SnakeSound222
SnakeSound222
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He was ok after patch 1.6.2, where they added things like the shock stun. Good anti-stealth but his anti loop was harder to use because you had to switch modes and slow your normal movement speed down if you even thought about using your power.
Before that, I think Madness 1 did literally nothing, he didn’t have the shock stun, and switching modes actually slowed you down. He was a very bad Killer when he first released.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1776307#Comment_1776307
He really doesn't need an exhaustion add-on on top of all the other stuff he has. Seriously his add-ons are ridiculous enough, he doesn't need yet another ridiculous add-on.
Yeah his add-ons are strong and he doesn’t need the Exhaustion effect. It was nice having it though and it helped weed out the Survivors who relied on those perks from the ones who didn’t. I can live without it, it was just something I really liked from the old Doctor.
If he does get his Exhaustion effect back, it’d probably still require you to get the Survivor to tier 3 before activating. I don’t think the devs would allow any Killer to keep the Survivors Exhausted for the entire game. But again, he doesn’t need it.
Honestly I’d like to see every Killer have the ability to inflict Exhaustion (whether it’s through their power or an add-on) just to force the Survivors who use those perks as safety nets to stop doing so and get good. It really sucks to outsmart a Survivor at a loop only for them for undo everything you just did with a perk.
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It looks like she ran for a second and then used Dead Hard.
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I'm still upset about Doc's chase music being gone since the Eternal Blight event and him losing his Exhaustion add-on. Just make it an Iridescent King exclusive effect since a new add-on would break the current formula. I loved getting Survivors to tier 3 and downing them faster than normal because they couldn't fall back on an Exhaustion perk. I want to do that again, but with my favorite Killer! If they need that perk to do well, then that's on them, not me.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1775455#Comment_1775455
Problem with re3 remake is that you don't have graveyard worm boss, the clocktower fight, no instant decisions, etc.
What does it matter that nemesis is threatening, when you only see him in the few beginning areas before him mutating to scripted boss fights? Mr. X remained simple and intimidating, especially if you didn't clear zombies in the first hallway you enter after Marvin gives you combat knife for Leon. In the lab part, Mr. X literally rushes through the window and jumps in front of you when you acquire the keycard from the dead body. That is a tense moment without having to make a scripted boss fight. It is scripted that he does this at this instance, but Mr. X does not mutate until the very last stage as Leon. Speaking of last boss fights, both Claire's G4 and Leon's mutilated Mr. X is much more tense and entertaining than Nemesis's ultimate transformation, his leopard transformation, and his water transformation, which was literally just running towards camera, which is something that was in Leon's playthrough (Running from the mutated alligator).
The graveyard worm and instant decisions sound pretty cool but wouldn't be dealbreakers. The clock tower fight was different, you just never went inside it and instead of having stage 1 Nemesis chase an infected Jill with the rocket launcher, he went straight to this game's stage 2 and fought Jill outside the tower. Honestly I loved the design for Nemesis's new forms, I thought they were so cool and didn't mind that he transformed so early. Also I think Nemesis from the original and Mr. X from the remake are also scripted, they just do a better job at hiding it.
I don't see how Mr. X is intimidating, at least by himself. He walks so slow and takes ages to recover from an attack (hit or miss). He needs zombies or Lickers, which he shouldn't. Something as powerful as a Tyrant shouldn't need the lesser creatures to back it up. The zombies and Lickers were the real threat. During the lab part, he doesn't completely block you after acquiring the keycard. I just ran while burning the Ivy zombies in my way. Again, he wasn't as scary as the Ivy zombies. When he jumps down in front of you and blocks the door during your escape from the lab, you can just loop him around the fence and be on your way.
All of the boss fights in Resident Evil 2 were just "run around, don't get hit". G3 and Super Mr. X were tense because of their smaller areas and you had to shoot them or use grenades (G2's area was really small, but you had the crane to help you out), but I could still apply the same strategy. G4 was slow and was easy to avoid. Staying at a distance and shooting was enough to stop him. You could see his jump attack coming or he'd miss you with his first claw swipe and go into a frenzy on whatever he hit instead. I was trying to listen to his theme because of how easy the boss fight was (which is awesome BTW, reminds me of something from the God of War series). Super Mr. X is what he should've been like during the rest of the game. His attacks were actually fast and he recovered quicker. The strategy was still the same. Run around and shoot him.
Flamethrower Nemesis was like them, but the fights changed when he transformed. Stage 2 Nemesis's attacks had more range to them, meaning that you had to hightail it out of there (especially during the NEST 2 battle, I'm still not sure how to dodge him when he swings his tentacle all over the arena). Each time I dodged his attacks, I considered myself lucky. The beginning of the fight with Jill running towards the camera after he jumped out of the water was fine. It's not like RE2 invented and copyrighted that. He was still fast in this form, so it wasn't like you could keep him away forever. He didn't need the zombies to back him up. When he reached his third stage, you have to fight him head on. For me this was Nemesis's coolest form and the best fight in the game. Dodging is the key to victory, not running. I remember my first time fighting him, it was intense and shoving that railgun down his throat was so satisfying.
Honestly, I think a lot of the hate is coming from people being blinded by nostalgia and wanting this game to be exactly like the original. I really don't see a lot of people judging it as its own game and instead going straight to complaining about it having different sections from the original. I've always seen it as a reimagining instead of an exact remake. I'm also beginning to wonder if my tastes in horror are just different and that's why I'm drawn toward RE3 so much.
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Demogorgon: It's a monster, how cool is that? I love downing someone and then roaring at them.
Plague: It's really satisfying to quickly down Survivor with her vomit.
Wraith: I love coming out of nowhere with the Coxcombed Clapper and grabbing a Survivor.
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Killer: Doctor. I love pretty much everything about him.
Survivor: Laurie. One of the most iconic characters in horror. Just wish two of her perks weren't hated so much that Killers drop everything they're doing at the sight of a Laurie.
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So far I've only played the two latest remakes, and I liked RE3 more than RE2 because it didn't attempt to increase the horror factor by sacrificing fun, had a scarier pursuer (both were badass though), and had less weird design choices.
I'm typing up a longer version of my reasons, but the shorter version is:
- RE2's zombies were bullet sponges. They took SO many bullets before going down, which it made frustrating as more Lickers and Mr. X showed up in RPD. Just downing or stunning one and running past it would mean that I might have to deal with that zombie plus a Licker or Mr. X. RE3's zombies weren't sponges and it couldn't surprise you with additional enemies if you backtracked.
- My reaction to dealing with Mr. X was "Oh crap, I hear big footsteps. Not a big deal actually, he's slower than me and has a long recovery. If he hits me I'll just run past him. Just hope there's no zombies or Lickers around." I was actually taunting him in RPD. My reaction to Nemesis was "Oh crap, it's Neme-PUNCH. Damn, he hit me. PUNCH. Again?! Ugh, I'll just run from him. *gets dragged back by tentacle* WHAT THE ######### GET UP JILL HE'S COMING!! Oh crap there's zombies please don't grab me. *footsteps get louder* Wait is he running?! OH ######### ######### GET INSIDE JILL! Ok, I'm inside, he's lost me. I can make it to my objective now. *Nemesis jumps in front of me* OH YOU'VE GOT BE ######### KIDDING ME NOT THIS AGAIN!!" It gets worse when he has the rocket launcher. I dreaded hearing his footsteps because I knew what was coming next. Dodging only did so much because of how fast he is.
- Leon and Claire have more than enough training to do things like dodging attacks and jumping across short gaps. RE3 let Jill and Carlos have a counter (dodge and shoulder charge respectively) and still managed to be scary.
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Uh... did you read everything? They're scaling down the other events so they can put more time and effort into the important ones (anniversary and Halloween). This is a good thing.
Now the code exclusive cosmetics could go very wrong if they pull the same BS they did with Dwightcrow. However, they said they took the feedback from Eternal Blight and learned from it, so hopefully it won't happen again.
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No, because people already give up for the slightest reason. If the Killer breathes the wrong way, they'll give up. If we do let slugs kill themselves, then we should also look at why Killers slug for the 4k. Most Killers aren't doing it to be toxic and watch you bleed out for four minutes.
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@Heartbound said:
It's alright. I know Ruin/Undying is the meta but I think it's over-rated. Sweat teams know the totem spawns. Yeah it delays them but then you're just running with your character's base kit. (Which can also be alright.)
Surveillance on plague is kinda odd, because you can puke on a gen and watch the survivor icons in the bottom left corner and if one of them suddenly get sick without you puking on them, then well now you know a survivor is there and they're afflicted. It's kinda built in for you.
I'm all ears can be nice if they're already injured, but you have an add on that reveals survivor auras when they puke so if you're really trying hard, then you have perk/add on overlap.
...and reading that back over makes me realize I'm just showing negatives.
I like Nemesis/Play with your food on Plague. They're under broken status and you're moving a lot faster to catch up to them, and Corrupt Intervention is always nice. I also like Monitor and Abuse or Tinkerer. Sneaking up on a broken survivor can be absolutely devastating no matter how good they are.
Just my two cents though.
I tried using my puke as a built in Surveillance and it was just really confusing if I didn't have a three gen or have only one gen infected. If I had multiple gens infected then I had to get lucky and hope I picked the right one.
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1766661#Comment_1766661
Nope, they just gave some survivors sweaters, then told us we should appreciate the gift... still leaves a bad taste in my mouth.
Wait where did they say we should appreciate the gift? I don't remember seeing that. That doesn't sound like a very good move, especially with how disappointed the community was with no Christmas event last year. That'd just piss people off even more.
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Nemesis (Resident Evil 3), Mr. X (Resident Evil 2), William Birkin (Resident Evil 2), and the Rat King (The Last of Us Part II).
You can probably guess that I really like Resident Evil. The remakes really got me hooked on it. Not sure what perks we'd give them though. Maybe just make Mr. X a legendary skin for Nemesis so that way we only have to make perks for three Killers.
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So basically everything that I predicted would become an infinite/psuedo-infinite became one. Disturbed Ward was already way too strong with Bloodlust and this just made it worse.
@Callmehandsome said:
There are a lot of strong loops for survivors. But shack? really? I actually like shack because you can mind game it, unlike many other loops where survivor can literally see you 24/7. That's why i think a lot of the loops should be changed to higher obstacles. Survivors always talk abaut mind games, but vast majority of loops have none because they can literally see you, so only thing they need to do is judge the distance how many loops they can do, in other words they have upper hand in chase mechanic. Other thing with loops are that windows shouldn't be possible to spawn perfectly in line to each other which can become near infinites even with weaker windows. Best examples there are when shack window is facing long wall jungle gym window
Some shacks have walls that you can see the Killer through and it gets stronger for Survivor when a hook spawns there (like the OP said). The Killer has to go around the hook, which slows them down and gives you more time to react. Good Survivors can make it unmindgameable with that hook there.
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I still can’t see them or make any new ones. Maybe they’re Twitter exclusive for some reason? I think it’s highly unlikely, but still possible.
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Unfortunately they’re the only thing that doesn’t transfer. Not sure why. Hopefully they do in a future update (there’s a couple of ways for them to do so).
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I always dodge keys.
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I would love it if Survivors helped me with challenges and trophies (especially the Adepts, doing those all over again with new requirements is going to be hell). I'd prefer not to play a Killer I don't like over and over again because they have a challenge or trophy tied to them.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1766856#Comment_1766856
The positive folks got me to try some more, and I am coming around. I definitely don't think he's a weak killer at any rate, and who knows maybe I'll get a skin I like that Blight flower-face Resident Evil 5 zombambo looking skin....
https://forum.deadbydaylight.com/en/discussion/comment/1766878#Comment_1766878
Yeah I did two games and both were 4ks, albeit no SWF again just yet.... He's not weak by any stretch. Doubt I'll ever be that effective but I never aim to be, I generally just try not to be a punching bag and I am quite happy with my matches generally.
https://us.v-cdn.net/6030815/uploads/Q9QEB55P7XGM/image.png
https://forum.deadbydaylight.com/en/discussion/comment/1766861#Comment_1766861
Yeah, I'm coming around to him as well. Mostly because in late that 2nd match I realized I could drive by hit people and it's actually pretty forgiving. Also BBQ helped a lot.
I think I would’ve liked him more initially if I hadn’t gone for the Adept. His unique perks aren’t that good against red rank Survivors. I also can’t wait to use his Hallowed Blight outfit. It’s one of the best in the game.
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I played three games for his Adept when he released and felt similar to you. It might have been worse because of how poor this game performs on last gen consoles, so I had to deal with learning a new Killer while struggling with terrible FPS. Now that I have a PS5 (funny how you need a new console to play this game lol) and his POV is supposed to be getting changed, I can't wait to play him again. He seems like a great Killer to play once you've got him down.
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Hell yes! Finally I can actually play Blight without getting uncomfortable! I wouldn’t mind skipping a chapter so the devs can work on QoL fixes like this.
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This is exactly what Bloodlust is used to fix. Crap like this that’s created by BHVR’s spawning system. Hopefully this test shows that Bloodlust is still needed because of what their spawning system can do and they fix their system. Disturbed Ward’s existence requires Bloodlust because of how broken the main building is.
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I really hope so. I just missed Doc's Adrenal Glands charm from Rift 2 and that's the only charm he has. For some reason BHVR didn't make more for him, just that one. As someone who's mained Doc for years, it really hurts.
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Hold on a minute.
The values were higher than anticipated, but they were the ones that set the values?
How does that even work?!
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The Coup De Grace nerf isn’t that surprising because we know that BHVR likes to throw out random nerfs to things that don’t deserve it. I’m going to guess that either some rank 20s called it OP and threatened to quit or they couldn’t fix the bug where this perk applied to things like Shred and just decided to nerf it instead.
Appraisal also didn’t need the nerf to chest searching speed. If they were worried about making Pharmacy useless, then just buff Pharmacy.
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I guess Killer time isn’t valuable to them. Dropping a chase to go break a wall is a big deal if you’re a DBD Killer. Years ago they said something about balancing for rank 10, so it’s not THAT shocking they’re recreating infinites/god loops and doing this Bloodlust test. Still sucks though.
Also Midwich is going be scary as Killer now because of the hallways not providing good cover. The Survivors will just see you coming and simply run, forcing you to either leave them or waste a lot of time chasing them in a circle, no pallet or window required. At least with Bloodlust you could save them for later and then catch up quickly. Bloodlust being gone will make catching up a snoozefest.
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Yeah, I'm not looking forward to this weekend either. One of the most boring, braindead strategies (running straight) just got temporarily buffed.
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Holy crap... this is real. They bring back infinites with poor breakable wall placement and then do this? Just another example of the balance team not understanding their own game. This test should have never been considered, especially with how the game is today.
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Hit Survivors with Freddy. Entering the dream world gives the Survivor the Oblivious effect.
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What? This is such a stupid idea that I can't tell if it's fake, but if it's not, then this going to suck. Can't wait for the boring, braindead tactic of running straight to get even worse.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1756420#Comment_1756420
I see more survivors say they like more than they hate Blight, Huntress, Nurse, Oni...and correct me if I'm wrong but all of these killers have access to powers that can shut down loops. At least that's what I use their powers for...hm..and they're all near the top of a lot of people's tier lists which tells me that they're considered strong killers by the community. You know, I don't think all survivors specifically hate strong killers that have anti-loop. Maybe it's the power itself and how annoying that can be that survivors dislike?
For the record I don't dislike Doctor's chase power, and I think he's barely above average without good add-ons.
It’s harder to anti-loop with those Killers, especially with Nurse. They also don’t have good anti-stealth (if they did, it got nerfed after Survivor whining).
I’m not saying that Survivors don’t hate the anti-stealth portions of his power, but that it’s not the main reason for the all the hate, especially since his rework.
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I think the devs are just hoping it’ll fix itself.
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Forgot to come back to this thread, but I'm devotion 3 level 67 with 938 hours.
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Yes because I'm supposed to be 100% certain that it'll work. If I wasn't (even if there was 0.00000000001% chance of it not happening) then no.
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I liked the Rifts up until now and I had more time to play.
I'm very selective with my store-bought outfits. They have to be really good or on sale (like 500 cells or below) for me to buy them. I'm not blindly spending $10 for every outfit I see.
I think I've spent maybe $70 in total (which I now think was probably a mistake).
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@[Deleted User] said:
It's usually a playstyle thing. Most Doctors are fairly easy to loop and the anti-stealth is whatever. The annoying thing is that the Doctor starter pack seems to include an ebony mori, bloodlust 3, and a bizarre 3 gen strat that won't work against anybody good.
Ebony Mori? I rarely see Docs with a Mori. For me Legion and Deathslinger bring more Moris than usual.
Also my Docs tend to use their shock instead of relying on Bloodlust. What region are you in? I'm in NA East.
@lagosta said:
The only thing I don't like about Doc is not an issue with the killer it's the strange interaction between Deep Wounds and Madness and how the latter takes precedence over the former. If I stop to snap out of it, the deep wounds clock starts ticking and it's not always possible to finish before being in the dying state.
You'll finish most of the time. BT tier 2 and 3 timers last long enough for you to Snap Out of It. Just do not walk at all, always run in some way (even if it's a small circle). You can also have another Survivor mend you. I'm a red rank Doc main and I rarely have people go down from Deep Wound. It is going to be close but I promise you will not go down from Deep Wound with tier 2 or 3 BT.
The only situation where you're screwed is tier 1 BT but that's only a tier 1 perk so it's obviously not going to be as effective as its tier 2 and 3 counterparts.
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He's strong, has decent anti-loop, and good anti-stealth. Survivors already hate the first two things on any Killer. Anti-stealth is just icing on the cake. You also have to play a little differently against him, another thing Survivors hate.
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Leatherface doesn’t care who you are. If you have a face, he will try to wear it. It’d be racist if he couldn’t wear Claudette or Jake’s face.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/1746397#Comment_1746397
https://forum.deadbydaylight.com/en/discussion/comment/1753735#Comment_1753735
You both couldn't be more wrong. The transition from PS3 to PS4 and now from PS4 to PS5 was similar but dependent on the game. Your trophies don't "transfer," they are tied to your PSN account. They come along with you but will remain as PS3 or PS4 trophies. The confusion comes when the game introduces a secondary trophy list exclusive to that console. PS3 to PS4 saw various approaches, some games simply updated the existing trophy set to reflect both PS3 and PS4. Other games introduced a entirely new (and identical) trophy set on PS4, separately from its PS3 counterpart. Some games that introduced a new PS4 trophy set auto-popped every trophy you earned on the PS3 version as soon as you loaded up the PS4 version. Others required you to completely start over, however some titles in this category allowed you to import your save file from the PS3 version and thus make re-earning the trophies on PS4 much easier. The final approach involved recognizing your PS3 progress but requiring you to earn an additional incementation to trigger the new PS4 trophy. Basically if a game required you to defeat 1000 enemies, all you would need to do is kill 1 enemy on your PS4 game to trigger the trophy that required 1000 kills. This is because the game honored your progress.
Everything above is the same for PS5 except Sony has decided to introduce a new trophy set for the PS5 version of every game to date. However the way trophy progress is handled varies yet again. Destiny 2, No Man's Sky and Fortnite will auto-pop every trophy you have earned on the PS4 set by just logging in. Other games like Cold War require one incrementation or action to trigger the new trophy. And games like Sackboy and Miles Morales require a fresh play, unless you import your save from the PS4 version to make unlocking the same trophies much easier.
So DBD, imo should do the auto-pop or incrementation version of honoring our PS4 progress. Instead it is a complete reset (except for the prestige trophies which auto-pop), so if you were at 999/1000 Hatchets on PS4, you will need just one on PS4 to get that trophy but still need 1000 for the new PS5 trophy.
I didn’t know that PS3, PS4, and PS5 had an incrementation version for trophies. That would be a great idea if the devs or Sony can’t/won’t allow the auto-pop upon login.
What about trophies like the Adepts, From the void she kills, Evil Incarnate, Where did they go, and other trophies that require you to do something in a single game? I’d rather keep those than the grindy ones. The grindy ones will take some time but aren’t that bad. Those other ones are so luck reliant that they can easily be a nightmare.
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Perk tiers need to go. Every perk should be at tier 3.
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At that distance you’re dead anyways, so why not.
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While I think it should be removed because it’s an exploit and exploits suck in games like DBD, the devs prefer to fix them instead of hand out bans, especially for exploits that have counters. 360s are actually an exploit but nobody gets banned for them because it got super popular and has counters. You’ll be fine, doing a window tech isn’t going to get you banned. It has to be a game-breaking exploit for the devs to start swinging the ban hammer.
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Then don’t rush the hook 0.00000000001 nanoseconds after I hook someone. I’m not letting you save them for free.
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@Dwight_Fairfield said:
I'm going to curl up into a ball and and sob if mine don't transfer over when I get a PS5. I have every trophy in the game. Three years of hard work. I don't want to have to do it all again!
I only have most of them but feel the same way. 155 trophies is a lot for one game (it’s only 149 now because Freddy and Quentin still need to be added). Adept Nurse is going to be hell to get with the new requirements. Not sure if I’m going to simply make a thread about it or wait until the next Q&A to bring this up to the devs though.
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@TrialByFire476 said:
4 of my trophies carried over, but not the rest.
Edit: All of my trophies carried over.
What?! All of your trophies carried over to the PS5 version? Can you please share how you did it? Only the prestige 1 and 2 trophies carried over to the PS5 version for me.
EDIT: Here’s what mine look like.
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It's even better if their team is overly altruistic. I had a team like that on Haddonfield and it completely turned the game around. Camping isn't always a bad move as Killer.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1751051#Comment_1751051
What?
What do even consider as disadvantage,especially if you own a next gen console?
Chance of running into cheaters (it's low but does exist), bad experiences with players from another platform (haven't had any personally but I know of people who have), or poor optimization (last gen only). Personally I only had it off because of poor optimization. Now that I have a PS5 I'll be turning it back on.
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Yeah, that’s one of the only two problems with next gen consoles (the other being trophies not carrying over, at least on PS5). Because of how hard they were to preorder, not that many people have a next gen console right now (it might even be worse for XSX because I saw a lot more hype for the PS5). Add most people not realizing or caring about the disadvantages of crossplay, and you’re in for a bad time. Unfortunately you’ll have to either turn crossplay on or switch back to the XB1 version for now. Hope you didn’t get rid of it or the Series X allows you to switch between versions like the PS5 does.
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I've had it turned off because of console performance being so poor but I think I'm going to turn it back on because of the PS5 version running so well (that and I probably wouldn't get very many games).
If I go back to PS4 it's staying off.
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Finally, Pig and Demo are top tier. Imagine them with all five stacks active. That's easily a dash that goes across half the map.


