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DarkGGhost

DarkGGhost

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DarkGGhost
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  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/841900#Comment_841900

    1. Nurse was nerfed because she was on her own tier. You can't just leave an SS tier character unchecked like that and claim that the game is balanced. This notion of "Balance is making everything ridiculous and overpowered" needs to stop. Two problems does not make a solution. It makes two problems.
    2. It's also what killers have been asking for to be fixed. Now it's fixed. I find it to be pretty rude that they do something killers asked for, and then to just go "Oh, well you were gonna do it anyways", like, ?????
    3. Again, this is literally something killers asked for. It wasn't laziness. It was a direct request fulfilled. People asked for them to be solid. They were made solid.
    4. Again, Pop buff was literally something people asked for.

    All I see is requests being filled and you being ungrateful and making excuses for why those changes were in place like BHVR had some other ulterior motive for these changes KILLERS BENEFITED from and asked for.

    1) Killer asks for SWF nurf and the request is older than nurse still not there.

    2) If you talk about the stains most likely have to do with the engine like with Claudette.

    3) Killer ask so Devs will fix the map to be more balanced.

    4) Yes, people ask for this but people ask for way/s to make the game last longer, tomes to be better and many more this way the faster and the easier change they cloud do.


    I never say that killer don't benefit from those changes i say those are the least the can do for the killer. IF you want an example every time they add a new mechanic or anything like it they will "fix" killer before they can test those mechanics just in case a killer can use it in the same way that survivors don't find fun on the other hand survivors don't get the same treatment.

  • @Monlyth said:

    https://forum.deadbydaylight.com/en/discussion/comment/841910#Comment_841910

    So why exactly are you complaining about survivors playing the victim, then proceeding to play the victim yourself?

    Be the change you want to see.

    Evry time one nurff will happen everyone will jump and say "This is the end we ( side that gate nurff) can do anything and will destory the game"

    On this post i olny point out what we know.

  • @White_Owl said:

    I agree, it's time to stop... to act so childishly and constantly play the victim.

    Both side play the victim no matter what happen.

  • @kcwolf1975 said:

    I don't see why one survivor is worth any more money to developers than killers, and I have seen plenty of killers rage quit. That being said I think they do listen to survivors a little more just because they do make up the higher percentage of players. Of course a company would listen more to the 80% of its base rather than the 20%.

    Survivors are more likely to buy the new skins the game can offer.


    Again even if killer ragequit devs will not see that as "killers DC on this map or against this perk we have to fix it".


    Normally the 80 % will be the right call but in order to play the game you need 4 survivors and 1 killer this mean killer (at least in the game) have the same value as the survivors but because killer don't bring so much money their opinion is underestimated

  • @[Deleted User] said:

    Can you please explain why insta heals were nerfed then? Why killer stains can't be seen through walls on low settings anymore? Why Coldwind Farm tiles can no longer be seen through? Why Pop Goes The Weasel got buffed?

    All of these things and more were from killer feedback.

    Insta heals nerf because they nerf nurse the killer that every killer main was saying "At least we still have nuse " you can't just nurse the stronger killer and give nothing equal value to the killer.


    The stains hast to do with the new engine.


    The tiles on the Coldwind Farm was made that way because devs won't like to change the whole map and this is the only fix they will do on it.


    Pop got buff 1) they won't and can't fix the totem in order to make ruin better. 2) Can't touch the gen time, 3) Hae no idea how to add new objectives in the game, 4) The only give you more time the % stays the same.

  • @fluffymareep said:

    https://forum.deadbydaylight.com/en/discussion/comment/839862#Comment_839862

    Well, what I suggested wouldn't be related to the killer, but helping survivors communicate better and (maybe) make a perk known for farming be useful in a practical sense, too. We already have Kindred and Bond, I know. I'm not sure how strong it'd be to see everyone (personal) with a perk, but only while someone was hooked. To me, it sounds like it'd be fair since it wouldn't just be throughout the whole match. I think being able to see when people are close to hook and showing when people are close would be cool, too.

    Right now the safer place in the game is the hook and every perk that work with the hook have no counterpaly ( there is nothing that killer can to do to stop them) . Normaly it will be a good trade one hook for a perk that killer can't counter but your idea is "let the other survivors to lose one of three lifes and I will have the the perk work for me" .

  • All of thoes ideas sound good but where is the counterplay because BBQ have at least 5 so what the killer can do to counter each or your ideas ?

  • @GoatyTCO said:

    @DarkGGhost

    https://forum.deadbydaylight.com/en/discussion/comment/838942#Comment_838942

    That's a poor reason, they originally did it for balance purposes.

    Also, have you ever heard of this lovely thing called 'The Shrine of Secrets'?

    Just because the Killer in the DLC is licensed doesn't mean that their perks are. That's why Bill's perks are on PS4, even though Bill himself is not.

    Well BBQ have been seen 3 times only so this is out of the qustion.

  • @GoatyTCO said:

    I think this would be a great little perk buff!

    I always thought that it was weird that BBQ & Chili was both a strong perk, and a blood point perk, although to be fair, a killer with 3 perks would be a bit crap, whereas survivors are much stronger in general, and a single perk slot isn't a big deal for them, especially when they have 16 as a team.

    Still though, it should be at least a somewhat useful perk.

    Again in order to use BBQ you have to buy the dlc but WGLF is free.

  • the thing is WGLF is a free perk you can get by lvl one characher and BBQ you have to pay for the killer and then start lvl. If you make them equal then you just say fk killer we are better.

  • @Revansith said:

    Blame the dedicated server, you are getting lag due to the data center assigned to you

    Console don't have dedicated server yet.

  • Nah man make every killer like the way there was in beta

  • @Mc_Harty said:

    https://forum.deadbydaylight.com/en/discussion/comment/837598#Comment_837598

    https://forum.deadbydaylight.com/en/discussion/comment/837595#Comment_837595

    You guys do realise she can still hear footsteps, right?

    The No-Collision thing might actually buff her since now she can jump in-between you and the pallet.

    Plus there's still no counter for a Spirit with Stridor.

    Not rly for what i have see the last patch the sound from footsteps ( survivors) have reduced and it's harder to hear them. Or you can use Urban Evasion a perk that can help you with every killer in the game or Fixated.

  • @Mc_Harty said:

    https://forum.deadbydaylight.com/en/discussion/comment/837578#Comment_837578

    Once again how?

    I don't know where she'll be. I'll at least know she's phasing.

    You may not know what path she will take but you know where she will try to be on you

  • @Mc_Harty said:

    https://forum.deadbydaylight.com/en/discussion/comment/837578#Comment_837578

    Once again how?

    I don't know where she'll be. I'll at least know she's phasing.

    You know she will try to be on your possision so you only need to move a little right or left in oder to avoid her. At the same time if you run from a loop and you see her using her power you can ether walk back at her or try to confus with your scratch marks.

  • @Mc_Harty said:

    How is knowing when she's using her power the same thing as knowing where she is?

    I never say you will know where she is but you know when she using her power and if you know that you can move the way you need in order to counter her easier.

  • @OmegaXII said:

    So i guess every killer needs nerf? Because 2 kill, 2 escape is what they aimed for, right?

    Actually, i think they should not balance the game around kills, It should balance around number of hooks or something else.

    Here are the reasons

    1. Killers can 1 hook survivors if survivors decide to let the hook one dies

    2. Killers can camp, and if survivors are too altruistic, weak killer can 4k too

    3. survivors can kill themselves

    4. NoeD

    5. Others? you can help in this list

    Event hooks and kills

  • @Toybasher said:

    https://forum.deadbydaylight.com/en/discussion/comment/828652#Comment_828652

    If anything I hope they make Doctor even more obnoxious.

    Also with how janky grabs are, M1 treatment mode spam is pretty much the only reliable way to get grabs these days.

    They will make him so that you can't shock they surviors and is you have mandess and DW you will snap out of thoes two at the same time.

  • @JawsIsTheNextKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/829874#Comment_829874

    Next PTB, let's just give Trapper an extra trap at the start. Lets see what happens. How much coding is involved in turning a 1 into a 2? Be honest. Would this change make him the new Spirit? Even the new Hillbilly?

    If this does turn Trapper into an OP killer that 4Ks every match. Turn that 2 back into a 1.

    Well every time they change anything they break the game so i don't know ( once the put skins and we lost the sound us killer ).

  • @fluffymareep said:

    https://forum.deadbydaylight.com/en/discussion/comment/830592#Comment_830592

    You can rework them so that they're as good as each other, though. Hag did get a buff a while back. Pig needs one.

    Hag can down survivors faster than nurse and spirit If you place your traps right pig will never do that. Pig is the only ( so far) aggressive killer with a slow down power in her power ( tap head) maker one of the few killer that don't need ruin in the game hag can't do that. Now if we try to put them on the same lvl one of two thing will happen ether every killer will be unfair and maybe unbalance or they will play almost the same way.

  • @fluffymareep said:

    https://forum.deadbydaylight.com/en/discussion/comment/830553#Comment_830553

    Yeah, but they aren't the best at communication. Honestly what's most likely to be happening is that they're attempting to get all the killers on the same level so people don't feel like a god playing as one character, but a maggot as another. The theory (and i'm not the only one to say this) would be that if all killers are getting a buff at base (like longer gen times), the stronger ones would benefit largely from it while everyone else would be normal. I think the spirit nerf has more to do with it not feeling rewarding or fun to go against her since it's a multiple guess sort of situation for survivors. Still, I don't know why people think it'd be okay to give all killers a buff, but not attempt to put them on the same level first. You're going to create a situation where a certain killer is win by default while the others take into account the player's skill.

    You can't put them all on the same level first because every killer works differently. For example Hag and pig they have completely different playstyle.

  • @Endstille said:

    They didn't say anything about buffing doctor.

    They said more fun to play against.

    Please don't get your hopes up that doc will become viable.

    I know he will not be. Most likely he will get one small buf that change nothing in the game and they will remove all the thing survivors don't want to see.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/829598#Comment_829598

    It's just a target. It gives us something to aim for when designing new killers. It would be very easy to make each new killer the next best thing, but that's not the goal. The goal is to make something that is more or less in line with what we hope the game to be (average of two kills and two escapes).

    While the kill rates aren't everything, they can be a red flag if something is way above or way under what is expected. Say if one killer is averaging one kill per game, that's bad. That means that they're struggling. We'd look into it and see why people are having such a hard time with them. Likewise, if a killer is doing too well and getting three or more kills per game on average, that's also bad, so we'd look into it and see why they're getting so many kills.

    Do you count 2 kills per game after or before the 5 gen are done? Every killer can get one kill in the game and a second if they camp at the end so i ask this because a killer with 2 kills per game can be " i kill one survivor before the gen is done and with noed one more at the end.".

  • @thesuicidefox said:

    I don't think Doc is getting a buff, he is getting a rework. He might end up stronger than before, but if they actually listen to us he will lose some really stupid parts of his kit too. Stuff like needing to Snap Out before Mending, or that insta-grab trick he can do in treatment mode. He might not be that strong now, but he does a lot of things that are seriously annoying to deal with.

    First I don't think they will fully rework him because they say that will change the addons. Second thoes stuff keep him some what a threat. Lastly so far the only killer that have a full rework is fredy.

  • well survivors like it so no but with can nerf eery killer have a chance to win. Will you like that ?

  • @[Deleted User] said:

    WHAT ABOUT THE UNDERPERFORMERS?

    Survivor Mains don't complain about underperformers, so they don't care.

    true

  • @arslaN said:

    I'm sure they have some plans for other killers as well. Do you guys realize how much pressure they have right now with all these spirit complaints?

    The thing is they are complaints from both sides and thoes are from the start of the game.

  • @dastaeryk said:

    https://forum.deadbydaylight.com/en/discussion/103078/ok-nerf-the-overperformers-but-what-about-the-underperformers

    No! If u use spirit are noob, if you can't use trapper you are more noob. Everybody complains of that but nobody acknowledges this truth bro.

    This make zero sense. With your logic if you use any exposed perk you are noob if you are use DS, BT you are more noob. You see killer is different than survivors in order to be good with one killer you need to spend time with him and even then you can't say "i will transfer all the experience i have from this killer to another". Look i don't say spirt she is not strong but i say let's buff first the weaker killer and they nerf and aty the same time make something for DC so survivors don't use it as a weapon.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/818654#Comment_818654

    What?

    I get something like 3 times the BP from playing killer, for about the same work! And that's on my Jumpscare Pig!

    Playing an average Doctor game nets me about 50,000-60,000 BP because Killer+Distressing. Survivor though? Gen-jockey Blendette. Not great in a chase, but I can stall a bit. Generally about 12,500. 20,000 if someone brought a team BP offering.

    And you can't use the whole "killers wait longer for a game" argument either here, because I'm rank 6 Survivor and rank 10 Killer. Wait times are enormous for higher ranks.

    I get what you're trying to go for, but no.


    Well killer must gain more BP because killer is 1v4 , killer do more job than you and have more presser than you. You chose doc one bad killer that can only farm ( like legion).The 50-60 k are 25-30 with out bbq so you play a good game with 9-10 hook that last about 15-18 min and you have at least 3 gen for about 7-9 min of it. If you do the same for survivors then thoes survivors must have around 18-20k atleast. Now i don't know about you but thoes points are very good for 1/4 of the work.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/818629#Comment_818629

    But why? All that does is discourage people from even attempting the save even if they were prepared for it. Makes no sense.

    Would you rather...

    A) Sit on the hook for 2 minutes and die because no one wants the unsafe hook penalty?

    B) Get yanked off the hook and given BT so that you have a chance to get away even if the killer is camping you?

    I'd take option B any day. Heck, they don't even need to have BT honestly, because you could have DS or Adren or something else to get away. Anything, ANYTHING is better than sitting on the hook and dying because no one wants to save you.

    You get the full effect of BT but if a killer hit the survivor that you unhook you lose the safe unhook score event. Only that , this idea is so you will not rush unsafe unhook in oder to use your other perks for free.

  • @YungCloutking1 said:

    Survivors already gets screwed by the blood point system so leave BT alone lol

    Survivors have a very good amount of blood point so if you lose 1000 from one unhook

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/818596#Comment_818596

    No you don't understand.

    Sometimes there IS NO SAFE RESCUE. It's just not an option. You therefore need BT to make those rescues safe.

    Again you can use BT to safe and have the full effect but you will not get the event "Safe unhook".

  • I say if the do it then devs can make MoM more usefull and they can create more perks that wotk with this idea ( to get an actual safe unhook).

  • @GrootDude said:

    The purpose of BT is to guarantee a safe unhook, it is fine.

    I mean the scoring . BT should not give safe unhook in the scoring event.

  • @thesuicidefox said:

    The whole point of BT is to guarantee a safe rescue. I'm having a hard time understanding why you think it shouldn't count as a safe hook if they get hit. Sometimes, if the killer is camping, there is literally no way to ensure a safe rescue.

    No BT will still give BT but it will not count as safe hook.

  • @AngryFluffy said:

    I think the only issue with "gen rush" is that it affect the gate keeper emblem and the points you'll get. In my opinion this is bad because it's not only really hard to prevent this, but also animates the killer to "kill rush" and kill everyone asap instead of playing around a bit. This also pressures the killer additionally (at least I feel like that sometimes).

    The thing is the emblem system is the only thing devs cloud do in order to force the killer to play in one very specific way. But the forgot to do the same with survivors that's why we have that problem. Any survivor can do almost anything in the game or do one thing and still get rewarded for it. 

  • @[Deleted User] said:

    Yup.

    So, when are we reworking keys? ( ͡° ͜ʖ ͡°)

    If they gonna do it will be with the moris too. The reason why keys are so strong is that you ( as a survivor ) don't need to do anything in order to use them. If they have something like to one gen or something like that then keys will be fine.

  • @NuclearBurrito said:

    The issue with gen rush is that it's too effective. Not that people are trying to escape ASAP.

    Both killer and survivors have one main objective ( kill escape) and one second ( protect and hide). The thing is survivors main objective it stays in one place and can work by multiple survivors and the in other hand killers the main objective is moving all the time and can be inferred by another survivor. For the second objective survivor has to hide for one killer and on the other hand, killer have to protect 7 gens. So the only reason that gen rush is so good right now is that survivors main objective can be completed by one survivor only and any other survivor working on it just cut the time at the half. 

  • Why not make so they survivors will have first person camera ?

  • @Speshul_Kitten said:

    Only when survivors are playing solo.

    All things being equal (rank, time played, etc.), then it depends on the Killers skill and map RNG. Survivors have a higher skill cap so they will always have more potential if played optimally.

    On a side note, SWF was never meant to lose more than they win.

    That's no the truth you see killer have limitations that stop them to in a centre lvl but survivors don't. When you put out limitations you get killer like old nurse.

  • @deadpooltedhoo3 said:

    See here's my problem if I don't have any chance to jump in, how is it fair game. See the meaning of fair is for both sides of anything to be able to beat the other side by being better not having a given advantage.

    5 gens nope

    trap door nope

    ok i still have doors

  • @deadpooltedhoo3 said:

    I believe there should be at least a 10 second timer before the killer can close hatch.

    Ok but survivors need 30 sec in order to jump in to

  • @Mc_Harty said:

    I dunno about you but I'll gladly sacrifice Nurse for insta-heals.

    me too ( i main hag )

  • @TatsuiChiyo said:

    Honestly all perks "reward failure" Let me list my perks for BOTH of mains

    Survivor (Kate)

    Plunderers Instinct- I don't know all the chest placements save for the basement without this perk, ND I also get higher grade items (keys) quite easily, which helps me escape

    Adrenaline- U didn't properly stealth a Killer or loop in a chase enough to not get hit, or may have even been downed. Suddenly last gen pops and boom, up a health state and running quicker

    Lightweight- I'm not stealthing around the map the entire time, but it's okay cause my scratch marks, the Killers bread crumbs, vanish quicker

    Left Behind- I didn't risk it all to save my teammates and didn't repair gens/open the door, but the hatch is revealed to me within a certain range

    Now my Killer, good ol Freddy

    NOED- Would we be here without this? I didn't stop Survivors from repairing their gens and now get a chance at some OHKs depending on if they broke all my totems or not

    Remember Me- Again, didn't stop them from gen repair, but depending on how much I wacked my obsession I can slow down door opening.

    BBQ&Chili- I don't automatically know where all the Survivors are despite plenty of hints (gen placement, crows, scratch marks, notifications)

    Pop Goes the Weasel- I have allowed Survivors to repair gens, but now I can knock them back 15 percent after a hook

    Now some of these require other than objectives to be met (hooking Survivors, repairing gens) Point is though is that ALL perks are rewards in one way, and plenty of them have counters. Wanna know NOEDs?

    Cleanse totems. Done.

    Plunderers Instinct it's not that kind of perk.

    Adrenaline kinda it's because your team need to do 5 gens not you.

    Lightweight it's not that kind of perk.

    Left Behind it's this kind of perk.

    NOED it's this kind of perk.

    Remember Me it's only when the obsession is still alive.

    BBQ&Chili nope.

    Pop Goes the Weasel nope yet again.

  • @GoodBoyKaru said:

    The perks you mentioned for survivor do not reward failure. What they do is allow a survivor a chance of escape. The only potential ones I could see on the list would be self care cause you're injured and dead hard cause you're injured, but most high rank players use it for distance not a hit dodge anyway so..?

    Deliverance, sure. But then to activate that perk which doesn't even matter because you're likely to be unhooked anyway, you must succeed in not being found first, beating your team to a safe hook safe, making sure the save is safe, etc. To activate it you must first succeed.

    NOED, on the other hand, does reward failure to an extent. The perfect balance is, according to the devs, 2 kills 2 escapes. Obviously everyone has differing opinions on a win and a loss, but that's that. NOED swings the balance of the game so much more than adrenaline or deliverance or dead hard or balanced do. It makes loops redundant when you're moving at 119% speed, with an instant down ability on top of that. It's literally a low risk high reward perk. There's an argument of "Oh, they're only using three perks for the majority of the match" but so are survivors using adrenaline, and I've seen a lot of complains on that on the forums.

    I get that killers were one weak, infinites; old old ds; old ds; old mom; old exhaustion- they all stacked up to a bad time and NOED came along as a saving grace. But now, it's not needed. Survivors are weaker than they've ever been (though they can still put up one hell of a fight), and killers are only getting stronger (except pig, rip pig). NOED is no longer needed as it once was, killers don't need that extra boost at endgame unless they're bad, and so it's seen as a crutch perk because it is at this point.

    Now let's face it, the most common argument is "Just cleanse totems." Now in a swf on voice comms then that's all well and good, you know exactly how many totems have been cleansed, you know who's doing what, and it's all fine and dandy. But solo survivors? They need to waste time finding totems (with small game or without), they need to see if they can find spots where their teammates have already cleansed totems to keep count, they need to spend the time on the totem all the while they don't know if anyone on their team is doing anything useful or if they're just sat in a bush doing nothing.

    Tl;dr the perks you mentioned don't fit the criteria, NOED has overstayed it's welcome, and the people it needs to punish the most (swf who gen rush) end up getting punished the least.

    So imo, it needs a change.

    Breakdown = lost chase and you get hook free break your hook.

    Camaraderie = lost chase and you about to die on the hook free 20 sec more.

    Dead Hard = You get hit and you can use so you can do more loops.

    Flip-Flop = lost the chase and free progress on your bar wiggling

    Iron Will = You get hit and you make no noise

    Kindred = lost the chase and go to hook give for free where the killer is and where the survivors are.

    Left Behind = fail to do 5 gens you now can find the trap door more ez.

    Mettle of Man = trash

    Resilience = you get hit do thing faster.

    Slippery Meat = more chances to escape.

    This Is Not Happening = you get hit and you make gens faster.

    Technician = you fail skill check 50 % to nothing happen.

    Tenacity = lost the chase leave the area you are faster and help you survivors to pick you up faster.

    Unbreakable = lost the chase and now you can pick up your self and leave any time you want.

    If you think those perks are ok because the help survivors to escape then what your problem you have with NOED the killer job is to KILL survivors so if this perk help him to do it then it all ok at then end of the day. Oh and plz show me all the killer perk that rewards failure.


  • @Mtom912 said:

    Wow, I’m not saying whether I think noed is balanced, or op, but those survivor perks are not similar to noed in any way, if you’re talking about reward for failure in some way, it would be deliverance, and that doesn’t even technically give a benefit since you’re typically gonna get unhooked anyway

    also to point out, if you don’t even play survivor enough to know the perks, I’m not saying you are guaranteed, but you’re highly likely killer biased

    Here a list of all the survivor perks that rewards failure i an not say are good or bad.

    Breakdown,Camaraderie,Dead Hard,Deliverance,Flip-Flop,Iron Will,Kindred,Left Behind,Mettle of Man,Resilience,Slippery Meat,This Is Not Happening,Technician,Tenacity and Unbreakable

    I only limit then on your failure and not the failure of your team or this list will be bigger.

  • @bootstr said:

    https://forum.deadbydaylight.com/en/discussion/comment/494548#Comment_494548

    The 3 second boost at 150% normal speed means most killers will close that distance in less then 10.

    Maybe the 'insta heal' could be used from the downed state. shove the ol syringe in the heart and your up again.

    but after a hit the killer go slower that's mean it will take must more that 10 sec for a normal killer to close the distance.

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/734146#Comment_734146

    You're absolutely right.

    You and I know these were big changes... but the devs themselves talked about these and other changes as "small" changes that would improve the situation they were meant to.

    This is also why it's important that the balance team plays the game to the level that even above average players do. Ideally, high level, but that's asking for a large time investment...

    But we know they don't play the game at that level because multiple times they say they try to balance the game for the mid rank mostly.

    They thing that we this they help the majority of the players but here the thing many of those mid ranks survivors have skill for red ranks and they want an more relaxed game.

  • @NullSp3c said:

    https://forum.deadbydaylight.com/en/discussion/comment/732284#Comment_732284

    I agree with this statement. When all maps are finished being more balanced to killers, some of the weak ones won't need a buff. That is the biggest problem in terms of balance.

    They will need to buff some killers anyway because the gap between SWF and solos is only solved if you buff solos to get close to the level of SWF. Resulting in a general killer buff, but that's another topic.

    The problem is not only the maps itself but the themes they have. An indoors map will always be a bad map for the huntress and a good for the hag. Even if we say we fix all the map and make solos equal to the swf you still can't buff killer to much because of the theme the maps have because then if you make killer that is bad in indoors maps well then you make them good in every other map. 

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