thesuicidefox
thesuicidefox
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@JHondo said:
https://forum.deadbydaylight.com/en/discussion/comment/1473336#Comment_1473336
Interesting, in their news release on the 20th they said it was going live on all regions on Xbox and killers would be locked. Wonder if they're having some technical issues or something.
It's not locked.
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@JHondo said:
https://forum.deadbydaylight.com/en/discussion/comment/1473291#Comment_1473291
Since they're doing individual killer MMR I'm wondering what killer you are actually red rank with and which ones you're not as good with and if that had made any difference? For me I'm a red rank killer and would say I deserve that rank with Hag, Doc, and Legion but skillwise I'd say I'm a rank 20 with Nurse, Billy, PH, Ghostface and Demogorgon. So if I'm trying to learn Nurse are they actually getting things to a balance or if I pick up Hag will I be having 3 minute matches against baby Survivors?
I've been playing only Huntress since the 13th, except for a few Spirit games (maybe like 5?). I got full red ranks when I picked Nurse who I haven't played in over 2 months.
I don't think individual killer MMR exists, because you can switch between killers in the lobby.
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Spirit has counter play. Just run tiles and use windows. Stop trying to loop or mindgame her.
The problem I have with Deathslinger is that once he spears you then there is nothing you can do. Being able to aim and shoot immediately wouldn't be as overpowered if you could reliably escape if he spears you.
PH just puts you in an unwinnable 50/50. Either you vault the window/drop the pallet and he hits you with the tremor, or you move away from the pallet/window and he just m1's you. Simple solution here is to add a mild start up and cool down to activating his power. Nothing bad just a period where he can't attack which forces him to commit to an option which means you can bait him to lose the 50/50. I also think his cage mechanic needs a rework. It should just be a separate thing from hooks that survivors share. Instead of needing to cage each one 3 times, you need to do any survivor 4 times.
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Bad.
Rank 1 killer. Rank 20 survivors regularly. Last night I got a 1 rank 1 in a few games but most were low ranks. Only 2 games were all red ranks, and one of those was my friends. I picked a memey Nurse build but my friends Xbox crashed in the loading screen LOL.
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The entire lore of DBD is very Lovecraftian in nature. The Entity to me seems like a monster from his fiction. Something beyond our comprehension. And the way trials continue for eternity is a lot like his stuff too. Devs definitely were inspired.
I wouldn't get your hopes up about a killer though.
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@Nos37 said:
There's a pinned post from the devs about how the new MMR system diregards rank, as rank only indicates how much a person has played in a month, not their skill. Expect to see all kinds of ranks.
As far as disconnects, it seems that the penalty was disabed to stop it from affecting players with the connection error bug.
I would like MMR to stay hidden. Seeing rank rise and fall only makes some players sweaty for the rank-up, and get extra salty if they drop in rank. I think the same would happen if MMR were visible.
I am curious, though, if the killer-specific rank is being tracked right now, or not until the Mid-Chapter patch locks killer selection before queue'ing.
@Nos37 said:
There's a pinned post from the devs about how the new MMR system diregards rank, as rank only indicates how much a person has played in a month, not their skill. Expect to see all kinds of ranks.
As far as disconnects, it seems that the penalty was disabed to stop it from affecting players with the connection error bug.
I would like MMR to stay hidden. Seeing rank rise and fall only makes some players sweaty for the rank-up, and get extra salty if they drop in rank. I think the same would happen if MMR were visible.
I am curious, though, if the killer-specific rank is being tracked right now, or not until the Mid-Chapter patch locks killer selection before queue'ing.
No rank still means something. I should NOT be put against rank 20's as a rank 1 Huntress with 20 4k's in a row. As someone with 3k hours I should NOT be matched against players with less than 50 hours as often as I am.
I'm telling you it's not working.
I played on my smurf accounts to see if there was a difference there too. Rank 13 survivor on one. Got matched with THREE rank 1's and a rank 18 killer. Killer got BODIED and DC'd. Tell me how the MMR thinks I should be put into games like this?
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These threads should be against the law.
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No the most effective strategy is to slug. You don't lose time hooking and it's harder for survivors to heal a slug than save from a hook.
Tunneling is not very effective after a point because survivors will just rush gens. If the guy you are tunneling has DS then you're just going to waste most of the game killing them. By the time you do the gates are open. You need to pressure ALL survivors, and the only way to do that effectively is to slug.
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TBH I could care less. My aim with Huntress and a controller is really solid. I play a lot of shooters I'm used to it.
My issue is more with frame rate. PC players can play at 60 FPS and higher while PS/Xbox is limited to barely a stable 30. The bar needs to be 60 FPS on all platforms before I will enable crossplay.
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Using Kindred and Aftercare together is actually really nice in solo play. You get a lot of info on other survivors, and they get info on you.
Spine Chill so you know when the killer is coming. Good stealth perk.
Borrowed Time. Even though it's more of a SWF perk, if you save someone with BT that can make a huge difference in the game sometimes.
Iron Will so you can hide better when injured.
Bond is a less effective alternative to Aftercare. Empathy is a less effective alternative to Bond.
DS never hurts.
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Yes please fix this BS.
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Doc and Freddy need their base kit tuned down, and some effects shifted to add-ons.
Plague, Demo, Wraith, Trapper, and Clown need their base kit tuned up with better speeds or new effects.
Deathslinger's spear mechanic needs a rework.
Pyramid's cage mechanic needs a reworrk.
Pig RBT need a rework, specifically how it works with EGC.
Huntress needs a full add-on passs. HER BASE KIT IS JUST FINE THOUGH. Maybe a pass on her perks too.
Nurse and Billy need their bugs fixed DESPERATELY.
Myers could use a slight rework (update his stalk mechanic, rework a few add-ons).
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Run tiles. If you try to loop or mind game her you are just giving her a hit. When she stops moving or after breaking LOS just bolt for a new tile. Aim for windows especially because they work best against her. Do it right and you can run a Spirit for a long time.
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You need to spread damage as Legion. The first survivor you find you should Frenzy hit then try to chain as many as you can. Of course this is circumstantial, sometimes you won't get someone else, but you want to go for others as much as possible.
Strong build helps too. Thana and Blood Echo are good on Legion because it forces survivors to heal often which is pointless with how easy you get the first hit. Either they stay injured and lose time, or heal and waste time. I also use Ruin because you force survivors off gens a lot as Legion.
I generally go by the rule that if I hit a survivor and decide to chase them, if they lead me on a chase long enough to get my power back and then miss a normal swing, I will just Frenzy hit them and look for someone else instead of wasting more time. Again, circumstantial but good habit to do when you can.
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- Rework the spear mechanic. It's dumb he basically gets a guaranteed hit AND can pull you out of position. Zoning wouldn't be an issue if you could actually do something to get away once speared.
- Fix the dB levels at all ranges of his terror radius.
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@WeenieDog said:
it's cheating if you use slam a thumbtack in the middle of your screen too, so don't think you can find any loop holes
Done.
What is next step?
EDIT: Oops I misunderstood this comment. Oh well...
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@hahadrillgobrrr said:
https://forum.deadbydaylight.com/en/discussion/comment/1445619#Comment_1445619
Yes! They should be banned for using stretched resolution! How dare they stretch their FOV for little to no advantage...
It should be federally illegal.
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JFC
Spirit is just fine. Fix sounds before you even think of touching her.
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@Veen said:
I'm more concerned about your TV than thinking if it's actually cheating or not.
Are
Are you his therapist?
He's been unhappy for a long time.
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@Nebula said:
I feel like this is in the same vein as stretched resolution. Nobody really cares, but some people will still freak out about it.
Oh no, stretched resolution is 100% cheating. Everyone knows that.
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For the record I don't find any killer "boring". I think boring is an awful term for what we MEAN to say frustrating. People get FRUSTRATED playing against an Iri Huntress or Spirit or Freddy or whatever else. Boring is like, basement Bubba. You can legit say that's boring because there is 0 engagement. Bubba is just standing in the basement. You can make it fun by going down there to ######### with him but that is legit boring. Most everything else is not "boring" to play against, it's frustrating.
Spirit I enjoy playing against and I've learned to just run from tile to tile is the most effective tactic. As a Spirit main, MOST survivors try to either mind game me or loop me. Neither work most of the time. BUT then when you get a survivor that knows to just run to the next tile and/or to strong windows it becomes a different game. You end up having to either leave the chase, or spend a lot of time catching up. Smart survivors lead you away from gens other survivors are on. It is indeed possible to run a good Spirit, you just have to know how to run tiles. It's like playing against Nurse or Hag, you don't loop them you just... run forward. Spirit can only really catch you doing that if she has green add-ons. In some cases even those are not enough (on strong windows).
If I were to call any killer "boring" it would be Doc. He wasn't fun to play against before and he is LESS FUN now. Constantly revealing your position by screaming. Blocking vaults. MORE skill checks. Like really, skill checks are the least fun thing about playing survivor, why do they need to be more janky? It's annoying AF to play against Doc, believe it or not some players do enjoy hiding when the time is right. The game is as much hide and seek as it is cat and mouse.
Deathslinger is annoying too. My issue is less about his zoning and more about the fact that when he spears you he can both get a hit AND pull you out of position, while there is almost nothing you can do about it. His small TR is seriously annoying too. He should have a normal 32m heartbeat honestly.
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Just run from tile to tile. Go for windows. Break LOS. Be unexpected at times. There is only so much she can actually do during a single phase.
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To make a point about the survey, I hope the devs understand that there is 0 that is engaging about sitting on a hook. Whether you have a button press or a skill check or any sort of thing it will suck.
When you get hooked you want to just not have to do anything and sit there and watch. Maybe take a bite of your sandwich or something.
The only time being on a hook is engaging is when you are in an SWF. Because you can make callouts. "Guy on gen to left come get me". That sort of thing. But solo there is no reason for any sort of thing to do. Skill checks are lame AF and all we do all game anyway, I don't want to do skill checks on a damn hook too. Just give us an opt out, we press a button and hold it to channel and we just let go. That's all there needs to be.
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Does this look excited to you?
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Yes they work together.
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@Raptorrotas said:
By default being designated the obsession should be undesireable and be coupled with debuffs to said obsessed survivor.
Harder skillchecks, being revealed longer, being able to be moried on death hook etc might be feasible.
I disagree. Most obsession perks make someone other than yourself the obsession, so you're not debuffing yourself. If it were a base mechanic it wouldn't even need to be necessary for something like that.
@DwightOP said:
Yep, by default it should have an obsession. So killers don't know about DS and tunnel like crazy.
Yes.
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My main build has been BBQ, Whispers, and Pop. I've won games with just these 3 perks.
Good add-ons are power recovery and mark duration. License is good if you expect/plan to be on a more open map. GFCOT is a good add-on if you are on Lerys/Game/Hawkins/Midwich because you have a lot to lean on but otherwise I wouldn't use them too much. I mainly save those for his dailies where you need to lean on survivors and down them 4 times.
I use several things as a fourth perk. Sloppy is most consistent. Nurse's is pretty nice. Lightborn and Insidious are very fun and interesting.
Right now I settled on Ruin. You can get some value out of it on the first chase because you will usually find someone on a gen and then they lead you to someone else on a gen. You still have Pop as a backup, but you can focus on chases and ignore gens for a bit.
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I do Ruin instead of Pop and it's still brutal. It's Thana/Blood Echo that's the killer.
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@SilentChill said:
https://forum.deadbydaylight.com/en/discussion/comment/1406001#Comment_1406001
And unnecessarily double the time it takes PH to defeat Survivors? This would make cages have no real point in the end, there are enough deterrents now to avoid using the power without the right strategy. .. I'm sorry, I cant agree with you here. The current adjustment of the power is just the right touch tho.
The point would be you can instantly kill them all. It's like a built in Devour Hope, only instead of needing hooks you do cages. Think of it like a universal RBT, where saving the guy from the cage is like removing an active RBT.
What would happen is that you always want to have someone caged if you can, as the survivors are forced to make saves quickly to no lose time in the cage. It basically forces survivors to drop everything and save the guy, because if the guy dies in the cage then you can all be mori'd. In other words it can be massive pressure if he continuously cages survivors.
Right now the only time I see PH use torment is after 2 hooks. Rarely do I see someone get sent to a cage. When there is less than 1 gen left to do, maybe. A change like this would encourage PH players to use it more often during a game.
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IMO they should separate cages and hooks. Have cages be it's own thing but the survivors share the time or cage states between them. Makes his power a lot more interesting honestly.
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Madness 3 should pause the Deep Wounds clock, but otherwise it's fine.
Also if it could stay dark when not ready, then light up if you are giving a survivor BT. With some killers/perks it's hard to know if you gave the guy BT or not, and knowing that changes your tactics.
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Win is a 4k, 5 gen, 32k, 4 iri emblem game where you also kill them all with Devour Hope.
Loss is being tombstoned first.
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Just play with your dooooood.
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Sakurai never put Waluigi in Smash but it's cool because he is in DBD.
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@doitagain_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1395281#Comment_1395281
I like the second part about wiggle progression but you do realize that the first part is just a weaker sprint burst? Especially since exhaustion resets on hooks.
Well if you have something other than Sprint Burst you won't be exhausted after being rescued.
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Slippery Meat: After being unhooked or unhooking themselves, the survivor gains a 7% speed boost for 10 seconds. If the survivor is grabbed while performing an action, 10/15/20% of wiggle progression will be instantly applied.
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Here ya go...
Zoning is the process of dividing land in a municipality into zones (e.g. residential, industrial) in which certain land uses are permitted or prohibited.[1] In addition, the sizes, bulk, and placement of buildings may be regulated.Jokes aside, zoning in a video game is when you control space. In DBD it can be something like holding a hatchet as Huntress to "zone" the survivor away from the pallet, as running to the pallet will guarantee a hit. It's about forcing the opponent to move how you want them to. If you successfully zone them away from a pallet then you can put the hatchet away and go for an m1. Your opponents are put into a lose-lose situation and must commit to one and hope for the best.
Huntress, Deathslinger, and PH are active/aggresive zoners since they can completely stop you from using a pallet/window via a damage state. Demo is also an active zoner with shred, but it's way less effective than the other 3.
Doc/Clown/Freddy are soft zoners. They can't outright stop you from using the loop but they can make it difficult. And yes, Doc can stop you from vaulting/using the pallet with a perfect shock, but the change in damage state is still not guaranteed. The survivor can still potentially dodge a swing. It's a 2 step process where active zoners is a 1 step (or 1.5 for PH)
Trapper and Hag are passive/defensive zoners. They have to place traps ahead of time to zone an area. Both can get free zoning in areas with no traps, but it also means no damage state so. Areas with traps can give both zoning and a damage state, but it's more in the control of survivors to avoid them.
Also you can zone with normal m1 killers like Legion or something, but only on certain tiles. Like you can force the survivor to move to the other side of the pallet before you break it and corner them in a deadzone.
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BBQ, Pop, Whispers, and either Sloppy or Surveillance.
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Playing survivor right now is actually awful. If you play alone you get nothing but potatoes. If you play in a group you get nothing but 1 hook mori.
I'm generally having more fun playing killer right now. I just play super overpowered builds and it's way more fun than playing survivor.
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IMHO they should reworked cages to be something completely separate from hooks.
- Cage clock is 120 seconds. This clock is shared between all survivors.
- Survivors do skill checks the entire time they are in the cage. Each skill check gets harder and harder (to a max) and will slow down the cage timer by 20% for 10 seconds.
- Survivor has a 1/100 chance to get a very difficult red skill check that, if successful, will make the survivor free themselves from the cage.
- Each survivor caged speeds up the cage timer by 25%.
- When a generator is completed or a survivor is hooked while another survivor is in a cage, the cage timer will speed up by 25% for 15 seconds.
- Once the cage timer falls below 12.375% remaining (15 seconds at base speed), the killer can execute any survivor with torment. This is signaled to survivors with a red UI effect instead of a black one.
- Rescuing a survivor from the cage will remove torment.
- Rescuing a survivor from a basement hook will remove torment upon being rewarded with a safe hook rescue.
- Both the survivor that recues a caged survivor and the recently uncaged survivor will be immune to torment for 10 seconds if tormented survivors can be executed.
- Survivors do not see the cage for the first 10 seconds after it spawns.
- Rescuing a survivor from the cage more than 10 seconds after it spawns will give the killer a special notification of the rescuing survivor's location.
- Killer does not see the cage aura. When EGC triggers, the killer will see the cage aura 10 seconds after it spawns.
- The cage clock automatically drops to 0 when the last survivor has torment and at least 1 exit gate is open.
- Rework Crimson Ceremony Book: Now reduces the cage timer to 100 seconds.
So then the idea is to always have someone in a cage to tick down the timer. You may want to tunnel that one guy, but you can't take big chunks out of the timer like you currently can with hooks. You just pick someone to tunnel into the cage and just focus on caging for 105 seconds. Then you can kill anyone that was tormented. It encourages survivor to focus on the cage to lose as little time as possible and with the gen/hook bonus you can punish them with hooks or for gen rushing instead of doing the cage first.
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This is why you play some extra games between levels. Each level you will earn roughly 15 tiers from the challenges AND the games needed to do those challenges. This means you need to play an extra 35-40 games to get another 3 tier to get to at least 18 per level to finish the Rift on time.
Also if you farm the challenges, that's less XP you get and therefore more games you have to play to make up for it. It's better to do them legit and play normally so you get full XP each game.
I kept playing almost every day even after completing a level and I finished the Rift with 24 days left, before the 4th level even came out.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1370392#Comment_1370392
https://forum.deadbydaylight.com/en/discussion/comment/1370410#Comment_1370410
Yeah i dont know what else it could have been, but if you try it and dont get the same result post it here.
I just got 16 in one game, but they got my Ruin early. So yea it seems to work because I definitely didn't kick 16 gens/pallets. I kicked maybe 8.
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Nice find. This will save a lot of time LOL
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/1369353#Comment_1369353
Because these guys have a lot of experience playing high-skill games. If a controller was actually better, they would know considering the competitive nature of Quake.
Also, since my experience isn't good enough, you can try it yourself. How many hours do you have playing DbD with a keyboard? You told me once before that you play on Xbox.
I have time playing games on PC and keyboard is just janky. And again, Quake is a twitchy game. There is more value to changing directly quickly. DBD is not Quake. It's more about being able to hug loops or doing 360 movements, both of which are easier with a controller. Not that you can't do it with a keyboard, I never said that, just that it's easier with a controller. Pretty much everyone I've spoken to has said this, if you don't think so you'd be the first to say that to me.
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/1369317#Comment_1369317
Quake is arguably the most skill-based game out there. If anyone would know, it's them.
Also, you don't have to take their word. You can take mine. I've got thousands of hours of experience with controller and M&K playing DbD.
When you tried to tell me that controller is better, I knew something wasn't right. So I asked the pros and they told me about input delay. I tested this myself just to be positive and sure enough it was there. I always knew keyboard was more snappy but I didn't consider why that was the case.
Tell me why would a PC Quake player ever touch a controller?
I'm telling you that you get better movement out of a controller. There shouldn't be a delay, that has to be a placebo. On console there might be a delay but that's the platform. I've done game testing, QA and UX type stuff. Using a controller on a PC shouldn't have a delay.
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/1369275#Comment_1369275
It's not lol. I just asked some Quake veterans and they said M&K is better. A keyboard doesn't have dead zones like a controller.
Again no one that plays exclusively on a PC in a high twitch game would even try using a controller. So I wouldn't take their word for anything honestly.
@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/1369185#Comment_1369185
It's not minimal lol. I just tested it.
Also, those snappier movements are important. You can dodge hatchets, spears, and chainsaw sprints more effectively (just to name a few).
Lastly, you can hug objects just fine with keyboard.
You can dodge this stuff easy with a controller too. You can also 360 WAY easier with a controller.
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@The_Bootie_Gorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/1369085#Comment_1369085
Ugh, now i'm going to probably buy extra joycons...my switch is currently being held hostage by gf so she can cross animals....
I would try it with whatever controller you have already first before you spend the money. You might not like it.
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/1368823#Comment_1368823
I just made a reddit post and asked the Quake veterans there about what you said. Most of them had no clue what you were talking about.
Keyboard is better because there are no dead zones. With a controller, you have to move the analog stick from one side to the other (meaning there is a delay). There is no such delay with a keyboard because you can instantly press one key and let go of the other by hovering with your fingers. This allows for snappier turns.
I even tested this myself in the survivor tutorial. With a keyboard, I was able to make more quick and responsive turns. However, when I used a controller my movements were less quick and responsive.
It's minimal, but yes you get snappier movement with WASD. But you lose out on the ability to move at any angle you want or change speeds which can be more valuable.
I doubt anyone would be using a hybrid setup because it's just not normal. Quake is also a highly twitchy game, DBD is not. DBD relies more on being able to hug objects which means you want to be able to move at any angle. I doubt anyone that plays games exclusively on PC would even have tried using a controller for anything, so it's no surprise that they wouldn't know about it. You know like, why would they ever try it if they never play with a controller?
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@The_Bootie_Gorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/1368587#Comment_1368587
The mouse is amazing for tracking survivor jukes. I keep getting stuck on objects with the keyboard but hopefully i'll improve the more I play 😂😂😂
Someone needs come up a controller mouse combo 😂
When researching it I found that Nintendo Switch joycon controllers have blue tooth and can be connected to a PC. I believe that would be the best option because they are small and lightweight so it would be the most comfortable and they have extra buttons if you need them. Only thing is they are wireless only so you will have to charge them and might get interference. Also they got good reviews from people using them purely as controllers on PC.
