Doziano
Doziano
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- Doziano
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@ThiccBudhha said:
Hook trade with him if he is new and you do not want his game ruined. How the hell am I supposed to know someone is new when I face camp them?
I am not toxic just because I want to face camp you. There is no correlation, fam. I would sooner argue you are the toxic player projecting and making this more serious than it really is. I am just playing a video game, bro. It ain't deep.
You can't realistically hook trade against a face camping bubba. He can easily down you through endurance and then you need to rely on the bubba being nice and letting the unhooked survivor go for a chance of a trade
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Rebecca will have some really strong perks, and I still wanna play Ada besides the nerfs to her heels, so definitely yes!
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@HNTR_Green said:
https://forum.deadbydaylight.com/en/discussion/comment/3136337#Comment_3136337
Penalties are currently disabled for Fog Whisperers...
It's not. Any fog whisperer can confirm that to you in their stream
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@Laluzi said:
Yeah, I'm annoyed. For whatever reason, they thought it was a good idea to give back PR/DMS, which I was quite happy to see die.
I'm pretty sure it only gives information if the killer is running DMS or Surveillance, though - and Surveillance still gave information before they re-added the interruption? Could be wrong about this, haven't played the patch, but that was how I read it.
the survivor scream from pain res is a global sound, so if the killer has clues about where each survivor is they can still find out which gen has the most progress. It's less consistent than the surveillance combo, but still very reliable if you're good at tracking survivor locations.
Also, I agree with your take on PR/DMS. I'd take on 100 merciless storm skill checks any time of the day than having this combo back
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About #5: a while ago I saw someone win a comp game with pwyf on iri fang pinhead, because iri fang could guarantee an injury without consuming pwyf stacks. I think that's the kind of synergy that the devs don't want for the perk, and that's why they changed it
I agree with everything else tho lol
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@ThatOneDemoPlayer said:
It's worse, and the combo wasn't even meta pre-patch
it's easily one of the strongest perk combos pre-patch and almost every killer was running it. It's a very obnoxious build to go against
@squbax said:
Can't prople still just let go of the gen to deny DMS? and since there is no notification, the killer won't 100% go to the gen? I fail to ser how its stronger now when it has even more counterplay.
if you play solo you can't trust the teammate in your gen to let go to avoid dms before it activates or to stay on the gen before the dms timer ends. There is also no way to clearly communicate that this is the right play. this combo just screws up solo players a lot
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@Akumakaji said:
It could be interesting, to say the least.
I think the biggest problem with Twins right now is that their tag-line is somewhat that you can play tag with them (pun intended), but the long and sluggish wakeup periot totally throws a wrench into that. For this killer to function as intented and to be fun to play you would have to switch between the two at a blistering fast pace, like park Charlotte at a corner, herd the survivor around a loop towards that corner and instantly take control of Charlotte to catch them.
Apparently in the original Twins PTB they were very much like this and people hated to verse them? I know that something like this can be oppressive and strong, but hamstringing them like they are now is no fun at all for the killer. The killer controls are often soooo sluggish and unwieldy by design, that its borderline unbearable. Play any modern (heck or even 20 years old) shooter and then come back to DBDs killer gameplay.
I understand that unwieldy and clunky controls are somewhat a balancing act, BUT the killer is supposed to be a deadly, well, killer, right? And not some bumbling baffoon who just happens to have stumbled about a big cleaver. Killers should be experts at the use of their power, not having to invest massive time just to learn how to play around these artificial limitations.
So, circling back to the Twins, their long wakeup and grogginess period is the sole factor that makes them quite unfun to play and unintuitve to learn.
That idea sounds pretty fun, but it kinda makes it concerning that they would just become another killer like artist or dredge that completely shuts down a loop and forces the survivor to hold W.
PTB twins were... pretty much a joke lmao. The incapacitated status effect didn't exist at the time (in fact, the effect was created just to be applied to a survivor that had Victor attached to them) and you couldn't recall Victor, so if the survivor decided to keep Victor hostage, not only would they be able to perform any actions with him, but also you couldn't do anything if they just decided to play safe. The time to switch between the two of them was not different from pre-rework Twins, so yeah you could use Victor to herd a survivor to Charlotte, but you would pretty much only be able to get a hit that way if the survivor committed a big mistake
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@DY86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3042671#Comment_3042671
photosensitivity does not work like that bro. Its exposure to flickering or flashings of certain intensity. A flashlight’s beam does not have such intensities to trigger a seizure. And even if it did, it would have to be constantly flashing in front of the killers camera. Which is not the case. most of the time its used to annoy and get the killers attention.
but one thing I agree, there should be more accessibility options all around.
Hey mate, check this out:
My cousin had a epileptic episode from macro flashlights — Dead By Daylight
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iw makes you completely silent which by itself is pretty strong... but yeah, you could just make people with iw have normal breathing sounds when injured and that would solve the problem
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Super tier III Myers: Bamboozle, Fire up, Brutal strength, coup de grace, lock of hair and myers memorial. Essentially, spam your tier iii and enhance the vaulting speed and lunge range on top of your already enhanced tier iii vault and range... It actually gets you some unexpected downs once you have a few stacks
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Perks that automatically damage gens like ruin, pain res, jolt, etc work for that challenge and that's how I got it done in my end... so even if they are not actively kicking the gens they should still be getting the challenge done depending on their build... also, the skill checks from the survivor end of the challenge will likely help a lot. Besides, a lot of the more casual players will likely be playing mostly over the weekend, so the challenge should get rushed at that time
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2853974#Comment_2853974
Jesus I swear the point just jumps right up an over people. I don't like DH myself and yes you do see it every game but its damn near every game I see Corrupt and/or SHPR as well. It's not about what the perks do it's a survivor perk vs a killer perk why would they be identical?
Both sides run same #########. Play against 4 SB and I bet you will want DH back.
I would 100% play against 4 sprint bursts than 4 DHs because:
4 SBs on good survivors:
- Survivor is found and holds forwards with sprint burst to a safe location. I catch them up eventually, they get hit and take the speed boost to hold forward to another loop. I catch up again and, eventually, they get downed again. Multiply that 4 times and that was 8 times where I had to deal with W holding and safe loops to one hook everyone. Consider I got good map RNG and that the chases were very good for me, where each one of those W/loop interactions lasts 30-40 seconds, and then you have 4-5 and a half minutes for 4 hooks.
4 DHs on good survivors:
- Survivor hears my TR, looks around, and when they see me coming they pre-leave to a safe location. I catch them up eventually, they get hit and take the speed boost to another loop. I catch up again and, eventually, when they are about to get downed they DH to a strong pallet or window. That gives them the chance to move forward again to a third loop where they will eventually get downed again. Multiply that 4 times and that was 12 times where I had to deal with W holding and safe loops to one hook everyone. Consider I got good map RNG and that the chases were very good for me, where each one of those W/loop interactions lasts 30-40 seconds and then you have 6-8 minutes for 4 hooks. Not only will the game be over by then, but the game also becomes really boring because you know that even if you do an amazing outplay, they will be able to dodge it away with dead hard.
In the meantime, corrupt bought me 2 minutes on three gens and each pain res regressed 12 seconds off a gen with a solo survivor. That's also considering that I got amazing pain res rng and that all survivors were hooked on scourge hooks. On top of that, also consider other perks and items that will help you extend chases and speed up gens like iron will, prove thyself, medkits and toolboxes. If the survivors are focused on gens, not greeding their health states, and using their perks properly the game will be over soon.
Now, don't get me wrong, there are very annoying things on the killer side as well, like running 4 strong slow downs, noed, overpowered add-ons and so on. But, honestly, as boring as both sides can make be, going against corrupt/pain res (without dms in the combo) is much less annoying than going against 4 DHs, and going against four good SB users makes the game feel extremely more fair than going against 4 good DH players.
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STBFL is definitely his best perk. I've been having a good time with stbfl, dms, pain res and bbq. Remember to set up your portals around if you're in a big map so you get more value from your bbq aura reading. For smaller maps, don't use your portals so much because your teleport sound might give a clue for the survivors to run away, and then in that case you would be better off just walking to them. Also, remember that shreding your obsession can help you save stbfl stacks. As for add-ons, barb's glass and blackened heart are my favorites, but he also has a lot of other nice add-ons that I would give a try every here and there
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@Sludge said:
Never felt the need to counter Shift W it's the easiest thing to play against, can we stop spreading this meme started by twitch streamers who are obsessed with looping?
Pour one out for all the killers who don't have anti loop powers OR movespeed to dash across the map in seconds.
you haven't played the artist have you my dear? the counterplay to her is proof of how much time you waste just by forcing the killer to catch up to you
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It's an exploit. If you hit the teleport button as they are finishing solving the box the survivor still gets chained, but because the solving interaction finished the pinhead doesn't teleport and can just walk towards them at normal speed. So, it's not really faking the teleport, it's just timing it right for the exploit
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I wouldn't remove them completely but I would rework them so they reduce the chance of being sent to a certain map instead of increasing it. In that way, you could avoid any really annoying map where you definitely don't want to play without giving one side a massive advantage in the match
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@Malum_Midnight said:
I feel like DH needs a rework, but I’m not sure what it could be
I would make it so they can just use it for distance (just like any exhaustion perk) but where they still get hit while using the dash. It would at least encourage a more intelligent use of the perk that could feel like they actually deserved to get away.
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I think you forgot our puppy is in this game
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Dead Dawg is disabled. That's why it didn't work.
Since we are in this topic, can we just get rid of map offerings? This [bad word] is annoying af
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I actually think that a better idea would be to instantly make the survivor have idle crows if they are the last survivor if they are slugged and the killer has closed the hatch, even if they are moving. It would make it less annoying when the last survivor decides to pointlessly hide while slugged so the killer doesn't get to hook them and everyone needs to waste their time waiting for them to bleed out.
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I've noticed that too when I went against a team with 4 Iron Wills and I noticed that she was quite unplayable in that scenario lol. It was not in the patchnotes so it's probably a bug
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@derppug said:
3/4 (, if not more), Blights run Ruin+Undying+Tinkerer (, which is an already abused and unfun combo) and the game just becomes extremely unfun (I'd honestly rather a spirit without stridor than this, but thats personal preference). But what baffles me is that more people on here don't complain about him (or ever). It's always Spirit. Am I the only one who feels like this is such an unfun combo to play against, and possible the worst one out of the entire game? I talked to my friends who play (it's only 2) and one of them doesn't mind blight, and the other one "doesn't play enough to know how he feels anymore".
It's fun to play as and to go against a Blight, but I agree with you and I've had it with this build on every blight as well. But then the point doesn't become the killer itself, but the Blight players who always play with this build. It really sucks because Blight can do well with almost any build (thrilling tremors is much more fun than tinkerer on him and corrupt/pop>>>>ruin/undying). However, people complain about Spirit not because of the Spirit players and their build, but for the character herself
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@Friendly_Blendette said:
I've seen plenty of posts with killers complaining about bug then survivors saying they had to deal with it for years but thats all about pallets. Weren't grabs meant to be fixed how is that going?
They're great! You no longer get stuck on the grab animation just to get no grab at all and let the survivor escape. They actually get an M1 hit now and I'm glad they've patched it
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@EntitySpawn said:
I know I haven't played for a week (event finished and no dc penalties) but god damn my tracking use to be way better than this, scratch Mark's have huge gaps for no reason and people arent making noise when they run?
Anyone else getting this?
I noticed that for Spirit. You can't hear footsteps at all when you enter phase, although I can still hear it clearly when I'm not in phase
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2391965#Comment_2391965
They are already in regions that isn't brazil, I see them on U.S. servers so its not impossible for them to be in more places, as far as I know they either go between joining lobbies as swfs then 3 leave and 1 waits until 3 more survivors join then leave, or just as solo queue wait for the timer to go down to like ~10 seconds then leave, they are just here to clog up the queue
Brazil has a lot of DbD player and the server is used by all of South America, so it gets full sometimes and player are redirected to other servers in that case. I swf with friends from Brazil often (I'm in the US) and I always join their lobbies so we go to their server since I'm the only one not in the region and I'm used to the high ping. However, there have been some occasions when I join their lobbies and we still end up in the NA server (I can tell it from my more regular ping and usually all players in those matches are SA players redirected to a a different region).
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@Marcavecunc said:
Or they could give you the possibility to free-roam the map (either as the actual character or as a floating camera with no collision to go through walls, and some aura reading on it possibly, to show you literally everything, totems, chests?)
But there's also perks to help find totems.. Detective's hunch is probably the best one, considering how big the range on that is. Just need to give the camera a 360 to look around you whenever a generator is completed to get a general idea of where the totems are.
(also Small Game and that Jill perk, but I find detective's hunch to be better)
Oh, and maps..
But still, would be interesting to get a checklist of objectives.. "here's where the 7 generators were, this one that one and that one were completed, those weren't.. here's the 5 totems, these 3 got broken, here's a general picture of where the last two were"
But one problem that will probably arise is.. the picture will most likely just be the picture of a wall or something and totally useless as a clue ;p
the problem though is that the game is completely rng-based. So, even if you were able to load into a custom game by yourself to explore the map, the pallets, totems and gen spawns would still be different in your actual matches.
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I think the perk would have a very nice potential if you wouldn't lose all your tokens in a single skill check. Imagine purposely not hitting great skill checks throughout the game to get a big speed boost, and then you lose all of it to ruin or pop. I think that making it spend only a fraction of your tokens instead of all of them at once would make it more useful.
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@Volcz said:
To all survivors who somehow get to red ranks but don't know how to play against Plague: STOP HEALING FROM THE FOUNTAINS. You are dooming your team and powering her up. Learn to play injured and not rely on 2 hits but strong chases.
Ty.
And yes, you're not the only one havin a rough night lol.
Healing against the plague can be very beneficial if you know how to do it right. Think about it: NOED and Devour Hope are really powerful because at some point in the game everyone will be downed with only one hit. Now, imagine staying infected the whole game so then everyone is instantly downed, but if you cleanse, she will either have to injure you with a normal M1 or wait until you become fully infected again.
However, the cleansing has to be done in a smart way to benefit the survivors. Do NOT cleanse in the middle fountain, unless it's the last one available and you are trying to deny her the other four pools. Don't cleanse near a gen that is being worked on or where you think your teammates are. If there is a far away fountain that is not close to your objectives, that's definitely a good place to cleanse since she's gonna waste a considerable amount of time to get her power and to go back to the survivors to get value from it
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There was a time when I was playing Blight using Thrilling Tremors and after hooking a survivor I rushed to one of the unblocked gens. On the way, I rushed into an injured survivor who I downed because they scared the [bad word] out of me and I accidentally hit M1. I just looked down at that Zarina like "you wouldn't believe how this happened cuz neither would I"
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Unpopular opinion: Spirit (I'm a Spirit main so I really like to go against another Spirit comrade). Also, Blight, Hag and Demo
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@Zokenay said:
https://forum.deadbydaylight.com/en/discussion/comment/2338080#Comment_2338080
So basically there wont be any more hit through pallets?
If the killer gets stun by the pallet then the hit wont count? and viceversa?
that's not quite the case. BHVR released a chart a while ago explaining how the distances between the killer and the survivor at the hit time could lead to a hit through a pallet, so that's definitely a thing. In general, think that at the moment the killer starts to swing down their weapon, you either need to have finished dropping the pallet or have vaulted at least half of it. Hit validation actually prevents you from getting hit 6 ft away from the pallet after you vault it because the hit was registered on the killer's end at the moment of a lag spike (that's how old DbD used to be before dedicated servers were used)
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@[Deleted User] said:
(A general structure)
Keys:
- Opens Breakable Walls and Chests, no longer opens Hatch.
Hatch:
- Is removed and is replaced with a Primordial Rift under the same spawning conditions.
Primordial Rift: (The Observer is no longer simply Observing, The Entity has already had its fill and at this point its a symbiotic relationship)
- Same spawning conditions as Hatch, is much like the current tome glyphs with how it appears to Survivors/Killer.
- Cannot be interacted with unless "Open" or a Survivor is carrying a Memento.
- The Rift "Opens" when there is only one Survivor remaining.
- The Rift can be torn "Open" by the Survivor(s) carrying a Memento. (Think Demogorgon portals).
- Charged Memento's open the rift much faster than uncharged Memento's.
- An Open/Partially Open Rift can be closed by the Killer, beginning the End-game collapse.
New Item: Memento
- When you Cleanse a Totem it drops a Memento (a Skull)
- Using this item reveals rifts within 8m.
- Sacrificed/Killed Survivors leave behind a Memory Rift visible only to those holding a Memento.
- Interacting with a Memory turns the held Memento into a Charged Memento
this is a huge change that I think would only come in a huge game rework, but that's a fun idea. You no longer need to bring a key and it's a stimulus to do totems in the case that the rift gets closed. It also adds up to the backstory of the observer. I love it!
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@Kwikwitted said:
https://forum.deadbydaylight.com/en/discussion/comment/2314947#Comment_2314947
For a lot of killers it can't be countered.
Some of this is due to spawn placements. Survivors often spawn on the other side of the map from the killer, usually within a few meters of a generator. If 2-3 survivors rush a generator they spawned on it's usually completed by the time the killer has gotten to it or completed the first chase. This now puts the survivors at 20% of their objective complete, while the killer is at only 8.3% of their objective (assuming their objective is 12 hooks). Let's say the killer gets two hooks while the second generator is completed, even with the killer doubling his efficiency rate the survivors are at 40% while the killer is at 25%. This would also assume only one generator is getting worked on at a time which is rarely the case, as survivors know if someone is being chased the killer can't do a whole lot to anyone else currently.
This is why a perk like Corrupt Intervention went from "something setup and area control killers use" to "mandatory meta perk for every killer all the time no matter what" status (being somewhat hyperbolic, but you get the point).
I agree it's not toxic, hell I don't even think it's survivors fault, and I really don't have much of a solution. Making generator times longer just makes the game boring for those holding M1. Some people have suggested adding an objective to opening the gates like securing a fuse or something but I don't know if that would alleviate the problem either, particularly if it could be located beforehand.
That's true, which is also why focusing on getting a 4-3 gen set up is so important. Ideally, you're going to remain on that area to defend the gens and play around there (keep chases, hooks and so on close to the gens you want to defend). Especially if you're in a bid map like Coldwind for example. The survivors will try to break the 3-gen (as they should) and you can capitalize from them staying in your area to get easy hits and downs. It definitely helps you get extra pressure and hook states. If you don't try to keep your objectives close to each other, then yeah you'll get gen rushed hard.
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Try to use the rainbow map and maybe a black ward if necessary. It allows you to track the hatch and you'll keep the map if you escape. The black ward will prevent you from losing the map if you die. If you want to use the key, add the add-on that prevents you from losing the key when using the hatch and then it will count as well
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@Meg_Survivor said:
Im a survivor main but why does killers get so upset at gen rushing? I mean isnt gens the objective of the game is to get them done so you can open exit gates and get out? When i first load into a game if i see a gen right beside me ofc im going for that gen and try to pop it quickly before the killer comes over , Ive seen alot of survivors Gen Rush but i dont see a big deal about it on our side, thats what we are suppose to do is gens. So this "Gen Rushing" arguments are really stupid imo lol
It's not toxic, it's just one side not understanding the objectives of the other one. It's a tactic that facilitates a win for the survivor team that can be countered by the killer. In the same way that tunneling and camping facilitates the game for the killer and yet it can be countered by the survivors if they work together. In the end, people just find all of these things toxic because the two sides have very distinctive objectives and it's just hard to see when they are doing something effective
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If you have the teachables unlocked, go for surge, infectious fright, bbq and corrupt
If you don't have the teachables, then go for sloppy butcher, thanatophobia, nurse's calling and bitter murmur
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@Quake said:
https://forum.deadbydaylight.com/en/discussion/comment/2288977#Comment_2288977
Said the biased killer.Survivors don't have any indication of wether she is phasing or faking.
Stridor is overkill on her,end of discussion.GOOD spirit with stridor?GL with that.
Stridor eliminates the only option survivors have by mindgaming her.
AKA:Broken.
Get it?
actually, her animation resets when she starts phasing, so take a look a her hair to know when she's faking it or not (I tried it with a friend and it's hard to notice in the heat of a chase, but it's possible)
Also, there are many ways that you can mind game a spirit during her phase, even by quickly changing your location to make it harder for her to know where you are, so mind gaming her is possible. It just takes A LOT of skill
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@Ink_Eyes said:
Being able to know what perks your teammates are using will probably never be a thing for the regular game, people will start lobby dodging and queue times will be horrendous, why do you think they removed the ability to check your teammates ranks in the lobby? (there was a time when you could see your teammates ranks in the lobby) people started dodging a lot (because they didnt want to get matched with a low rank) and what was the fix? they removed them, that's why you don't know if you are being matched with a rank 20 or 8 nowadays. Same for perks, a lot of players dont want to get matched with people running urban evasion or self care, showing perks will give them the ability to dodge thus making queue times longer for some unlucky survivors who want to play with specific (but overall hated) perks.
But that would only happen after the offerings were burnt (like, in the loading screen). People used to dodge lobbies back then because they could see the rank of their teammates even before they readied up for the match. In this case, survivors wouldn't be able to lobby dodge because at the time they would see the perks, the match would be about to start. Furthermore, this would also help the team identify who could be the "weak link" that is most likely to be targeted by the killer so they could get an advantage, because the players would be able to identify who is a new or more experienced player, who has better perks, which people may have a better chase advantage, who is better focusing on gens and rescues and so on...
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@GamingTroller101 said:
The difficulty of balancing DBD lies within one key factor: the gap between solo queue survivors and SWF groups.
When killer mains argue for increased generator repair time, they focus primarily on the SWF aspect of the game while completely ignoring the solo queue survivors who would be significantly impacted by such as game. There is no generator related balance change that could negatively impact SWF groups without also negatively impacting solo queue survivors. More moderate players argue that SWF should be penalized for being in a group while solo survivors are not. This comes with multiple questions. How would this penalty work with 2 or 3 man SWF groups who match with a solo queue survivor? Furthermore, how would this impact SWF groups who simply want to play with friends and not necessarily play at the most competitive level? These questions clearly indicate that exclusively penalizing SWF groups would be difficult and create more problems at the same time. This difficulty in balancing and numerous debates reveals one important fact: The difference in the performance of SWF groups and solo survivors significantly hinders many potential universal changes to the game.
Therefore, we must look at closing the gap between SWF and solo survivors. What do SWF groups have that solo queue survivors do not? The primary answer is information. SWF groups are able to communicate information much more readily and actively than solo survivors. Examples include but are not limited to the identity of the killer once a single survivor spots the killer, the relative location of the killer, who the killer is chasing/what they are occupied with, and perks that survivors notice the killer has. Once one survivor knows a bit of information, the entire survivor team knows. Well how can we make changes to accommodate either SWF or solo survivors? It is impractical to hinder communication between survivors in a SWF. Any changes here would most likely result in a decline in the player base. Instead, it's more logical to focus changes that positively affect solo survivors while SWF remain unaffected.
One example would be to provide the Kindred effect without the killer aura reveal universally. SWF groups typically are able to precisely communicate where they in relation to other objects on the map such as Killer Shack, main building, or other map specific details. Therefore, having the primary effect of Kindred becoming a universal mechanic will have little to no effect on SWF groups while directly increasing the amount of information that solo survivors will have. Since the primary effect of Kindred would become universal, the secondary effect of Kindred (proximity killer aura reveal) should be enhanced in some form. Even though this change will close the gap between SWF and solo survivors, this is not enough to create a large enough impact to allow for further balance.
As a result, more changes should be implemented. For example, survivor icons should have some indicator revealing if they are being chased or not. This effect would be similar to the Obsession indicator when being chased. With this change, solo survivors will be able to have more information that SWF groups already have.
Another important change should be a screen before the match starts that reveals the perks that other survivors are using after the offering are burnt. This is a feature already implemented into Dead By Daylight Mobile in which all survivors can see all survivor perks, items, and addons while the killer can only see the items and the number of perks and addons. This is something that would greatly assist solo survivors for information such as a survivor running a Head-On build, Chest build, or other perks that other survivors should know about. More importantly, however, is that this has zero effect on 4 man SWF groups and will solely benefit solo queue survivors.
Through changes similar to those mentioned, the gap between SWF and solo survivors will close. Although no number of changes will be able to 100% close the gap between SWF and survivors, these changes are the step in the right direction. However, these changes are obviously flat out buffs to survivors. As a result, it makes sense that further changes to nerf survivors or buff killers are necessary in order to compensate for the additional information solo queue survivors have. However, additional testing is necessary to determine what changes should be made.
I really like the idea that survivors will have information on the build that each one of them is running so they know what to expect from each other. Sometimes when I'm in solo queue, people will dodge my healing while I'm trying to stack autodidact in a healer build, or they won't understand when I only let them 99% my healing to do a gen because I'm running resilience and keep insisting on finish healing me, so that would help solo queue a lot.
I was watching a Dowsey stream another day when he said that a pin system in DbD could be used to balance solo queue (like, you could pin a hex totem you found, or a gen, or the location where you're getting chased) to get it to a closer level to the information that swfs with comms get, and only then we could the balance the other aspects of the game (like the gen speeds that everyone talks about). I really love this idea. For example, I play Valorant in solo queue and with friends a lot and the pin system there really helps because I can get information on where enemies are, where to get better weapons in the ground, where the spike was last spotted and so on... I know that these are very different games because DbD is asymmetrical and Valorant isn't, but having this extra information really enhances my solo queue experience and makes it so I don't even feel a big discrepancy when I'm playing in a full team or in solo queue. In my opinion, balacing around solo queue is definitely key to improve the overall experience of the game.
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To be honest map offerings, in general, should be reworked. To be sure that you know what map you're going gives an extreme advantage to whatever side has burned the offering. Imo BHVR should change it so MO reduces the chances of being sent to a specific realm instead of just letting you choose were you're going to play.
Other than that, yeah Haddonfield really needs a rework. It's so annoying that I just alt+f4 the game whenever I see that the survivor team has burned that offering.
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I'm gonna add to this trend and also mention that it seems like whenever you work the grind around so the entity gets a perk that you don't want the perk just reappears over and over again. I've spinned several levels of my blood web trying to get corrupt intervention on clown but it never shows up. Now, perks like shadowborn, huntress lullaby and fire up seem to never stop coming. The RNG is really [bad word] up and it would really help a lot if it could recognize that you don't wanna get a certain item.
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@burrmutea said:
https://forum.deadbydaylight.com/en/discussion/comment/2223302#Comment_2223302
i dont think they'll learn not to do it cause they're getting enough bloodpoints from the "chases" they get when survivors attempt to rescue the hooked survivor :/
and that's the point on forcing altruism... If you see that the killer is camping someone and the four survivors get off the gens for a save then the killer has grouped up the survivors and generated map pressure, which is extremely positive for them... If the survivors notice the camp and instead just finish the gens for the escape then the survivors win and the killer won't get those points. Altruism in DbD is good but sometimes you gotta know when it is being used to sabotage you and turn the game around for the other side.
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It's not fun when a killer is just facecamping and tunneling throughout the whole match but often if survivors play it well they can punish the killer for that. If the survivors notice the killer is camping, they NEED to do gens and get out. You will get killed for sure but you other teammates will escape and the killer will depip for not getting emblems for pressure and amount of hooks. Thus, they get punished for that.
Camping and tunneling is considered a strategy because often the killer needs to force altruism to get survivors off the gens. If survivors know how to split well, they can get 2-3 gens done by the time the killer get 1/12 hook states. At this point, if the killer doesn't force altruism to get survivors off gens it's pretty much game over for them. Camping leads to hits on healthy survivors and tunneling forces teammates to get a chase and a hook, and if you're a survivor who doesn't try to get hooked so a teammate doesn't get tunneled out of the game, you may end up with one less person in the team, which will make it more difficult for yourself. I'm not saying that camping and tunneling are a good or even healthy strategy, but it is something that can be punishable with good teamwork from the survivor team.
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@NoOneKnowsNova said:
What's your build for them may I ask?
I use sloppy, corrupt, bbq and discordance on them. Corrupt to slow down gens at the beginning and to set an area where you can leave charlotte while searching for survivors with victor. Sloppy to slow down healing and increase bleeding since blood trails are highlighted with victor. Bbq to find survivors and for bloodpoints and discordance to find where the major gen progression is happening and also because the loud noise notification will play whily you're on victor, making it easier to track healthy survivors with him.
