Sadsnacks
Sadsnacks
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@Pilot said:
Losing a gen for a niche combination that has a low chance to work has never been a good thing.
You typically want to avoid losing gens.
I just played it on two matches in a row on myers.
Tinkerer, cruel limits, bamboozle, infectious fright, with the lock of hair and j myers memorial addons.
I got a 4k and a 3k. The 3k happened because even though i closed the hatch the last survivor found a key in a chest at some point and got out :'(
The idea is that being in tier 3 for longer with the addons means big scary TR and tinkerer makes you a stealth tier 3, and cruel limits blocks in survivors on the gen that triggers tinkerer by the time you get there and start a chase. It also punishes survivors for finishing gens right next to you when youre hooking someone or in a chase near a gen.
Infectious fright helps you slug while in tier 3 and bamboozle is just there because i cant think of what else might synergize with the rest of the build.
I only got use out if bamboozle when closing off the killer shack and forcing a drop on the god pallet.
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I love taking that little guy for a ride.
I actually go out of my way to give him piggy back rides ๐ค
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I have to be honest, this is the first time ive gotten a rift pass and the challenges are stressing me out so much that my pc accidentally "dcs" anytime it looks like a match is going to waste my time as opposed to finishing a challenge.
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Ive been doing really good with him consistently ever since i abandoned the approach of setting up multiple traps early on in the game.
I run one gen slowdown perk (ruin or pop) and then chase perks (STBFL, PWYF, bamboozle) and that way i just focus on setting traps only when its convenient and doesnt cost me a lot of time.
I usually use the setting speed addons every time because theyre highly underrated and maximize his chase potential and let me worry less about wasting time with setting.
Other good addons are the bloody coils and tar bottles.
Spending the first 3 minutes if the match setting up intricate trap networks is not the optimal way to play him. If youre doing that youre guaranteed to lose.
Once you get used to playing differently with him you start to view the trap bag addons as a waste of an addon slot imo
I would like to see him reworked and buffed though. He should be able to start out with more traps by default.
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I get that feeling too.
When I play against him he tears through pallets super fast and can hit over tiles and through windows easily.
When I play as him though his tentacle doesnt seem that fast at breaking pallets and its hard to hit survivors over tiles and through windows.
And im pretty sure ive only seen green rank through yello rank nemmys.
Idk
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Ive had a few killer matches lately where i easily hit survivors just by waiting for the dh animation and then lunging.
The pain with dh is you have to look behind you consistently in chase to time it right if youre using it to bait a lunge. You also have to hit it at the moment like half a second before the killer lunges. Too soon and the killer can lunge and get an easy hit. A fraction of a second too late and dh wont trigger at all.
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I find killer to be stressful after 2-3 matches.
But ... It is fun if you can focus less on "winning" and more on just enjoying the build or killer youre playing as.
I play it mostly to try out fun builds or because i just enjoy certain killers powers.
But after putting at least 1k hours into this game ive come to a point where i dont think killer is stressful as people make it out to be anymore.
I just circled back. When you start the game you think killer is easy, which it is at first but then it becomes a nightmare for a while as you rank up. I stay in green ranks and usually reset back to yellow. Thats the sweet spot for me. Now when i do get the death squads, which happens maybe once every 2-3 matches even in lower ranks, i know how to deal with them.
The key is to stay focused on your build. Dont deviate from your strategy to lock into long chases. Knowing when to quit a chase is the most important thing.
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As a chicken clown main ๐๐คก, this saddens me ๐
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IDK if you tunneled and camped them you should expect them to be salty.
I play killer for the chase tho and unfortunately that isnt optimal against really good survivors.
Either way you need to expect the salt. I dont really trash talk killers post game because to me a killer who camps and hard tunnels is probably just not confident in chase.
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My heart rate and stress levels while playing killer are usually ๐
While playing survivor they immediately go ๐
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The roadmap is probably all pig nerfs ๐ท
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Survivors are usually DTF (down to farm) with me if i wipe the floor with them and leave 2-3 alive with 3-5 gens left and theyre all on death hook.
Try going in hard and aggressive and then putting the brakes on.
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His power is pretty dope imo
Its very powerful for shutting down loops where his tentacle can reach over low tiles like in autohaven or the fences on haddonfield. Plus his ability to clear pallets is like tier 3 brutal strength.
Add to that the zombies which you can use to zone survivors in chase and hes almost oppressive in the hands of a good killer.
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I know! This chapter has been like getting halloween in June! ๐ฅฐ๐ค๐ค๐ค
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@Ruma said:
https://forum.deadbydaylight.com/en/discussion/comment/2271183#Comment_2271183
Oh yea, i am camping because i immedialy inhook in my face right after i turn around. How dare i.
Then just tunnel the person with BT out of the trial. Problem solved
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Sounds like youre camping or at least proxy camping the hook and expecting survivors to feed you easy hooks
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I would appreciate a nautical themed killer in general.
A captain ahab type cosmetic would be cool if it were also ghastly.
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The only way you stand a chance in those situations is if you play super stealth and each work a generator for 10 seconds at a time and hide, wait for the killer to patrol and then go back to it. It requires coordination to do so its unlikely to work in solo.
That doesnt work either if the killer has surveillance ๐
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Running the same regression perks does get old. It would be nice of there was more variety of perks in that category. I think the problem is that ruin is too strong of a regression perk for them to be able to make another equally strong regression perk. If one existed and people ran them all together it could be really unbalanced. They would have to make it such that the mechanic of the new perk doesnt synergize with ruin but does with other perks.
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@AlexisFox said:
There's more than enough gen slowdown option in the game as it is. People already fill their loadouts with nothing but gen regression and slow down to their detriment. If you think you need more than 1 gen slowdown in any given build then you're doing something wrong and should re-evaluate how you play a match because you're trying to put a square block into a round hole.
That was constructive
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2270427#Comment_2270427
You sound like my kind of player. I've done birthday party Clown before; Trapper minefield sounds like a ton of fun and I'll try that one out. In return, may I suggest Get Off My Lawn Hag? Take Disfigured Ear and place all of your traps in shack/main building/a high traffic area, or on a map like Lery's/Midwich, in a straight line through a corridor. Then laugh hysterically when a survivor runs through the hell zone. Maybe save 2-3 traps for normal gameplay and relocate your death house after it gets cleared to keep survivors on their toes.
OMG That's GENIUS!!! LMAO I am definitely trying that! Thank you for the suggestion ๐คฃ๐คฃ
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@Gnarly said:
https://forum.deadbydaylight.com/en/discussion/comment/2270330#Comment_2270330
If you bring it into a match it's guarntee...the key out of chests is a chance. It's more fair if it was random chance instead of one of them bringing a key
It's not a guarantee if they bring it into the match because if I know someone has a key I can just tunnel that one person out right away. You can find the hatch and take actions to prevent a hatch escape as well.
If it's RNG then there's no way of knowing in time where you need to apply pressure. As the killer you now have to split your attention between patrolling gens, keeping survivors injured or hooked, and patrolling for chests and the hatch. All a survivor has to do is get enough gens done to spawn hatch and then look for a key in a chest. It adds more pressure onto the killer in the middle of the trial when they've already got more than enough things that they have to keep track of. Tell me how that is balanced and fair?
If you knew that the only way a survivor could have a key is if they brought it with them into the trial then you would keep an eye out for it in the lobby and know ahead of time what to prepare for. Leaving it up to RNG means there is nothing in the killer's control to anticipate or deal with that outcome.
The only killers who can effectively juggle all of that would be possibly trapper, hag, and maybe twins because they have a way of either trapping chests or splitting up their pressure built into their base kit. With twins it would be only one chest they could do this to as well. On top of guarding chests the killer would also have to patrol gens and juggle survivors.
If I was playing any other killer the only way I could juggle all of that is if I slugged survivors and let them stay in dying phase until they died.
Add in the fact that survivors can bring chest offerings and the problem becomes exponentially worse. Trapper and hag don't have enough traps to keep all of the chests guarded so they can patrol gens and juggle survivors if survivors bring offerings that increase the number of chests let alone have any traps left over for chases and gens.
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As killer it's either getting deviousness points (making use of my power and catching survivors off guard), like seeing people run into my traps as trapper. But I also enjoy goofing off with survivors. Playing clown with only the yellow potion and just spamming it for direct hits nonstop with the no perks or addons except for the party bottle. As doctor just spamming the shock on one person over and over and doing nothing else.
As trapper I'll bring two bag add ons and then gather all of my traps into one central location (killer shack for example) and lure survivors there. Then watch what shenanigans ensue. Spamming plagues vomit is fun too.
As survivor I enjoy holding Victor hostage for as long as possible. Booping the snoot. I enjoy dropping pallets in front of the doctor so I can spin in circles screaming while he shocks me from a safe distance.
I don't need to "win" to have fun. Either shenanigans or moments of skill paying off are what I play for.
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@Sypherpathic said:
https://forum.deadbydaylight.com/en/discussion/comment/2270351#Comment_2270351
My wife and I also suffer this "Borrowed TIme Conundrum". I will often run Kindred so that everyone doesn't run in for rescues but we get really discouraged when we could have gotten the rescue and instead, another player without BT runs in and then it ends up being a situation where the killer gets a second down because of lack of BT... So it goes...\
I am what the OP is complaining about directly. I actually like an 'unhook' build. Borrowed Time, We're Gonne Live Forever, Deliverance and an exhaustion perk is one of my favorite builds... And to OP's point, I am terrible at chases.
I usually run DS, BT, DH, and Bond. Bond is probably the most powerful perk imo. The whole build is balanced around solo survivor problems and it's very effective but it gets boring.
I've started bringing flashlights into every match or a rainbow map with a purple glass bead so I can either keep the killer focused on me or help my teammates to find objectives/totems while I keep the killer busy.
As the only person running BT I love it when people run Kindred because it discourages bad hook saves for long enough for me to charge in with BT before someone decides to risk it. Usually ....
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I've always wanted to try it with an immersed/stealth build.
Distortion, Urban Evasion, Iron Will, and either calm spirit, lucky break, or deception. Other perks that deal with scratch marks would work too like lightweight or fixated. Then you're super immersed and stealthy lol
Just for fun, but I doubt it would be very good.
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@Sypherpathic said:
https://forum.deadbydaylight.com/en/discussion/comment/2268812#Comment_2268812
Agreed. Having four members against one is a strength. I might, however, agree with OP. I have never made red ranks though somehow I get about 70 of matches against red rank killers. I won't ever make red ranks because I'm not that narcissistic. I prefer to rescue someone and take the risk of getting killed so that they survive rather than just escaping myself. Sure, I have my share of selfish matches but generally, I do like to try for the rescue that feels against all odds (like a basement camp).
There again, it's true, I believe I will never make red ranks. But I will have fun and not come to hate the game because I'm so intent on being at the top of the ranks.
You can play that way and not get punished for it if you just equip BT in every match, but then you're always running BT. It's unfortunate if you want to play with different perks .. but if it suits your playstyle it might make sense.
I play a lot of solo and I always bring BT and it feels like I'm always carrying my team because I almost never see anyone else playing BT. I'd rather run a totem hunting or plunderer build but doing so usually means we'll all die ๐
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Then as killer you have to worry about a key in every match. No one will want to play killer and the killer's that remain will play scummier than ever.
I'd say any solution would involve removing the chance of a key spawning in chests.
IDC if a survivor brings one in the lobby because then at least I know what to expect and can manage the situation. Having keys spawn in chests just adds more pressure on the killer without any extra reward for playing well.
There's been plenty of times (I think chests were bugged for a while) where I've been patrolling a 3 gen as killer with at least one survivor dead and some of those left alive on their last hook and then come to realize too late that they've abandoned the gens to go find a key in a chest. There's almost a 100% chance they'll find one too, they don't even need to have any luck offerings or perks to increase the odds. I played 100% optimally without camping, slugging, or tunneling anyone which is extremely hard to do at higher ranks but I enjoy playing that way. My reward was RNG giving 2-3 survivors a free escape. What was I supposed to do? Search for every chest location and risk giving them enough time to finish the last gen? Look for the hatch and try and guard that on top of keeping pressure on the generators?
If every match resulted in that scenario NO ONE will want to play killer. The only people left playing killer will hardcore tunnel people, face camp, slug, and probably even leave survivors on the ground because they have to in order to juggle everything else going on.
Have fun with your 20-30 minute survivor queue times for a brutal sweatfest. That's what spawning keys in chests as a mechanic would do. It's bad enough that it's already there as RNG.
No thanks.
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@Kaiju said:
https://forum.deadbydaylight.com/en/discussion/comment/2268812#Comment_2268812
If the killer comes and 3 survs are at the same gen. All the pressure is gone since he knows there's only one that can ''possibly'' be doing a gen. It's better if they split up on gens
That's a teamwork problem, not an efficiency problem. If 3 people are on a single gen then that thing will be done in less than 40 seconds from start to finish.
In that scenario where is the 4th survivor? They're either not aware of what the other 3 are doing and are not being useful, or they are aware and don't realize that they should probably get the killers attention because 3 people on a gen are WAY faster and more efficient than one person on a gen.
Now if I was one of the 3 on a gen ... Personally I'd stay glued to the gen for as long as possible. The killer can only chase one person at a time. We'll probably finish the gen right in front of the killer while they're chasing one of us that way. I always bring BT so then I'll just unhook whoever gets downed afterwards.
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Practice doing the opposite of trying to end chases. Bring a flashlight. Chase after them with it and click it nonstop. Whenever you drop a pallet in chase blind them. Whenever you vault something and see them on the other side try to blind them. If they're in chase with someone else pursue them with the flashlight. Take protection hits for other survivors. Continue clicking the flashlight.
After burning through 5 or so flashlights go back to playing without one. Notice the difference.
This is the way.
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If her crouch was as fast as ghostface I'd have to agree with you.
I agree with you 80% otherwise.
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@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2268949#Comment_2268949
No no, I understand your post. I was just saying that, unlike others who are interpreting it as a call for a new feature and rejecting it, I'm saying that I actually think it's a neat idea and would like it. I understand that you're asking for people to answer a hypothetical situation in which some killers could be chosen more often than others.
Okay, thanks for that. I was just trying to look up how to ask the forum mods to request they just remove this thread entirely because I'm tired of trying to explain to people that I was speaking figuratively. My thread was akin to asking people their killer tier list, but I guess I got too creative in the way I phrased it for most people to follow what I was saying.
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Okay apparently only 10% of dbd players on the forum are capable of understanding figurative language .. which actually explains a lot.
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Survivor: Either bond or kindred
Killer: BBQ, Old Ruin, or Bitter murmur
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2268881#Comment_2268881
I didn't cry about something I just gave a response to what seemed like your idea as did many others who interpreted your "statement" as an idea, also what does that second statement even mean other than you are upset that people tore apart your "statement"
dude I wasn't implying that you were crying about anything. I'm really struggling to communicate with you here. You keep interpreting everything I'm saying as very literal or like i dont even know... are you just trolling me right now because it's hard for me to understand how someone could continually misinterpret what I'm saying when I thought I was being very clear...
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2268868#Comment_2268868
If you want people to know new information or your clarification don't expect them to just read the entire comment thread just edit the post to be more clear
Nowhere in the original post did i say "there should be a game mechanic where..." Or "wouldnt it be a great idea of" or even "i think there should be ..."
I swear to god so many people use these forums just to cry about nerfing this or that youre all traumatized and jump right to that
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@C3Tooth said:
Imaging there is an offering for Killer that "tremendously increase the chance to face Survivors without BT, DH, DS"...Free tunnel, camping estate
Omg same to you ffs dude i wasnt suggesting an actual game mechanic, does anyone read the previous comments? Omg
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@bjorksnas said:
Wouldn't work, wouldn't be balanced, would make queues longer, anad wouldn't be fun for killers
Problem 1, semantics, its an offering, how would that affect the killer in the game you are currently in, would it be a new kind of offering burned in the ready lobby, would it be burned the match before to force a killer next match, overall it just sounds like a ton of work for an already unfair system that doesn't have a place in this game, since forcing a specific killer brings with it a ton of problems, both balance and gameplay wise.
Problem 2, balance, grab some friends and some offerings and you have all you need to go into match after match of easy low tier killers so you can relentlessly bully them, grab a killer offering lets just say pig, and a map offering, lets just say Haddonfield, and boom you not only have a killer who can't play around most of the strong buildings on the map but not only did you get to set the map in your favor you got to set the entire match in your favor, better yet here's an even worse feature, perks and items, you get to design youre entire builds around specifically countering a killer, force it to be a trapper and all bring maps and deadhard to go over traps and disarm them constantly, all bring calm spirit against a doctor you forced to go against you, have an entire team of no mither and force killer to be a legion, they get no power the entire match unless they want to waste their time, killer with no power coming right up
Problem 3, queues, no matter what this would definitely disturpt queues, mostly due to a few points, survivors with their friends could stockpile enough offerings to never allow them to go up against strong killers, which means the strong killer queues are longer, the weak killer queues are shorter, and the people without offerings face more strong killers, which just sounds like a lose/win/lose, that or the offerings are so rare they are borderline unusable because they only arrive once in a blue moon there is no point having them in the game in the first place
Problem 4, unfun for killers, weaker killers will be forced into match against stronger survivors looking for an easy win, and stronger killers still get forced into lobbies with survivors tailoring their build to counter them, as well as facing longer queues due to the displacement of matchmaking created by the offerings
Its going to be a no from me, if you want to face specific killers maybe play a swf or something but a change like this would never work due to the ripple that comes with it
Okay idk how many times i have to explain that i wasnt suggesting an actual mechanic to the game ffs did you even read any of the previous comments to this thread?
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@gatsby said:
Altruism. An altruistic playstyle is objectively weak in DBD and its pretty much an instant sign you're not dealing with red ranks. The Survivor side isn't really a cooperative game its much more about self-sufficiency and spreading out. Being overly altruistic is detrimental more often than its helpful.
I have to disagree. An altruistic play style is the strongest way to play survivor. The numbers speak for themselves.
One survivor working on a generator alone finishes it in 80 seconds. Two survivors together finish it in 40 seconds. Three or more and the generator is toast. Pair that with one or more teammates running bond and pairing up on generators and even a decent looper with prove thyself and the killer is toast.
People who dont heal teammates and work together will compromise the entire team. If you let even one teammate die on hook to finish a gen at any stage youre potentially giving the killer multiple free kills. The only case where that isnt true is with a facecamping killer and those can be overcome with altruistic play styles like bringing BT.
That being said the indicator of "weak" teammates is anyone not teaming up to engage in efforts to help the team. If someone doesnt try to heal someone after they unhook them or is generally just wasting time stealthing around the corners of the map lol
The main giveaway to me is if i unhook someone outside the killers TR and they dont let me heal them afterwards. They just run halfway across the map in terror lol
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@Laluzi said:
Couldn't work as an offering unless it actually switched the killer player in your lobby's killer, like a splinter that got forced onto them. And that would be extremely hated for reasons I hardly need to explain.
All the reasons this is a bad idea aside, I really like the uncertainty at the start of each match. It's tactically useful for many killers not to have themselves known yet (Legion wants everyone to group up, Ghostface and Myers want easy stalks, Wraith and Pig want to surprise someone, Hag wants to set up traps in peace, etc) and just more tense on the survivor side not to know your enemy from the get-go.
Again, i wasnt suggesting it as an actual mechanic. I just wanted peoples thoughts and opinions on which killers would be purple, yellow, brown etc
As a survivor which version of such an offering would be purple to you?
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@Magicmaster0702 said:
I wouldn't like that in the game at all. It completely gets rid of the start of the match where you are like "alright who tf is it this time"
@MadLordJack said:
That's sounds like a really bad idea for many, many reasons, the two biggest being drastically increased ques and bully squads.
I wasnt suggesting it as a mechanic in the game at all Lol that would be terrible
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I run ds and bt in all my builds. Sadly someone is always tunneled and/or facecamped in solo. Sometimes its me and sometimes its someone else. Ds and bt cover both bases.
I just want to cleanse dull totems in peace ๐
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It would have been worth it if in exchange we could have gotten the ability to remain in victors POV while attached to a survivor ๐
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/256878/weird-question-but
Yes please.
Give it unlimited duration and remove the ability to blind the killer so i can clicky clicky at my teammates the whole game ๐ฆ
Id be down for that, that would be super fun!
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@Mazoobi said:
https://forum.deadbydaylight.com/en/discussion/comment/2268330#Comment_2268330
I play on xbox too with over 3k hours and currently Devotion 12, but if you're not suffering from the bad console optimization, then consider yourself lucky!
It's not graphical updates that we care about, but rather the bad connections, horrible fps drops, and the NOTORIOUS lag spikes that always magically appears at the right timing... The game needs heavy polishing and connection refinement (for console)
That's weird, i never noticed but I was playing on an xbox i got in the UK, maybe the hardware is different?
I actually only started experiencing those kinds of issues when i switched to pc, but i started playing pc when i moved to the US.
Idk where youre based but maybe its the north American servers that are the real issue?
It couldn't be my machine or internet because i have cable internet and a pretty solid gaming rig set up.
Weird.
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@HaunterofShadows said:
https://forum.deadbydaylight.com/en/discussion/comment/2268242#Comment_2268242
I wasn't actually familiar with the hellraiser series until I saw that in the comments
Thats probably why its unlikely to get added to dbd, not many people are familiar with it. It was mainstream horror up until maybe 10 years ago.
Its really heavy on gore but the character designs are iconic, imo.
Like most horror franchises the first few are decent and then quickly become campier as they add more sequels a la' jason in space, stuff like that lol
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Idk i played on xbox for probably two devotion levels (got all teachables unlocked on every survivor and killer) and the only problem i had was playing killer with a joystick made you easy bait for 360s.
Idk what people are talking about when they say optimize for console?
Is just about better graphics?
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@HaunterofShadows said:
https://forum.deadbydaylight.com/en/discussion/comment/2268185#Comment_2268185
I remember how some people thought pinhead was chapter 15 with the teaser with the chains and got pissed when it was deathslinger
I know, i was one of those people. I wasnt upset, just disappointed ๐
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I'd like to see either candyman or pinhead. I think candyman is more likely but I'd rather see pinhead.
With pinhead you could have so mamy different cosmetics for all the different cenobites.
His power could be a cool use of his chains.
The puzzlebox could also introduce some cool new mechanics.
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@ChurchofPig said:
Nope. The only thing that gets transferred between PTB and live servers is when you go into PTB it has your data, but it won't do the other way around unfortunately.
Sad bananas
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Nea is the cutest survivor