TicTac
TicTac
About
- Username
- TicTac
- Joined
- Visits
- 7,273
- Last Active
Comments
-
@danielmaster87 said:
Killers would be fine with just getting a hit if that didn't also result in everyone getting out, despite the hook being like full-map away. Because as of right now, hitting someone when people are hook bombing, in endgame, leads to everyone getting out unless they make a huge blunder. People conga line body block, even the unhooked person because base BT is totally just for their protection, and even if you get the down in the exit area, body block and heal tech time, same result.
If the killer hooked near a 99'd exit and didn't try to push anyone else out? Sure, the survivors deserve to escape. But otherwise, it's a free escape that really shouldn't be one. That's why grabs have stayed.
That really sucks. But if im honest if all survivors are alive in endgame they deserve this advantage. It shouldnt be that easy to secure one kill.
Even if they dont deserve it bc the brought Eerye of crows, a styptic, a syringe and two bnps. But this things need to be changed, not the ability to rescue a teammate.
-
@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/3235136#Comment_3235136
As in what? Hiding from the start of the match? Or just hiding during EGC?
If from the start: its the same reason you dont hide from the start now to get the hatch. 1 person would have to be alive for hatch to spawn and be closed in order for EGC to trigger.
If at the end when all gens are done and gates are powered and opened: I guess to not waste your own time? I mean, gates are opened and you can just leave. It just forces the game to end? The only issue I can see is if youre in chase for the entirety of the EGC but then I think maybe you still deserve to survive if the killer cant get you with BL5000 and presumably most, if not all, pallets gone?
Why should i risk getting downed when i can just wait two minutes?
And doesnt a killer who closes the hatch and bms, also waste his own time? What is the difference? It just changes the victim.
-
But whats stopping me from hiding to escape then?
Edit: and i wouldnt solve a lot. Yh bodyblocking in a corner in endgame. Never happened to me in 3000 hours.
Slugging is still the same. Whats stopping the killer to wait and then to hook me at the last second?
-
There are good videos about statistic on youtube for example. You will learn something.
And the stats dont even disagree with me, bc there are no stats about passive slowdown abilities or chase power strength.
-
Not really. His passive slowdown is not that bad and he is loopable. A strong killer, but not a problem.
-
@RonMan32 said:
https://forum.deadbydaylight.com/en/discussion/comment/3220466#Comment_3220466
Where does that number come from?
In the announcement. It says unlock 12 halloween-cosmetics for both killer and survivor. But it could also mean 6 for killer and 6 for survivor.
-
Its new and i think there are 12. So not every killer.
-
Its really weird, but i think its a remmant of old game design and they never looked at it again.
There are so many solutions in other games:
- The ideas in the comments above.
- an option in the menu for your preference
- atleast one general daily like in the archive
- rerolling for one specific side
But i think its just not important enough, to put ressources in it. And there are really many other things which should be fixed first.
-
Its important to have fun, but obviously you cant have fun 100% of the time. Sometimes you have a bad match or even a bad day and then it can be helpful to have a "grand" goal and possible progress for it.
Rank 1 was never an option for me bc it was so damn easy, but i stopped doing winstreaks bc of the mmr. So I personally would like a ranked playlist, where i can see my place with average killers. (I dont like playing the S-tier killer bc their playstyle doesnt suits me)
But that aside, if you really have no fun at all, you should quit. Having 1000 of hours in a game makes it maybe hard, but you will find another game. I wasted enough time with only playing games bc of a battlepass or another stupid goal and its not worth it.
-
It was really bad. A lot of incompetent people in red ranks, and far worse: people in the forum, who ended every post with "and im in red rank, so my opinion is right".
-
No. They were massive gameplay changes since release, but at the core its the same game.
This idea sound like a complete different game.
Edit: and im not sure bc i never played it, but arent you mostly describing evolve?
-
Yesterday i played killer with crossplay bc of the matchmaking incentive. Got a cheater first game. Never again.
-
Nobody can chat ingame. You need third-party-software like discord.
-
I try to give survivors a challenge. I try to win. Really hard. Well, im not using facecamping or busted addons. But if i can force a second stage/dead, im doing it. And im not toxic. No endless slugging, hook hitting etc.
-
Did you just murder pwyf? Or do i not understand it?
Some of the other perks also dont need a change.
-
Never. I only play solo, so never ever. Except rift challenges.
-
@Bartlaus said:
Are we still complaining about NOED? I'm playing without NOED but I'm pretty sure you don't want to play against my Wraith.
Im curious. What is your build? Im currently using Haunted, Undying, Devour and Pentimento.
-
@Maxi605 said:
What the title says. There's no reason for it, the survivor is penalized for not healing when they literally can't heal.
So should thana also not work for hooked, downed or even chased survivors? They also cannot heal.
Broken and thana have synergy and its ok. I would only change it if it would be broken. And it isnt. The penalty is weak if not everyone is injured. You can also counter the broken-addon (legion) and other things which afflict broken.
-
I dont like it.
- Trading for real money (people will do it)
- Farming limited-time cosmetics on many bot-accounts to sell them later or even farming bloodpoints with bots
- selling cheated items
- etc.
-
@AshInTheTallGrass said:
https://forum.deadbydaylight.com/en/discussion/comment/3157377#Comment_3157377
Yep! That's me lol And unless I've seriously missed something major, there's no way to change it. I keep seeing posts about how all console players need to do is change their input, but vaulting a window/throwing a pallet/healing/doing gens is the same action, so changing the input makes no difference. I tried.
Its not the same input. Gens, healing etc are the same category and vaulting, pallet dropping etc is another category. Its just that both categories use r1 (PS4) in the base game.
Bc of pinhead chains i changed the input for vaulting, pallet dropping etc. to r3.
So you can change it. I dont blame you, i didnt know it for two years. Without pinhead i would have never looked it up.
-
Some advice for your next feedback:
Mark your changes. Not everyone knows what a perk actually does and wants to look it up.
You should really post it as text and not as pdf. There are a lot of longer forum posts than your text. Many will not want to open the pdf, so you get less feedback.
Delete the note: i dont work for bhvr. Everyone knows that, many make this posts, the note just makes your post look weird.
Delete perk lore description. It just makes the wall of text bigger.
For your changes: most of it is ok, but mostly i dont know whats changed, the revert for the basekit changes of killer is unneccesary imo.
-
@crogers271 said:
https://forum.deadbydaylight.com/en/discussion/comment/3153074#Comment_3153074
Sure, time is precious, but that all goes to presumptions built into the games. Most killers boil down to making strategic decisions about map control and playing a guessing game with survivors in chases. Survivors have a much higher quantity of things to learn (Carth covered them well in a post here) and a mistake by a survivor gives away a lot more than a killer mistake (unless you are playing a high ranked SWF team with coordination, which everyone seems to come back to as the balance measure).
https://forum.deadbydaylight.com/en/discussion/comment/3153108#Comment_3153108
One thing I find interesting as a balance thing, and you talk about survivors being able to override perks, is not only are there players who have 100s/1000s of hours of practice on me, but they also get the advantage of mixing and matching perks to make ideal skill set. I get that it is baked in to keep players for long periods of time, but it's just a mismatch on so many levels.
https://forum.deadbydaylight.com/en/discussion/comment/3153874#Comment_3153874
This will probably be me. I got up to 30 hours relatively quick, partially because I was taking notes and tracking things, but since then my hours have slowed to a crawl. Survivor is a massacre, killer is generally easy and not my preference, and the response seems to be 'just give it a few hundred more hours'.
Its not true that survivor have more things to learn. You just dont need to learn most of the killer skills yet, bc survivor have not learned their skills.
For example killer are moving faster as survivor. So you dont need to learn how to chase if survivor dont know how to loop. Right now its enough to just follow them.
Normally you cant just chase survivor of gens and deplete their ressources. They game would be lost before they run out of them. It only works bc right now some survivor dont do gens at all, bc they are scared and hide, dont find gens, bc the go down too fast etc.
The problem is that the game doesnt show the basics for new players and in a 4vs1 game, the one player needs to have the higher base stats. So he wins if noone uses the mechanics of the game.
An asymmetric game is just hard to balance.
And im not telling you that you need to play against a swf to experience balnced games. Im only playing solo and im doing fine most of the time. But to be fair you cant know the skill level of your opponents and your teammates in this game, so maybe thats the reason. But i wouldnt say im really good as survivor, only above average.
-
I dont need it and i dont want more things in my bloodweb. It makes it harder to get things i want.
-
Its the same now, so is it a bug or intended?
-
Its a bad idea. It makes waiting times worse.
I mean should i be able to block all megs bc i think they are bad teammates? Or killer/survivor with a specific perk?
I heard from people that they cant deal with doctors shocks or plagues puking sound and they should have an option. But other people will just abuse it and ban the strongest killer.
So they should try to fix problematic killer, they could add a question about least wanted killer in their next survey and the reasoning behind it. Then they could fix it. It will take longer and is more work, but its the far better solution.
And about the problem you mentioned with dc/suiciding: most people in my matches dc bc they got downed fast, not bc of a specific killer.
-
With the new changes its not even really that bad. Gen perks are still strong, but it was a step in the right direction.
Ghostface is a good example. I would more likely use info perks like lethal on him or other perks to strenghten his chase like pwyf, than using 4 gen perks. Thats probably stronger. I still would use gen perks, but 2 out of 4 is not bad. Without gen perks i would use probably use 3 info perks, thats less variety.
Mixing instadown in a nurse build makes her also stronger.
Other killer best builds are still 4 gen perks. Bc they dont need the second category (chase perks) or cant use it well (M2-killer and instadown-perks) and the third category (info perks) can mostly replaced by game sense or tactics. (If you have a 3gen or camp/tunnel you dont need to find new survivor/the gen with the most progress).
But still i dont see every time ruin/undying, corrupt and pop so its getting better.
-
@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3117903#Comment_3117903
Now I know you are trolling. It does move faster than normal skill checks.
Eruption and overcharge together on fast killers is one of the strongest combos in the game right now.
The kick meta is in, the fact that you haven't seen it or done it yourself, probably not a good idea to be giving feed back on it.
Sorry to butt in your discussion, but what are you talking about?
I did not play very often against the new overcharge, but it should be the same speed. Before the last update it was the same speed and the patch notes and the wiki said nothing about a speed increase.
Coulrophobia increases the speed for healing skill checks and thats it.
And yh its really easy to hit the normal overcharge skillcheck. Even on console. If it would be hard ds would have never been a strong perk.
-
I play mostly survivor since the update. Matches feel normal, if noone suicides or dcs.
Nurses with range are a problem.
-
@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/3101391#Comment_3101391
i mean i was on the game, top floor and kept holding w until he caught up and didnt drop pallets, then he eventually caught up to me with his ability and at one point i dropped a pallet and instead of breaking it she shocked me OVER a stairwell drop and then i had to spam my rb to get away over the pallet and it broke, there was nothing i could do in that situation
But couldnt he just shock you again and lock you on one side of the broken pallet? Its faster with dissolution, but im not sure its worth a perk slot.
-
@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/3100815#Comment_3100815
well if the doc hits you before you drop the pallet lots of people end up dropping the pallet anyways because they think they can make ti and spam it and this way they dont. I dont know why this build is a thing. but it was effective
In most cases its even better if the survivor drops the pallet after a hit. Thats a wasted pallet.
Its more like this perk combo gives a m1-killer without a power a decent chase ability and it has nothing to do with doctor. After a hit dropped and not dropped pallets are useless against that build. And all the survivor had probably no idea how to play against it.
You refer twice to one big mistake: wanting to drop or vault a pallet after a hit. You should do that never, even without this perks. Use the speedboost and dont interact with anything.
There are scenarios, where you cant reach safety with the hit:
1. Bc the killer catches up fast, but doctor has no basekit ability for it.
2. Bc you are in a deadzone (the next not blocked pallet is too far away). That has also nothing to do with doctor, so this perks have almost no synergy with him. You cant vault for a short time after a shock + hit, so i guess in some scenarios you make less distance
So you did not have a chase plan, did not account for deadzones and didnt use windows very well or the map had many deadzones and almost no windows. Thats why it felt so strong.
Ps: doc has some synergy with blood favor, bc his power works better against dropped pallets or windows than against undropped pallets.
-
@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/3099739#Comment_3099739
blood favor is pallet drops, and it compliments his power and makes it better
Yh your right, but its the same case. If you have blood favor active there is no reason to use your power. So why does it make it better?
-
So a perk (Blood favor) which does exactly what his power does (making dropping impossible) and a perk (dissolution) which only works, when you vault, an action which your power prevents, works exceptionally well on doctor? I dont think so.
Dont get me wrong its not bad, but there are killer, who use this perks better, and better chase perks like stbfl for Doctor.
-
That is not my experience. I play against Thana almost every game, but its just makes it boring sometimes, not impossible.
Noone uses pop anymore, i saw ruin once and i had no game where dms was annoying. Eruption can be strong bc i have no way to tell, when someones get downed. Pain res doesnt matter really bc the killer does not find the gen most of the time. Well, i had a survivor, who wanted to counter pain res, and 99ed the gen, while i was slugged next to it. It lost us a gen and the game and made no sense.
And that brings me to the real problem. Teammates. They quit really often. Mostly after the first down. I had one guy dc on first down, when we only had 2 gens left. Its the mindset of the player: oh killer buff, it is so hard, i give up. Its so annoying.
I agree that camping needs to be nerfed and tunneling is still a problem, but in most cases, survivor leave before the killer does anything like that.
-
I thinks its a good idea, but it will not be implemented, bc it changes the game too much.
One problem is that it reduces the comeback change. If there are enough hook stages left at the endgame, the killer can give up. Thats fair and makes sense, but it could make it boring.
And it is not enough: getting camped is still boring and the survivor does not get rewarded. Some would be happy with bp but many just want to play the game. Can a survivor still suicide? I always stay on hook for the full duration, but triple the time and then the other survivors dont do gens, would be hell.
For the aura reading/solo que buffs: how would they interact with blindness? Should it be removed bc it doesnt affect swf?
-
It would make legion miserable.
-
Its kinda the same for killer, too.
In my beginner days i tried to get as much bloodpoints as possible. To accomplish that i often needed to win slowly: Hoping that they unhook, dropping chase or even let them wiggle out. So the killer gets rewarded for temporary not-killing survivors.
So for both sides playing to win and trying to earn many bloodpoints is not the same. And imo thats ok.
The problem with less bloodpoints is something different:
Chaser is easy to get max points and you can even farm it (totems, basement, starting chases), but the other three categories are problematic:
Survival: it got easier to max but still not enough score events
Objective: repairing alone gives not enough and you have almost no way to get anything in the endgame
Altruism: you rely on the other side to score points, but killers need also to rely on survivor to unhook to get more hooks.
I can think of two reasons why:
- killer gets more bloodpoints bc otherwise there are not enough killer
- survivor would quit/suicide if they earn almost all their points at the start and its more efficient to farm that way
-
@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/3052667#Comment_3052667
Yes. Because such an idea has to be thought through. And then everything matters.
Why do you even care about basekit items? I get more of them than I can spend (and if the prestige change goes live as it is you will get even more). So there should not be a problem sustaining a brown medkit (the addons might be, depending on what you like).
I just find it interesting what would happen. Like i said in my original post it is not an important change, which needs to be done. Its just an suggestion.
I have ca 200 brown medkits on my main and i level only for perks. I dont want to use them bc i thinks it not needed against an average killer (and how should i know its a nurse, even if its the most common killer).
I think the most important thing for me would be that a full-stacked survivor is closer to a basekit survivor, so you can better balance the game. How can you balance the game if every player can just buy itself an huge advantage? Sure, i could bring the best stuff every game, but then my opponents have a hard time, if they dont do the same. And you cant know what the other side will use.
-
@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/3052481#Comment_3052481
Right now I chose if I want one or not. Or which one I want.
If you get an item basekit, and it is not randomly chosen, everyone will just use what they are most comfortable with. They won't use something else they can't use properly. Which is one of your reasons for this.
Yh one reason. And that matters?
-
@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/3052290#Comment_3052290
My point was that if you are stuck with the wrong item you got (either through choice or your basekit) you are screwed.
And how do you even want to decide who gets what?
Naturally almost everyone on higher levels would chose a metkit because of how strong they are.
Why screwed? Right now you wouldnt have an item, so nothing lost.
Yh you choose the item. And yh everyone, who wants to win, takes a medkit. So the devs need to balance it.
-
@DeadByCommunity said:
I mean simply level up the blood web an you'll find a dozen or even better. Makes no sense to start a trail off giving a free portable health state.
If its too strong it wouldnt make sense to give players such an advantage for only 3000 BP, right?
Imo medkits are too strong, but thats not the point.
-
@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/3052224#Comment_3052224
2 killers out of... 28? Like using Calm Spirit nowadays.
And never forget that there are those matches where you even can't use your item:
Medkit vs Plague, being found first and getting tunneled with a toolbox etc.
Yh thats exactly the reason why some players dont use items. If the items would be basekit, they wouldnt worry about wasting them.
-
@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/333460/give-survivor-items-as-basekit
Having a flashlight does not making me use it. If I am a Gen jockey I will probably never ever get any use out of it. And many new players are just like this.
Even as gen jockey you can blind zombies or destroy hag traps. But there is no reason to choose flashlights if you know that. So you would equip a toolbox bc it suits your playstyle more.
-
@Seraphor said:
They are basekit, you can open a chest and find one in the game.
There are three chests and four survivor. But the real problem is that not many use them. Maybe bc chests are a time waste. They should really be buffed.
-
I think you can count a hatch escape as a win, when the exit gates are open. Otherwise you need to choose between more bp (hatch) or a win (exit gate).
Bit if you dont get that far, it shouldnt count as a win. There are some ways to cheese a hatch escape almost every time and ruin the fun for your entire team. This shouldnt be a viable strategy for winning.
-
They dont give better recharge. It got fixed with the last addon change. There second effect is now faster traveling speed. Its busted, so your other point stands.
Still, its not important to look at addons with two effects. There are many of them (nurse addons are not special in that way) and they are not a problem. The real problem with this nurse addon is that its too strong. So instead of thinking about double effect addons, the strength of the addons should be judged.
-
If the killer is undetectable when alert etc. activates, its a counter of the killer. Its okay, bc you have no downside and no killer is always undetectable. So you get you value from the perk, just less then against other killer.
But i agree with your change for object. Its really bad if you play against a stealth killer. Having no value is one thing, but being detrimental is not good. The perk is not strong and has a low pickrate, so the change would be fine. But the problem is that you would need to change the coding. Right now it uses for both effects the same mechanic: the game detects when the killer sees your aura and copys the effect. Im no expert, but it sounds simple.
With the new change it would be a lot more complicated: the game needs to check every 30 seconds if the killer is undetectable. If its true your aura doesnt get shown. But only if its bc its the effect of object. If a killer uses bbq while undetectable, he should still see you. I wouldnt be surprised if thats create many bugs and needs a lot of playtesting. But maybe im wrong and it isnt a lot of work.
-
Like others said there are many problems:
- map sizes are too different
- you need a good chasing power for many loops
- maps dont take killer into account: no hiding spots for bear traps, only short wall loops which are useless against trickster, etc.
The strength of map offerings is a good indicator, how unbalanced maps are.
-
@Ethromel said:
https://forum.deadbydaylight.com/en/discussion/comment/3039948#Comment_3039948
First off, I appreciate the compliment.
The problem with what you wrote is that you assume that everyone is good at looping, and my opinion about looping, auras, or perks is in no way an indicator that I can't deal with any of the mechanics in the game. I'm actually extremely exceptional at the game. It's no more than you complaining to a mechanic that your car isn't working indicative of you not being a good driver. The two have nothing to do with the other unless you're going out of your way to damage your vehicle.
Furthermore, hiding is supposed to be meta. Just because the community at large refuse to perform a modicum of strategy doesn't make stealth gameplay not viable. The developers are to blame for the playstyle of buffoonery at large because they reward doing jumping-jacks in view of the killer, where every player wants to believe they're Jack-Be-Nimble and the Ginger Bread Man while having a blatant disregard for the tracks/scratches they leave behind that more often than not lead to another survivor being caught while trying to complete a generator.
The looping aspect diminishes the game to nothing more than tag with a one-sided element. A player with less prowess in looping would have to resort to sneaking and be unrewarded for their efforts because the killers predominantly have x-ray vision. No matter how you slice it, that's not cool.
The developers have devoted too much time trying to FORCE engagement and conflict for the sake of excitement, and that just isn't necessary. There are plenty of other senses that can be made use of without resorting to hand-holding tactics. If entertainment is such a concern then just add a timer that both parties are susceptible to otherwise everybody gets consumed by the Entity.
I'm all for re-evaluating my ideas as long as you and everyone else are willing to hold yourself to the same standard and guidelines. Most of you are wrong and have a very cookie-cutter approach to almost everything about this game. Is the killer coming? Not a problem. Run rampant and just be chased for the sake of being chased. And rack up points for being (I'm trying real hard to be nice here), let's just say a [BLANK] savant.
The time you've played this game is of no concern to me. To others, it seems to be some need for an acknowledgment to get their merit badge and balloon animal. The only reason longevity matters are to express that the game has been given a fair shake and is in no way being critiqued without hours of experience being devoted to it.
We have vastly different opinions about the role of hiding in dbd. But first to clarify: i dont think everyone is a good looper. But maybe you did mean something different: bc imo looping is a skill a good survivor should have. Its not the main skill, but its more important than hiding in the current meta.
And here is the other point where i disagree: hiding is not supposed to be the meta. Do you mean with this that hiding is intended as best tactic from the devs? Bc a meta forms itself and there cant be a supposed meta. But even then its only true for the first year of the game. Latest design-choices dont try to push the hiding meta to the top. You said it yourself, so thats not your argument either. So why is hiding supposed to be meta? Bc its a horror-themed game?
But even if hiding is not the strongest tactic it has its place in the skillset of a good survivor. Just look at tournaments and outstealthing corrupt for example. Contrary to your opinion getting the attention of the killer gets not rewarded. Yh sometimes its the right play to divert the attention, but most of the time survivor dont do it bc its the best play. They do it bc its more fun for them and they are good enough to get away with it, or atleast they think they are. Like you said it can lead the killer to a important objective like a gen. So its just a bad play and it lessens the chance of winning.
So we are on the same page that hiding has a place in the meta. But the difference is that i dont see a problem with aura reading as counter. But for this discussion we need examples. Aura reading is not the same. Im on board if you say black incense needs a nerf, but on the other hand bbq is fine.
The next part i could turn around: The hiding aspect diminishes the game to nothing more than hide-and-seek with a one-sided-element. In both cases its a horror-themed children game. Its still fun. But im still not sure and you need to clarify: should hiding change the position in the meta with looping or should they have the same value? Depending on your opinion half of my text misses the mark.
Still if a survivor cant loop, they need to learn it. You cant expect to win a shooter if you cant aim. Even if you are a movement god. What i want to say is that in most games some skills are more important than others. Some players dont have the skill for strategy games. But that doesnt mean you would make the game simpler for them. They should just play other games which suit them more. So its okay if people who cannot loop, cannot compete in dbd.
I take the chase when i want to buy time for my teammates and i think its the best choice for winning. Most of the time i dont want to give the killer a free hit bc he finds me when im hiding. Sometimes i get seen, bc i dont hide if i hear the terror radius. But i do that bc i think its the better play to win. Hiding every time if the killer is near costs gen time. I will still hide if its the best play to win. For example if im dead on hook or i need to do something important like finishing a gen or rescuing someone. On the other hand i will charge the killer with no fear to trade a hook, if the other survivor is about to die and im not hooked once. Simply bc its the best decision to win. Everything has its place.
So summarized:
1. to discuss the impact of aura reading we need to discuss specific examples. Its pointless to talk about aura reading as a whole, bc its too diverse. Removing it altogether is too extreme. Thats reminds me what about aura reading on the survivor side? Like alert etc?
2. Maybe the problem with hiding is not that it is weak. Its that people dont want to do it. Bc trying to get chased is most of the time not the best play and people still do it.
3. We need to clarify more how the new meta should look like. Im not sure if you mean that hiding should replace looping or it should be buffed to the same strength.
-
@M4dBoOmr said:
https://forum.deadbydaylight.com/en/discussion/comment/3044438#Comment_3044438
I think that's one of the main reasons, just recently fall guys introduced cross progression between all Plattforms... weird it thought its impossible because Sony and microsoft don't want it
That was before fortnite. The game was so big that Epic forced Sony to allow crossplay and crossprogression. You can look up the documents bc they got shown in the epic vs apple lawsuit.
-
#Emptyhanded