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ironiron

ironiron

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ironiron
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  • In Paladins and Smite, there are somewhat extensive quick chat options. A limited one could work with this game.

  • @survivormain1105 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1318554#Comment_1318554

    I'm pretty sure they do. But I do not have a pc to proof it. But many streamers that play pc say there is with movement differences from keyboard to controllers

    There's no difference when it comes to being a survivor but most killers, such as myself, find it harder to aim on console and so it's easier to be 360'd.

  • @Speshul_Kitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1317741#Comment_1317741

    https://forum.deadbydaylight.com/en/discussion/comment/1317741#Comment_1317741

    Nurse is S Tier on Console and Wraith is definitely A-B Tier if you play him correctly. Maybe you just haven’t ran into them considering they require certain skill levels to play optimally. Here are some messages I get from survivors.

    https://us.v-cdn.net/6030815/uploads/URIYIGXLB7Q1/650bf1a7-fb4f-4bd4-8b20-684b913cb698.png

    https://us.v-cdn.net/6030815/uploads/KQSHEGUW3CT2/7a8c1886-0b05-46f2-aec3-f1d7d88c3cda.jpeg

    What sensitivity do you use?

  • @Sadsnacks said:

    I play on console and agree, because of the framerate and joystick issues the 360 is really difficult to counter.

    I actually turned my sensitivity down to 40 and it helps a lot. Normally with the sensitivity up high it's easier to lose the survivor when they 360. With a lower sensitivity you get to slow down your aim and make a smoother reaction.

    Yeah it feels like part of the problem is there is no option for aim acceleration

  • @BlueFirebilly said:

    People who try to 360 on console, aren’t a problem for me, I have a feeling survivor may be horrible at first since everyone is going to have to get used to everyone first, I think they should tinker with PS4-Xbox-Switch first and then move on to the PC/Console. Console will need a few QoL and Optimization changes before I think it’s ready though. *My sensitivity on killer is 93*

    Are you using an xbox one x or a normal xbox or a ps4?

  • @OniWantsYourMacaroni said:

    It definetely is easier to aim at longer range on pc.

    Aiming at short and medium distance is fine for me on console.

    Wiggling is pretty much the same between both platforms and 360s are pretty much a non issue on console if you are more experienced as killers.

    The one really big difference between console and PC is frames.The framerate is absolutely horrible and inconsistent on console compared to PC.

    What is your killer sensitivity?

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1309063#Comment_1309063

    Then console killers will opt out.

    Console killer queue times are 10 seconds long on PS4, THEY'RE not the issue.

    PS4 survivor queue times are a ghastly 10 minutes long.

    Console killers have no reason to opt out. Only console survivors, and one would only do so if they are reliant on the 360.

  • @kazakun said:

    https://forum.deadbydaylight.com/en/discussion/156091/keep-pc-seperated-from-console

    Just made a comment earlier that people ask for it,seem so hype when they are getting it,then complain a week later when they get destroyed by PC players or encounter a cheater. You can say there's not many cheaters on PC as compared to the actual player base,but cheating and hacking is almost non existent on PS4. I've played both for around the same amount of time. Didn't get serious until I got on PS4.

    PC has keyboard and mouse (which I personally always thought did give at least a slight edge),Xbox has their fancy customizable controllers (meh),and Switch has a controller...that's barely viable to play anything but the most basic game possible for any length of time,lol.

    I personally don't care much. I usually turn it off though. I have like two friends in real life,and they both have the same two consoles and don't play the game, despite me practically begging,haha. If people want it, whatever.

    I don't know about the cheater thing, but, for a game like this, you really don't need to be worried about going against a mouse and keyboard player unless you're a console survivor. Only console survivors will feel a negative effect, and the only negative effect is that you'll not be able to 360 a PC player nearly as easily. That's really the only difference. Abusing frames and a killer's lack of control on controllers isn't exactly what the game is supposed to be about, anyway.

  • *Console survivors should stop complaining.

    It doesn't impact killers because the survivors they go against operate the same across all platforms. Console killers have trouble aiming, but crossplay doesn't influence that.

  • It only effects console survivor mains. Killers on either platform are not effected.

    Basically, survivors on console will start going against killers who can't be 360'd. That's it. Survivors on PC aren't advantaged over survivors on console, whereas killers on PC are advantaged over killers on console; but killers don't play against each other, so that's irrelevant.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1299594#Comment_1299594

    If I pay you to get kicked in the balls, you're still getting kicked in the balls, the money doesn't change that. "Bribing" people into playing unfun/tilted matches isn't the right course of action.

    ... It does change that for me, depending on the amount. There are a lot of silly and redundant actions in this game that reward BP; if you want to call them bribing, you can or you can put some other word in quotes. It doesn't matter. Showing SWF and giving a reward isn't absurd and is easy to implement.

    Be honest with yourself and realize that there is no immediate or realistic suggestion you can give to the devs that'll get them to change anything fundamental about the game

  • Maybe give bonus BP for going against swf and bonus BP for playing as a solo survivor

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1299248#Comment_1299248

    I think you're the one who misunderstands this game—or just game balance in general. If the Survivor is out of position, that's because they were outplayed or they played wrong themselves. Therefore, the Killer has done better than them by outplaying them or just not being the one to make a mistake. That's how any balanced game WORKS. Doing better than the enemy will let you prevail.

    So if you're out-positioned against the Deathslinger, suddenly this rule doesn't apply? You're not always going to be near a strong pallet, TL, shack, etc. So a good survivor is one who camps near those? As a killer, it's not hard to find survivors away from those, as long as you're not tunneling. It doesn't matter who they are or how "good" they are. The problem is how much time do you spend on getting a down while the other three are working on gens. It's a 4v1 game, not 1v1. If it were balanced around 1v1 and not 4v1, it would be a completely different game than the one we're playing today.

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1299228#Comment_1299228

    You're supposed to win the 1v1 as Killer... if you're better than the Survivor.

    That's the flaw with your logic. In an even playing field, two players of equal skill will reach an outcome where one wins and the other loses when one proves themselves to be better than the enemy. That's how it's supposed to work. It doesn't matter if your game is "assymetrical"; it MUST have as even a playing field as possible to be balanced.

    And yes, bringing up the ranks like it matters. Bringing up the ranks like the majority of red ranks don't play like green ranks. Rank definitely means something and is absolutely indicative of your gaming gamer skills.

    It sounds like you misunderstand this game and that's why you're frustrated. Getting a survivor out-positioned will always lead to at least a hit. That has nothing to do with who is "better." Good luck coming up with a metric determining who is better between a survivor and a killer for this game. Like I said, this game isn't that deep. Whether you like it or not, it's 4v1. You say this is how something is "supposed" to work, but this isn't your something that you designed and the devs haven't attempted to design it in a way that you portray.

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1299161#Comment_1299161

    "The entire game is built around uneven playing fields in specific situations."

    No. Just... no. That is the most made-up nonsense I've ever seen. The game is filled with uneven playing fields, but that's simply because of bad game design. Uneven playing fields create an unfair game. If your game is unfair, guess what? It ain't fun. You don't want uneven playing fields in your game. You want a fun, fair, and balanced game. But it's a known fact that DBD is unfun, unfair, and unbalanced, so feel free to pretend that's all intentional.

    "You're trying to define the entirety of this game by specific situations and in a way the devs haven't defined it themselves."

    The devs don't NEED to define it for us for anyone with a brain to realize, "Hey, this is how the game works." And it is, indeed, how the game works. These aren't "specific situations" I've listed; they're exmaples. I can find a billion more to back my case if you want.

    " This game isn't so deep and the mind-games in this are just guessing."

    That sounds like low-level, reactionary play that will get you smashed against seasoned players. People who are legitimately good will look at how someone plays and tailor their playstyle to that, using their own knowledge of the game to make predictions that land. That's predictive gameplay, and that's how you do well in DBD—unless you're Deathslinger.

    "There's an optimal way to behave in most situations, and once you know the optimal behaviors 'prediction' in this game is the same as predicting the sun will rise tomorrow. You can play with semantics and define almost anything as prediction or reaction."

    There's an optimal way to behave in ridiculously safe loops that can't be mindgamed because there's nothing to predict and outplay someone around. But you know what? Those loops are bad for the game and need to be removed. Having these and making fundamental playstyles centered around these is not what the game needs. They're the devs being bad at game design.

    You realize that the killer is meant to win 1v1, right? There are three others survivors out there. That's what you call an uneven playing field within 1v1, but you wouldn't be able to say that 4v1. I got to rank 1 on both pc and xbox. The only time I ever get completely "smashed" is on xbox when the frames get lower and get 360'd and have to restart the game. And yes, you're talking about specific situations in which Deathslinger is strong. It's really not that complex.

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1299105#Comment_1299105

    I never said that Deathslinger is better than Huntress. At no point did I even mention anything about him being good. That entire post was entirely about how he's meant to be played in a way that directly contradicts the game's fundamentals.

    That is what I mean when I say he's game-breaking. "Game-breaking" does not mean "good". Old Legion was game-breaking but viability-wise he was one of the worst Killers on the roster. That didn't change the fact that he ignored entire game mechanics and had basically no counterplay in a chase. Legion broke the game.

    You'd be a fool to try and argue that this game isn't grounded in predictive play when it comes to chases. I'd explain why, but I already did in my last post, so if you'd ignore it then, you'll ignore it now. But chases are prediction-based, like it or not. Deathslinger thrives more off of reaction-based gameplay rather than prediction-based gameplay, but forces Survivors to play predictively as playing reactionarily will get them killed. Therefore, Deathslinger directly contradicts the game's fundamental formula. Ergo, good Killer or not, he's game-breaking. The only thing that would make his chases "overpowered" is that he forces Survivors to stick to said formula while he doesn't need to, and they are therefore on an uneven fundamental playing field. But even if Survivors were allowed to be reactionary against him, it would still be game-breaking as the game isn't meant to be reactionary.

    But sure, summarize my entire post into me complaining about how he's brokenly overpowered, which is something I never once said in that post. Just like everyone else on this forum, turn an argument you disagree with into "You're just a baby Killer/Survivor who wants to win for free!"

    An uneven playing field within a given situation, such as one with open line of sight, isn't an uneven playing field in the wider scheme of things. The entire game is built around uneven playing fields in specific situations. You're trying to define the entirety of this game by specific situations and in a way the devs haven't defined it themselves.

    You sound like you use the word 'predictive' liberally. This game isn't so deep and the mind-games in this are just guessing. There's an optimal way to behave in most situations, and once you know the optimal behaviors 'prediction' in this game is the same as predicting the sun will rise tomorrow. You can play with semantics and define almost anything as prediction or reaction.

  • @Demogordon_Ramsay said:

    The thing that I hate about Deathslinger is how absolutely easy he is compared to someone like Huntress, and how much he, frankly, breaks the game.

    The fact that he can instantly aim is the biggest problem with his chase. It forces Survivors to ALWAYS act as if he's about to hit them from a mile away. With someone like Huntress, her rev times and such will require everyone involved to predict. Know when she'll rev. Learn when she pretends to rev or doesn't rev. Figure out how she's going to trick you. Likewise, the Huntress not only needs to learn to aim, but also to time her revs to hit a Survivor before they break LoS, or how to trick the Survivor into thinking she's going to rev/not rev/fake a rev so they play into her.

    Deathslinger doesn't have to do any of this. He has almost no rev whatsoever and thus only has to focus on aiming—and in a game like DBD where movement is slow and basic, aiming is one of the most piss easy things you can learn. You don't need to put any real effort into tricking your opponent, or reading them, or anything of the sort, because the hard limitation applied to 90% of Killers in which they have to take time to use their power is nigh-absent on him.

    As a result, it is far too easy for the Deathslinger to switch up tactics. For someone like Nurse, Huntress, or any other Killer ever really, when someone is playing in a way that prevents them from being caught, the one playing Killer realizes, "Okay, I need to switch up my tricks to make them play into me." They need to completely change how they pursue this person in order to make them fall into their strategy. This could be changing where you place your traps, pretending to use your power, actually using your power, changing your movement, pretending to pretend to pretend to use your power—all sorts of things. But Deathslinger?

    Because his gun is so quick and versatile, there are only two states to him: Shooting you, and not shooting you. Switching between these states is faster than a snap of the fingers. Changing up your tactics is simple and, more importantly, instantaneous. So instantaneous, in fact, that the Deathslinger can switch up their tactic multiple times before the Survivor even gets to a pallet. Changing up the way you play as Deathslinger requires no smarts whatsoever. It is a matter of, "Do I hold M2, or do I not hold M2?"

    Survivors are forced to play around the fact that Deathslinger can shoot them AT ALL TIMES. They have to constantly maneuver in ways that make themselves harder to shoot. Yet at the same time, they have to run relatively straight to get to a wall or pallet or other form of cover on time. It's a constant battle of maintaining distance from his melee (because believe it or not, 110 speed is STILL faster than a running Survivor) and trying to not get shot in a game where learning to shoot is incredibly easy. They need to plot their movement precisely and figure out exactly what the big scary gun man is going to do so that both his bayonet and his spear steer clear of their rear.

    And to outsmart all of this, the Deathslinger simply has to choose between pressing M2 on his mouse or not pressing M2 on his mouse.

    There's a real imbalance of skill here. Unlike Huntress, where Survivors are granted the minor safety buffer of her rev, and both parties need to play around how it can be manipulated, Deathslinger is just "aim and shoot". There's no patience or outsmarting or even outguessing involved. The Survivor needs to play to their top game to avoid getting hit, and Deathslinger just has to choose when or when not to press a button to force the Survivor to play right into him, all because he has a gun.

    I guess what I'm trying to say is this:

    A Survivor assumes a Spirit is phasing, she isn't, so the Survivor dies. A Survivor predicts a Nurse is going to blink through a window, so they don't vault, and the Nurse blinks through window and loses the chase. An Oni thinks a Survivor is going to stay at pallet, so he pretends to dash one way but then does a quick turn to catch them off guard and hit them. A Trapper places traps in areas he thinks Survivors are going to go. A Survivor thinks the Killer is moonwalking, but actually the Killer was pretending to moonwalk, so they get hit.

    What do these all have in common?

    That's right. The outcome is based on prediction. Both opponents use their knowledge, or lack thereof, of each other to predict what the other is going to do. These are all predictive competitions.

    Chases in this game are almost exclusively prediction. Reactionary plays like Frenzying to hit a pesky Survivor, reacting to a Survivor's movements as Nurse, or reacting to the lack of a red stain rather than thinking about what it could mean or figuring out the Killer's playstyle beforehand will almost always get you punished or otherwise prove to be a suboptimal, ineffective method of play. Because of that, I think it's safe to say that as a whole, in the scope of chases, Dead By Daylight is a predictive game. But Deathslinger can aim, shoot, un-aim, etc. so incredibly fast that he doesn't NEED to predict in most situations. Instead of predicting what a Survivor is going to do based on their prior maneuvers, he need only observe their current maneuver and react accordingly.

    That's the problem with him: In a predictive game, Deathslinger is a reactionary Killer. He completely goes against the way the game is meant to be played. Whereas every other Killer is designed in a way that Survivors cannot reliably play in a reactionary way against them and the Killers must likewise predict what the Survivor is going to do in order to get hits, Deathslinger's power is so quick and seamless that the situations where he HAS to play predictive are very slim, as the speed of his reactions are not slow enough to be effectively punitive in an environment that places emphasis on prediction. In most situations, the Survivor's predictions don't matter because it is just so easy for the Deathslinger to react in multiple different ways in the span of a second or two.

    Now, if the Survivors were also supposed to play reactionarily against him, it wouldn't be so bad—it would still go against the basic formula of prediction that this game has been about for years, but at least they would be on the same playing field. Unfortunately, as I've said before, Deathslinger aims far too fast and the projectile moves far too quickly for Survivors to be allotted a decent window for reaction. It takes half a second before the Deathslinger can fire after aiming. The average human's reaction time to visual stimuli is a quarter of a second. This means that by the time your brain even registers that Deathslinger is aiming his gun, he's already halfway towards firing a shot. If you're the average human, you have a quarter of a second to change course and force him to miss his shot. This is fine for long-distance shooting, but at close range, the projectile will travel far too quickly for your reaction to afford you any sort of win. This means that at loops, if you try to react rather than predict, you will get shot. So Survivors have no choice but to predict.

    Dead By Daylight chases are meant to be played predictively. Deathslinger CAN be played predictively, but he's so good at being played reactionarily that if you play him predictively, you might as well be playing him wrong. He's so good at reacting that even if Survivors predict his reaction, it just doesn't matter because unless he wasted his shot like a Dingus McBingus, he can immediately react in a different way as soon as something changes. THAT'S the issue with Deathslinger in a chase. He forces Survivors to stick to the formula aggressively apparent through all of the game's lifepsan, while he himself is free to utterly contradict said formula as he pleases.

    You're going to have a hard time convincing people that Deathslinger is better than Huntress. Saying that he breaks the game is ridiculous – he's definitely not top-tier. Yes, you do have to make different kinds of movements and you can't mindlessly loop like you can against some M1 killers (I know this is every survivor's wet dream), but where he loses to Huntress and Nurse is his not being able to get downs across pallets. You just get injured. If Deathslinger's data turns out to be too strong, then they'll nerf him. It's that simple... but I don't think he's a top killer.

    And you can't say the game is meant to be played in whichever way you personally prefer; truthfully, the game is meant to be played however the devs say it is meant to be played. If I had my way, there would be no looping. I think it's a thoughtless mechanic that is more about following protocol than it is about "mind-games." I would make the game more about horror and thinking and make it more chess-like, but it's not my game, is it?

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1296584#Comment_1296584

    Yeah...The 360s is probably one reason alot of people dont want crossplay and the PC killers that come with it. All of a sudden when your opponent has free control over their characters turn speed just like you do... That 360ing doesnt work so good, lol.

    Exactly

  • I would like if survivors clearly won or lost as a team (no BP calculations for pips/rankings) and the game should be balanced around swf, encouraging voice/text communication during matches.

    in DBD 2 Comment by ironiron
  • Yeah, the killer has priority. You think the survivor should be able to outmuscle the killer in that case? If so, why?

  • Lots of rank 1 survivors on Xbox, but very few people even wanna play killer. Queue times for survivors kinda sucks.

    I don't know what metric they'll use for MMR, but hopefully it's not the nonsensical bloodpoint calculations.

  • Leatherface kind of sucks, so I think you can loop him pretty well before going down. He's mostly a basic attack killer. I would think of a 1K as a victory for survivors..

  • The rank does mean nothing. Everyone gets to red ranks if played enough. The way they calculate the scores and the pips doesn't make sense. If I destroy a survivor team, then I get punished for it? I didn't entertain the entity enough? And if I'm a survivor who never got chased, then I get less of a score? What is this nonsense? There needs to be clear W/L conditions, none of this in-between weirdness. And add some more depth – more than just running in circles and rushing generators.

  • @ZionSairin said:

    I love how the most entitled survivors are screaming about slugging for a 4K which is a legitimate strategy and an intended game mechanic, meanwhile defending someone who is DCing which is an actual punishable offense and on top of that is just pathetic.

    Listen to me. It’s not about Killer of Survivor in this case. You don’t have to stick to your side. Disconnecting is NOT tech, it’s not a skilled move, and really your just make yourself look like an absolute joke of a player if you do it or defend people disconnecting in any capacity. It’s not making an epic play, it’s being salty and wanting to deny someone a victory they’ve earned. Learn to use Unbreakable if you’re really scared of slugging or just grow up.

    This

  • I agree. There should be more than running in circles and repairing generators. More objectives and killer-survivor interaction that actually take thought are needed. There definitely needs to be more strategy than "rush gens while killer is busy," and "run in circles." Keys and moris should be built into game objectives, and the progress of acquiring them should be able to be hindered by the opposing side.

    There should also be clear wins and losses at the end of the game based on kills and escapes, with 2 being a draw. Survivors should clearly win and lose as a team – no more of all of this flawed bloodpoint calculations for calculating a rank that in result is meaningless and is more of a reflection of grinding out games. There's little meaning to the ranks. If you quickly destroy the competition, you're penalized and won't be sent to face better opponents. Ranks should mean something.

    Tunneling shouldn't be necessary; rather, the team should share the losses from being hooked and the game should be balanced around this.

    There shouldn't be superior versions of perks (rank 1,2,3). It would be better to gain customizable options for perks, rather than having plain superior versions. For instance, in the case of a killer, whether you'd like a perk to be in the form of a hex totem, to take over a dull totem after some trigger or duration, or if you'd like it plain and constant but weaker. The same goes with add-ons. Unlocking different versions to be used rather than superior versions would make the game more fun and customizable. Them disappearing after every use and their being of different calibers isn't good. As it is now, the game is inherently imbalanced every single match.

  • I'm on console. It takes like 20 seconds to find a game as killer and 5 minutes as a survivor

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