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@Onyx_Blue said:
@TAG you can predict them even if you couldn't see the Jigsaw Box aura. But there's a difference between stumbling across them and downing/grabbing them for a hook while they search it, and then actively including the Boxes in your patrols. The whole reason why I say the Box aura should be removed, to stop Pigs going for the cheap strategies. Almost compares to Plague being able to see Uncorrupted Fountains so they can gain intel on where someone may go to if they want to cleanse, it's cheap and unneeded for the killer's gameplay; so Pig seeing her Boxes makes minimal sense, and ultimately encourages and allows for the obnoxious style of Pig play. 'Why chase fresh survivors when you can eliminate easy RBT survivor's?' "Accidently" finding a survivor with a RBT isn't skillful or fun.
you can predict them even if you couldn't see the Jigsaw Box aura
No you cannot. If you cannot see the end destination they are going to, you are making a wild guess.
But there's a difference between stumbling across them and downing/grabbing them for a hook while they search it, and then actively including the Boxes in your patrols
Actively including the boxes in your patrols is a GOOD THING for the Pig, not a bad thing.
The whole reason why I say the Box aura should be removed, to stop Pigs going for the cheap strategies.
Those "cheap" strategies are also BAD strategies that will cost the Pig the game. You are trying to remove bad strategies and hurting the Pig in the process with the stuff she should be doing.
Almost compares to Plague being able to see Uncorrupted Fountains so they can gain intel on where someone may go to if they want to cleanse
The reason Plague can't see the Uncorrupted Fountains is so that she doesn't waste time going to a Fountain that she can't use. There really wouldn't be anything wrong with letting Plague see the fountain locations at all times, since a Survivor only spends half as much time at a Pool of Devotion as they would at a Jigsaw Box and only needs to go to one Pool instead of potentially several boxes.
'Why chase fresh survivors when you can eliminate easy RBT survivor's?' "Accidently" finding a survivor with a RBT isn't skillful or fun.
Because fresh Survivors are the ones on the gens, and if the "easy" RBT Survivor is NOT easy, you are wasting both your time and your RBTs' stall power trying to get them. The skill lies in being able to juggle the Survivors on the gen and the Survivors trying to get boxes off. Spend too much time with the Trapped Survivor(s), and the Traps aren't doing anything meaningful. Don't bother going after them at all, and you give them free reign to get the Traps off knowing that you won't be an issue in the meantime, which can mean that they get the Trap off faster than if you had made it at least somewhat of a pain in the ass.
Making a nerfed version of one of the worst add-ons in the entire game basekit is absurd. You don't see people trying to advocate making a weakened version of Waterlogged Shoe basekit to make basement rescues against the Hag less of a pain.
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No? I don't have any reason to remember player names, regardless of what they do in-game.
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If you actively decide to leave the "not clever" Survivor alive so they can work with you, you should be punished.
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@Rexis said:
https://forum.deadbydaylight.com/en/discussion/comment/1142092#Comment_1142092
its still a situational perk, cause maybe you will never have a kill while the game is Open
or it can refresh from 1 minute into additional 40-20-10 seconds every time you hook additional survivor while it was still active
so maybe it will never change then!
I'd rather it become a Hex perk as described by the OP (with two totems needing to be lit to prevent hostage taking, of course), and I say this as someone who does not like Hex perks overall.
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@Rexis said:
https://forum.deadbydaylight.com/en/discussion/comment/1142083#Comment_1142083
and you okay with all survivors cleansing them totems before end game and you lose another end game perk before it even begins? what if there was only 1 totem left? nah
my only opinion of a buff would be a restart for the minute each time you hook a survivor and that would make more sense than hex totems
People already don't cleanse enough totems despite NOED being a thing. I'm not concerned.
And your idea would basically ensure that people die to the End Game Collapse.
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@Rexis said:
https://forum.deadbydaylight.com/en/discussion/comment/1142062#Comment_1142062
So as a Killer I just go camp my Totem and no one is leaving then! hold everyone in the game while EGC still running so they all get the tree! you are being unreasonable! when they did it with NOED killer still has to find survivors, but now why shouldnt killer just camp his totem without even swinging, I can just body block it and slap whoever comes near until eventually ill get them all
too easy for the killer? and almost impossible for survivors
I think you didnt think that one through
Easy solution: You need two Dull totems in play for it to activate, and cleansing either of them shuts off the Hex.
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@RobMeister88 said:
Blood Warden is already fine as is. Remember Me is already a sufficient perk to halt exit gate progress. This idea sounds more like a nerf than a 'buff' in all honesty. This is the same flawed logic the Devs used with new ruin. You're essentially trying to make a Hex perk a late game perk, which is never possible above yellow ranks, considering people in green ranks and higher already have enough experience to know where every totem spot is coupled with bad totem placements thanks to RNG.
Personally, I don't think Remember me is good enough as-is. I don't really like Blood Warden either, and tbh, I'd probably prefer OP's idea for Blood Warden than what it currently is.
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I've had that problem myself with both Oni and Billy. Not every Killer can click with a player, sadly.
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@Onyx_Blue said:
@TAG just because you wouldn't see the aura of the Jigsaw Box doesn't mean you won't know where they are. You'll still see them on the map as you patrol/chase. And if you're using BBQ, you'll see the survivor performing the search animation for it. Plus, if you see a RBT survivor on BBQ running with a determined direction, why would you target them and not the people within your range or on the gens you see others repairing from BBQ? If you don't intend on tunneling a survivor with a RBT on their head, why do you need to include the Box in your patrol route? You'd hear the beeping/click-clack noise of it if they are near you anyway. Most Jigsaw Boxes spawn near gens anyway. And the ones that don't are typically in dead-zones (thinking Backwater Swamp), where you don't ideally want to waste your time rotating towards.
It makes it considerably harder for you to catch them while patroling, though. And as-is, BBQ lets you see a running Trapped Survivor and predict where they're going. It's not just for catching someone already searching on a box. It is up to the Pig to figure out how to efficiently make the most of the information they have. If they see a Trapped Survivor going possibly toward a box, and no one else has shown up, it makes sense to cut off the Trapped Survivor if it isn't super out of the way.
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@Onyx_Blue said:
Why would she need to patrol them? The survivor's getting them off are of no concern to her. Unless you mean for the meme endgame plays? In which case, that's a meme, why would you want to let the game go that far on purpose?
And Crouch wise, her stealth ability is nice when you get a grab, but that isn't strictly what it's for. It's mainly used for Ambushes. If you buff her speed just so you can be quicker crouching around the map, imagine how fast she'll be in a loop.
Because it is to the Pig's benefit to catch Trapped Survivors with their pants down. Jigsaw Boxes are supposed to leave the Survivor vulnerable. You don't tunnel the crap out of them, but you DO include the boxes in your gen patrol route to catch them by surprise. In addition, if you catch a Trapped Survivor with BBQ, you can also catch them with their pants down by predicting which box they are going to. Reverse Bear Traps are not meant to give Survivors the same level of anti-tunneling assurance as Decisive Strike. If you have a good shot to quickly knock them down, you go for it, because a dead Survivor is better than a Trapped Survivor.
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That's excessive. EGC is fine as is.
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@PigMainClaudette said:
You've obviously never played Pig if you think that she's good in loops. She's a worse Spirit when it comes to loops, and by that I mean you CAN mind-game but less effectively and WAY more obviously. As for the auras, just no. Seeing those box auras tells me which hooks to avoid. It tells me how long that a survivor will possibly have to get their RBT off.
GOOD Pigs know not to target people with a trap, unless they're begging for it. It is just something that you learn over time.
There are just so many small things that can be done to make Pig a top-tier killer, but until the devs look at all the requests for Pig love and act on them, then people are going to suggest ways of making her better. It'd be nice to see a non-chase focused, non-instant down killer be within the top tier of power for once.
After all the nerfs that have been introduced too, then simply put we need a lot of improvements to her before we start to look at adding more negatives to her kit.
Also your change for Amanda's Letter is going in the wrong direction. Increasing the charge time is making it take longer to charge up, not less which is what I assume you meant. Or change the word "speed" with "time".
She's a worse Spirit when it comes to loops
Dude, you just blew my mind. Ambush is just a bad version of Yamaoka's Haunting.
HAS PIG BEEN THE BUBBA TO SPIRIT'S HILLBILLY THIS WHOLE TIME
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1139653#Comment_1139653
Previous Version
If the survivor isn't dying, hooked, or being chased, the RBT's active timer of 3:00 begins to tick down to 2:00. If the survivor perform any basic action such as repairing, healing, cleansing, and etc. the RBT timer will immediately drop to 2:00.
If a generator is completed, the RBT's active timer of 2:00 begins to tick down to 0. If a generator has been completed while the active timer is above 2:00, the active timer will continue to tick down once it reaches 2:00.
Once the active timer reaches 0 seconds, the survivor dies.
Once all generators are completed, any RBT used will be immediately active.
The EGC will pause if any survivor has a RBT.
Reworked RBT
If a generator is completed when the survivor was dying or hooked within the last 15 seconds, the RBT's active timer of 3:00 begins to tick down to 0.
If a generator is completed when the survivor was NOT dying or hooked within the last 15 seconds, the RBT's active timer of 2:00 begins to tick down to 0.
Once the active timer reaches 0 seconds, the survivor dies.
Once all generators are completed, any RBT used will be immediately active.
The EGC will pause if any survivor has a RBT.
Hm...this...is an interesting angle to approach. What this does, if I understand it correctly, is take some pressure away from Survivors who are either still on the hook or were just unhooked when the timer starts (by not fast-forwarding the clock to 2 minutes and counting when the gen pops) and instead puts that pressure onto the Survivors who have had a fair chance to look for boxes when the timer starts (by making it so their timer starts at 2 minutes when the gen pops). So the Survivors who didn't get a fair chance to start looking for the Key get a little extra grace period, but the Survivors who had a fair chance but didn't take it now have a fire lit under them. Does this all sound about right?
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I would accept that in exchange for the Reverse Bear Trap death timer being reduced to five seconds.
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I'll never DC unless a gamebreaking bug is involved or if an IRL situation mandates that I step away from the game for a period of time.
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@Alice_pbg said:
Ok, quick summary (some are quotes, some are me explaining what they said, you figure it out)
Guns are cool.
Joked about pirates next, also ninjas.
Talked about the deathslinger's character.
It's really responsive, it's fast (the gun).
Talked about zarina.
Go read the backstory, it's cool and more detailed.
Talked about the map.
It's a new style of map.
Maps can be different now (doors, etc).
Talked about breakable walls.
It's very impactiful and needs extra testing.
We didn't understand map design at the start as we do now, so we gotta be careful implementing it (the breakable walls).
Map is illuminated differently.
Cringe/cool transition of cohost.
Players will feel confortable with the deathslinger if they player another fps before.
Nothing is easy in dbd.
Normal gun wouldn't be fun (too fast/easy).
After hitting the shot "it's pretty done".
Struggling against getting pulled and blocking the chain add to each other.
You gotta earn the bounty (why just hitting a shot won't down an injured survivor).
Perks.
They can't really test all combinations avaiable.
Gearhead, no time revealed "short duration".
Dms, same.
Hex:retribution, same.
Off the record, looks the same.
Red herring, lenghty cooldown, no number given.
For the people, same.
I don't remeber them saying nothing was changed about the gunslinger from ptb
Did they say anything about Hangman's Trick?
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1140065#Comment_1140065
I think you can be quite decent at him.
But remember this: good aim doesnt do ######### if hitboxes dont match survivior models.
You need to remember how it looks like and act based on that
(Will add pocture as soon as this ######### starts working)
Just always aim for the crotch.
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1140013#Comment_1140013
They didn't say anything new but the official date of release "March 10th" and they showed the killer, no buffs or changes comming for him, just as he was in the PTB
Low-tier ahoy!
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Anyone got a synopsis? By the time I found out about this, it was already over.
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If it's literally impossible to save someone because Doctor can just always shock, that should be fixed somehow. If it's just tougher to do but still possible, I say that's fine.
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@Galklife said:
https://forum.deadbydaylight.com/en/discussion/comment/1139581#Comment_1139581
i get your goal but current rank system doesnt support it in proper way (i know every game should support ppl that are trying to learn new role but dbd isnt) best example when im playing killer i meet more good survivors on green/purple ranks than in red ranks (as my teammates from soloQ or my "opponents" when im killer) same goes with killers, most red ranks killers are sweaty tryhards that are running every slowdown possible and almost everyone can tell they are worse than killers that are playing without slowdown and still have same results(but for example because of gatekeeper or chaser they cant pip)
but enough of trash talking rank system, what do you want to learn on surv?
a) playing vs good killer
b) playing vs potato killer (difference in chase is gigantic but most killers are bad but are using strong perk/add on to hide that)
c) just how to be good surv overall.
in a case meeting me is good for you, you will get 2-4 chases most of the time (because i like spreading dmg)
in b case well about 95% of killers will show you the way
in c case use bond and watch other survs (but not those that are selfcaring in corner)
I mean, yeah, current rank system sucks and does not help with that. But neither does what OP is doing.
And a combination of A and C for me. More C at the moment because I am currently NOT a good Survivor and am not really ready to square off against good Killers.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1139491#Comment_1139491
Current RBT
If a generator is completed, the RBT's active timer of 2:30 begins to tick down to 0.
Once the active timer reaches 0 seconds, the survivor dies.
Reworked RBT
If a generator is completed when the survivor was dying or hooked within the last 15 seconds, the RBT's active timer of 3:00 begins to tick down to 0.
If a generator is completed when the survivor was NOT dying or hooked within the last 15 seconds, the RBT's active timer of 2:00 begins to tick down to 0.
Once the active timer reaches 0 seconds, the survivor dies.
Once all generators are completed, any RBT used will be immediately active.
The EGC will pause if any survivor has a RBT.
I meant comparing your latest revision of the RBT vs. your past revision, not your latest revision and the live version. My apologies for not being clear.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1139521#Comment_1139521
https://forum.deadbydaylight.com/en/discussion/comment/1139527#Comment_1139527
I do get what you mean TAG, I think, but if you got matched against me you would get some good practice in. I go "hard," for the opening of the game it's just once I have my two hooks per person I slack off because I also play survivor and I know those 5k escape points are a big deal especially if you're newer. This goes even more when I bring BPS or during double events, or both because that's 15k extra points I just let everyone have and I'm okay with that because I am mostly maxed.
See, the thing is that a Killer who "should" be several ranks higher than me going super hard and then going super chill still isn't really giving me much to go on. I don't learn during the super hard portion because I am being thrown in the too-deep end, and then I don't learn during the chill portion because I am then being catapulted back into the too-shallow end. No real opportunity to swim at the level I'm at so I can make my way toward the deep end at a steady rate.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1139521#Comment_1139521
Then keep playing, and eventually you'll get out of rank 12, where this killer is. 🤷♀️
I dont see the problem. One wants to be chill and one wants to try their hardest. The "ranking" system is there to sort that out.
The problem is when people who are well out of my skill range show up either because matchmaking is trash or because of deranking/boosting. I don't really learn much when I face off against people who can annihilate me or people or are absolute potatoes.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1139469#Comment_1139469
I'd rather that than a game where someone feels forced to play a specific way, doesnt enjoy it, and quits outright.
I want a game where I feel I have to try my best to win.
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@Galklife said:
https://forum.deadbydaylight.com/en/discussion/comment/1139469#Comment_1139469
i guess different ppl have different opinions on that matter but tbh when i see so much sweat coming from killers sometimes that makes me want to play killer in most chill way possible
i guess its going from 1 side (hard tunnel, camp, best add ons, slowdown) into other side (no add ons without "optimal"(BS) gameplay) but i guess i always loved that other side
btw because of matchmaker problems i get both full green or full red rank lobbies, and do you know how in game i differentiate those 2 lobbies? red ranks jumps infinite windows like monkeys and will jump into lockers with DS, and pretty much aside from those 2 things both lobbies are equal (because most red rank survs without BS windows are trashes)
I mean, I am currently a low-rank baby Survivor, but I want to get better. Can't really do that if the Killer isn't really trying to win, but I also can't do that if the Killer is so much stronger that I'm not learning anything.
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Could you kindly explain the difference(s) between your current revision of the Reverse Bear Trap mechanics vs. your previous iterations? It'd be easier for me to get a feel for this one if there's a side-by-side so I can see how it's changed.
Crouch movement speed changes I am on board with, and I'm down for the ambush auto-grabbing anyone who is occupied.
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I can at least say that I would not want a game where the Killer is at a much lower rank than they should be. I also wouldn't want a game where it turned out the Killer never had any intention of actually trying to sacrifice/kill anyone.
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I'd be okay with EGC starting after the last gen is done instead of after the door is opened. There's still a risk of waiting to make sure everyone is out instead of making the escape right away (probably more of a risk than now where you can just 99 the gates). You could even raise the timer a bit to make sure that the Bloodwarden dream/nightmare doesn't become too easy to accomplish.
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@KrispiesChicken said:
https://forum.deadbydaylight.com/en/discussion/comment/1137731#Comment_1137731
They had 3 flashlights, and one key.
I mean, there's no need to justify anything. You're allowed to bring in whatever you wish for whatever reason you like, just like them. All I'm saying is that in my opinion, flashlight and Ebony mori aren't close to equals.
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That would be pretty boring IMO. At most, I'd see it as a perk that strips away a Killer's power in exchange for some buffs.
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@Brucecastro81 said:
https://forum.deadbydaylight.com/en/discussion/comment/1138243#Comment_1138243
it doesn't, the map just becomes more balanced
I'm asking how.
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What does Leatherface do to shift the balance of the map in your eyes?
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@fleshbox said:
https://forum.deadbydaylight.com/en/discussion/comment/1137335#Comment_1137335
A lot of them that do that seriously under estimate the killers' skill level. They might thinck that they are feeble and can be bullied but it is in my experience that if i see them swarming around the shack which is in the middle of the map i am not leaving it. I get one hit before they get to teh stairs. If they are dumb enough to go down it will be them on the floor and most likely the guy on the hook will be slugged jsut outside the shack
It's the sort of thing where if you just WAIT a bit for the Killer to think you've left, they might, y'know, ACTUALLY LEAVE. Instead of the Killer just stepping back inside only to find someone still there going for a rescue (or at the very least scratch marks headed into the basement).
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Small Game seems reasonable.
Cruel Limits seems REALLY powerful. Probably too strong.
Monstrous Shrine seems pretty weak. I think by the time it gets to a reasonable point, you're probably either on the verge of winning already, or you've let the game slip out of your hands.
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I think losing his early tracking is not worth the minor buff to the Dr. Ninja strategy.
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2v2 games of Magic: The Gathering using only cards that are Standard-legal.
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Flashlights are not equivalent to Ebony Moris IMO. Not even close.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1136440#Comment_1136440
there is a bug that causes them to be stuck in the healing animation. this hasn't been addressed either. You are begging for something you already have. learn to use it, don't ask for more just because you can't play around a bug that is there till it gets found and is fixed. have you sent your computer logs and game logs to the devs when the bug happens? I would bet you haven't even tried because you think they won't touch it. well I'm telling you they WILL touch it and work with it and get more information. you just want more to play with you want a 5th perk with out it being called a perk. you want the survivors to be at a disadvantage, you don't even care that you are over powering the killers and allowing everyone playing a killer to take another perk instead of deerstalker. if you don't want to use what tools you have either 1) stop playing till it's fixed or 2) accept it and play as you are now. You offered the solution but it doesn't have to be programmed in by the devs, it has to be accepted by the players to use the perk you are offering as a bandaid fix that could easily break the game in ways you can't even fathom. I'm DONE with this silly thread, I notice that no dev has weighed in on this because they 1) as you said, don't have a fix yet and 2) see the solution already in the game and don't need to add more coding into the game. (those 2 are my thoughts only and not official responses).
No perk/add-on/offering/map/individual Killer/Survivor can ever reasonably be called a fix to a bug. A reasonable solution to a bug should not require you to use a specific tool (separate from the tool that is bugged, if the issue is with a given tool) that takes up space i your inventory. If it does, then it is not actually a reasonable solution.
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There's a secret option that lets you play as the Killer. Don't tell no one.
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I used to think Kindred at base kit was a good idea, but after thinking it over, I think it just provides too much info about which direction a Killer might be going in for it to be base kit, even at a reduced distance. I think a more fair idea for base kit would be to have an audio cue that plays whenever the Killer goes within or away from a certain radius of a hooked Survivor.
As for no-speed-boost NOED at base kit...ehhhhh, I'm not sure how I feel about it.
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I can see why you suggest such a thing, but as long as Leatherface is in as poor a state as he is currently, I can't be in favor of anything that would make him weaker.
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To the streamer with self-described "big hands", tell your teammates that if you don't repeatedly swarm around the basement to save your teammate, I won't have to repeatedly fake leaving the Killer shack by turning off my TR. :P Being overly altruistic even after you've made your intentions clear is a good way to lose the game.
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@SirCracken said:
I camp when I suspect, or definitively know, that survivors are going to be overly altruistic.
If I message them afterwards, it won't be to rub their mistake in their faces.
Unless they falsely assume that punishing them for making a mistake means I'm bad.
Had a streamer who got extra whiney about me punishing an overly altruistic team who just couldn't get it through their heads after falling for it over and over that a Pig's TR disappearing doesn't mean that she's left the Killer shack area. It was funneh.
"ARE YOU SAYING WE SHOULDN'T BE ALTRUSTIC??? YOU'VE NEVER BEEN TO RANK 1 YOU SUCK I HAVE BIG HANDS UNLIKE YOU" (that last part was something that person actually said)
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1136686#Comment_1136686
True, I'm no pig main, but I've had fun with Amanda's Letter... and I could probably do better with the common addons that effect her dash and ambush...
This isn't about Amanda's Letter. This is about Amanda's Secret. The one that takes away the Jigsaw Box auras.
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@Raven014 said:
Its good for indoor maps, since you'll be crouched a lot of the time, and you can approach people quietly... but its more of a fun addon then a powerful one like Iri head. Almost makes me wish it made ambush attacks one shot as well...
You can probably accomplish the same thing but better going with no add-ons.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1136502#Comment_1136502
But why should I have to go against M&KB against my will? THAT's what I'm fighting against. People have always had the option of going to PC with a controller. I know that the opposite can be argued, but it's such a huge advantage in a majority of games.
There are just too many issues I see with this change and in the game in general before we add things like M&KB console support. So, let's look over some of them, shall we? Just a quick overview.
Huntress - Broken hitboxes in general. Now add lag issues. Huntress players do fine. Possibly a little worse than PC, but they also get more axe hits than hatchet.
Hillbilly & Oni - Flicks have never been a thing on console. We've had consistent curving instead. Now I have to take a gamble as to which one my opponent is using? I've also said before that I've versed Hillbillies like PC has Nurses and I'm over versing him. This will bring him back in a surge of popularity.
Nurse - Nobody plays her, but those who do at a high level are already extremely oppressive. Full red lobby, except me. One gen done. Corn map too. Has also happened on the Asylum. Only games I can recall.
Deathslinger - No PTB, can't comment. At least he has ironsights and doesn't rely that much on flick-shots since there is no headshot mechanic. He should be fine with a controller anyway.
Because it brings the console versions and the PC version closer to each other, thus making it easier to balance both overall? Greater good and stuff.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1136489#Comment_1136489
Again, my solution ALSO gives said benefit while allowing people to have the choice of cross-play. People have said before that cross-play should be an option.
And my problem won't be fixed by M&KB, my problem which is the only problem I've found with a controller with one of these "precision" characters, and should therefore be disregarded. Ok. Sure.
As a player in general, I'm having a hard enough time with poor matchmaking, people abusing their power with overuse of killer powers/camping/tunnelling or general perk abuse like Borrowed Time bodyblocking, lag-switching issues since Dedicated Servers were a nightmare on Xbox and now you want to introduce a new problem for me to face. Let's fix the damn game before we add more issues for people to worry about, shall we?
No it does not? You are saying that console players are still stuck using controllers, no? If I am misunderstanding that, please let me know.
I never said it should be disregarded. If that issue exists, it should absolutely be fixed. It's just not relevant to this particular discussion.
We can do both, can we not?
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1136481#Comment_1136481
Does it though? Does it fix the problem? I don't think so.
And I don't see how M&KB will fix problems like my lunge not hitting what it should. I don't see how M&KB will fix an issue of holding the charge just that bit too short and teleporting to a wall, rather than past it. All I see your solution doing is enraging a lot of console players, who have always been controller only and banned M&KB users for years now.
My solution merely maintains the status-quo. My solution also opens WILLING console players to go up against M&KB users in the form of PC players.
Yes. Yes it does. It allows players to have much more precise control over camera move it, which can be relevant for certain Killers.
Also, what you're describing is a separate issue altogether. kb/m not fixing that specific problem isn't really a strike against adding kb/m.
I don't see a good enough reason to maintaining the status quo compared to the benefit gained.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1136449#Comment_1136449
So we have two "just deal with it" answers.
You also left out the part where I said my Nurse issues were character based, not platform.
One of them actually fixes a problem, so...
Also, there are platform-based issues with the Nurse that kb/m would go a reasonable distance to solving.