xenotimebong
xenotimebong
About
- Username
- xenotimebong
- Joined
- Visits
- 4,224
- Last Active
Comments
-
Nah. I play both sides. I don’t use NOED in regular gameplay (very, very occasionally in end game builds, or for the tome challenge a while back). I don’t complain about NOED to the killer or anything, play whatever you want, but I also think it’s a poorly designed perk. People are free to run it but most of the killers I see using it are not very good at the game. It disproportionately punishes solo players, and buffs camping and moris, so I think it encourages unhealthy gameplay. I wish it would be reworked or deleted, and I play as much killer as survivor. It’s just a perk that holds the hands of new killers in my experience which is probably why the devs won’t change it.
-
Who cares about pips? If anything I wish they would make pipping slightly harder across the board, then maybe more people would be at their true ranks.
-
My favourite anti-tunnel perk is Iron Will. Get unhooked, walk through grass (to hide blood) to a safer area, and more often than not your teammate will run away, drawing the killer’s attention. Unless you’re often being unhooked directly in front of the killer in which case, just use DS and ignore people complaining about it. It’s what it’s for.
-
It’s the same thing with killers who run moris and NOED. The only way to win against a mori is to slam gens as fast as possible, you’re unlikely to have enough time to do any totems as well unless the killer is just straight up hopeless.
-
I don’t care about slugging unless the killer does it at 5 gens or when there are two people left. Zzzzzz. But to apply some pressure in the mid-game or end game it’s absolutely fine.
-
I’ve played five matches today and escaped in all of them, lmao. But that’s unusual, my escape rate isn’t normally that high.
I’m pretty much always a rank one survivor if I play enough, and I’ve played mostly solo for the two years I’ve had this game. Formerly PS4, currently PC. Teammates make or break matches, but my biggest tip for having better matches as solo survivor? Run Kindred. I know it’s starting to become a meme but it’s so unbelievably good for knowing what decisions to make when the killer is applying pressure. It’s definitely increased my survival rate.
-
A lot of the survivors you’ll be going against now probably have hundreds or thousands of hours in the game. After that long, it stops being scary really.
When I first started playing this game I remember feeling heart-pounding tension every time I was chased by the killer. I’d crouch just out of sight and let out a huge, relieved breath if they went past me. Two years later, I look at the game totally differently. It’s more a series of tactical decisions - would it be most efficient right now to hide, to be chased, or to take a hit to save my teammate? Which gen should I prioritise? Does the team have time for me to search this chest? It’s an entirely different experience.
-
I know right, what are we gonna do with this small of a player base?!
(As an aside, I think it’s a curse. Every time someone accuses this game of dying it adds 50 new players.)
-
Same with Deathslinger. I’m guessing it’s the same across the board, it’s just easier to tell with low TR killers since you can actually hear them.
It’s so weird how the sound balance changes with every patch.
-
@StutteringSpartan said:
Prior to the patch sensitivity was at 100% as killer. I checked today I’m still at 100% but it feels like I’m at 150% it’s super super sensitive.
anyone else notice this?
or is it working as intended? 50% is the new 100%?
It’s working as intended. They obviously wanted to keep the 1-100 point scale, they just increased how much sensitivity each point represents. So the old 100% would be new 70% or so.
-
@Ascended4Head said:
https://forum.deadbydaylight.com/en/discussion/comment/1241571#Comment_1241571
No. Never had to deal with data before. I just have my Masters in SLP. How about you?
This was an overall snapshot of the kill ratio in red ranks for killers. Many killers in red ranks have over a 70 percent kill ratio. It doesn't matter if 2 survivors rush hook at endgame and the killer has NOED. It still is representative of the kill ratio at red ranks.
Those stats were released while old Ruin was still in the game. A lot of people won’t admit it but old Ruin was changed for a reason, it was way too strong of an effect. We don’t have more up to date stats than those but I would be incredibly surprised if kill rates didn’t fall following the Ruin change.
-
@Unicorn said:
https://forum.deadbydaylight.com/en/discussion/comment/1241547#Comment_1241547
I have yet to play on Ormond and I run Windows on my Janey 💜 I'll definitely try to conduct some data on if the pallets are actually useless/less of a common tool on the map changes. Thanks for the tips.
A few more things I thought of:
Playing injured is more risky now, so medkits and healing builds should be useful.
Perks like Borrowed Time and the (hopefully slightly more achievable) Mettle of Man will help to tank hits.
Making sure to spread out hook states will be really important so try to keep in mind which of your teammates have been hooked and how many times, and if you haven’t been hooked yet try to take some aggro.
But overall I haven’t struggled too badly with the games I played post-patch. It’s too early to say one way or the other, but I think people will adapt fine. :)
-
Windows of Opportunity is in the shrine. Could run it for a week or two to adjust to the new map layouts and see if the dead zones are as bad as they appear.
Ormond is still absolutely full of safe pallets so it’s an easy game if you end up there.
Sprint Burst is a good perk, and more useful than ever now.
Avoiding three gens is more important than ever so maps could be a good shout. Spread out the gens to keep up the pressure on the killer.
Spine Chill will help give you a heads up when the killer is coming your way, giving you more time to run to a tile.
-
@Kolonite said:
You do know survivors have been nerfed more because they’re more broken, right? All they need to make killers not steam roll is change moris and NOED. In a solo queue environment the game is 100% killer sided. A barely competent swf with meta perks would likely only lose one team member. Most survivors that play are swfs. That’s why they can’t let killers opt out of swfs. It would kill the game because there aren’t enough solo players.
Even solo queue isn’t that bad IMO, I play solo exclusively and my escape rate is over 50% which feels fair and reasonable. The biggest problem with solo queue is that people make it to the red ranks when they shouldn’t, and sometimes wonky matchmaking. But if I get a team of semi-decent red rank teammates it’s not too difficult to escape.
I 100% agree about moris though, they’re long overdue for a change. That and certain killer add ons. And even just adding a totem count for solo players, even if it was added to a perk, would make NOED more bearable.
-
Spine Chill is fine and easily countered once you learn how. This change would be a huge nerf and would defeat the purpose of running it for a lot of people.
-
@Slaughterhouse3 said:
I'm having fun on both sides!
Me too :)
-
@Lx_malice said:
First of all I'd like to thank the devs for heightening the controller sensitivity as I've been waiting for this for a long time so kudos to them but man is it hard to play on higher sensitivity I tried a few rounds of nurse and I feel like a baby killer all over again. Whiffs and inaccurate blinks everywhere. And then I tried survivor and I keep running into stuff while trying to loop. I plan on getting used to it hopefully soon which will prove to be useful when I do but how does everyone else feel about the sensitivity change? Anyone else playing super boosted due to it?
I absolutely love it. I’ve played at max sensitivity on both sides for ages and it was never enough for me.
That said, I adjusted my sensitivity down slightly so it feels higher than before but isn’t the max, and once I’ve adjusted to that I’ll probably nudge it higher again, and then rinse and repeat til I’m at or close to max again. I find this is the easiest way to adjust - you get the benefits of quicker adjustments without feeling like you’re re-learning the controls from scratch.
-
It looks smoother but it’s definitely not any faster.
-
@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/1239534#Comment_1239534
Windows hits were definitely better for me on the PTB. Currently, people are constantly getting very high ping , are you having the same issue?
My ping went from 60-90 to 180- 200, it wasn't like this before.
My ping was consistently in the low 30s pre-patch. Now it’s between 30 and 50 and a bit less stable (going from 32 to 48 and back), but that’s a tiny difference.
I think the game may be assigning people to different servers. I’m pretty sure I was on London before and Germany now, which would explain it.
-
Well I don’t know what people were talking about on the PTB with window hits being less awful, they’re as bad as ever if not worse. Hits through windows and pallets are pretty terrible, I hear the sound of the killer’s weapon smacking wood and still get hit lmao.
Shelter Woods looks bizarre - the grass is sunk into the ground in some areas. Same with one or two Coldwind maps as well it seems.
I played Blood Lodge and it seemed fine. Fewer pallets than usual in the centre but enough to make do.
Survivor queue times were super fast my first few games, I’m talking 20 seconds. They’ve increased over the last hour as more people play I guess, but even then it’s only up to a minute.
-
What baffles me most about this perk is that the devs do stuff like limit Open Handed stacks for Kindred because it would provide a large aura reading radius of the killer (which presumably would be too strong), or nerf Dead Man’s Switch because “it provided too much information”, or put a long cooldown on perks like I’m All Ears, but being able to see the killer’s every move for 95% of the match is fine. The inconsistency is a bit baffling.
I don’t understand how a frankly underwhelming gen information perk can provide too much information, but this perk is fine and dandy. If knowing where the killer is at all times isn’t even that strong (the argument people like to make against complaints about OoO) then let Open Handed stack four times with Kindred. At least that combination would require the use of five perk slots instead of just one, plus having one guy on the hook.
-
I don’t personally do this, but I also really hate the fact that matches I’m in are streamed live and I can’t do anything about it. If I could opt out, I would - if I wanted my steam name out there I’d stream myself, but I don’t for that reason.
Plenty of times someone plays badly and gets hate mail from a streamer’s chat. People in this game really hate on certain players and will make a note of their name or bring moris for them when they see them or sandbag them, or just send them angry messages. It’s weird and I wish people would realise that everyone has bad games, people aren’t psychic, and even if they are just bad, being bad at a game isn’t a crime worthy of harassment.
But this is reality in 2020 so I usually just dodge if they advertise that they’re a streamer. I don’t see the point in being toxic.
-
I honestly think people are underestimating the nerf to great skill checks. I don’t know about anyone else but I hit greats on gens way more often than not so this change to the bonus (1.6 seconds saved, down to 0.8) will add a few seconds to each gen I do, dependent on RNG. A few seconds doesn’t seem like much but it can be the difference between a killer pressuring a survivor off a gen and the survivor finishing it.
-
@Lexilogo said:
I think one change that isn't that direct but would still help significantly would be adding more non-specific Perks and buffing the non-specific ones that already exist.
I think it's absurd that BHVR have pretty much acknowledged via game balance that Exhaustion perks are meta for Survivors and gen delay perks are meta for Killers, but there are zero non-Teachable Perks for either category.
We shouldn't be telling new players "well, here, go level up david king for dead hard", they should be able to start with whatever Survivor they want and pick up a neutral exhaustion perk from there, for example.
This would help new players but it would make the grind even worse long-term. If they added just 3 new base perks to help new players, that’s 9 extra perk tiers to unlock for every single character you level. If they added 5, it would be 15. This is part of the problem - every new chapter makes the grind more and more difficult because of all the new perks, most of which aren’t worth unlocking. And once you get your bloodwebs to level 50, they take quite a few bloodpoints to complete.
I totally agree about buffing the existing base perks though. The Kindred buff a few months back was amazing and it’s a really good perk for new players now (and experienced solos).
-
This sounds like a horrible idea. “Pay $10 to get a permanent stat boost” is extremely anti-consumer and it would put a lot of people off. Cosmetics should always be optional in my opinion, this would make them almost required.
-
People hacking in cosmetics, people hacking to be able to fly or become invincible, people overloading the servers to make certain matches unbearably laggy, people targeting streamers with that pop up thing they were doing, people able to see killer and perks and add ons in the pre-game lobby, people hacking to enable cross play...
They really need some help with securing their servers and improving the anticheat because this seems like the worst it’s ever been.
-
@Reborn2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1237141#Comment_1237141
I dont think killers has common used perks except for bbq maybe(for bp). They always use different perks. Its survivors that always use same perks like BT, DS, Exhaustion perks, Iron Will, Unbreakable.
The killer meta isn’t as strict because killer powers are so different, but there are definitely some perks that are way more common than others. If you play some survivor matches you’re almost guaranteed to see Pop Goes The Weasel, BBQ, Infectious Fright and Corrupt Intervention. (Not all together, but these perks are really popular.)
-
My only rule book is this: be gracious. If you’re wiping the floor with the other side, don’t start BMing in match and spamming “ezzzzz” in chat. Just play the match, enjoy your victory and move on.
Everything else - perks, playstyles, add ons, items, etc. - are all fair game. But if you use something cheesy don’t be surprised if people complain about it.
-
Considering this is changed through a setting on your graphics card, I don’t see how they could ever possibly ban for it. It isn’t tampering with the game files, or using dodgy software, or hacking the game or anything.
Whether people consider it fair or not is a different discussion but it’s extremely unlikely they’d ever be able to enforce bans for this.
-
@GrannyonAcid said:
I don't understand Ghostface at all either. I sit there and stare right at him and get exposed. But I'm not complaining. I think I'd be smart to just watch at youtube video and figure out how he works. I wasn't playing when he was released. But somehow I had gotten the idea that you're supposed to look at him to prevent getting exposed. And I'm just sitting there with my camera right on him and still exposed. Haha character makes no sense to me.
There are a few quirks of GF’s power that aren’t obvious at first:
- He can 99% stalk on you. The only way his stalk progress is reset is it he hits you. So he can stalk you in one encounter, then expose you later, as long as he didn’t smack you in between.
- If he crouches or moves behind cover, your reveal progress is reset. So if you have a GF stalking you and crouching in and out of cover, you’re unlikely to reveal him and should just bail.
- If he leans and stalks you it’s much harder to reveal him because a lot of his body is hidden. You either need a good angle, or you need to move out of his line of sight.
- When you’re trying to reveal him, you need to keep him in the centre of your screen. There’s a defined area and if he’s not in it, he doesn’t get revealed.
- Despite all of the above, dedicated servers also made him buggy as hell. Sometimes he’s revealed through walls, or stalks people through walls, or can’t be revealed even if out in the open, etc. etc.
-
@Kilmeran said:
What's even worse, is that unless I am missing replies somewhere, the only matchmaker replies being made by BHVR are the blue-mods pointing us to the Matchmaker Developer Update posted way back in January.
And this matchmaker issue has been around since November 2019, after already coming and going several times before that throughout 2019. It is many degrees beyond pathetic at this point.
Given that they've barely handled the matchmaker at all over the past year, is there any confidence in BHVR being able tp properly implement a Hidden MMR type of system?
Well, at least it'll be hidden, so they can always claim "working as intended."
They talked about the “rainbow ranks” matchmaking in their latest livestream, and the examples people are posting aren’t an error or a bug, they’re a result of deliberate dev choices.
The reason for stuff like this is incomplete lobbies - they said that when someone quits a lobby for whatever reason, the acceptable range of ranks that are allowed to then join the lobby are massively increased in order to get the game going more quickly. So if you have a team of four red ranks put against a red rank killer, if that killer then leaves the lobby, the next killer thrown in could be red rank, or they could be purple, or green, or yellow. Or if a red rank survivor leaves a red rank lobby, they could be immediately replaced by a solo green rank.
If you want to hear it explained by Behaviour themselves, you can go to 01:04:00 in the latest livestream and that’s about when they start talking about matchmaking.
-
@Instinct said:
I've noticed that playing againts Huntress she keeps singing the same "nanananan", well i'am using Razer 7.1 sound headset and the sound seems to come from everywhere and not from a specific location.. is there a way to improve the sound in a way we can better notice where's she approaching from? the same happens with Freddy when you're on the dream, we got no clue where he is..
Thank's :D
Her lullaby is non-directional intentionally, there’s no (legal) way to change it. :)
-
@Peanits said:
I just chase them as normal. They're realistically not relaying every little thing I do. They can't constantly tell each other every single time I change directions in a chase, and if they're relying on it that heavily, the info is going to reach them way later than if they had just used their eyes. Outside of a chase, they might run a bit sooner when you head their direction, but I never found it to be a deal breaker.
I play Hag and Trapper so I try not to chase too much, at least not without traps. But I can’t set up traps either, it’s a waste of time since they just get disarmed.
-
@Pizzaman said:
https://forum.deadbydaylight.com/en/discussion/comment/1231308#Comment_1231308
Announcing that a Killer is moonwalking (which usually happens around tight loops or jungle gyms) ... even when you say it out loud, it usually is already to late for the other person to react in time to what you just said. Aka, not useful information (anymore).
Announcing that a Killer is coming back to the hook, well well. You still have to unhook that team mate, whether he's coming back or not. I'm never staying around the hook (to heal), just in case killer comes back, so again, not useful information.
And regarding Trapper vs. Object: nobody who's using Object knows which killer they are going against. They could also have a Ghostface as killer, what then (if GF knows there's an object user, he can approach the Object user stealthed)?
You say i'm disingenuous if I can't see ANY useful application. I'm not saying there are none, I'm just saying you're overexaggerating.
I'm not using Object, and I wouldn't care if it just get's removed. Still, it's not as big of a thing as you and this forum make other people believe it to be.
You’ll notice that I didn’t say anything about the perk being a big deal, I didn’t call for nerfs or changes or even actually complain about it, I just said that I find it *unfun* and *frustrating* seeing as I play set-up killers 90% of the time and asked what other people would do against that setup. What other forum users have to say about it is nothing to do with me.
If you think survivors having aura reading of killers for the full match isn’t a big deal then why even reply to this thread? I was looking for discussion of counterplay, your opinion on the strength of the perk is irrelevant to me.
-
The only time slugging is toxic is when you slug one person and let them bleed out for the full timer, refusing to hook them or let them be picked up. Strategic slugging is fine.
-
@micha_beck said:
https://forum.deadbydaylight.com/en/discussion/comment/1231652#Comment_1231652
There were three players with cross play icon today and one yesterday. I don't think they were all cheating. To me it seems like a test for crossplay pc/xbox. I don't know.
The devs haven’t made any official statement on this issue as far as I’m aware, so I suppose it could be a test. But considering how often this kind of exploit goes hand in hand with other cheats, I’m inclined to believe that most (if not all) of the crossplayers you’ve seen are just cheaters. Like I said, there’s no option to opt in or out of crossplay so it isn’t a live feature.
-
@micha_beck said:
When I took the survey about crossplay, I just assumed they had some for of anti-cheat. Seems like they don't.
So, watch Magic Nea. She can fly (second video, second 12 you can see her feet above the door), she can out run any killer and she can even heal herself. No way to turn crossplay off. This ######### needs to go fast or players will leave faster than you can speed vault.
This isn’t intended. They’re exploiting to enable cross play with consoles, on top of the other cheats they’re using. That’s why there’s no option to turn it off - it isn’t an official feature and people shouldn’t have access to it.
-
Using an item and playing in a SWF does not make you toxic.
-
She used to annoy me a few months back when she was really popular, because she feels extremely oppressive at times. Certain combinations of add ons are a bit much. I don’t go against her much these days and I pretty much always run Iron Will, so I don’t mind her too much now. I think the Ruin nerf helped as well, but mostly I think overexposure is the biggest problem when it comes to people disliking certain killers.
As killer, she’s fun to play. I try not to play her too much because I know a lot of people hate her and going back to any other killer feels like a huge downgrade, lmao.
-
@Pizzaman said:
https://forum.deadbydaylight.com/en/discussion/comment/1231260#Comment_1231260
So, how do you know that the Killer is at the Shack if you're at the other side of the map without having visibility to shack?
How do you know that the killer is going around the outside of the building to cut someone off, without having visibility of the main building (you don't see a survivors aura, just the killers aura)? And if you're already watching the main building, you wouldn't need the aura reading perk, you could just use your eyes to see that the killer is going around the building.
Just because you can see the killers aura doesn't mean that you can actually infer meaningful information from it at a great distance. And furthermore, even if you could, it also doesn't mean that you can communicate that information to your team in a fast and meaningful way (you need to describe it, they need to understand it, and it needs to be more than just "at shack" or "at mainbuilding").
I honestly would like to hear how those "SEAL Team SWFs" really use object, as this forum pretends they do.
How would someone relay this movement to their team mates?
https://us.v-cdn.net/6030815/uploads/323/9THWUNOAE6FP.png
Survivor #1: Killer sighted in Quadrant 5, heading North-East.
Survivor #2: What's Quadrant 5?
Survivor #3: Errr, Where's North?
Survivor #4: What about East? Where's East?
Survivor #1: Didn't you read the DBD forum? You're SUPPOSED TO KNOW this stuff. After all we're a SEAL Team SWF with 2 Objects of Obsession, dammit!
Survivor #2: mmmkay. I'm gonna do that gen over there.
Survivor #3: yeah me too.
You don’t need expert level communication to be able to relay useful information that 24/7 aura reading gives you. Most maps are not that huge and have identifiable structures, so unless you’re talking about Shelter Woods it’s usually easy to pass the message along.
An example: the killer is Trapper. They immediately start setting traps near where they spawned. The person using Object sees this, runs towards where they see the killer’s aura, and sees that Trapper is near the coal tower. “He trapped around the coal tower, I’ll find them and disarm.” Is this a feat of coordination only possible from a SEAL team six?
Or if the killer doubles back to someone on the hook, and it’s a Deathslinger with a small terror radius, now everybody knows well in advance of any other in-game clues because the guy who can see both auras can just tell them “he’s going back to the hook”. No need to talk about quadrants, east or west, or longitude and latitude.
Or what about a guy who’s being chased. “I’m being chased,” they somehow find the words to say. The guy with Object looks and oh, what’s that? The killer is walking backwards. “He’s moonwalking.”
I think you’re being disingenuous if you can’t see ANY useful application of full aura reading on the killer at almost all times. Remember how bullshit it was that Freddy got full aura reading on survivors, and how the devs reworked it to remove that element of his kit? Because survivors hated it for good reason. There’s a reason aura reading perks have cool downs, or limited applications. There’s a reason “blindness” exists as a status effect, because seeing auras IS A STRONG EFFECT and not being able to see them weakens you.
-
@xCarrie said:
omg this post brought back so many memories of hollowed blight. thank you person who randomly somehow found this. 😌👉👈
I remember milking those flowers, getting killed every single game because everyone was so thirsty for nectar and not even caring because I’d get a ton of bloodpoints anyway. Sweet memories 😭
-
@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1231263#Comment_1231263
Well there is no blank statement to make as to what to do, you could just try camping for example, I mean even if they know what you are doing there is little they can do about it and if they just do gens and leave well... I mean whatever right? nobody got points, it barely was a match, moving on.
But nobody can tell you how to exactly deal with it, if you are good enough you might just be able ot get them all by just playing, a well co-ordinated SWF team is also not impossible to defeat and you can safetly bet they always know where you are as well
I don’t mind survivors knowing where I am and I don’t care about SWF, it’s the fact that they have literal wallhacks for the entire match. I probably wouldn’t even mind OoO if I didn’t play M1 killers and set up killers almost exclusively. I’ll probably just take a break from killer until they rework this perk (if ever), I’m seeing it a lot more lately and it just kills the fun for me. I have some other games I can play for the next few months.
-
@ZoneDymo said:
You could slug, you could just give it a go, you could just wait in the basement until they are done and leave, you could leave the match.
Plenty of options.
I meant gameplay mechanics to counter their “two man OoO” strategy, not giving up or quitting lol. I don’t think there really is much you can do unless they’re bad or get way too cocky.
-
@Pizzaman said:
https://forum.deadbydaylight.com/en/discussion/146221/swf-with-two-objects
Could you please just walk me through that process of "relaying your actions to the rest of team"?
How exactly does it work?
Object of Obsession gives a survivor the ability to see the killer’s aura when outside of their terror radius. If you’re playing in a Survive with Friends group and run the perk, you can keep an eye on everything the killer does and tell your team. “The killer is kicking a gen near the shack. The killer is going around the outside of the building to cut you off.” And so on.
Not as bad against a killer like, say, Hillbilly, but it’s pretty crippling if you’re playing Trapper, Hag, Deathslinger, etc.
-
@GHOSTfaceP3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1230188#Comment_1230188
I actually just had a game with a spirit who was downing everyone really fast but she made one mistake ..chased someone for a minute and that one mistake costed the game my point is if the survivors are good and you make one little mistake as killer then you lose but if survivors make a lot of mistakes they can still win ..that’s why I play more survivor now killer is so frustrating at times
Going on an extended chase isn’t one mistake, it’s a series of mistakes. Every missed swing, every failed mindgame, and every time the killer thinks about breaking off the chase to check gens but doesn’t. One killer mistake would be something like moonwalking at the wrong time, not an entire minute long chase. It’s like saying three genning is one little survivor mistake. It’s not.
-
@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1229498#Comment_1229498
FOV isnt an impairment in game, adjusting that would be a literal advantage. Colorblindness is another thing altogether.
And yes. Let us alter the game sounds so we can sound whorr even MORE than before....
It sucks that it affects people in adverse ways when they have impairments, but just allowing settings to be changed invites abuses by those who are not affected by an impairment.
If everyone has the option to adjust something then it isn’t really “abuse”. Everyone is on a level playing field and has access to the same options, and those options can be balanced around. There are people who use Low graphics settings despite having good PCs because it gives them a slight advantage, should we force everyone to use Ultra settings too?
-
@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1229589#Comment_1229589
I’ll grab my list on lunch just working atm
Thanks! :)
-
@johnmwarner said:
I swear every time someone asks this the Devs and/or other players say they’re all the same and I always just believed them assuming I was “imagining,” that some were quicker or longer.
So I sat and actual timed them and they are vastest different. And just to be clear I timed from pressing M1 til the time I was actually able to move again, the difference can be up to 6 seconds between killers.
Which was the longest and which was the shortest, out of curiosity?
-
Yeah this game has absolutely no accessibility options and it sucks. Considering how many people tamper with the game using non-bannable external programs and settings anyway, you’d think they’d just add in some basic options like selecting the TR you want to hear, aura recolours, etc.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1226530#Comment_1226530
The irony of this is:
Ranks 16-20 were made impossible to depip back to without rank resets, because newbies needed a safe place to learn without people depiping back there.
Then they made it so said newbies are constantly facing red/purple rank players, because now there's nobody in those ranks for them to match up with.
Can't make stuff like this up.
And the problem is compounded by the changes to rank reset. Now most of the newbie survivors are in red ranks because it’s almost impossible not to end up there if you play survivor semi-regularly. If they’d kept the old rank reset then the less challenging survivors would have hovered around green ranks, and new killers would have more of a chance against them than this Russian roulette of facing current red ranks. You could get potato survivors, or you could get sweat squads. At least with the old rank reset sweat squads would end up red rank fast and casual players would take longer to rank up, and new killers would end up facing casual players.