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Xbob42

Xbob42

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Xbob42
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  • I'm usually happy to give hatch, or the door if I don't know where hatch is. Once I know I definitively won, that's all I wanted, don't care about the actual 4k. Of course, half the time I have no idea where the hatch actually is, so it's quicker and easier for everyone involved to just hook them instead of walking around the map 4 times because I didn't notice it 10 meters behind from where my starting point was. I've tried letting people wiggle off to find it themselves, but that often leads to them wanting to farm and do gens and stuff, and I find that much too boring.

  • @Demonl3y said:

    https://forum.deadbydaylight.com/en/discussion/comment/1686030#Comment_1686030

    Its possible to hack on console but waaaay harder.

    You can hack everything in the world. Nothing is hackprove. Not even your cats!

    It's also not way harder, it just typically requires a PC and the requisite knowledge, which really isn't very much. The biggest deterrence is just not wanting to have to make a new account and pay for online again. Same as how the biggest deterrence on PC is not wanting to get banned and having to make another account and buy the game again.

    In general, DBD has a very, VERY small amount of cheaters, regardless of platform. And a lot that do tend to keep it pretty lowkey, like running to a corner for an insta-heal that no one can see, so no one gets suspicious, or running just a tiny bit faster, things like that. There's also more egregious ones like hooking yourself to block the killer from hooking other people, but those are more rare and blatant, and thus detected easier and more easily proven with video evidence.

    Never, ever assume a platform is free from cheaters. It is damn near impossible to keep people from cheating.

  • Of course it is. The idea that you can't cheat on console is a really dumb narrative that was part of, originally, the idea of why it wasn't so bad to pay for console networks like XBL or PSN. Consoles aren't these invincible obelisks, they're just computers.

  • Games are much more enjoyable now because people actually play them out for the most part. Sure, you get the occasional suicide on hook, but even that is better for all involved. Killer still gets the hook, survivors still get the time the killer wastes picking up and hooking the person (rather than them just faceplanting and the killer immediately being free to get the next person) as well as the chance to unhook them before they can fail their 3 kobes, on top of the chance of actually kobe-ing in which case I'd bet like 95% of players would take it as some sort of "sign" to keep trying to win, although that's getting a little esoteric.

  • @PatWesker said:

    Camping is toxic since the killer enables a player to play or have the possibility to be saved. Also, campers don't show any skills by doing that.

    On the other side, looping shows skills you get by playing again and again. A good killer will prevent looping by practicing chases technics.

    According to me, campers don't get any skills by camping because they just... camp... they stay at a spot, they don't really play.

    Also, maps and vaults are made FOR looping, otherwise, what do you want for a survivor to do in a chase? Just in a straight line until he gets down?

    I'm just ######### about that post lol.

    Just get better, that's it

    While I find camping to be unbelievably dull and so never do it (aside from the EGC if I'm losing and need to rely on an altruism trap to secure a kill or two) I don't think it shows "no skill," I'm sure that if there was a no-holds barred tournament where the only rule was to win, even highly skilled players would choose camping, because it guarantees that you're either going to kill someone early, which massively increases your chances of winning, or you're going to get a free hit and maybe another down. If it's clear no one is coming after a little while, you can simply resume patrols after a hook state change, turning one hook into two, but not camping so long you let every gen pop.

    Obviously it depends on the killer, the maps, the perks, etc. I think camping is often a "smart" play in that it gives you a massive advantage for very little effort, much like a god window or a god pallet, though obviously to a different extent.

  • It's weird they focus so much on visuals, because even if you have a powerhouse PC (I've got an RTX 3080/3900x/64GB RAM and the game is on an nVME SSD) you still just set the game to the hideous looking low preset (because ######### actual graphics options, right? Who needs a resolution selector in their 2020 video game? Go to the ini file like a plebe!) due to the fact that it makes the maps MUCH less dark, so you don't have to use a bunch of filters and crank your brightness, but it also keeps performance somewhat consistent for weird maps that perform worse than others, like I can feel the massive FPS drops on Lery's even on low. It's still very high, 80+ at the absolute minimum, but that's like half the FPS I get on something like Red Forest, where I sit comfortably in the 150-170 range. Even though it's still way over 60, the constant swings of massive FPS on Lery's still make camera movement and stuff feel sluggish and strange.

    They need a massive optimization patch. DBD is one of the ugliest games I play, especially on low settings, but it also performs terribly as well. I get nearly the same FPS playing Control with all settings maxed out, including ray tracing, except Control looks like 9 trillion times better than DBD and has so much more actually going on. In terms of online games, Hunt: Showdown also looks about a trillion times better than DBD, has more players, and is far more dynamic in how you can interact with the world.

    I don't know how they've convinced themselves that they can both continue to push massive updates while also doing game health when every single patch breaks something or makes the game perform worse for someone. Rainbow Six Siege had to take a break from content for a game health update and that's made by Ubisoft, who have tremendously more capital and manpower than BHVR.

    There is something broken deep down within this game, and BHVR owes it to their fanbase (if they care about their fanbase enjoying the game over just growing the numbers, that is) to get down and dirty and fix it. Yeah, it might result in a few months with smaller updates like just perk fixes or minor patches, but if the end result is the game running as it should, and a game like this with its tiny player count, tiny maps, no world interaction, etc, SHOULD be hitting 1080/60 on the consoles, or at the very least the Pro/X, then I think everyone would agree it'd be absolutely worth it.

  • @Talanar said:

    I guess I will never understand it, but I will ask anyway , considering the topic of this thread - what is the point for a killer to down all 4 survs in 0,5 sec and have match done ? Sure they will unhook, he will re-hook them again, blah blah. It all goes in the most literal chain, even if he doesn't even tunel the unhooked ones (rarely).

    Had 4 of such games today, almost back to back. With killers rank 5 matched with survs rank 15-16. Happened with lower rank disparity before too. Maybe we sucked bad (with 4 random teams, the same result repeated ? Questionable).

    I wanna hear the perspective of the killer. You wait your queque in lobby to be matched, go into game, finish it in 5 min, get maybe half of the points available for gaining, go wait in lobby again (usually longer than that match toook to play). It might be fun the first time, but what's the point of such grinding through games ? There is no Rift now, there are no challanges to do. So many killers have such small D's that they have to pump their ego with such express massacres ?

    Generally I assume it's because they want to win. Same reasons "good" survivors will finish all 5 gens and be gone in 5-6 minutes. They might not be getting many points, but they get to say "ez" in the post-game chat!

  • I hate wasted time either way. If your team is safely at the gates and everyone's healed up (i.e. not trying for altruism points) just GO. If you're waiting for a valid reason, no biggie, that reason is usually obvious, and failing to chase someone out properly can actually result in an even bigger loss for a killer. No problem. I also generally don't want "pity hits" at the end if I'm losing because frankly it's not very many points, would rather just move on to the next game, though I appreciate the sentiment.

    Likewise, while slugging on some occasions might actually result in the least amount of wasted time overall (since you'll end the match much faster than doing 8 more chases) it feels a lot less like "game time" to the slugged players, and closer to if a killer had a 4 minute stun, although not quite the same. It's not really wasting time but it's ruining the time.

    Make it fun, and make it fast. That's my motto in life, just ask my wife!

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1680644#Comment_1680644

    It’s not like an animation or anything, I had a scenario the other day where I had to repeatedly press R like 5 times before the game registered me dropping the survivor. It’s quite annoying.

    This always happens to me, and can sometimes result in the survivor wiggling free because... the game just decided not to release them.

    Of course, you can't drop them too close to walls or objects, as they have no space to be dropped, but I've had it refuse to drop in the middle of an empty field as well.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1680317#Comment_1680317

    Is it busted or just a little more fair? With the current killer meta, I would say it is a little more fair in this case, not really busted.

    The current "killer meta" isn't even the power of Ruin/Undying, it's relying on survivors to be lazy morons who adamantly refuse to do anything but gens and rescues.

  • @UMCorian said:

    It would be a huge nerf and be completely game changing. It's very important for the current mechanics that survivors can look in directions they aren't moving.

    Uh... I don't want to alarm you, but you can move in directions you aren't looking in first-person.

  • You should be able to hit the gen with your weapon (as in the same way you'd hit a survivor, no locked animation or progress bar) to get a current kick's effect (i.e. just begin regression at the quarter regression rate) and then do a kick to get instant 5% regression plus Ruin-level regression.

    And no, manually kicking gens would not make Ruin substantially weaker, because on top of saving time, it still auto-regresses people any time they get off gens, which includes going for saves, heals, and the like.

  • As a killer, I've noticed that console survivors tend to seem to be in SWF slightly more often (not sweaty SWF, clearly just friends playing together) probably due to the design of consoles, and are on average considerably more altruistic than PC survivors. Unfortunately this altruism is often their biggest weakness and is very easy to take advantage of, coupled with the fact that they're typically not nearly as good at looping or making "big brain" plays, likely due to the limits of a controller combined with poor performance.

    All in all, I'd say that they're about equal with PC survivors when you factor these things in, not as good in some areas, but a little better in other areas. On average, of course; there's always outliers.

    As an aside, I've been in red ranks for a couple months now as killer, and seeing someone left to die on hook or even transition phase, PC or console alike, is extremely rare. I'd say it's one of the rarest thing I've seen. Unless the game is desperately close and they absolutely need a gen done, most survivors will absolutely make sure they get to the hook on time even if it means going down. I think most survivors, at least in red ranks, understand how bad it feels to be left like that, so they seem to almost always make the effort to get someone down.

  • @RyuSun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1679019#Comment_1679019

    If you think clutch plays means not using perks, you should play something else..... Even killers rely on their perks for 4k.... And if you say you don't, try playing without any perks at all and then come talk to is.... Perks make the game. Plain and simple....

    I literally spent the last week playing with Blight using no add-ons and only BBQ as a perk, all other perk slots empty. I averaged about 2.4-2.5k per game. I'm a rank 1 killer.

    Perks absolutely give you an edge, as I certainly didn't 4k as often as I do with full meta perks, but goddamn was it satisfying actually having to rely only on my own skill to find people, to use my power properly, etc.

    But that's not even the point. There aren't many killer perks that massively shift the game in your favor after you play poorly or are losing terribly. I guess if you plan for failure and setup NOED/Blood Warden or some nonsense like that, you can maybe turn a 0k into a 4k if the survivors are really bad, but generally killer perks just help you be more effective.

    Despite NOED really not being that good, we still see plenty of hate on it. Why? Because it's annoying to be winning and then just having this surprise F-U right when you're about to win. Like what happened with the OP here. Having the scales shift so dramatically because of a perk shouldn't even be possible. Perks should be useful and helpful, but should still require skillful use and for you to play well. There should be no perks designed around you failing and then having a big momentum swing the other way, only you as a player should be able to do that.

  • @HEX_MalusGrey said:

    It is this exact type of thread why devs don't listen to killer complaint's ................ and i wouldn't listen to this either. Can't realy blame them, sorry. Sure the game has it's issues and can be very frustration but what's worse as a sore loser is a sore winner. You should be proud to still have won the match, yet here you are, crying because the match wasn't fast enough over.

    I think ignoring these kinds of posts exacerbate the issues with the game. When people feel ######### even when they win, your game might have some problems. He did so well he should've ended the game right then and there, but what should've been a victory got dragged out for several more minutes because of perks and perks alone. Not amazing skills or smart plays, just knowing there's nothing the killer can do to actually stop you.

    You can see this happen with streamers (both big and small) as well, just so much BS resulting in a hollow, annoying victory, because a victory is rarely decisive, it's often muddled by a bunch of annoying BS.

    I know to some people, just seeing that you "won" is the important part, but the really important part is having fun, and when your fun is sapped away by annoying nonsense, it can easily ruin even a win. I'd much rather take a match where I win less but have more fun. Every #########' time, dude.

    It happens on the survivor side too, you hear about it here constantly. People whining that even though they escaped or even forced a 0k on some killer, camping/tunneling/ruin+undying+tinkerer/etc just made the match annoying.

    The game should be full of thrills and clutch plays, not clutch perks. That goes for both sides. Every game is just inherently more satisfying when regardless of whether you win or lose, you know it was down not to some ridiculously strong nonsense, but quality play.

  • Here's a tip: Don't attack in a manner that means you'll be doing your full lunge. That's easy as hell to dodge, get as close as possible, and use your mouse to track the survivor, as soon as you're as close as you think you possibly can get, THEN attack, adjusting for whichever direction the survivor turns in. You have a HUGE cone in front of you while lethal rush attacking, like probably a full 180 degrees, so getting close ensures the hit and makes it much harder to dodge. If they're especially nimble dodgers, you can start rushing past them, which can bait out a dead hard or an attempted dodge, and very quickly get them on the rebound, assuming there's a wall or something nearby, which there almost always is.

    Don't be so predictable. Even if they manage a dodge or two, you lose so little time for whiffs, even if they're masters of dodging your ability, which is very rare and generally requires a setup more than "move an inch to the left or right," you can swing and then just chase them for an M1, they'll never be very far away. That's Blight's specialty: You can't easily gain distance against him.

  • @cannonballB said:

    Shun the nonbeliever!!! Sshhuunnnn

    Who's the nonbeliever?! I'd love to believe in the sky cube! I've seen it firsthand!

  • As a killer, I generally leave the hook area completely after every hook, I like the challenge of trying to get 12 hooks and find it far more satisfying than just farming the same person until they're forced out of the game, and I guess I just like playing overly-nice because if I win then generally no one has anything negative to say, because the team will still have gotten tons of points.

    That said, if I notice people letting someone transition on the hook (or worse, die) when I'm nowhere near the hook and it's not an immediate pressing matter to win the game (makes sense for the last gen, makes a lot less sense for the 2nd gen) then I will actively try and punish those who I know didn't at least attempt a rescue, if I can manage it.

    Your biggest strength is numbers, sacrificing those numbers for progression (or worse, sometimes people will be sitting in corners or doing dull totems) screws over your teammate as well as yourself. Unless, again, it's vital to ensuring the majority of the team escapes. That's totally understandable.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/1676956#Comment_1676956

    This is usually the time it takes to aim with him due to the small hitbox. Make the hatchet's hitbox the same size as the spear's and we can talk.

    If it takes you anywhere near a full second to aim at someone as Deathslinger, you're a VERY bad Deathslinger. Ideally, you aim before you ever ADS. And just tap M2 -> M1 instantly.

  • I know some people think it's the most fun part of the game, but honestly I just find it kind of annoying. It's why I like Blight, I can brute force my way through a lot of tiles if there's good clutter surrounding it. A little bit of looping here or there is fine, but if a survivor is really good at it, it's like boy I sure am wasting a lot of time here when I can outplay this person more efficiently by going for a weaker survivor and then getting this good looper when they're out of position on their way back to a gen/rescue.

    As a matter of fact, I find the most effective way to hit a good looper is to just straight up leave the loop, then there's like a 50% chance I'll run into them on accident on the way to wherever I'm headed.

    Maybe when you're playing survivor and it's the only part of the game where you're really "doing" something it's different, but I'm like a busy hotel manager when I'm playing killer, ain't got time to play with you people one at a time!

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1676697#Comment_1676697

    yea but how absurd can it get, 4 perks of absurd, not 5

    Yeah but what if the perks were actually "perks" (i.e. fun/helpful little bonuses) instead of game-defining nonsense that can radically alter the outcome of a match?

  • Survivor: We'll Make It/Kindred, gonna try to add autodidact to that soon, love super fast heals

    Killer: Uhh, BBQ I guess, even though I only recently got it. I also really like Agitation, it gets you a lot of value on altruistic or overly brave survivors. It's not top-tier meta, but damn it's satisfying. Pairs nicely with Mad Grit for a fun little slap party.

  • @Awakey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1676675#Comment_1676675

    Survivors shouldn't do their objective?

    And I hardly even play survivor, before you say something that makes you look dumb.

    The killer shouldn't be trying to make it harder for the survivors to do their objective?

  • @bjorksnas said:

    bad, this game was balanced for 4 perks, and adding a 5th to most builds just lets survivors use ds, unbreakable, bt, iron will, deadhard or any other combination of meta perks but with even more meta perks

    This game was absolutely not balanced around 4 perk slots. Or rather, it may have been at the beginning, but the game is not actively being balanced around 4 perk slots, because perk synergy is consistently absurd.

  • It's great against stubborn potatoes who won't do bones and pretend they're suuuuper hard to find. I'm expected to drop half my perk slots or more just to get a good slowdown going, but survivors won't give up one out of 16 perk slots or their totally optional item slot to actually accomplish their goal.

    Funny thing is, when you get survivors that have brains, those totems vanish in the blink of an eye, and even that delay can mean very little for the killer if the survivors are being stealthy about it. Can't get to every totem all at once.

    But I've been running BBQ/Mad Grit/Agitation/Franklin's instead for a while now, just for the funsies. Ruin/Undying is absolutely going to get a nerf, can't have survivors sacrificing a perk slot to counter what they expect to be in every game. That would be mildly inconvenient.

  • @Kind_Lemon said:

    I agree 100%

    This is so true. Forcing me to run totem-finding perks over Slippery Meat, Sole Survivor, Lightweight, and Quick and Quiet or whatever other unused combo I like trying out is exactly what makes this game unfun. There's a very solid reason that crows were changed to not be disturbed by survivors crouching by (the interaction with Calm Spirit and Spies), and this exact same logic applies to totems and hex perks here.

    I would be okay running totem perks if totems were place-able by the killer tho:

    https://forum.deadbydaylight.com/en/discussion/182997/place-able-totems-player-specific-totem-spawns

    Regardless, thx for the post. Made my day XD

    Welcome to the world of killers, where running an unused combo you'd like to try out means you're basically throwing the game. Isn't is so much fun?

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1675344#Comment_1675344

    Seriously?

    Did you not even open the spreadsheet? Jeff appeared TWO times and escaped both times. How is that a ridiculous conclusion, where was I wrong in that statement.

    You didn't come to a ridiculous conclusion, I was talking about your theoretical person who isn't reading into the stats. I mean, in his very post it says:

    "Obviously Jeff's don't have a 100% escape rate, it's just the few Jeff's I ran into (all two of them) managed to escape."

    If someone is just disregarding the entire post to read random stats, and then coming to wild conclusions based on that, I don't really care what they think.

  • @Seiko300 said:

    Wait, why even have an escape rate when you've already got an appearance rate? People who aren't reading into the states will think "oh man, Jeff is escaping 100% of the time! These Jeff players are super skillful!"

    But in reality Jeff only appeared in .67% of matches. So, the two Jeff's escaped from their matches, woo! ...? What is that supposed to tell us?? Seriously.

    Nobody should care about the opinions of people too dumb to parse the stats without coming to ridiculous conclusions.

  • Only if we can ban survivors for playing super immersed. Both are really unfun for the other side, after all.

  • When you close the hatch and the doors are 3 Ormonds apart and you it takes 3 EGCs to patrol them, and there's so many LoS blockers you have to basically be 5 feet from the door to see if the lights are lit.

  • It should also require you to build up 5 tokens via hooks to activate.

  • It's weird, but you can sort of get a "feel" for the different crouches, teabags are usually super fast and frantic, like someone having a seizure on their crouch button. A "thank you" crouch is usually like two slower (but still quick) crouches while the survivor looks behind them.

    I think the only reason I "know" (If I'm even correct here) this is because I also get it sometimes when I'm showing mercy/giving hatch, etc.

  • They won't like it, but it's not "toxic." Toxic is when you have the intent of being an ######### to someone in a personal way, not whenever you do something they don't consider fun. I dunno when "toxic" became a catch-all term for playing video games a certain way, but generally outside of really specific scenarios (holding the game hostage, sabotaging your own team, trying to annoy someone as hard as you can) it's really just whatever you find most effective.

    You're definitely not making this game fun for those survivors, but think about all the times they try real hard to make the game fun for you.

  • Let's clarify something: Dodging is when you see the projectile coming, and get out of the way. Not just randomly moving around and hoping it doesn't hit you, that's just hoping to force a miss. They might sound similar and result in a similar outcome, but they are massively different in terms of counterplay.

    How do people not understand this? Deathslinger can ADS and fire his weapon, which can spear you, almost before the game has even updated to show you he has done so. The reason it's so much easier with Huntress is that she has a huge windup that has a big animation AND a grunt, and then there's projectile speed, Deathslinger is 1000% or whatever the second he fires, Huntress is like 600% to start with, and when you hear the "ding," she has caught up to Slinger's 1000%, except generally you'll be much farther away by the time she fully charges (windup animation, grunt, massive slow while winding up a hatchet, charge time, it all adds up to you gaining distance), so it's much easier to dodge, because you see it coming.

    Hence, against a good Slinger, it's not you dodging because if the Slinger is accurate, he will hit you, and you will not have time to dodge, just to move around randomly and hope that's enough. He can do that in just a few frames, so you're praying your moving left and right is enough. If you're being super generous, you can call that a "dodge," but in reality, he can hit you so quickly that your movement doesn't matter. The better the Slinger, the less effective your "dodging" becomes. Against a bad Slinger, just juking left and right might bait out a few hits, but a good one will just get close enough to insta-spear you.

    It's a matter of reaction time limits and server limits vs. insanely fast projectile speed at low distances. Obviously if you're at max spear distance, you can actually dodge it.

  • If you're playing against a strong team, it's not "desperate" to focus someone out of the game, it's often the best option by a country mile. You say "get good," but you're dead and now the killer has significantly more pressure. Sounds like the killer "got good."

    Imagine playing in a 4-man SWF on comms in a game not at all designed for that and being mad when killers use the most efficient way to deal with a 4-man SWF on comms. And then talking about "getting good." Get outta that SWF and join the solo queue, then you can get good.

    I mean, your squad probably sucks pretty hard to not be able to do a coordinated rescue. Unless you're going against Bubba, it really isn't that hard to just overwhelm most killers who are face camping with sheer numbers and body blocks.

  • ...huh.

    So I got curious since I forgot Stadia had a free trial and I saw this thread. Figured if it works as advertised I could get in basically instantly to play a game. Set up my account in like 2 minutes, subbed to free trial and then cancelled (as you should always do until you know you want to stay subbed to something) and hopped into DBD.

    Game opened instantly as advertised, makes sense since it's just a stream.

    Couldn't figure out how to enable cross progression with my PC account, don't even know if that's active yet, so just started a match as a rank 20 Huntress with Lullaby and that's it.

    Menus felt responsive and looked fine, loading and everything seemed to take about the same.

    Getting into the game, it was interesting. I'm probably fairly close to a Google server since I'm in the Bay Area, so input lag wasn't a big deal. It wasn't lag-free, but it felt consistent enough that I had no trouble landing hatchets on moving targets at relatively decent ranges. Never felt weird to move my camera or anything.

    Was a decent amount of stutter here or there, but felt worth it to keep latency low, it wasn't horrendous or anything (I hate stutter) and it was never for more than what felt like a tenth of a second, so I never missed any crucial info, but it was definitely noticeable.

    Image quality was better than I thought. I assume that this is just their basic 1080p version or whatever, and I could tell by how fuzzy the image looked. Not massively blurry, just not as crystal clear as I'm used to. When it came to big solid colors like the sky, you could notice a bit of noise from the compression, which, and I say this only because DBD is a horror-themed game and I don't think it would apply at all to any other genre of game, kind of enhanced the look a little bit. But maybe that's just my single 6-minute match talking.

    It kind of looked like when you put a Youtube video at 1080p that only has okay bitrate on your PC and blow it up to fullscreen, which I guess would make sense.

    I tried to take it easy on what I assumed were rank 20 baby survivors, but it turns out I needn't have. They were still potatoes, but they were rank 12-15 potatoes who all had at least 4 perks, so I didn't feel too much like a gross smurf despite going easy and even leaving a poor Blendette that I found in a corner to continue her self-care.

    While I'd never pick it over my PC version, I could totally see if TVs came with a Stadia app installed or something and I was at someone else's house, this would be perfectly acceptable. And frankly even with a bit of input lag it still seemed to run and look better than the console versions I've seen. I'd definitely play this over those. Weirdly enough, it had a big stutter when the final gen was finished, which I've never experienced on PC! Also, end-game chat, didn't know Stadia users had that.

    image.png


  • @HEX_MalusGrey said:

    When the penalty was introduced the last time i have noticed an extreme increase in DC's.

    In the past weeks i had barely issues with DC'ing players.

    This has been the opposite of my experience. When there's no penalty, I notice people will DC on the first hit.

  • Dead Hard is exponentially more powerful when it's a surprise that you have it. Trust me, using it to gain an extra second or two is nothing compared to making it to a window or pallet at a critical moment.

  • You know me, just casually facecamping and tunneling you while also keeping your entire team off gens and keepin' my totems safe.

  • I'm a Blight main, so my go-to move is the classic M1 followed by a rush so their speed burst is useless (depending on whether I was chasing them normally to begin with, obviously) but typically I do not leave a survivor alone unless they're exceptional loopers and are wasting a lot of my time or if I can pull of a surprise move where I see another survivor who won't expect my lethal rush out of a chase into their face.

  • Killer's wasting more time doing something that accomplishes absolutely nothing. It's a good thing. You wasted his time in the chase, now you're wasting his time on the hook!

  • I usually just pop on Franklin's. It's a more entertaining perk in general, and can create a much more effective secondary objective than bones usually do, assuming the survivors are using actual good items they wish to protect.

  • If you just started, you'll still be at beginner ranks. Give yourself a little boost by watching a few videos on how to effectively use whatever killer you're interested in, and then watch as you decimate starter survivors who really don't do much more than hide for most of the game.

  • I dunno man. I had fun running this for a while when it first came out, but decided to goof around for a bit with Blight and have been running BBQ/Agitation/Mad Grit and swapping between Franklin's/Iron Maiden. A sort of a silly meme-ish build, usually with double speed add-ons so I'm out of control on my final rush and am going 500MPH.

    Despite this and playing as fairly as I can, or rather overly-fair enough to be a massive detriment to my chances of winning (trying my best to hook the entire team one at a time, avoiding double hooks if possible, no camping/tunneling), I was still called an ######### for hooking the last survivor last night instead of letting them go. And that some of my hits were BS despite all of us having great pings and not even a whiff of lag being visible to me the entire match.

    You just can't win sometimes. Apparently not only is giving the hatch/escape to the last survivor not nice, it's also totally expected. Never mind that I've literally only ever had a single survivor offer themselves up to the hook in several hundred hours of play, because they "felt bad," that I was losing so hard.

  • You can be pretty sneaky with Demo and use his global sounds like for missed attacks to make survivors think you're preoccupied when you're really just trying to get the jump on them. It's not as good as him just being... normal, but it can be pretty fun. Demo could really use some love, though. I get why they'd want him to be the loudest, since that's what he is in the show, but he needs something to make up for it. He's not insanely weak, but he's also not really impressive in any way.

  • No. "gg" might be short for good game, but people shouldn't infer it as you literally saying the match was good, it's more like a handshake or an acknowledgement of the other people in the match. It's like when you say "good morning" and get a reply like "what's so good about it?" It's just a greeting, man, relax.

    gg by itself is not rude and should not be taken as such.

  • One weird trick that Bubba mains hate:

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  • @kate_best_girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1667759#Comment_1667759

    All killers teleport actually. All killers also see auras at all times this is where the gameplay differs since Killers and Survivors both have to try and outsmart the other instead of taking a direct action course like DBD. The only truly similar mechanics is the injury system but thats about where it ends. (EDIT: just realized what mechanics are 'unique' to DBD?)

    So they made DBD but with a different focus on how the killer and survivor approach each other. That's not enough to wash away the stigma of the clearly "borrowed" concepts. Games always imitate each other, of course, but everything I see about this game just looks like DBD-but-worse. I'm not seeing any kind of hook that's making me go "Oh, that's what they changed! That seems way better than DBD!"

    I think DBD is a hugely flawed game, and making a superior version would simply require a talented team to understand DBD's problems and have the design and technical chops to do better. This game does not appear to have accomplished that.

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