ironiron
ironiron
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- ironiron
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@Nicholas said:
It says that and I think a lot of people want to believe that's the case but I haven't noticed an increase. In my experience on PS4 the queue times have been faster and the matches have been more stable. On several of the PS4 dedicated communities, the consensus seems to be to opt out of cross-play. And it certainly feels that way in the game because I have no problem finding fast matches.
Does opting out mean you'd only go against a killer who also opts out? I don't understand why a killer would opt out. Console survivors who wanna be able to 360 against killers, I get – but why killers?
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/182829/console-vs-pc
So you prefere to not talk about a topic which is absolutly relevant... just because of your ego? Ok then..
Lets not talk about Console Megs you have in every second game that use urban across the other side of the map while you just got hooked by the killer? Imagine they read this and adapt their playstyle.
Lets not talk about terrible console killer who are absolutly boosted in rank. Imagine they might adapt and actually become good at the game. Or even worse BHVR might improve the ranking system.
Lets not talk about FPS problems for console, better stick with the 30FPS because apparently it is no issue anymore.
Lets not talk about the amazing controle for killer, because imagine BHVR might improve it.
I haven't noticed any difference between players after crossplay, and I see no reason to form any emotional attachment to a specific platform or to develop some bias about the type of person who chooses to play whatever platform. I played on PC and console prior to crossplay. The only difference is that it's much easier to aim on PC as killer. That's it. There are potatoes and skilled players on both platforms.
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I think the devs like her to be as disgusting as possible – just look at her face
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Are you kidding me? I love going up against PH. The chases against him feel more like an action game. What I personally find boring is in half my chases doing the same run–around–something–3–times–and–then–throw–down–the–pallet. So, maybe the devs should change the game for me because I find that boring. I don't find that to be "interaction."
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I prefer close matches and don't care about people who edit videos to show themselves going against people who don't have time to devote to a game.
Anyway, OP, you realize that each individual killer will have its own MMR, right? Meaning your nurse will go up against a different level of survivors than say your Pig.
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I just throw down pallets early against him. Seems to work pretty well. He's just as slow as Huntress, but not able to get downs like her. The gens get finished before he can get much done.
If there were more to this game other than running around stuff and throwing down pallets, if there were other elements, then maybe people wouldn't complain about certain killers being boring when they deny the only skill a survivor can learn.
I personally find him fun to go against, but I don't have any emotional attachment to looping around a couple of times before throwing down a pallet. He really gets screwed out of a lot of hits even after he lands a shot.
If you're a Deathslinger player, I wouldn't worry about the complaints too much. It's not like he can be nerfed, because he already is weak. Maybe they'll make him 115% and make it so he can't quick-scope if they reworked him, or something like that... but I wouldn't expect a nerf.
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@Mandy said:
Yes, it's working as intended on Xbox, so your MMR score is applicable to individual killers.
@Chaotic_Riddle it's implemented only on Xbox at the current time, before being rolled out to all platforms on an, as yet, unspecified date.
Thanks
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1488538#Comment_1488538
lol, okay buddy. Hitting shots is easy because I've played an FPS before (crazy right?) and spamming ADS to force Survivors jukes to force them to lose ground is braindead within itself. He's poorly designed as a Killer.
(You can also aim at their Hurtboxes because they aren't aligned properly with the character model, this is how I play him. Yes its very annoying when you play against a Deathslinger who knows about this jank mechanic. I'm surprised you don't know about it).
Oh and about the positioning thing, I stand by what I said. What're ya gonna do when its Rotten Fields and the whole map is a deadzone and you have to cross the map to save a Survivor? Just magically know where he is? Take Kindred every single game? Wow, very fun and balanced! Honestly give him a bigger TR at this point.
Just give him a cooldown like you side or time to ADS. Either works for me.
To be fair, the entire game doesn't require much thought.
You'd have to expand his kit or buff his speed if you weakened his power seeing as he's already a weak killer.
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Running around in circles and then throwing a wooden pallet down does seem kind of simplistic, and survivors call it boring when a killer ignores this pattern. I wish there were a little more acton game style interaction available, or at least horror sequences that can actually scare you. It feels weird to call this a horror game. It's like an action chase game with only one action available. It's still fun, though.
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@SAWII said:
I'm an R1 killer on Xbox and the matchmaking is pathetic. I have hundreds of hours in this game and I'm clearly being matched with noobs over and over. Say what you will about rank, but I've only faced two red ranked survivors all day, and over 75% of my opponents have been rank 16 and up. Sure, rank doesn't matter, but why am I being matched with beginners time and again?
Is my MMR moving at all?
Does someone with little to no MMR have no restrictions on who they play (hence why I see so many)?
IMO matchmaking on Xbox is as bad as its ever been. Every game is no contest, and that's not fun to me.
Same here. Every game has been so easy. I get 4k after 4k, but I'm not being put against as good as survivors as I had been going against in the past. I wonder how many 4k's I have to get before I start going against quality survivors again.
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I think it'll be reworked eventually. I've seen Peanits mention ideas.
IMO something similar to DS or BT should really be built into the base kit, but not as strong as DS is currently. Getting unhooked and then put right back on the hook shouldn't be a thing, but neither should getting unhooked and then running into the face of a killer because you know you're invincible for 60 seconds. Make generators take longer to complete, if necessary.
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It's really just about how much you play. The factors that decide whether or not you pip or not are silly. Losing a pip is less common than gaining a pip. Over time, you naturally gain more than you lose.
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@yakiudon said:
https://forum.deadbydaylight.com/en/discussion/comment/1475426#Comment_1475426
how do you think VC party spoils some killer's park,ability and survivers can get many advantage without park?
It's an obvious game design flaw that solo is so different from swf and that the usefulness of many perks depends on whether you're solo or swf, but don't expect them to address this. It's stupid, but that's what they decided to stick with.
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@T2K said:
How about you just stop telling players how you want them to play? They can do whatever they want. Maybe you just need to calm down a bit and learn to deal with it. Simple solution, play with 3 friends and tell them how to play, eventually theyll listen to you.
Have a nice day m8.
Have a nice day.
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@Falkner09 said:
looping needs to die. basing a game around a gag from Scary Movie and Looney Tunes is a stupid idea.
Hahaha...
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@chase131119 said:
People are upset at this? Lol people take things too seriously.
@Mat_Sella said:
whats so rude about it lmao? they just wanna see if they get off for the meme, people need to chill.
@Reiverdemon said:
This thread is hilarious lol. Imagine being upset because a survivor is trying a 4% before getting unhooked.
@EmpireWinner said:
so trying a free attempt to escape before being unhooked is now rude? Snowflake
It's only bad if they needlessly phase 2 themselves imo
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@anarchy753 said:
Yeah I can only see this leading to more lobby dodging and longer wait times.
Plus I got a good laugh out of "rank doesn't reflect skill and won't be used for matchmaking." So basically "we gave up trying to make matchmaking actually work and now we're just gonna tell you that the 20 rank difference in the post game is due to some magical secret matchmaking value and you should believe it's balanced now."
But for real that number we currently have doesn't reflect skill
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Do thanatophobia, dying light, and sloppy butcher stack?
Edit - seems they do
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@BigBrainMegMain said:
It's a great perk on Doctor, pair it up with Lullaby and you might have a strong combination.
But, that's about it. =/
Lullaby? Won't they expect the skill check as soon as they touch the regressing generator?
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@tortrader said:
Look at your perk tiers. You're not really a level 19 killer. Matchmaking is working in this case.
Perk tiers have nothing to do with anything
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@ALostPuppy said:
being easy to bully is not what we mean by killers not being fun. Idk about you but you don't bully a good Billy, the Billy will absolutely crush you if you don't play well, yet a lot of people love playing against him because his power is fun for both sides.
And also why shouldn't fun be considered at all? If a killer, or the game itself, isn't fun, why on earth would you expect a survivor to be ok going against your Deathslinger, Spirit etc? A lot of killers are following a trend of being meh overall, but having a ridiculously oppressive chase power. It's not hard to win against most killers, I'll bet a lot of above-average survivors will win with ease against Pyramid Head, Deathslinger, Hag etc, but actually interacting with them is a ######### miserable experience. Why even play at that point when your skill and input as a survivor means absolutely nothing and you're just hoping the killer is bad to have a chase longer than 10 seconds?
I have a lot of fun against PH and Hag...
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1431399#Comment_1431399
Hardly.
Means you can get a lot done quickly, and always have an advantage when vaulting.
You're one of four on your team. On average, if you're running it with resilience, the gens are getting done 2.25% faster; and if they have thanatophobia, this combination of perks is a net detriment to the team. It's not as bad with decisive strike because it forces the killer to just eat it, but usually that's not getting activated unless you're getting tunneled. You get insta-downed. Killers can just pick you up otherwise. It's a trash perk that I'm more than happy to go against.
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@Faszparaszt said:
No
@Deathslinger said:
still no.
Look at these two children. Try providing an explanation or don't say anything at all.
The mods on these forums are some of the most lenient I've seen.
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@TheLastGreatStar said:
I’d be highly against this. I use No Mither paired with Resilience for faster actions, so I don’t want to have to get injured first for it to be activated. The only thing I personally want changed is constantly hearing the dying state music. I think it should only activate once you’re on the ground. Nothing else needs to be touched.
Waste of two perk slots to be honest
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@Tactless_Ninja said:
Dude, you just drag to the left or right for a basic attack. Lunge attacks hit the moment you make contact. We need less aim assist determining a hit. Ever whiff a hit when they're right in front of you because they did a little spin? That's exploiting the aim dressing.
No. You're not whiffing because of aim assist.
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@OldWiseOne said:
Frames are a huge issue, considering i play on the original xbox the frames can honestly break down when multiple effects are happening. as for the aim assist id like the current "aim dressing" removed, its honestly just screwing up the aim for no reason in certain matches, you will hold forwards and lunge for the survivor to do a slight wiggle and your killer just breaks and stops swinging in the wrong direction like wat...
But that's what I mean. That's not aim assist; that's aim sabotaging
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@Stinde said:
The FPS problems are just as bad on PS4 pro version than normal version. The problem is in the code, not the hardware. And autoaim (or aim assist or animation enhancement or whatever the devs are calling it) screws killers very much. 360s are cheap as hell and drop the killer's frames every time. What they should do is to remove the current autoaim.
@chase131119 said:
No, we need LESS.
Why would you guys think you need less aim assist when you're not hitting your targets? You can't achieve the same control that you can on PC. You need smarter aim assist, not less, or you'll never be able to perform as well as you can on PC.
I've been screwed out of hits, too. That's not aim assist, that's something else these devs have created.
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@MusicNerd_TC said:
Aim assist screws over us console players so much, when we try and hit a survivor we hit a wall instead, so I think aim assist should be removed.
I think I know what you mean, but I don't think that's an aim assist problem. If it is an aim assist problem, the solution would be to make it smarter, not remove it.
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Anyone else have thoughts on this?
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@metalklok said:
no
Nice
Anyway I disagree with my own suggestion so if a mod wants this can be closed
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@TheLastGreatStar said:
https://forum.deadbydaylight.com/en/discussion/comment/1429176#Comment_1429176
I mean, it still would. What’s the point of having a totem perk when all survivors know how many totems are standing? It’s already bad enough against people on mic, so this would just kill it completely. It’s not just NOED either, it would effect Devour Hope. Because more people would actively look for totems which would greatly decrease a killers chances of getting any use out of it.
That's true. It would also influence other totems.
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@tippy2k2 said:
Personally, I think that should be part of the game whether they have NOED or not. The risks of skipping totem stays the same that way since if it's only NOED games, everyone now can see when NOED is in play.
I agree, then it wouldn't render NOED useless like the guy above said
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@TheLastGreatStar said:
That would render NOED virtually useless so I don’t think that change would be good in the slightest. NOED is perfectly balanced as it is. If you feel like you face it a lot, start running Small Game. It’s so easy to counter.
I mostly play killer and don't use NOED, but I always see people complaining about it
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I only feel offended if David King T bags me. Everyone else in this game has no balls.
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I think they should just give solo players quick chat options and balance around that.
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It shouldn't be removed, but something needs to be changed in order to balance it versus a full solo team.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/1418468#Comment_1418468
Is there going to be a way to opt-in exclusively to other consoles only? I know some games offer that option but it sounds like your version is going to be all or nothing?
I think it's all or nothing, but it doesn't really matter in a game like this
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/1418382#Comment_1418382
It is not necessarily aiming differences that concern console players, it's things like frame rate drops and inconsistent ping & latency. Remember this game has never been optimized, at least not on Xbox, nor has the vow of a consistent fps (30 I think) been kept. Maybe on the next gen consoles at this point, but those of us like me who will be using the current gens long after the next ones are out are kinda feeling screwed.
I know, but I meant that if you're playing killer on console right now, you won't notice a difference in crossplay
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@HighQualityDonut said:
ok but as if PC killers are gonna struggle against a console survivor in a chase. Console killer? well...
It makes no difference on what platform you play killer because survivor movement is not advantaged on any platform over another. A console killer who has trouble aiming will have trouble aiming no matter which platform they go against.
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@mortar said:
https://forum.deadbydaylight.com/en/discussion/167841/news-crossfriends-beta
Does this mean that PC and PS4/XBOX users can play in the near future?
As a PS4 user, I welcome playing with XOBX or Nintendo users, but I'm negative about PC.
It will seriously destroy the balance..
It really doesn't make a difference in a game like this...
Console killers just tend have worse aim (frames, controller). That's it. The survivor experience is the exact same and the killers won't notice any difference either because survivors are just survivors, no matter which platform they're on.
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It's a very strong perk, especially in a SWF group. You have plenty of time to run to to strong loops and waste the killer's time. Even a killer catching up to you to start the looping takes forever.
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@Primalux135 said:
https://forum.deadbydaylight.com/en/discussion/comment/1412683#Comment_1412683
You know that killer can only pursue 1 person right? So pressure one person.
You have to juggle in this game
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@Primalux135 said:
Nope that wont fix the problem the problem is time not info.
The reason the gens tend to go faster under SWF is because they have info. If the killer encounters a SWF member and also knows where the other SWF members are on that encounter, it would greatly slow them down by helping the killer's decisions.
Encountering the killer as a member of a SWF group is like all of the members encountering the killer, in terms of information. It should be the same for the killer when it encounters one of the members.
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@clem1710 said:
https://forum.deadbydaylight.com/en/discussion/comment/1404468#Comment_1404468
No it's trash, they introduce a killer who is designed for tunneling and now they make him bad at what he is supposed to do.
Do you really think the developers sat down and said let's make a killer designed around tunneling? That's what their intention was? Come on, man...
The killer is really good. You can avoid DS completely and get consistent hits on those who make use of windows and pallets.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/1369538#Comment_1369538
PC's will perform better than consoles. They just have better hardware. A person trying to play a game at 30 fps vs. people at 120 fps would be a substantial disadvantage.
No, I've played a lot on both console and PC as both killer and survivor. Survivor experience is the same on both platforms. PC survivors don't perform any better than console survivors, regardless of the fr. FR doesn't really matter when it comes to survivors.
Killers, on the other hand, it does matter for. It's a bit harder to aim on console as a killer and you can get 360'd, especially when the frames drop.
Basically, the survivor experience is the same for both platforms but the killer experience is a bit more difficult (at least for me) on console due to a higher frequency of missed basic attack hits. The end result is that no one is going to tell the difference when crossplay comes, except console survivors who rely too much on abusing frames against console killers and will finally have to go against killers who can hit almost 100% of the time.
So, only console survivors will potentially feel any difference, and that would only be because of laziness on their part.
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Running in circles around pallets is boring, brainless, and not fun. Please nerf.
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Hooking is better than caging. I only cage someone if I think they might have DS or to be quick and chase a nearby survivor. I think this is the most efficient way to play because you can still use Pop, Devour, and BBQ. Repeatedly running across the map is not optimal, and being tormented doesn't completely counter DS because of lockers. However, it's best if the survivor rescuing does so with borrowed time.
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It's the most frustrating perk to go against as a basic attack 115% killer because they stay by the strong loops or they just have so much time to get to them. You basically have to ignore them or you'll lose the game.
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Agreed
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@DelsKibara said:
They look at a lot of things we don't have access to, not just the Kill/Escape ratio.
They look at individual killers, what perks are popular with which Killler, what Maps are the most deadly and which are the most safe for the Survivors, what rank each individual Killer/Survivor are at, and how much "Fun" the game was for both sides.
Basically to put it simply, a lot of thought is put into the balance decisions for the game. The devs may have done a ton of misteps in the past, but they definitely have improved upon their act with the recent balance changes. Especially since they're now considering a new mechanic that is similar to the Endgame Collapse, but for the early game.
What's the early game thing going to look like?