 FPS revolution!

  • The new MMR system has been disabled as of today, at least. My guess is they are taking time to rework it or they disabled it for cross play for tomorrow.

  • Hmm, Well I'd like Ash to actually have at least one perk that's meta. I bought him and dlc for him but I don't even want to level him up because I don't want those trash perks on my blood web.

    As far as more content goes I think the only thing else I'd want is the cabin for a map. I guess that's kind of hard to do though as the cabin isn't quite big enough to be a map in itself and just having a mostly forest map would be too similar to Macmillan and Red Forest. Perhaps they could do a third red forest map that's Evil Dead inspired? As much as I liked Pedro and Kelly I don't feel that they warrant dlc. Neither does Lucy Lawless's character.

    Evil Ash is a bit too cartoony, and he's the only real antagonist that would somewhat work within the game as a killer. So as much as it sucks to say, I think they did the right thing only having Ash as the dlc. Just improve his damn perks....

  • exact strategies vary by killer but if i'm up against a good team i usually try to force a 3 gen situation. It just requires patience after that. Yes, the survivors will get hit, peel off and run to the other side of the map to heal. But eventually the easiest to kill (usually also the laziest) will screw up and run to the other two uncompleted gens instead or take you to another survivor by mistake. If you wait long enough one of them will mess up . Once you have it down to 2 left it's GG.

  • I very rarely bring a mori. I usually just flip the kill by dailies when they pop up. In the very rare chance I play one it's usually if I spotted a swf team I had played previously who I found needed some manner tuning. Aside from that, I don't because I prefer earning BP's. If I lived in a world where I no longer needed to farm bp's i'd probably bring one more often for fun.

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