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  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1822666#Comment_1822666

    Well, I beg to differ. I fight against Red Ranks (with the odd Purple thrown in now and then) almost exclusively. And I 3-4K there MOST of the time (Midwich). I'm sure some of the people on this Forum have played against me there. :) The truth is I don't chase; I intercept. I think a lot of the people I play against are pretty good. You are assuming they are not; an assumption which I don't think is fair to them. I adore Midwich as Spooky Myers. I wish it would come up on the Blood Web more often.

    Dude SM Myers is already a gimmick. All you need to do is run forward or to any sort of loop and he can't catch you. As long as you play safe he can't actually sneak up on you. On Game or Midwich it's not even a challenge to beat, on Lery's it can be difficult but still it's not very good.

    I think you're just not playing against competent survivors, or survivors that understand what SM Myers can do.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1822564#Comment_1822564

    I agree with your advice about the crows, but not about Lerys. Spooky Myers is my main, i.e. the build I do more than any other. Of the various indoor maps, Lerys is at the bottom of my list of preference because it has so many vaults, turns, and several loops that Spooky simply cannot beat. Gideon and Midwich are wonderful because I can hack through the floor and follow my targets to drop on them from above or wait for them to drop to me. It is much easier to deceive Spine Chill on Gideon and Midwich. Hawkins is easier to sweep and is not overrun with vaults (although it does have the many rooms with up and downs).

    The shape of Lerys is also inconvenient to me. It is just long enough that I cannot cover both far ends, so clever Survivors can break up in a way that makes it very difficult to keep up pressure. If you compare this to Gideon, Hawkins, and Midwich it is no contest. A simple serpentine in the courtyard of Midwich will tell me where EVERYONE is within seconds. Gideon, likewise requires a slightly longer serpentine in a diagonal across the square. Hawkins is long but only has a few Generators at one far end that are a pain to defend anyway and have the strongest loops. I only fight for them if convenient. The rest of the map I can cover easily and always know where everyone is located. Do you see my point? Lerys is better than some massive outdoor map, without a doubt, but of the smaller, indoor maps, it is the least efficiently patrolled by Spooky.

    Sorry but against competent survivors you are NEVER going to catch them on Game or Midwich. They are far too open to actually jumpscare anyone. Game has an endless supply of pallets, and you can't chase. Midwich, literally all I have to do is hold forward and run in a circle around the map. I don't even need to use a pallet, the time it would take for you to catch up would be an entire game. And I can see you coming a mile away. Lery's is the ONLY map where you'd have a chance against good survivors with SM. IDC if he is your main, SM Myers is SUPER easy to beat on Midwich and Game without Spine Chill. Lerys has a lot of vaults and pallets, but it also let's you move around unseen and provides you the most cover. It's the only map where a survivor would need something like Spine Chill or Calm Spirit or Premonition to consistently avoid you.

  • Just run in a straight line and don't blindly run around corners. He is 105 in EW1 and can't get bloodlust, literally the only way he can get you is by a jumpscare so just don't give him the chance.

    Spine Chill and Calm Spirit also crush SM Myers. The former is obvious, but the later is not. Basically, since you don't disturb crows that means anytime you hear a crow go off around you it is A) another survivor, B) the killer. If it's a stealth killer just always assume it's the killer and since you know both the direction and distance you can easily avoid them. It is ESPECIALLY effective against SM Myers because they will always offer Lery's (if they don't they are stupid), and Lery's is nothing but crows everywhere.

    Force him to chase you and play extra safe, equip some perks, and it's not a problem.

    Infinite EW on the other hand...

  • This is why I'm always saying the devs need to add more controller options.

    Give us aim acceleration, dead zones, that kind of thing and you could definitely dominated with Huntress using a controller.

  • -Fixed an issue that made the hole a triangle.

  • Ruin/Undying is not even that good on Freddy TBH. He gets way more value out of Pop and Thana.

  • Steak Out

    After completing a generator, Mathieu Cote brings a rare/medium/well done steak to your house.

  • Just. Take. The. L.

    Really we wouldn't need a disconnect penalty if people could lose with some dignity.

    Ragequitting happens in a lot of games and in DBD it's not different, only players can make more excuses.

    Let's face it the amount of people legit quitting because they were stuck or their house caught fire is not even a drop in the bucket of people that just do it because they don't want to see themselves lose.

    Sorry not sorry. Just play the game and stop acting like you deserve something at the expense of everyone else. When you quit early you ruin the game for everyone.

  • PH has a cool mori/execution he can do if the survivor is tormented and on death hook. He is also a pretty solid killer and has a lot of fun tools in his kit. Fewest cosmetics options of the 3 if that matters. His perks are mid-tier at best but each kinda has good synergy with certain builds. Forced Penance is actually very effective with Thana.

    Oni is a very strong killer and fun to play. He is fast and scary. Bit more of a learning curve than PH. Weakest in terms of perks, but Nemesis has good synergy with PWYF and other obs perks.

    Clown is generally considered the weakest killer in the game, but IMO he is a lot of fun to play. He can end chases quickly and he comes with one of the top perks in the game (Pop) and a second perk that's pretty solid (Bamboozle). He also has the best jokes. He has the most cosmetics in the game of the 3.

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/1808958#Comment_1808958

    Thats also because Hex perks don't break when playing as Victor, pretty much what you said with victor not interacting with perks in anyway is what happens

    Right but STBFL isn't disabled when playing as Victor, he just doesn't interact with it. So you can neither gain nor lose tokens and he doesn't get any benefit from tokens either.

    I doubt this is a bug because if they change it so that Victor's pounce will make you lose STBFL stacks then there are some other perks that might need to change as well, then you are cherry picking the perks that do and do not work with him. I think it's by design that STBFL doesn't lose tokens when he lands a pounce. I mean, other killers use their powers to avoid losing tokens so it makes sense there too.

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/1808934#Comment_1808934

    You can't pick up survivors as Victor, you have to swap back to Charlotte to do that, which will re-enable the perks

    This doesn't destroy Hex's is just prevents the hex abilities from working if I am correct

    Right but you said "according to the wiki when swapping to Victor from Charlotte, Charlotte's perks are disabled, meaning they don't gain or lose anything", which would mean that you can't gain Devour tokens as Victor because the perk is disabled.

    I think the more likely explanation is that Victor just doesn't interact with perks in any way.

  • @Hoodied said:

    I can explain this phenomenon

    @MrDardon You are right and wrong, according to the wiki when swapping to Victor from Charlotte, Charlotte's perks are disabled, meaning they don't gain or lose anything (Meaning PWYF will not gain or lose any stacks when Victor pounces)

    If that were the case you'd only be able to get Devour tokens while playing as Charlotte. Tofu did a video about Twins and Devour and he was getting 5 stacks every game so that can't be true.

  • Insidious, Lightborn. Just go stand somewhere obvious and go AFK. Survivors will walk up to you because they don't know why they can't break your stalk. Put on Haunted/NOED so that you could potential time hits on meme-ing survivors after they proc.

    Beyond that you are a walking jumpscare. A build is not exactly necessary. If you learn to hide with crouch you can sneak up on survivors a lot. One time I saw a survivor on BBQ (Lery's) so I walked over to a door I knew she would run past and waited, then swung as she sprinted by.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/212184/why-nerf-mori

    I mean there is Claudette and then there is Claudette³

    It depends on what one we are talking about in this scenario haha.

    The only Claudette I acknowledge is a dead Claudette.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1802238#Comment_1802238

    Perhaps I misunderstood your vocabulary but the term you used was "Steamroll", I could be misunderstanding the term but steamroll implies that you are dominating your opposition, like lately I've been playing a lot of leatherface and getting situations of 2-3 man slugs where i am decimating opposition from my experience, and those games, they're pretty one sided with like 4-5 gens, so when you said "3-4 generator are getting done" on other killers that you claim you were steamrolling, it just sounded very strange because being down to 1 generator made it sound like your on brink defeat, yet you claim of steamrolling with everyone else. It makes little sense.

    Steamrolling as in quickly ending chases and getting hooks. Even as Spirit my map pressure isn't even close to the level of Freddy and therefore I have to accept that 2 or 3 of the farthest gens are going to go. As Freddy, I can cross the map instantly so if I'm winning chases at the same rate I'm applying pressure much faster and more efficiently than as Spirit. Like if I get a hook and see 2 survivors on a gen clear across the map, even as Spirit I have to say "that gens probably done I can't stop it". As Freddy the only time this is true is if the gen is about to be done right after the hook, and even then you can start the teleport and go to that gen to start chases with those survivors IMMEDIATELY after a hook.

    Spirit's best map pressure add-ons are ring and amulet. Combined you can travel a distance of about 70m is 8.5 second. As Freddy I can cover a distance of infinity in about 2 seconds. Do you understand what I'm saying now?

    You can steamroll a group, but doing so as Freddy you will find you are MUCH more oppressive than any other killer just by the sheer speed you can go across the map. Add in his really strong chase potential (comparable to Clown, who despite being a bad killer overall is still REALLY strong in a chase at least). In fact that's actually what makes Freddy as good as he is compared to Clown, the teleport. If Clown had a teleport he would be insane because he'd have super strong map pressure AND strong chase potential. Or in other words, he'd be Freddy. But even then Freddy has semi-stealth, passive built in slow down, and semi-passive anti-BT.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1802315#Comment_1802315

    If the cues didn't exist it would be harder for SWF to know things, but they still get to figure out what's going on by crowdsourcing information. If one person sees something, all four do. Meanwhile it would be impossible for solo queue to know things they don't see with their own eyes. If there's a global sound cue for things like switching control of a twin, everyone knows what's up. The solo queue player is therefore aware of what's going on even though they didn't see it with their own eyes.

    It is easy to give all players information, but it is not feasible to deprive SWF of information without depriving solo queue of even more information. This is only possible if you change the game rules depending on whether or not you're in a SWF, and the devs have rightly said they won't do that.

    "If the cues didn't exist it would be harder for SWF to know things, but they still get to figure out what's going on by crowdsourcing information."

    Yes exactly. Which is why you don't want the cues so that it is harder to share that information. Denying SWF information is how you make them weaker which then leads to more mistakes on their end. Any type of information you give to solo survivors is greatly enhanced by being in an SWF.

    "It is easy to give all players information, but it is not feasible to deprive SWF of information without depriving solo queue of even more information."

    This is actually exactly what you do. Anything you do to make solo survivors stronger is only going to be enhanced further by being in a SWF. It makes more sense to give LESS information then because you're not going to ever bring solo survivors up to SWF. Therefore the reasonable solution is to bring SWF down as close to solo survivors as you can, and you do this by making it harder to gain information.

    Take Kindred as an example. Great solo survivor perk because of the information it provides, but now in a SWF they become even more efficient at callouts/plays. You get hooked, the entire squad can see each other and it's a lot easier to coordinate when you can see the other survivors. It also gives a ton of information about the killer position/heading. Only 1 person in a groups needs to use it, now basically everyone has it.

    My point is that no matter how much information you give to solo survivors, SWF is always going to have a massive advantage. Giving out more information for free doesn't close the gap because SWF will be able to use that information much more effectively than a solo survivor. You need to take away from SWF to make them more comparable, to make them more like solo survivors. You do that by removing certain cues so that killers can more easily trick survivors, even if they are in a group.

    EDIT: To provide another example, Spirit. One trick I will pull on survivors is to make it look like I'm chasing one while I'm actually going after another. I get a lot of gens grabs by purposely moving close enough so they hear my TR and then I phase to the gen and grab them (moonwalking if necessary to avoid Spine Chill). And you know what. IT WORKS. Very consistently. Why? Well first off I don't give away that I'm paying attention to the survivor on a gen. I will see them but make it look like I don't (or don't care). Second, I make the survivor I'm chasing give out bad info. They will say "she is phasing at me" when in actuality I'm not. Third and most importantly, I deny them information at every chance. I deny the guy on the gen any clue that I'm phasing by being in TR range. I deny the guy that thinks I'm chasing him information on what I plan to do by making it seem like a legit chase. Maybe I force them to drop a pallet, eat the stun then phase. 10/10 times they will think I'm coming for them. By constantly giving them bad info I mess up their communications and they make mistakes because no one really knows what's going on. It'd be the same thing with the Twins, only because of the cues that the killer swapped places it's super easy for them to share that information and now any surprise value I got is instantly lost. If instead they were DENIED the information then I can do janky ######### and get them to mess up and then snowball from that. Like solo survivors are already essentially denied this information unless they can directly see Char/Vic. You're never going to improve on that, so it'd make more sense to also deny this information to SWF whenever you can.

    EDIT 2: Just to summarize simply... giving cues to the Twins helps solo survivors a tiny bit but helps SWF a whole lot. Removing cues hurts solo survivor a tiny bit but hurts SWF a whole lot. You want to bring SWF down, not try to push solo up.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1799461#Comment_1799461

    Victor already glows red when he's not being controlled so it would still be extremely obvious for SWF if the Victor they're approaching is idle or not. There'd be a bit of added ambiguity for SWF without a sound cue since information is marginally more complex and can be out of date faster, but there's a massive amount of added ambiguity for solo queue since they lose out on important information they were getting before.That increases the gap between SWF and solo.

    I'm sure the Twins have this global sound cue for the same reason Plague has a corrupt purge sound cue, why Demogorgon has a traversing portal sound cue / why his portals show their aura when being removed, why Oni has a global roar when activating blood fury, etc. All of these just close the information gap between solo and SWF.

    "Victor already glows red when he's not being controlled"

    This goes with the cues I'm talking about. Such a cue shouldn't exist because even SWF has to second guess if the killer is or is not occupying Victor.

    "That increases the gap between SWF and solo."

    The gap exists between SWF and solo BECAUSE of the cues though.

    If the cues didn't exist then it would be harder for SWF to know when the killer switches. It's always going to be more difficult to know this as a solo whether the cue exists or not. So if it's going to be hard for solo no matter what it makes sense to take away info that makes SWF stronger, which means removing certain cues.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1799786#Comment_1799786

    If you going to respond, at least try to read my comment properly

    1) There is no where in my comment where i stated that STBFL beats SWF. After re-reading it, the word "this" refers to bodyblocking which i describe can be used to save anyone on a hook without hook trading and without borrow time against non-instant down killers when properly executed. The reason i bring up the perk is because perk allows you to recovery from hits quicker, you will see that it is exponentially harder to save a person from a killer with 8 stacks STBFL than without the perk in the EGC. Saving people from a hook from freddy is no different than what it would be if it was wraith and this becomes a lot easier if you have perks like Adrenaline proc on the hook etc.

    2) It just means your bad at other killers. The amount of generators that gets done is based off skill level of the survivor and how good their coercion & looping skill is. Like all perks, they do help contribute to the win but do not define the win. if your "steamrolling" as you say, than you should be winning quite hard regardless. that being said, Haddonfield is known to be very strong survivor map and if the team is good, surely they could easily handle Freddy blind and "steamrolling" good players on Haddonfield just isn't a thing for a variety of reasons.

    3) Even in professional tournaments such as NHL hockey league, there are star teams and bad teams. I was actually in a local tournament for a different game where i won like 100 dollars but not for DBD. There is always star players that often elevate their team to next level in all competition.

    4) The snares part looks like a bug like many other bugs that come out every patch but I'm unaware irregularity so no comment.

    Yes I consistently 4k as pretty much every killer, I must be bad at killer in general. Yet of all the killers I try the LEAST with Freddy and still win convincingly. When I can literally throw the first half of a game against a 4 stack of good survivors on a survivor sided map and STILL almost make a comeback then Freddy is indeed too strong.

    "Even in professional tournaments such as NHL hockey league, there are star teams and bad teams."

    Yea, and any one of the "bad" teams will still demolish a team made of random people that don't play together. Go play some tournament matches in something before you speak about this. The mentality of a competitive player is way different than that of a casual, and when you play in a tournament setting you'd realize this.

    And I never said they were good players because they played in tournaments. That's just another checkmark to them being good. I've know these guys over a year at this point and we play together regularly. I know how good they are. You can dismiss it all you want but I guarantee you would get 4e'd by our group if we were playing sweating. That's how literally 99% of our tournament matches go. Lo and behold the only killer that actually ever killed all of us, more than once mind you, was Freddy.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1798828#Comment_1798828

    I think its becoming a bit more apparently how little credibility the post has. I'd imagine a player who "mains" or one tricks freddy would understand his own game mechanics. Bloodlust is instantly reset upon placing a snare. It was apparently a bug in first month of release for Freddy but its been like this ever since. NO BT does not mean that you can't save people from hooks, in fact one of most common strategies to save people from hooks in end game(at least for SWF) is to purposely take a hit to put killer recovery, begin unhooking process while one player blocks the killer from hitting the unhooker, than form a kongo line where injured players go ahead of the group in straight line and uninjured players block in straight line to exit gate. Its super easy to do in SWF vs M1 killers and only the perk STBFL can counter this. Lastly, All slowdown memes have been dractically weakened to obilivion and if freddy in position to get this kind of value, He would won without the perks in the first place because your play is sub optimal. now a days meta freddy builds centered around Undying+Ruin+Tinkerer and those add-on that people use on freddy is because there is nothing really better. Lastly, Tournament team do not mean good, it just means competing for something. Overwatch had a team called Shanghai Dragons that went like 0-40, Tournament team just means competing for something, there is such thing as bad teams.

    Nobody really fears Freddy but everyone knows he had opportunity to win if he plays his cards right and his opponent messes up. It is what balanced killer look like. Billy used to be that.

    "Bloodlust is instantly reset upon placing a snare."

    It's not you can try it. I literally get Bloodlust while placing a snare sometimes still.

    " in fact one of most common strategies to save people from hooks in end game(at least for SWF) is to purposely take a hit to put killer recovery"

    Yea it's called a trade and it's done to save the guy on the hook from death. The problem is it's kind of a one time thing if the killer is camping, then you'd just end up trading until you are all dead. You need BT in some instances to get out of the trade vacuum. BT doesn't work against Freddy and therefore all you do by saving in his face is trade hooks and lose Benevolence (because he will down the guy right away). Now he has 1 hooked (you) and another slugged (potentially another hook if DS was already used or something). Trust me if I don't want someone to be saved as Freddy I can make sure it doesn't happen. You will both go down.

    "Lastly, All slowdown memes have been dractically weakened to obilivion"

    They haven't actually. They are weaker than before but I can assure you that the slowdown is still real. As any other killer in a normal game, even when I steamroll, at LEAST 3 or 4 gens get done. As Freddy survivors are lucky to finish 2 because I run a rope and Thana, and I have Pop to negate any progress they make easily.

    "Lastly, Tournament team do not mean good, it just means competing for something."

    Spoken like someone that never played a tournament game in their life, for any game.

    "Nobody really fears Freddy but everyone knows he had opportunity to win if he plays his cards right and his opponent messes up. It is what balanced killer look like. Billy used to be that."

    Yet he has the highest kill rate at all ranks AND red ranks by a wide margin since his rework. I think people don't fear him because 1) how he used to be was a joke and they never got over it, and 2) they are too busy worrying about Spirit and Nurse to care about Freddy.

    Also LOL at "only STBFL can beat SWF". Right yes, this one perk is the thing that gets the win against players on comms.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1796906#Comment_1796906

    Didn't know she couldn't be dropped near a hook. That's good to know.

    Also it's not like SWF can't do this anyway

    This is exactly my point. If you remove the cue it's just increasing the information gap between solo and SWF. Reducing this gap is a good thing, and it's consistent with their design philosophy for other killers.

    You have it backwards. By having the cue it's easier for SWF to track where the killer is. They would just call out when they see the cue and know exactly when the killer switches places. But without the cue, even SWF can't be sure if the Victor they see is occupied or not, so they hesitate to just run up and kick him. You'd have to wait for the callout "I'm being chased by Victor/Charlotte" to know. Without the cue there is more ambiguity in the switch and SWF have to be more on top of their callouts than if the cue existed.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1795646#Comment_1795646

    If they're your friends and they knew you were playing Freddy on... Haddonfield, first of all they can run OoO which... is permanent wallhack on like one biggest maps in the game, like how do you even lose. Beyond that, if you know your on haddonfield, balance landing is huge cheese perk on the map in general. Sounds a bit of a phony story. Even than, I find it doubtful that they're "The best survivors on Xbox" and if that is the best, than that's pretty low standard.

    Haddonfield is just an insane map for good survivors. it just has so many insane loops, like often on side houses, you can get windowed opened on 2nd floor where you can literally just watch a killer walk up the stairs into a drop down, than there's classic house of pain which can have insane window spawns with an amazing pallet, than there is sometimes crazy fence loops, loops around the house with pallets you can pre-drop ahead of the killer and loop around the house till killer gets like bloodlust 1 or 2 only to drop the garage pallet to instantly reset bloodlust. Most of the filler outside pallets unsafe besides middle street pallets. Haddonfield is paradise map for survivors. its the map that i see the most 3 and 4 man escapes on even on soloq, the last time i remember ever losing(Dying) on Haddonfield was when i was facing double iri add-on Spirit with Ebony mori. Freddy snares won't be doing much on that map and if they respect your freddy, they'll just stay even though haddonfield can probably beaten while being asleep entire time.

    Freddy is good on maps that inherently have weaker loops like hawkins,dead dawg saloon, midwich, arguably shelter woods due to low pallet count. he can reliably dominate on these maps vs good teams. maps like those were balanced for normal killers as those maps either have unsafe loops or fair loops but freddy snare's is anti-loop mechanic so whatever is fair becomes unfair in his case as his snares were designed for safe conventional loops. Either way, I would consider most freddy's toolkit a bandaid fix to many bad imbalances to killer such as his generator teleport fixing big map design(for how it hurts their map pressure to walk to each gen), TR being a free alert for survivors to hold W against killers before they even get into a chase that freddy midly masks with his Lullaby, Snares for safe loop design, Add-on's that reward the killer with slower generators for injuring and down survivors quickly and winning chases. His entire kit is like everything that killer players want from a killer. Its for that reason that Freddy can be consider gold standard for a killer. Nothing Freddy's kit is inherently unfair or overturn but yet he has all the tools to succeed so it is somewhat of surprise that they would consider changing him. I guess we will see what changes about him.

    They didn't know I was their killer.

    And they did run OOO. 2 of them. Normally my build includes Sheep Block for that exact purpose but I switched to a memey build to mess with them. After a few chases and gens it was clear they didn't want to meme even though I offered Haddonfield. So I play for real when the game was more than half over and I got a 2k, could have probably got 3k if I didn't mess up near the end. So yea, if I can make a massive comeback like that on a heavily survivor sided map against REALLY GOOD survivors with OOO then Freddy is probably, just maybe, a tad too strong. As literally any other killer I don't even think I would have got the 2k (which yes was a 1k because I dropped my friend on the hatch but technically it was a 2k because he was dead at this point).

    And yes they are some of the best survivors on Xbox. We played in tournaments together, we've know each other for a while. We all play both sides (one of them is a good killer, the rest are average I'd say). Besides the fact they were in a 4 stack, which gives them even more of an advantage.

    And speaking of tournaments, wanna know which killer out of like 10 games was the only one to get a 4k in a tournament match? Back to back (as in their team got a 4k then our team got a 4k)? Yep, Freddy. Literally every other killer gets completely bodied, you'd be lucky to get a 2k. Freddy on both sides got a 4k, the only 4k's in the entire set of matches between the top 2 teams.


  • @Bard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1795571#Comment_1795571

    1. On a 45 second CD, and you can only use it to go directly next to gens so it's not applicable in chase 95% of the time.
    2. If the survivor just stays at the loop, then yeah. Also, no. You don't get Bloodlust, they explicitly removed his ability to do that.
    3. Yes and no. If you ######### up and let Freddy hit you before the save, he ignores BT. If you manage to get past him and unhook while awake, BT causes the unhooked survivor to be "unsleepable".
    4. We're talking, at the very most, a 12% action speed slow. For a purple and a green add-on. Less than old Thana, an effect so small that the annoyance of a red action bar did more to help you than the action slow did.
    5. He's not a stealth killer. He has a red stain, a 32 meter terror radius, and a 32 meter lullaby. Asleep or no, unless you're oblivious IRL, you're given ample warning of his presence.

    Freddy isn't OP in the slightest.

    He's just really easy, and most survivors are just really bad.

    1) The cooldown is faster when people fall asleep, which happens passively. I literally never feel like I have to wait for my teleport, it's always ready when I need it.

    2) Well they didn't do a very good job because you can still totally get bloodlust while placing snares. It doesn't reset the bloodlust timer it merely pauses it, so if you spend 3 seconds placing a snare you get bloodlust 3 seconds later than normal.

    3) The lengths survivors have to go to avoid being put into DW in order to use BT almost completely negate any benefit from BT. All it takes is for him to hit you, now you can't give BT. That means no hook trading. That means Freddy can camp and ensure you never get BT. It's not at all hard I do this kind of BS all the time if I want to play like a dick.

    4) 12% slowdown is quite a lot. On a gen thats 80/(1-.12) is 90 seconds. You added 10 seconds to the gen JUST from being asleep. Add in another 20% from Thana and now it's 80/((1-.12)*(1-.2) which is 114 seconds to solo a gen. Now add in Pop, every time he gets a hook he can almost definitely get Pop on any gen he wants. That 25%, or base 20 seconds is now 20/((1-.12)*(1-.2) which is 28 seconds. He gets an extra 8 seconds of time off the gen because of how Pop, Thana, and Rope/Chains interact with each other. I regularly win games with no more than 2 gens done, and usually I stop pressuring gens hard after someone dies. Literally not even a contest to stop gens.

    5) He is a stealth killer. If you are awake you can't see him past 32m, and he disappears randomly between 32 and 16m. When you are asleep his lullaby is non-directional and non-range, so you can only tell how far he is by physically seeing him. It is super easy to sneak up on survivors, at least getting close enough so that they cannot run very far once they realize you are there.

    He is quite OP when the killer knows what they are doing and how to exploit all these little mechanics he has to their benefit. He has more tools in his base kit than some killers have with add-ons COMBINED with another killer. It's ridiculous.

  • @keygun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1796958#Comment_1796958

    I'll concede that the lack of cues would open up mind games, but killers NEED cues otherwise they become too powerful.

    And other than the sound cue she just looks at the floor, you could just run insidious and fool unsuspecting survivors into your trap.

    Even with the cue, insidious mind game sounds like it's still viable.

    "And other than the sound cue she just looks at the floor, you could just run insidious and fool unsuspecting survivors into your trap."

    Yes exactly. But this isn't going to work on a not stupid survivor is what I'm saying. You'd have to be very smart with how you use it to get a smart survivor.

    @keygun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1796963#Comment_1796963

    I get that point, but the twins can also be frustrating to survivors as is.

    Maybe add-ons that remove cues would be a nice middle ground.

    I just think it should be base kit. It's not that huge of a change and would make them a better killer against stronger survivors.

  • @keygun said:

    Imagine other killers losing their cues.

    Demi, nurse, oni, almost every killer would have a buff if that were the case.

    That being said, you could still probably fake some people out with insidious. I'm definitely gonna try.

    It's not comparable, there is still a cue when Victor is released, there is still a cue when he dies. The only cue you don't have now is when they switch, which leads to more interesting and dynamic gameplay. Whereas removing cues from other killer powers arbitrarily wouldn't actually make things more interesting or dynamic, just frustrating.

  • @keygun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1796933#Comment_1796933

    What if she is camping mid gen?

    What if she is camping the exit door?

    I feel the cues are needed for balance for other reasons too.

    If I place Victor by a hook, THEN I hook a player by Victor, he becomes a camping beacon. But, he has a timer before he expires and skilled survivors must wait for that expire cue to know when the hook is clear.

    His expire timer is shorter than 1 hook state, preventing him from being too strong a camper.

    Otherwise, to keep Victor by hook, you HAVE to control him, which is equivalent to face camping.

    The twins have a huge strength, and it's map control, yet talk about removing the cues will only make that map control even more powerful.

    Too powerful. Imo

    Well she shouldn't be able to be parked right in front of an exit gate to block it, but yea if she does this then just go for the other gate. She'd have to come after you as Victor and you can still open the gate with him on you.

    You don't need the cues as much as you think. Again there would still be a delay from when they take control, so as long as the killer has to be a certain distance from objects it would be fine.

    As far as Victor camping hooks, I saw Coconut doing this and a simple solution would be to have Victor, uh, die off faster in range of a hooked survivor. Then doing this is less a viable option and one or the other has to be a certain distance at all times.

  • @keygun said:

    I disagree.

    The twins have map control, and the cues are for balance.

    It would add to the mind game, but there's an iri for that.

    I feel they would be a little too strong because you could gen camp with charley even easier. The cues are definitely needed to know when you can try for that gen and when you need to start running. Otherwise you'd get grabbed 99% time.

    I honestly don't understand how 2 of you now have said you'd get grabbed off a gen easily. Why are you on the gen in her face? Just don't do the gen if the killer parks Charlotte right there. Or gen tap to avoid being grabbed.

    The way you beat a mindgame 100% is to not participate in the mind game. Leave a gen go if she does this, eventually she will be forced to switch back. You give her map pressure by returning to the gen. If you go to another gen she gets punished for doing this.

    Also keep in mind I never said anything about transition time. It would work for killer the same as now, meaning it would take a moment before they could even attempt to grab you.

  • @Kebek said:

    Yeah that'd be fun for the killer but imagine it for the survivor. You've worked your gen to some 90% then charlotte comes and kicks it, goes to victor infront of it and if you dare to go repair that gen you get grabbed for free since you can't tell if she's controling herself or victor.

    I think it's better to have at least some amount of transition time, a bit shorter then the current one would be ok but there needs to be some to prevent such dumb free hits/downs.

    Yes but the cost of this is that the killer has to play as Victor the entire time. Like that's exactly what you shouldn't do if there was no cue they swapped. It's not like she can do this for free, eventually she will have to come back to Charlotte. And you can go do another gen too, not sure how this is different from a normal killer camping a gen. Just let it go if Charlotte does this.

    Also big balls play would be to gen tap anyway so she can't grab.

    I mean it's not hard to play around. Are people THAT scared of another stand still mindgame? It's not even a big deal on Spirit unless you play stupid, which is what doing the gen while Charlotte is right there would be as well. Just like, don't be stupid and it's not a problem.

    Also transition time is fine, I'm talking specifically about the visual/audio cue that they swapped. The only cue should be when the killer moves and/or when the TR comes back.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1796874#Comment_1796874

    Well, for example, imagine the classic hook camping play. Like, stash the Charlotte right near the hook and go wild with Victor. Solo queue players won't necessarily have any idea where the Charlotte is even if they go for the save (since she basically behaves like she has Insidious) while SWF players will know exactly what's up and can try to time the save with when Victor is approaching another survivor.

    Except you can't put her near a hook.

    Also they don't know where she is anyway if the killer hides Charlotte nearby. If she is in full view, well what is she gonna do from 20m or however far she has to be from a hook. She might as well just put on Insidious and stand right next to the hook if that was the plan.

    It just doesn't make sense to me to tell survivors when the killer switches from one to the other. Part of the benefit of being in 2 places at once is being able to surprise your opponent. But when you're opponent knows when you switch from one to the other, all element of surprise is lost.

    Also it's not like SWF can't do this anyway. My group already calls out where Charlotte is parked and where Victor is going. If there was no visual cue they switched then I wouldn't even try to do the gen she's standing next to because at any moment one of my friends can lose sight of Victor and they switched to Charlotte and I get yoinked because I never saw the swap. It adds to their map pressure when you can threaten a survivor while basically being AFK with one of them.

  • @TheButcher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1795741#Comment_1795741

    Your response is a perfect example of Survivor entitlement; If you knew how to play Survivor well, you would know map layout, how to loop, and to always be on gens. You would know how to perform safe saves (which Borrowed Time is a crutch perk when Survivors don't know how to perform safe saves).

    A good survivor wouldn't get hit once. Especially against a Killer that doesn't have a power. A survivor doesn't fall asleep on their own for 60 seconds. A generator only takes 44 Seconds to be completed. That's an extra 16 seconds. You're telling me you can't wake up in 16 seconds and then run the Killer for a full Generator. A Killer needs 12 hooks to kill everyone. You have 5 generators to get everyone to escape (Mathmatically that's 1 hook per gen, equals 5 hooks). You're telling me you can't do that against a Killer with no power, and base movement speed? Why are you getting hit by a Killer with no power and base movement speed in the first place? Do you not know your map layouts? Do you not know how to loop properly? OR IS THE GAME TOO EASY FOR YOU TO LEARN. (Fake Pallets are literally useless, even against average survivors. The fact you mentioned them just tells me you don't know enough of the game to even be commenting. Have you never learned Pallet spawns? Do you not track pallets? You realize there is only 8-12 on any given map right? You know that they are distanced at least 3 chunks apart. Wait are you saying you don't even know what a chunk is in Dead by Daylight? God damnit, do Survivors learn nothing now adays?)

    Dream Snares take 3 seconds to place, and comes with sound, and visual notification. You're telling me you can't move to another loop, or create distance in 3 seconds? Are you also telling me you can't loop towards your clock, and mindgame the extra time needed to use that clock mid chase? IS THE GAME TOO EASY FOR ?YOU TO LEARN.

    And

    https://us.v-cdn.net/6030815/uploads/INX0M3MD8PES/image.png

    It litterally says right here on his card "For each survivor in the dream world, the cooldown of Dream Projection is reduced by 15%"

    https://us.v-cdn.net/6030815/uploads/AF6ZUUHQ43BD/image.png

    "Dream Snares take 3 seconds to place, and comes with sound, and visual notification. You're telling me you can't move to another loop, or create distance in 3 seconds?"

    He doesn't lose speed when he puts them down though. So he is basically a 115 that is putting down an anti-loop everywhere you go. You get 1 full loop on a good Freddy, if he knows what he is doing with snares you can't loop him any more than that. Running from tile to tile doesn't work either because he still gets bloodlust when he uses snares. Eventually you have stay at a loop because if you run to the next he will 100% get you. Running tiles also increases the chance he finds another survivor and gets more pressure on the group. I run Thana and a rope for this exact purpose... when I find survivors grouped up I hit them all, now they are all asleep and injured. This increases the value you get from something like Pop, as that 25 seconds to earn back that progress just turned into 32 seconds. Those extra bits of time add up and lead to snowballs.

  • @[Deleted User] said:

    Imagine playing in solo queue without the cue though. The Twins already feel like solo queue stompers since now there are two killers to track instead of one and the gremlin doesn't even show up with perks like Spine Chill and Premonition.

    I mean if you see/hear Victor you'd want to stay away anyway. And if it's Charlotte then you just play cautious and don't go near her either. It's not like she can start to move without giving away that she is there because of the TR.

  • @TheButcher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1795587#Comment_1795587

    https://forum.deadbydaylight.com/en/discussion/comment/1795588#Comment_1795588

    https://forum.deadbydaylight.com/en/discussion/comment/1795590#Comment_1795590

    Same Rank. I have over 7000 hours in the game though. I deffiently find it easier to win as Spirit. I have an easier time with Nurse than Spirit. It also surprises me that players still don't understand that Rank, and game time doesn't matter. The idea that you guys are not facing good survivors back to back to back is showing you clearly are not good enough at the game yet.

    Hopefully when the MMR system get's properly implemented it will be an eye opener for you, but I doubt that based on your so far close mindedness.

    I've won against good survivors dude.

    Literally played a 4 stack of my friends, some of the best survivors on Xbox, a few weeks ago. I got a 2k on Haddonfield (I offered it BTW), and because I was trying to meme and they were playing really sweaty (they didn't know it was me). After 2 gens popped I decided to just play normal, and I had 1 dead and my friend dead to rights but I dropped him on hatch. Had I played a normal build and played serious from the beginning of the game (and offered a map that favors killer, IDK Midwich) I could have definitely got a 3k, possibly 4k against some of the best survivors on the platform IN A 4 STACK.

    So yea I've played against many good survivors.

    Oh and before you say anything about me being on Xbox, I was forced into crossplay when I got my Series X and I honestly find it easier than playing on Xbox no crossplay because literally 90% of games on Xbox no crossplay are 4 stacks. It's almost not even a challenge most of the time with crossplay on.

  • @TheButcher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1795571#Comment_1795571

    https://forum.deadbydaylight.com/en/discussion/comment/1795460#Comment_1795460

    When you know his counters - he's just an m1 killer with audio/visual notifications for everything he does.

    Don't worry when you actually get good at Survivor the only Killers you're going to have a problem with is Nurse and Spirit (and Nurse isn't even much of a problem anymore).

    I guess you missed the part where I said I play him all the time?

    Rank 1 both sides. Almost 4k hours. I main Spirit and I honestly find it easier to win as Freddy than as Spirit. At least for Spirit I need to focus on the game to hear survivors. Freddy I can just kinda do whatever and I win most games convincingly. The only survivors that give me any trouble are 4 man SWF and only then if I'm doing something other than my normal build.

    Maybe you just don't understand how to play Freddy and get bodied. Try this... BBQ, Pop, Thana, STBFL, Red Pain Brush, Jump Rope/Swing Chains. If you don't body every survivor group you face with that then you are just not a good killer.

  • An M1 killer that can...

    • Teleport clear across the map in less time than it takes for Nurse to charge a blink.
    • Beat every loop in the game by spamming snares. I mean seriously if you can't catch a survivor after the second go around you are a bad killer. You even get Bloodlust while you do it, yep because that's fair.
    • Completely counter one the the best survivor perks in the game just by doing... nothing. Maybe hitting them. But yea survivors have to go so so far out of their way to save with BT against Freddy. If you camp hooks you should ALWAYS be able to slug the guy that just got save the instant they are pulled from the hook.
    • Slow down gens/healing with add-ons. Tell me what other killer has this that is even close to as effective. Literally none. Just wait 60 seconds and you get a free stack of Thana basically. If survivors want to avoid it they either waste time waking up or lose time on gens by failing skillchecks.
    • Be a stealth killer while doing everything mentioned above.

    But yes he is totally fair. The fact I can fall asleep while I play him and still 4k 3 gen majority of my games just means I'm a god killer. Thanks for the compliment!

  • I'd prolly go to Jane because her booty has it's own gravity. Sorry Dweeties.

  • Please don't tell me Kate is a dirty smelly hippie communist. I'd have to change my main.

  • At least 1 tracking and 1 slowdown, then usually a perk that synergizes well with the killer I'm playing.

    Example, BBQ, Pop, Sloppy, Stridor on Spirit is a very solid build.

    EDIT: When coming up with off-meta builds I try to look for what is most conducive to doing whatever it is I want to do. For example, I have many Spirit builds, I'll share my slugging build called Father's Sorrow. It's Infectious Fright, Knockout, Nurse's Calling, Sloppy Butcher, Father's Glasses (where the build name comes from) and Saya (purple phase lunge add-on). All the perks synergize with each other and are conducive to slugging. Infectious let's you down some and immediately find someone else nearby. Knockout buys you some extra time after slugging a guy. Sloppy increases the time needed to heal a slug, even if it's just the last 5%. And Nurse's is a good slugging perk because if you camp the slugs as per the strat with this build then you will be able to keep them slugged and find new targets rapidly. FG helps to track injured survivors and is a hard counter to pretty much every anti-Spirit perk as it just negates the need to hear survivors since you can see exactly where they are (and it synergizes with Sloppy). Saya is probably the "odd man out" here as it's not super conducive to slugging, but it will make it so that you can lunge at survivors healing slugs with Nurse's a lot easier. So everything in the build is to focus on slugging and the strat is just slug slug slug and camps slugs. Name both from the add-on and the fact that slugging is a very sad way to play the game. I just imagine being Rin's father after he killed his family and is stricken by deep sadness for what's he's done, which is how I would feel after slugging every survivor and letting them bleed out.

  • As a former old Freddy main and someone that plays a LOT of new Freddy, he is not at all balanced. I literally play this killer if I want to win without trying. He has WAY too much in his base kit.

    Don't get me wrong, Freddy needed to be better but he was overtuned with his rework. Remove some of his base kit effects and put them on add-ons (namely Oblivious in Dream World) and make his snares like 20% smaller and he would be just perfect. Also, let's just remove the slow down add-on effects. Ropes/Chain should do something else, Freddy of all killers doesn't need extra slowdown. He literally has the best map pressure in the game because he can teleport across the map instantly. Not even Billy can cross the map as fast as Freddy. His teleport is especially strong on maps with gens on multiple floors, like Game/Midwich, because unlike every other killer that has to take the stairs Freddy can just teleport there.

    I can count on one hand the number of games I lost as new Freddy since his rework. More than 90% of my games are 4k with no more than 2 gens done. He is definitely EZ mode killer.

  • Placing right at the switch is a bit dumb, but it looks like a bug based on those pictures. Definitely doesn't need to be that extreme, just not right under the switch.

  • I restarted my Xbox and it did the update and now it shows the new chapter in the store.

  • Not on Series X either. No auto-update, nothing in updates tab, and no new chapter in the store.

  • I pronounce is as "sweaty no good Slinger main perk"

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1783181#Comment_1783181

    i have no clue on any games that are on an xbox one or series x. I don't own them. I am talking specifically about the way they are constructed. so just stop trying to trip me up, I even stated i am talking about the operating system, the hardware interaction requirements and everything this does make the client a different client. That is the EASIEST way to discern the different platforms, if the client does not respond as any other it's crossplay. and name a small company that is doing what you want it to do without prior setup? I will tell you right now you will not get that. enjoy your hatred, and if you hate this that much because of it ask microsoft for a refund and STOP playing. otherwise deal with it till more people adopt the series x or ps5 and go from there! I have given you reasons that it might be done this way and you have ignored them and kept hounding about how they should have done it differently. I will tell you EXACTLY what I tell others that say the company should do it differently: GET A JOB there and make that decision, show them how easy it is and you'll have job security but no you won't do that because you don't want to get a job with them because you don't have the skills to actually code the relevant features. (this last is a guess as to why you won't get a job with them. hell I'd like to work with them because i'd love to get that experience and know more of what I'm talking about. till you know exactly what is required to place this game where you yourself want it to be AND have the power to do so you are talking out your ass and need to check your attitude at the door.

    I was polite, I was accepting and talked about how things seem to be with my knowledge on how platforms are determined and your only defense is dismissive and condesending so I decided to be that right back at you! enjoy your ignorance

    "i have no clue on any games that are on an xbox one or series x."

    Then you really shouldn't comment on something you don't even understand. You clearly don't know the technicalities either so stop pretending you do. I never said I did, all I said was...

    DBD is the only game where crossplay is required just to play the game.

    Period end of story. The devs have all the power in the world to change that, and if they deny it they are just lying straight up because no other game does crossplay like this. BHVR is planning to force everyone into crossplay eventually, the writing is on the wall.

    "I was polite, I was accepting and talked about how things seem to be with my knowledge on how platforms are determined and your only defense is dismissive and condesending so I decided to be that right back at you! enjoy your ignorance"

    LOL what? No it wasn't. You posted a wall of text talking about something you no nothing about and I'm sitting here telling you what the devs said about why they did it is bull ######### because no other game does this. If the new COD can allow Xbox One and Xbox Series X to play together WITHOUT crossplay, DBD can too. They CHOOSE not to do it.

    Gotta love how when I point out how someone is wrong I'm "dismissive and condescending". Wow. Some mental gymnastics there to avoid admitting you are wrong.

    Also no you weren't polite, but keep imagining you were I guess if it helps you sleep at night.

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1781921#Comment_1781921

    i guess you know all about programming, hardware coding and everything else. but you won't give it up, so since you're wrong why don't you let it go? they've worked with what they got, the client is different thus it is a seperate platform. and the reason the client is different is BECUASE 1) they aren't the mega big studio that you think they are, 2) have coders that can easily transform one console set of codes to another and finally 3) have the extra hands to do that while working on the REST of the game. so you have to deal with crossplay there are worse things in life and if that still isn't enough speak with your wallet by not buying this again and requesting a refund if you are able to. as I said on the PC the client is litterally the SAME thing but there are enough coding differences that the microsoft store is a different platform than the steam store client. OH yea... microsoft store people didn't complain one bit. hell even the microsoft store has pre game and end game chat and they are still crossplay between them. stop whining and play or not.

    Show me any other game besides DBD where I need crossplay enabled on Xbox Series X to play with people on Xbox One. Go ahead I'll wait.

    Not even the new COD requires crossplay to play with people ON THE SAME PLATFORM.

    The devs didn't "work with what they got" this is literally the only game where this is an issue. Xbox One and Xbox Series X are THE SAME PLATFORM. If they weren't at least ONE ######### game besides DBD would require crossplay. Not a single one does.

    @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1781869#Comment_1781869

    Your post is more complicated than it would be to enable cross-generation play. Sorry to say but you're wrong and have no idea what you're talking about.

    Afaik no other dev distinguishes between PS5 or XSX and other members of the same console family as different for the purposes of playing together. Major games and even much smaller titles treat PS4/PS5 and X1/XSX|S as the same for these purposes. Destiny 2 and Overwatch, two games that don't support cross-play allow cross-generation play. BVHR has decided to consider the next-gen systems as another platform from the current-gen ones and require enabling cross-play. They are free to do so but it is ultimately unnecessary. This is what most people are talking about. Here is a good explanation of the choices another game presents:

    • Cross-Generation Play is always on. Xbox Series X|S players can play with and against Xbox One players. PlayStation 5 players can play with and against PlayStation 4 players. 
    • Cross-Play is optional and must be enabled. It allows you to play with and against players across every supported platform. The following are supported platforms: Steam, Windows Store, PlayStation Network, Xbox Live, and Nintendo Switch
    • Console Only Cross-Play is optional and must be enabled. It allows you to play with and against players across every supported console based platform. The following are console based supported platforms: PlayStation Network, Xbox Live, and Nintendo Switch.
    • Supported hardware on PlayStation Network: PlayStation 4, PlayStation 4 Pro, and PlayStation 5.
    • Supported hardware on Xbox Live: Xbox One, Xbox One X, and Xbox Series X|S.

    You can decide to opt-out of Cross-Play or Console Only Cross-Play while maintaining access to Cross-Generation Play. You can always play with and against players within your own console family independent of your cross-play choices.

    Yes exactly. No other games works this way. I can play with my friends on literally EVERY other game without needing to turn on crossplay.

    BHVR ######### up no other way to put it. They were/are entirely capable of allowing Xbox One and Xbox Series X to play together without crossplay (and ps4/ps5) but they don't for some reason. That reason being they want to eventually force everyone into crossplay. That's why they refuse to match you with players on your own platform if they have a different crossplay option enabled. A dev can sit here and say that's not true until they are blue in the face, the damning evidence is right there in front of you (crossplay being opt-out is a major red flag). Again NO OTHER GAME DOES THIS. You enable crossplay you are not completely separated from your own kind. You get matched with anyone, and the game just won't put crossplay players in the same lobby. They don't split the playerbase for the sake of an optional feature.

  • @tonyischill said:

    https://forum.deadbydaylight.com/en/discussion/comment/1781482#Comment_1781482

    Yup I switched from xbox one to series x and I immediately noticed that everyone I was matched with had the crossplay symbol 9.9 times out of 10. Disabling crossplay considerably increases your wait times

    Considerably, try infinitely. I sat in a lobby for an hour did not find a single match. Not even another Series X.

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1781482#Comment_1781482

    microsoft is the one that made it a new platform, they made the requirments for the games different thus there is a different client. hell the microsoft store on pc is a different platform than the Steam version is! it's not behavior that did this but microsoft as they are the ones that made the os differently and require different things. I don't know about the ps5 because i haven't heard from them and you said it directly you have to update from one xbox version to the new one, so why are you blaming behavior when they worked with what they had?

    It's not different. Literally no game besides DBD has a problem matching Xbox One to Xbox Series X without crossplay. NONE.

  • After being FORCED into crossplay I understand why PC players hate her.

    People literally just give up when they see I'm a Spirit and it ruins the entire game. They vault a window the entire game or follow the killer in hopes to get hooked so they can die faster. It's so hard to find a groups of survivors that are actually willing to even play against you.

    PC players have a very defeatist attitude and are way more self centered than Xbox players. I would sometimes get this type of player on Xbox with crossplay off. One in maybe 10 games. But with crossplay on I get tons of PC players, and it's literally like every other game. Most Xbox players would at least TRY, and some actually try enough to learn how to play against her. I swear I don't think I've met a single PC player that can run a Spirit. They all just run in straight predictable lines, or do some massively janky ######### that would never work unless I'm completely stupid. Not to say that Xbox players are all gods, a lot of them play this way too, but at the very least SOME could run from me for over a minute. Almost as if I'm being streamsniped but I'm not streaming. It's a bit crazy.

    PC players need to get their heads out of their own asses and actually try to find creative ways to run from Spirit. My group and I have faced a ton of red rank PC Spirits and they ain't that scary honestly. Most aren't even that good at the end of the day. The few that are still can't compete with a 4 man SWF on comms. It's sad how they all say she has no counterplay then just don't actually play the game so they can never be proven wrong. God forbid one of them does something to run from a Spirit for more than 30 seconds, then they might have to admit they are doing something to extend the chase.

  • Yes progress carries over.

    But don't bother doing a hard drive transfer. Once you install the game it will need to update to the XS version anyway, which is a bigger file than the original game. You are better off just signing into your XBL account on Series X, then installing the game directly from the store as the XS version.

    Also be warned, you can only play on Series X using crossplay because according to apparently BHVR and no one else, Series X is a new platform and not the same as Xbox One (despite literally NO other game requiring crossplay or even having it available). So be ready for that BS.

  • I just want to keep it simple. Fix the sounds. All of them. Make it so I can play blindfolded. That's all I ask.

    Sincerely a Spirit main.

  • Freddy with Tinkerer, Corrupt, Pop, Thana, and a rope is pretty devastating.

    Also Spirit with Mother Daughter Ring, Amulet, and Stridor is beyond god tier.

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