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Xbob42

Xbob42

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Xbob42
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  • Hey guys, know the worst time to throw a pallet 99% of the time? Right after you get hit.

    Hey guys, know the worst tactic 99% of the time after getting hit? Staying anywhere near the killer.

    This is like a potato murdering hex perk. It has no practical function in regards to how the game is played by anyone of even low-tier middling skill.

    I guess it also blocks pallet saves, but those are already incredibly rare.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1548242#Comment_1548242

    When the point being made is that they're more powerful now than they've ever been before, it is absolutely fair to bring up the many, many examples (these only being a few) of how they were significantly stronger in the past. If you want to say that you still think they're too powerful, you can definitely just say "In my opinion, survivors are too strong right now" and that's totally fine, but exaggerating for effect doesn't make the argument any stronger.

    While I think a super strong 4-man SWF with comms is virtually unbeatable unless you know what they are ahead of time and choose the appropriate killer and loadout specifically to sweat as hard as possible to beat them, I actually think only a small number of survivor-sided things are too strong, I think for the average player and the average solo queue, things are mostly okay-ish.

    That said, if anything, the evidence of all that stuff being so wildly unbalanced over and over and over again in the survivor's favor does raise an eyebrow or two. Things being stronger previously is not evidence of those things being balanced currently.

  • @Demonl3y said:

    https://forum.deadbydaylight.com/en/discussion/comment/1559626#Comment_1559626

    doesnt mean a single perk should completely counter a killers power. I would agree that it should drop less blood orbs + ONLY after you got hit atleast one time but completely no bloodorbs is a horrible idea.

    Nobody cares about Spine Chill or OoO shitting all over poor stealth killers, why would they care about this?

  • I decided to try out Clown last night for the first time, since I don't have Pop for any of my builds and I've been spotting too many times where it could've really solidified a match in my favor.

    I went from the edge of rank 1 (one pip away, never hit rank 1 before since I'm still pretty new) down to nearly rank 4.

    Funny part is, I don't think I did too terribly. I started going for reload speed and wider area of effect and just started chucking bottles absolutely everywhere, using them very aggressively to completely cut off areas before a chase would even start since throwing them doesn't slow you down and you actually reload pretty damn quick with the add-on. People start having no idea where to go when an entire area is covered in pink gas, and even rank 1 survivors seem absolutely hellbent on not going into the gas unless they've got no choice, so you can kind of corral them a bit by leaving gaps you want them to go through.

    Except every time I actually started to win as clown the entire survivor team would DC/give up on the hook. EVERY time. When I lost, it was your typical teabag-at-the-gate-until-forced-out nonsense, but the second I had more than one person on the hook (people seem really cocky against clown when it comes to unsafe hooks for some reason) it was just people giving up instantly. In one match they literally stopped moving so that I could hook them faster.

    It was a fair mix of PC/console users (I'm on PC) so I tried asking in the post-game chat but never got any sort of response at all from anyone, no gg, no bg, no complaints of toxicity or claims that I tunneled or anything.

    It was the most bizarre thing I've seen in this game. So far I've leveled Pyramid Head, Huntress, Nurse, Trapper and Billy, and none of them have ever gotten me matches where multiple teams in the same night just completely forfeit. Oh sure, you get the odd quitter here and there, and if things go really bad right at the start, you might get an entire team DC veeery rarely, but this was something different.

    Anyone have any idea what this was? I mean, it was kind of funny, but resulted in safety pips even when I "won." So my entire time playing Clown, according to the ranking system at least, was a big wash.

    Guy's not as bad as I was led to believe, though. Definitely nothing near a top-tier killer, but I do enjoy that I can use his power without being slowed down. Seems like one of the most common core concept for killer powers is "stop or slow down for a while," so it's nice going full speed until you reload, which is still quicker than finding a locker like with Huntress, even though obviously not as strong as a hatchet to the back of the head.

  • @vogit10102 said:

    It seems in this killer forum that a gen done in 60 secs it's a problem, but a surv going down in 10 sec it's ok. That's frustating for so many people

    You say that, but if killers disconnected every time a generator went off quickly, you'd never finish a game.

    And besides, going down isn't an inevitable death. That's silly.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1558620#Comment_1558620

    Still a stretch and anything that stretches is cheating clearly :D

    No, not a stretch, a squish. Although I haven't checked myself, you're either getting like 1-2 pixels less vertical, or maybe 1 extra vertical? So I guess if you got 1 extra vertical that would be a tiny stretch, offset by the fact that you'd be missing out on a ton of detail at such a relatively low res. That's not at all what people mean when they say stretch res.

    Normal:

    image.png


    Streeeetched:

    image.png

    As you can tell by the tutorial tip, this is the same exact angle.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1558544#Comment_1558544

    https://us.v-cdn.net/6030815/uploads/6AE5YXVFLNRP/idk.jpg

    The top one is my monitor I play dbd on.

    https://us.v-cdn.net/6030815/uploads/6J4K21H8GT55/image.png

    And this is the res I have to play on because of it's size.

    But I guess I'm a dirty cheater for not playing on the perfect 1920x1080 res and ######### myself over because I won't be able to see most of the screen.

    Uhh... 1178x662 is a 16:9 aspect ratio. Or very, very close to it. Hardly a stretch res. As a matter of fact, I think you're getting the same sort of width, but a tiny bit less height, so you're actually seeing less than normal resolutions.

  • @ALostPuppy said:

    The only perk that desperately needs changing is object tbh. The change I keep seeing suggested is to only reveal auras if you're both looking in each others direction, and if you're not, the perk will only light up like spine chill. It'd still be really strong, but not nearly as bad.

    DS is a dumb perk, but there aren't many good ways to change it. I think the easiest change would be to reduce the timer to 50 seconds. I don't like the idea of it deactivating instantly when you touch a gen, I think making it deplete the timer twice as fast would be a better change.

    And sole survivor needs some kind of aura blocking on it to begin with. Maybe 12m to start with or something, and each dead survivor now gives +28m instead of +24m.

    I think working on a gen for 5-10 seconds and then deactivating would be better than just tapping one, but I think it definitely shouldn't just be how it is now. So much of the game is played around DS+Unbreakable, even when they're not present. This is also true to an extent with perks like Dead Hard, but the counter to that is to get up close and wait a few seconds for the survivor to use it. It still buys time whether you have it or not, but not either a full minute or a 20 second head start. (The stun might only be 5 seconds, but that's enough time to build up enough distance to basically restart a chase from the beginning or just disappear entirely.)

    Frankly I'd be at least somewhat satisfied if DS just deactivated once the last gen is powered. In end-game, all bets should be off. It can already be rough with BT, body blocks, the odd flashlight save, etc. Having DS basically be a free escape at endgame never really feels satisfying. At least a BT can be played around.

  • @Chromeskull said:

    https://forum.deadbydaylight.com/en/discussion/184602/will-the-new-graphics-update-kill-this-game-on-console

    Lots of people seem to be talking about this. I play on a regular Xbox and get next to no low FPS so I'm fine, which kind of confuses me on why other people are getting it.

    I would very much like to see high quality gameplay of your Xbox playing this game at a respectable FPS. You sure you don't just have a very high tolerance for poor performance? I've universally heard bad things about console performance, no matter the system.

  • @Damarus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1557649#Comment_1557649

    Have you been playing alone? I'd like to be able to tell the same. But people are being cheap every match, I am afraid.

    I play almost exclusively solo queue survivor. I almost never see killers facecamping or tunneling, although I do get teammates crouching in bushes when I get hooked quite frequently.

  • @CalamityJane said:

    The best part is faking like you're trying to avoid it so they spend all game wasting their time trying to blind you on every pickup and you essentially get a stalling perk for free.

    Yup, trying to make it look like you just barely avoided it and always making sure you pick up facing walls means you get a lot of use out of it before they figure it out.

  • @BillyMain77 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1558074#Comment_1558074

    Your not wasting anything on the shrine as the game literally gives you shards for just playing, and infectious has been in the shrine multiple times over the past year.

    The reason the shrine is there is for players like you who dont want to spend money to buy the dlcs.

    The fact that you dont buy anything from the shrine and instead spend your shards on cosmetics? 😂

    Idk just saying your preventing yourself from becoming a better killer by not using the shrine to its advantages in my opinion.

    But hey if you like getting one free hit on any experienced survivor for a whole perk slot then your choice.

    Any experienced player who uses a flashlight on the regular mainly the survivors you have to worry about will be able to identify you have this perk on first pallet break and then its just a wasted perk slot.

    Whole lotta assumptions here. Let's go over 'em!

    1. It doesn't matter how many times infectious has been in the shrine over the past year... because I only started playing about a month ago. But I went ahead and checked, and infectious has shown up exactly once in 2020... at the end of March. Lemme hop in my time machine
    2. I never said I don't buy DLCs, I just started and I'm not gonna spend a bunch of money on DLC right out of the gate without a massive sale.
    3. I haven't spent a single shard on anything, and I care exactly 0% about cosmetics. I'm saving my shards for the event that something comes along that I might want piecemeal, like maybe a specific killer but not an entire DLC pack. I don't have enough for even one killer yet, though, because of the grind.
    4. I'd argue that going for meta perks prevents you from becoming a better killer. I prefer to learn with less add-ons and powerful perks because I feel like they develop reliance and bad habits. I believe learning the fundamentals first and then augmenting that core set of skills with add-ons or perks is much better. That said, I obviously don't run entirely perkless, so I like to experiment with lots of perks, which is why I tried out Lightborn. And you know what? It was really fun. This isn't some weird one-off event where some single dude came up for a flashlight save, it happened again and again every time a flashlight was in play, and it was quite satisfying each time, because almost ALL of them just stood there. Much more fun than them screaming and running off. Turning a flashlight save into a double down because of cocky injured survivors was hilarious.
    5. Who cares? This thread isn't about it being a good perk, I said as much in my very first post, which in exchange for these bizarrely aggressive replies you could have just read fully. I know it's not a great perk, I was just saying that I loved that it confused people, which is fun. And I like fun.
  • @wimlin said:

    I guess I should expect no less as these message board are always like 98% pro killer, but I will say no one made any real argument for how its fair that a killer can see survivor items. Ours aren't even powerful comparably outside of key. Toolbox is a joke, medkit is ok i guess for a heal if you don'tt want to run self care. And you can't see for sure if its a mori before the match or I suspect all surviros would D/C every time a mori is played as that is the most unfair item in the game by far.

    The argument is that the Killer is one person, so they get more info. Why is it fair that you get to work on 4 different gens at once while the killer gets to chase only one guy? See how that argument just kind of makes no sense and the answer is self-evident by the nature of the game's core concept?

  • @LuffyBlack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1558020#Comment_1558020

    Sorry. The title, he's horrible. I've been waiting for this guy since 2018 and he's a letdown. His design is awesome, he deserves better than to have a boring dash move then handle like a drunk fly. They should have involved the nectar plants in the gameplay.

    Should be able to grow nectar plants in the level, and then if you Smash off of them, you get a tremendously longer lethal dash with like 75% more turn speed.

  • @WeenieDog said:

    I honestly feel like the best part of lightborn is that people waste a slot for it.

    Infectious Fright will help you avoid flashlight saves ( on top of pallet saves) and gives you the heads up on when to slug and when not to.

    Just hard pick that Infectious Fright. It will give you more all-round value throughout the match than lightborn.

    Everyone over here assuming we all buy all the DLC. I'm running base killers + Pyramid Head. Also clown and Halloween for some reason, though I don't remember buying those. Will pick up some more when there's a big sale, probably. Not gonna bother wasting anything on the shrine, either.

  • @wimlin said:

    I get why swf wouldn't be able to see perks, but pugs? That aside why do killers get to see our items? I brought a key tonight because I'm clear out and killer tunneled me and mori and then after match when I called him what he was he said it was because I brought a key. How is this fair in any way that he can see my item and counter, but I can't see his? Neither side should be able to see.

    "after match when I called him what he was" and what, pray tell, did you call him?

  • But what if I could get rid of these lame keys and leave the match with nice purples?

  • Not everyone has an inventory full of purple items, though. If you could run a treasure hunter build to quickly get rarer items out of chests and try and escape with them/share them with your team (assuming the key would work on chests without consuming charges) then I could see it being at least a little useful for some people, especially for surprising the killer with decent items that you didn't enter with. Would definitely be a good use of the broken key on top of aura reading. Heck, maybe instead of consuming charges, opening chests restores charges on keys, encouraging survivors with keys to do more than just sit on gens.

  • I don't think I've come across a single face camper in over a month.

  • Oh it doesn't bother me per se, in fact I think teabagging from really far away is actually really funny because the survivor looks so tiny that it becomes comical, but I just noticed that if they like drop a pallet they'll do a few teabags for some reason. Dunno why. Maybe to just say "ha ha!"?

  • Remember when grown adults could choose whether to engage with chat features on their own without being coddled by companies like vulnerable toddlers? You know, like how we all came to this forum just fine and we're all still alive.

  • The irony of this goddamn thread.

  • Console players seem way more eager to do the crouchy-crouchy-clicky-clicky after they perform any action at all, which is kind of weird. Other than that, they're really bad at 360s and don't look behind themselves very often.

    I do notice they tend to run DS/unbreakable more often, but not so often that it's rampant or anything.

  • Outside of the low-effort blood skins and I guess the dinky little icons (notice how your rewards reflect no effort on the part of the developer but require a tremendous effort from you? Hmm...) I don't understand why people prestige in this game, or in any other game. Just seems like a literal waste of time and a way to at least partially sabotage your next several games as you work with no perks or add-ons.

  • For a guy named cosmicvolts you sure seem real shocked that a killer is going to kill you effectively as possible.

    How did the killer slug your entire team without any of you buying enough time to get someone up?

  • You want to know the really funny part?

    Rank-based matchmaking can often be just as much of a joke as the "MMR" system was, for the same exact reasons. I can be a rank 1 killer and be matched up with a bunch of rank 1 survivors. Except I'm trying a new killer out and have like 200 hours in the game, while all the survivors I go against could be a 4-man SWF with 6k hours each, or even just a bunch of solo queues with 4k hours each, in either case I'm at a tremendous experience disadvantage because we're both at the "top" of the rankings even though the skill gap will be enormous based on time played alone.

    But people think because they see equal ranks that they're somehow getting more "fair" matches. Outside of going against obviously-brand-new rank 20s, rank seems to be functionally meaningless. But we heard the exact opposite for the entire duration of MMR's short existence.

  • @alaenyia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1555105#Comment_1555105

    No one likes being slugged and it is cheap and lazy. You down them put them on a hook, pretty easy. That is the game, chase, down, hook, repeat, till dead. So many end game changes have come about with the excuse that it wastes killer's time, well slugging survivors is a waste of their time.

    Except there are many ways for survivors to stop you from hooking someone. And the better the team is, the less likely you're going to just be able to do clean hooks.

  • It's because the matchmaking always sucked. MMR just made it suck a little more for a bit, seemed to finally be leveling out for a lot of people, including me, right when they turned it back off.

    Or maybe they didn't turn it back off and just said they did so they could point out how peoples' perception of things influences their biases, who knows.

  • @alaenyia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1554812#Comment_1554812

    Probably because it is a cheap, lazy way to play, instead of just becoming good at playing killer. I understand the salt fo sho.

    Knowing when to slug is part of being a good killer. Like, the-difference-between-winning-and-losing part.

  • @BabyDweetMain said:

    Spine chills literal purpose is to let you know when the killer is facing your direction. Stop trying to take things away from survivors cause you can't counter a simple perk.

    I think in general, perks should counter other perks or even add-ons. No perk should directly counter a killer power.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/1554100#Comment_1554100

    They already have an updated version of him, it's just not in the ptb yet.

    Kind of a pointless test server if he was outdated before they put the PTB up.

  • The disconnect penalty is like a barebones protection for any decent online game. It is a fantastic idea (if only the bare minimum) that any game where you're screwing over your team by disconnecting should have implemented.

    Maybe this time BHVR will have gotten it right.

    If you disconnect so frequently that this is an issue, stop playing. Just stop.

  • You know, the idea that the survivors get at least one easy escape for one person and that the survivor "earned" that escape and "you're not entitled to 4k" is weird, because there really isn't a (non-perk) mechanic for a killer to secure at least 1 kill. If all four survivors escape, they don't toss you one of their friends because "they don't deserve to all escape." They'll often teabag at the door until the end of the EGC if you don't come and push them out.

    One side gets a built-in win mechanic while the other gets a big middle finger.

  • @IamDwight said:

    Penalties are stupid overall, even on PC.

    No, penalties are good. They discourage people from quitting every time they get found first or get hit. If you have to leave a match every once in a while because you just REALLY hate a map or the game is running poorly, the "penalty" is only 5 minutes, not a big deal. It only becomes a problem if you're a repeat quitter, in which case maybe stop playing the game because you're just making things worse for everyone else.

  • @GamerGirlFeng said:

    How is DS overpowered? You can only use it once and within a certain time slot, plus it risks not working at all if you miss the skill check. It's a mild inconvenience for a tunneling killer and that's it.

    I dunno, why is it that every tryhard sweaty 4-man SWF team you come up against have at least 2 people running unbreakable and almost always all 4 running DS? Could it be because forcing the killer to waste a few chases (unbreakable + DS means you can't slug OR pick them up without severe consequence, it's lose-lose) is a very easy way to massively swing things in favor of the survivors?

    Nah, couldn't be. It's only one of the most popular meta perks. Probably just a coincidence. It's not strong at all. You can miss it! Everyone misses it like all the time! But... they all still run it? I wonder why that is.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1550113#Comment_1550113

    Well, you can argue against it but the devs have made it abundantly clear what is acceptable and what isn't.

    They certainly have!

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1550022#Comment_1550022

    Yeah, because getting tunneled deliberately after being caged knowing damn well the survivor doesn't have BT or DS was fun and fair.

    This game is absolutely loaded with BS that's not fun or fair. Uncounterable DS at the end of a game near the exit gates, healing to block you from picking someone up near the exit gates, BT/soul guard nonsense also near the end of the game. 4-man SWF with OoO is a lotta fun to go against. I don't camp or tunnel because I think those things are ######### and make the game worse for everyone. I also think that applies to many meta perks and add-ons on both sides. The fact that we all have this common rulebook of what's "fine" and what's not is absurd when the developers have the capability to fix things properly. Of course, as is often the case, we see where the very quick "fixes" end up.

  • @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1549894#Comment_1549894

    Pyramid Head's Cages of Atonement don't trigger hook-based perks, such as Borrowed Time and Decisive Strike, meaning someone freed from a cage has no defense against the Killer tunneling them immediately after being freed. That's what prompted PH players to run for the cage immediately to either camp it and/or tunnel whoever got saved/ came to save. Blinding PH to the cage's location helps mitigate that.

    A change not mentioned, but done for similar reasons, is if Pyramid Head lingers too close to a caged Survivor, the cage vanishes and respawns elsewhere.

    Ah, I didn't know that. The anti-BT/DS tech. I can see why it would instantly get nerfed into the ground. Can't have anyone beating the meta!

  • @Kilmeran said:

    https://forum.deadbydaylight.com/en/discussion/comment/1549773#Comment_1549773

    Correct, the ability to see cages was removed due to an (apparent) overabundance of Pyramid Heads caging someone, rushing to the cage, and camping them.

    A-hole gamers, it's why we can never have nice things.

    I... don't understand. Why would you do this instead of just hooking them and camping them right there? Sounds like a lot of extra steps to do the same thing you can already do.

  • Should result in you picking them both up, one on each shoulder. 😏

  • @SweetTerror said:

    If there's one thing that everyone unanimously agrees on, is that the tutorial mode in dead by daylight is weak at best as it doesn't even begin to scratch the surface of everything that can be done in the game. Each killer should come with their own tutorial video, that, or there should be a practice mode like there is in the mobile version of dead by daylight.

    What I find interesting too is that the practice mode in the mobile version has clearly been very successful because before its implementation the queue times to play as killer were always incredibly high, but now that the practice mode has been implemented the queue times are always looking good for both killer and survivor.

    There's been a lot of talk that bots will make their way to the main game as a way to step in for people that disconnect (and that they will be able to use those bots to form a practice mode) but when that will happen is anyone's guess.

    They could do so much more with tutorialization, even from a lore standpoint. With the massive amounts of money they rake in from their millions of active players, they could even afford some voice acting if they wanted. Imagine if Billy got his own little race course style tutorial where first you learn how to sprint and curve around some light obstacles, then you have to aim for target dummies/scarecrows or something, or even tied up survivors if they want to get real nasty with it. Then combining that into a little time trial thing where you're curving around relatively tight corners and trying to hit targets as fast as possible, learning when to use your chainsaw on a pallet vs. using a normal kick, etc.

    Survivors could get a more generic but still just as useful guide on, first of all, what looping is (since it's literally never shown in the tutorial and is only vaguely mentioned in loading screens) and how to do it and how to tighten it up. Maybe a new tutorial could even teach you what a pallet is and what it does! They could have their own little emblem system where the longer you can loop a practice killer the better your score, with all of this giving you a hefty amount of BP if you complete it properly. First time reward only, of course.

    Maybe they could even go into explaining why you might want to do more than crouch around the map and hide in bushes in case the scary killer shows up, which is pretty much the current survivor tutorial.

    I know I'd really enjoy a nurse tutorial where they try to explain why you should stay far away from basements, which are your eternal enemy.

  • I really think they need to rebalance things a bit so there's never a "safe" way for the survivors to exit if the killer is nearby. That is to say, make it so that there's never any time to just sit there farting around at the exit gates. Make the survivors have to do something to actually exit once they're out, something that isn't just waiting at an edge and then being instantly out. Same with hatches. There should ALWAYS be pressure to escape from the killer until you see that survived screen. Maybe have the entity start pushing the survivors back in, slow at first, but then faster and faster, if they sit around the exit gates too long, make it so that if they just open the gates and run out, that's it, they did it. But wasting time and trying to annoying only increases the chances of them failing.

    I think it's really bizarre, for example, that a survivor can literally sit at the edge of the stage and be immune to the killer because getting hit will push them out. They can literally be AFK as far as I can tell, once they hit that spot. I think it would fit the theme of the game a lot better and result in people being less annoying if that simply wasn't possible.

  • @PigMainClaudette said:

    This has been a long-standing thing for years. Using a controller and using a mouse & keyboard are completely different skill-sets.

    One thing that I would like to see these PC elitists do is actually pick up a controller, plug it into their PC's and see how well THEY do.

    I've been playing console for 18 years, and I've never seen so much prejudice towards console users. I mean, we're all gamers and we have enough sh*t to deal with externally. I don't see why we now need to divide OURSELVES further.

    For my first several dozen matches of survivor I played exclusively with gamepad on PC. I just didn't take the game very seriously and it seemed to work well enough. Then I started watching some streams/Youtube videos and there was a lot of advanced movement that I just didn't feel like I'd be getting out of a gamepad, so I switched over, although I've always played killer with KBM. I still occasionally play survivor with gamepad if I want some really chill games.

  • He's not super strong at all, he's pretty weak actually. But he's still SUPER annoying to go against. Annoying doesn't mean effective, by the way. If you're playing with competent people who know how to actually play against a Legion instead of randoms, he stops being even annoying and is just kinda sad.

  • A game where I just stomp everyone is incredibly boring. "Winning" has no meaning if you had no chance of losing. If I wanted that I'd just paste a victory screen as my desktop background and look at it every once in a while, because it's about the same amount of effort.

    Likewise, feeling like I stand no chance at all of victory is just demoralizing.

    I want to be able to put my all into it and legitimately feel like I could win or lose. Win because of my skill and knowledge, and lose because my opponent is outplaying me or I've screwed up. It's a hard line to walk, and gets murkier and murkier as it comes down to individual plays where one person felt like they did amazing but the other person 100% felt like that play was BS.

    I think a big part of it is if it's a stomp one way or the other, I rarely feel like I've learned anything, or might even start reinforcing bad habits. A game where we're both desperate to try to outplay the other for that little edge feels like when I learn the most about the game and how I play, and it really cements mistakes and good plays in my mind that I feel like betters my ability to play the game more than anything else.

  • @Calisto_667 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1546862#Comment_1546862

    Your opinion means nothing to me lol. Keep playing with your hacks PC player

    I didn't present you an opinion. Clearly you are a very smart and rational person.

  • It's simple. Being killer is tremendously more stressful, requires much more dedication to be good at, every killer plays different, with no cross-killer add-ons or items, you can't play with your friends, and the entire game is in your hands, which is actually a lot of responsibility. As a survivor if someone's being chased you can just chill in a corner doing gens or healing someone, as a killer, you're constantly worried about every person's location, the status of each gen, not tunneling someone, following the survivor rulebook of not taking this add-on or that add-on because it's "cheap" while you get flashlight click spammed as they moonwalk out the exit, it can be really unpleasant. And you're there for 100% of the match, 100% of the time.

    As a survivor you can memelord your way around, die on the hook and just do it again, the match ends basically whenever you want it to if you don't care about dying. It's like the fun side to play until you get really good at killer, at which point the stress starts to ease off and you can have a lot more fun.

  • @Calisto_667 said:

    a) The hill glitch that happens in both McMillan and Azarovs is extremely annoying. The fact that some killers take advantage of it and still hook you shows a lack of sportsmanship by taking advantage of a glitch. I am a ps4 red rank in both sides. I had to leave slugged more than 5 survivors so far who got glitched in the hill.

    b) Yesterday I played with a PC Hillbilly who took advantage of the glitch and hooked the Jane. I have come across other PS4 killers like myself after disabling crossplay who have a lot more sportsmanship than PC killer mains and when the survivor gets glitched they leave them slugged.

    C) I even let a Nancy escape who was the last remaining survivor in the map and the poor thing got glitched in the hill trying to get to the hatch. I closed the hatch for the points, let her wiggle out and open the gate and leave because I am not taking unfair advantage of a game glitch because it shows no sportsmanship as a gamer.

    D) A lot of PC killers are hackers. I've seen way too many videos on youtube of people saying how easy it is for them to hack and now console players who have an FPS big disadvantage against PC players have to deal with that nonsense too.

    E) I don't care if the game was dying in PC because only an estimate of 30k were playing daily. The devs seem to care more about their game than protecting the community and making the game fair and equal for everyone. The controllers are way easier to manage in PC than console and they have the 60FPS advantage which is huge for a PC killer against Console survivors.

    F) In conclusion, if the devs want to establish console and PC crossplay, fix the FPS, fix the hitbox already, fix the servers, fix the hacker problem in PC and fix the glitches in the game!!!

    *******P.S: I know not all PC players are the same. I am not generalizing, this is towards those who show lack of sportsmanship by taking advantage of glitches and exploiting the game**********

    lol, your point on E makes no sense whatsoever. Concurrent players are NOT daily players. If there's 30k concurrent players, the actual daily players will be far, far higher. 30k is who is playing at any given moment. Since most people probably play for 30 minutes to maybe an hour or two, you can do the math. The PC version of DBD is doing fantastically well. And since it's hitting 51k 24-hour peaks, I imagine there's a few hundred thousand daily players. The game is literally doing as well on PC as it ever has been, maybe slightly better.

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    Please take your misunderstanding of numbers elsewhere.

  • @HolyLadyGaga said:

    Does post game chat really make a difference though? It's usually filled with toxicity, racism, and insults. Lol

    My post-game chat is mainly just "gg" or someone acknowledging a good play. Sometimes there's a salty guy, but that's life, y'know? You don't hide in your house all day on the off-chance that someone at the supermarket could be mean.

    I guess it also depends on a combination of factors. I imagine if you're an ebony mori iri head huntress, you're probably gonna get a lot more flak than just playing something more standard. Or if you're in a 4-man bully squad intentionally trying to annoy the killer instead of just playing the game, you're probably gonna have some harsh words.

    But since I don't do those things, 99% of the time it's "gg" or "gg, nice save" or something like that. In hundreds and hundreds of matches I have not experienced any racism at all, very little toxicity, and I think maybe one or two insults? None of it directed at me, but I've seen it.

    The idea that it's just this huge cess pool of hatred has me very suspicious about how some of you might be playing... Even watching hours and hours of streamers, you rarely see anything other than gg. If the streamer is running some meme build you can get some salt, but if you're out there running meme builds you should have slightly thicker skin because you know what you're doing.

  • I think the killer lock is a permanent change that they want you to be used to, because MMR is coming back. Better to not have to hear people cry about it a second time.

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