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Lord_Technopapst

Lord_Technopapst

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Lord_Technopapst
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  • I agree that the basement is designed to be a punishment for survivors but does that mean that it couldn't be more fair? If you try to escape from the basement against a Hag you have to crawl all the way up, against a Trapper you have to disarm a trap before you even enter it and if the killer tunnels he just blocks your way out of it.
    I like changes in the game that decimate situations where survivors were save against the killer. Like getting rid of infinites and also the upcoming d-strike changes. But the basement just feels way to often like you are totally out of options. You simply can't crawl up the stairs against a Hag and then escape unless she wants you to (but why should a killer want that anyway?). And that's where it goes from punishment to "just suicide on hook and start another round, ######### happens".
    Also saying "just run away from it" is not that easy. If you don't always play in a SWF group you sometimes just can't know where it is so you end up being in there. And then you also have 3 teammates which also don't know where it is after you found it. If it is that easy to avoid the basement like some wrote it here it could also be deleted in rank8+ matches.
    In my opinion the basement just lacks of opportunities to outplay the killer as a survivor and also requires no decision from the killer. There is just one way in and that's in.
    Adding a hole and make the stairs larger like some already suggested is a good idea because you have to think as a killer of how you get in there. Are you going in fast and risk the survivors just running away or do you take a longer way in which might give them enough time to heal which means they just can run past you on the stairs.
    Also making it a bit larger and giving it a opportunitie to run arround a wall to give survivors a chance to get rid of this the dead-end situation could help against some killers.

  • @SaltyKiller said:
    I'm really sick of people who don't know what editing means.

    Why do you just enter a discussion to be a dick to others?
    And did you just flag every post from @No_Cluie_Louis? I heared that you did that before and I just don''t get why you are even logging into this forum. Take part in normal discussion or just go away and don't abuse the report feature of this forum.

    @FrenziedRoach said:
    And once again - people seem to completely miss the true core of the camping issue.

    CAMPING IS CAUSED BY THE SURVIVORS

    Some of you need to watch Marth's group from time to time. If somebody is getting camped, they just gen rush to counter. It hurts the killer's score every time.

    Most of us who aren't newbies as killers KNOW that it's better to chase somebody else because we feel the generator pressure without prompting and chasing somebody instead of camping effectively pulls 3 people off gens. HOWEVER....

    If somebody does a save before I walk 10 steps away - you just guaranteed a tunnel. You just robbed me of time I need people off generators by rescuing them that quickly so I need that guy dead. I also hate being rescued when the killer is nearby, so you bet your ass I'm going to try to hurt your Benevolance score with a quick knock down.

    If you make yourself obvious bait, I'm not going to take it as being obvious like that insults my intelligence. I'm not a chump that's easily baited. I suspect somebody else is nearby in that case... so I've gotten the 3 people I want off gens off the gens. Why should I leave at that point? At the most, I might fake a quick run just to bait your teammate out. Now who's the chump?

    If you are being chased and you run around the hook, you've more or less forced the killer to be in the area.

    Yes, some killers are always going to camp. That can't be helped. But if you want to them to stop, you have to stop encouraging the behavior by engaging in survivor behavior that doesn't force the camp.

    Marth's group does show that there is a inbalance in high rank SWF matches. But they have over 1000hours in the game and are some of the best survivors in the game (imo). But you can't say that this is the only thing that encourages camping. There are also many players that are not perfect looping survivors which could survive everytime but they also have to struggle with camping killers. Not every killer that camps is forced to camp.
    So even if you stop the survivors behavior that forces the killer to camp you will still have campers.

  • @No_Cluie_Louis said:

    @Lord_Technopapst said:
    Why not just make the sacrifice go slower if the killer is nearby and has not been in a chase for x seconds? So if survivors are camping nearby the hook and you know about that you just have so see them to be in a chase and the sacrifice would go on normally.
    So if a killer knows that survivors ale also camping by the hook he has to just find then and turn back -> so survivors have to leave the hook so that the sacrifice goes slower and start gens -> that would force the killer to search/chase them
    Seems like a good idea to me. What do you think?

    And yes, I know that this would cause heavy problems for high ranks killers like @Someissues said. I don't think that there is a way to fix camping etc. without making another problem. But maybe, if you also think about the problems which are coming from that and try to fix them as well, it will work out at the end without making DBD a complete different game.

    I thought about taking in to account if survivors are nearby at first, but then i realised when someone is face camping purely due to salt, the survivors have to gather round to try and make a group effort at saving. When this happens the killer usually runs at them for a second to scare them off so the idea wouldn't work.

    But that's a situation where it would work. If someone is salty and facecamps the others have more than enought time to do the gens and open the exit. And if they are fast enough they can still save the other person and escape.
    To "fix camping" does not mean that nobody is doing it. That will never happen. It's about making it really useless like giving the others enough time to easily escape the match.

  • That's a really good idea to balance SWF groups and with the new rank system coming out which is probably not based on a monthly rank reset this could really improve the killer experiences in DBD. Speaking of the new rank system; with it coming out in the next 12months I don't think that they are going to chance the matchmaking because it would have to be adjusted again if the ranks are actually resprenting the skill of the players.

  • Why not just make the sacrifice go slower if the killer is nearby and has not been in a chase for x seconds? So if survivors are camping nearby the hook and you know about that you just have so see them to be in a chase and the sacrifice would go on normally.
    So if a killer knows that survivors ale also camping by the hook he has to just find then and turn back -> so survivors have to leave the hook so that the sacrifice goes slower and start gens -> that would force the killer to search/chase them
    Seems like a good idea to me. What do you think?

    And yes, I know that this would cause heavy problems for high ranks killers like @Someissues said. I don't think that there is a way to fix camping etc. without making another problem. But maybe, if you also think about the problems which are coming from that and try to fix them as well, it will work out at the end without making DBD a complete different game.

  • @No_Cluie_Louis said:

    @Lord_Technopapst said:

    @No_Cluie_Louis said:

    @Lord_Technopapst said:

    @Mercury said:
    It's always punishment instead of reward. Why not make it, that if a survivor is unhooked outside of the killer's terror radius, the survivor is dead upon next hook, skipping the summoning phase. There, fixed camping.

    That would buff camping on Billy, Nurse, Wraith, Hag (maybe even Huntress; she just have to aim with a hatchet towards the hook) and Insidious. Also this would make Devour Hope and Make your Choice complete useless.

    How would it buff those killers and wouldn't it improve make your choice and devour hope?

    The killer can easy go back to the hook after a rescue and just kill the survivor pretty easy. Devour Hope would kick in after 3 survivors are already dead because after every token you get you can kill someone. And why should you chase someone (even if he is exposed by make your choice) if you can kill the other one instead. You don't get anything from make your choice than.

    The devour hope thing makes no sense. Why would you get a kill for every token? The killers can obviously go back to the hook, this is fixing camping not tunnelling and of course fast killers will be better at that, they could already go back faster, that's not changed. As for the make your choice thing, the killer always can choose between the wounded survivor and the saviour, how does my idea change that. That's why make your choice is such a bad perk.

    You get a token if the person is unhooked and than you just go back and tunnel them to get the kill. So if you play efficent you get only one token and than you go killing the survivor.
    Buffing fast killers like Billy and Nurse makes them way too strong and that would damage the experience for all survivors because they just come to a point where nearly every player plays them and than they get killed really fast.
    Hag maybe needs some buffs, but that would make her broken and really a pain in the ass to play against.
    Other Killers like Freddy are than again less viable so you would overall more devide the killer into viable and not viable. That's also not a good idea.
    (Just realised that the Pig and Myers would also get a buff from this. But this buff would not make the game better for survivors.)
    The idea of make your choice is that you only need one hit to down the survivors. You are right, that won't change. But if you have the choice between downing the rescueer with one hit and hook them or downing the rescued survivor and kill them there is no choice to be made. You always go for the survivor which you can kill instead of hooking the other survivor for the first time.
    Make your choice would only be viable if the rescueer was already hooked but you lost him. The perk is already a situational perk; you have to leave the hook and than it only helps you if you find the rescueer first. So decresing the window where it is useful would make him worse.

    And fixing camping but than on the other hand buff tunneling really hard does not make the game better.

    ---edit---
    @No_Cluie_Louis I think we are talking past each other. Everything I wrote so far was about the idea from Mercury. You earlier wrote "how would my idea change that" (or something like that) and I just want to make clear, that I haven't talked about your idea so far.
    I just gave you an upvote because I like every idea that punishes camping without any downside for survivors like yours.

  • @SaltyKiller said:
    Kiss my [BAD WORD] ass you pompous, entitled, and misinformed piece of dog #########.

    First of all I want to ask you, SaltyKiller, to not post here again. I started this topic to have a conversation which worked out so far but you are just starting to make this a bitchfight. A forum is a place to chat and discuss with people about everything and everyone has to be respectful to others. As long as you are not willing to participate in a real discussion anymore I'm not going to read it anymore.
    And to the others: just ignore him and don't help him turning this forum into a reddit rent post.

    @RogueGoddess said:
    In this situation, it seems that Techno just needs a bit of assistance in playing the game, as he stated in his original post that he was bad at it, which is what I was trying to do. I do apologize for the misinterpretation.

    You got that right. I do need help as killer because I've not played it much and I'm also thankful for your post with the tips. Of course that would not stop me getting into games where I just get bullied from high-rank SWF group where I still wish for changes in the game like the one I suggested. But hey, I don't want to have everything in this game fixed in a sec. I want to improve as killer and maybe help by finding ideas to make SWF less stressful for killers. You don't have to apologize for anything.

    @No_Cluie_Louis said:

    @Lord_Technopapst said:

    @No_Cluie_Louis said:

    @Lord_Technopapst said:
    Last month I started to play Killer more than just for the rituals and I had a pretty good time with Doc, Wraith and Myers. Most games are fun and even though I lose some rounds where everyone escapes I'm still enjoying it.
    But every now and than I get a SWF group with players that are much better than I. Because of the lack of a real ranking system that's something that happens and I have to admit, that I also enjoy it to face much better/worse Killer/Survivors every 13th-16th in the month.
    However, some group really make me feel like #########. If a killer has to face a group of survivors with multiple flashlights, desicive stikes or brand new parts this game goes from fun to a feeling which I would describe as just [BAD WORD], noob (name of that emotion was taken from some after game chats).
    I try not to be like remove flashlights, fix d-strike bla bla bla because I know that flashlights can be dealt with. SWF group that play in a much lower rank then where they belong are the problem. They just stop respecting the killer and see them as their dog to play with.
    So I tried to figure out what is the unfair part about the games where I can do nothing about which can be fixed to prevent the killer from being a useless victim but keep the counter mechanics for the survivors up.
    And now after a way too long introduction comes my first buff idea:

    1. Entity blocking the exit also for survivors
      As the Killer approaches the exit gates the entity blocks it, so that he can not escape. If this barrier would also come up for survivors it would be a counter for the unhooking and then blocking behind a survivor giving the killer no chance to get them. Now after the gates are opened killer mostly just stay with the hooked survivor if there is one and camp them. With this changes killer could chase another survivor, knowing that as long as he is behind them in the exit area, they can't escape. The killer gets the chance to get another survivor hooked and the others can unhook the person.
      This would lead in my opinion to a more exciting end game because as a survivor you have to make sure you have enought distance between you and the killer to escape the trial and killer don't have to camp as soon as one gate is open. Saving someone from the hook at team also needs a strategy instead of just blocking behind the injured survivors.
      Also survivors do not just run towards the exit line, self care, and then go back just to save another person. In order to not get trapped in the exit they have to leave or try to escape and then heal themself.
      You get also a punishment for cocky survivors which refuse to leave in order to taunt the killer in the end.

    2. Make the short ranged killer M1 a AoE strike
      SWF group tend to just bodyblock the killer in order to make it impossible to hook someone. I don't think that this should be removed, but it's way to easy. If the short ranged M1 attack deals damage in a small cone in front of the killer it would be possible to hit two survivors at the same time. That espacially helps if you get blocked by more than one person in a corner so you have to hit twice in order to move again.
      For bodyblocking you would have to alternately block the path of the killer and not just run there and sneak in front of the hook. So it's still possible, but you have to respect the killer as a threat and be careful of what you are doing.

    I think that my ideas are pretty simple which I think is good because noone wants to overly complex mechanics to balance the game. They also do not affect every game you play, they are situational and should make the killer more threatening against SWF groups.

    I read a lot about people complaining about that SWF is to powerful. So what do you guys think about it? Could my ideas make these matchups more balanced? Or am I not having the right approach to this topic?
    I'm looking forward to get some feedback and hear about other ideas from you.

    I know you have tried hard for both these ideas but both wouldn't work. The first one allows the killer to essentially pick the survivor they liked the least whose still left at the end, then constantly chase them with their being no chance of them escaping. As long as you're there then they can't escape so you can essentially take the game hostage. The second idea at first sounded good but then i realised you're buffing camping. It means you can stand at the hook and down the rescuer and the hooked person in one go. I agree a change needs to be made but these wouldn't work.

    You are right with the camping. They should make camping a so bad tactic that no one wants to play it first and then think about my idea. Totally agree.
    To the first point, the entity block really late. So the killer has be past the colums for it to be blocked. You just have to make sure that you can outplay the killer next to an exit and work with your exhaustion perks to build up the distance. There is not much needed.

    I guess the first one could work then. And about the camping, the perfect fix would be the longer and the closer the killer stands near the hook, the slower he gets, and the slower the hooked survivor dies. He wouldn't slow down that quickly but it would be enough so if he's within 5 meters of the hook for about a 80 seconds the survivor would pretty much stop dying and the killer would move at about 50% the speed of a survivor. This affect would persist for 10 seconds after the survivor is unhooked. Here's a discussion i made for my camping fix idea https://forum.deadbydaylight.com/en/discussion/4888/camping-fix#latest

    I read about a very simlar idea and I think it's a great way to fix camping in the game and make it more fun. At least from rank 20-8. Don't know how that would work out in the higher ranks.

    @Jack11803 said:

    @Lord_Technopapst said:

    @No_Cluie_Louis said:

    @Lord_Technopapst said:
    Last month I started to play Killer more than just for the rituals and I had a pretty good time with Doc, Wraith and Myers. Most games are fun and even though I lose some rounds where everyone escapes I'm still enjoying it.
    But every now and than I get a SWF group with players that are much better than I. Because of the lack of a real ranking system that's something that happens and I have to admit, that I also enjoy it to face much better/worse Killer/Survivors every 13th-16th in the month.
    However, some group really make me feel like #########. If a killer has to face a group of survivors with multiple flashlights, desicive stikes or brand new parts this game goes from fun to a feeling which I would describe as just [BAD WORD], noob (name of that emotion was taken from some after game chats).
    I try not to be like remove flashlights, fix d-strike bla bla bla because I know that flashlights can be dealt with. SWF group that play in a much lower rank then where they belong are the problem. They just stop respecting the killer and see them as their dog to play with.
    So I tried to figure out what is the unfair part about the games where I can do nothing about which can be fixed to prevent the killer from being a useless victim but keep the counter mechanics for the survivors up.
    And now after a way too long introduction comes my first buff idea:

    1. Entity blocking the exit also for survivors
      As the Killer approaches the exit gates the entity blocks it, so that he can not escape. If this barrier would also come up for survivors it would be a counter for the unhooking and then blocking behind a survivor giving the killer no chance to get them. Now after the gates are opened killer mostly just stay with the hooked survivor if there is one and camp them. With this changes killer could chase another survivor, knowing that as long as he is behind them in the exit area, they can't escape. The killer gets the chance to get another survivor hooked and the others can unhook the person.
      This would lead in my opinion to a more exciting end game because as a survivor you have to make sure you have enought distance between you and the killer to escape the trial and killer don't have to camp as soon as one gate is open. Saving someone from the hook at team also needs a strategy instead of just blocking behind the injured survivors.
      Also survivors do not just run towards the exit line, self care, and then go back just to save another person. In order to not get trapped in the exit they have to leave or try to escape and then heal themself.
      You get also a punishment for cocky survivors which refuse to leave in order to taunt the killer in the end.

    2. Make the short ranged killer M1 a AoE strike
      SWF group tend to just bodyblock the killer in order to make it impossible to hook someone. I don't think that this should be removed, but it's way to easy. If the short ranged M1 attack deals damage in a small cone in front of the killer it would be possible to hit two survivors at the same time. That espacially helps if you get blocked by more than one person in a corner so you have to hit twice in order to move again.
      For bodyblocking you would have to alternately block the path of the killer and not just run there and sneak in front of the hook. So it's still possible, but you have to respect the killer as a threat and be careful of what you are doing.

    I think that my ideas are pretty simple which I think is good because noone wants to overly complex mechanics to balance the game. They also do not affect every game you play, they are situational and should make the killer more threatening against SWF groups.

    I read a lot about people complaining about that SWF is to powerful. So what do you guys think about it? Could my ideas make these matchups more balanced? Or am I not having the right approach to this topic?
    I'm looking forward to get some feedback and hear about other ideas from you.

    I know you have tried hard for both these ideas but both wouldn't work. The first one allows the killer to essentially pick the survivor they liked the least whose still left at the end, then constantly chase them with their being no chance of them escaping. As long as you're there then they can't escape so you can essentially take the game hostage. The second idea at first sounded good but then i realised you're buffing camping. It means you can stand at the hook and down the rescuer and the hooked person in one go. I agree a change needs to be made but these wouldn't work.

    You are right with the camping. They should make camping a so bad tactic that no one wants to play it first and then think about my idea. Totally agree.
    To the first point, the entity block really late. So the killer has be past the colums for it to be blocked. You just have to make sure that you can outplay the killer next to an exit and work with your exhaustion perks to build up the distance. There is not much needed.

    The first idea has way too many flaws. It’s not a good idea, with how many ways it could be abused. Also, saying that it’s priblems are fixed by perks is even worse, so I have to run an exhaustion perk to even be able to escape if the killer is chasing me? That’s not good at all.

    I think that a exhaustion perk is normal for most players in the game. But you are right, perks should not be a must have in the game. Still I can say that you don't need much distance between you and the killer to survive. I can't tell then I had a killer really close behind me as I escaped. I only see this happening if people are bolyblocking for another survivor. But I guess that's something where we only have opinions based on our playstyle/experiences and we could never know it for sure.

    Also your post brought me to another problem of my idea: what if killer don't hit survivors next to the exit gates in order to deny them their movement speed buff which would let them escape. So this would be another hatch stand-off and noboby want something like that.
    Maybe the exit gate should not be blocked if the survivor is in the dying state or something. I haven't thought about that yet but maybe someone else has an idea for that.

  • @No_Cluie_Louis said:

    @Lord_Technopapst said:

    @Mercury said:
    It's always punishment instead of reward. Why not make it, that if a survivor is unhooked outside of the killer's terror radius, the survivor is dead upon next hook, skipping the summoning phase. There, fixed camping.

    That would buff camping on Billy, Nurse, Wraith, Hag (maybe even Huntress; she just have to aim with a hatchet towards the hook) and Insidious. Also this would make Devour Hope and Make your Choice complete useless.

    How would it buff those killers and wouldn't it improve make your choice and devour hope?

    The killer can easy go back to the hook after a rescue and just kill the survivor pretty easy. Devour Hope would kick in after 3 survivors are already dead because after every token you get you can kill someone. And why should you chase someone (even if he is exposed by make your choice) if you can kill the other one instead. You don't get anything from make your choice than.

  • @Mercury said:
    It's always punishment instead of reward. Why not make it, that if a survivor is unhooked outside of the killer's terror radius, the survivor is dead upon next hook, skipping the summoning phase. There, fixed camping.

    That would buff camping on Billy, Nurse, Wraith, Hag (maybe even Huntress; she just have to aim with a hatchet towards the hook) and Insidious. Also this would make Devour Hope and Make your Choice complete useless.

  • @No_Cluie_Louis said:

    @Lord_Technopapst said:
    Last month I started to play Killer more than just for the rituals and I had a pretty good time with Doc, Wraith and Myers. Most games are fun and even though I lose some rounds where everyone escapes I'm still enjoying it.
    But every now and than I get a SWF group with players that are much better than I. Because of the lack of a real ranking system that's something that happens and I have to admit, that I also enjoy it to face much better/worse Killer/Survivors every 13th-16th in the month.
    However, some group really make me feel like #########. If a killer has to face a group of survivors with multiple flashlights, desicive stikes or brand new parts this game goes from fun to a feeling which I would describe as just [BAD WORD], noob (name of that emotion was taken from some after game chats).
    I try not to be like remove flashlights, fix d-strike bla bla bla because I know that flashlights can be dealt with. SWF group that play in a much lower rank then where they belong are the problem. They just stop respecting the killer and see them as their dog to play with.
    So I tried to figure out what is the unfair part about the games where I can do nothing about which can be fixed to prevent the killer from being a useless victim but keep the counter mechanics for the survivors up.
    And now after a way too long introduction comes my first buff idea:

    1. Entity blocking the exit also for survivors
      As the Killer approaches the exit gates the entity blocks it, so that he can not escape. If this barrier would also come up for survivors it would be a counter for the unhooking and then blocking behind a survivor giving the killer no chance to get them. Now after the gates are opened killer mostly just stay with the hooked survivor if there is one and camp them. With this changes killer could chase another survivor, knowing that as long as he is behind them in the exit area, they can't escape. The killer gets the chance to get another survivor hooked and the others can unhook the person.
      This would lead in my opinion to a more exciting end game because as a survivor you have to make sure you have enought distance between you and the killer to escape the trial and killer don't have to camp as soon as one gate is open. Saving someone from the hook at team also needs a strategy instead of just blocking behind the injured survivors.
      Also survivors do not just run towards the exit line, self care, and then go back just to save another person. In order to not get trapped in the exit they have to leave or try to escape and then heal themself.
      You get also a punishment for cocky survivors which refuse to leave in order to taunt the killer in the end.

    2. Make the short ranged killer M1 a AoE strike
      SWF group tend to just bodyblock the killer in order to make it impossible to hook someone. I don't think that this should be removed, but it's way to easy. If the short ranged M1 attack deals damage in a small cone in front of the killer it would be possible to hit two survivors at the same time. That espacially helps if you get blocked by more than one person in a corner so you have to hit twice in order to move again.
      For bodyblocking you would have to alternately block the path of the killer and not just run there and sneak in front of the hook. So it's still possible, but you have to respect the killer as a threat and be careful of what you are doing.

    I think that my ideas are pretty simple which I think is good because noone wants to overly complex mechanics to balance the game. They also do not affect every game you play, they are situational and should make the killer more threatening against SWF groups.

    I read a lot about people complaining about that SWF is to powerful. So what do you guys think about it? Could my ideas make these matchups more balanced? Or am I not having the right approach to this topic?
    I'm looking forward to get some feedback and hear about other ideas from you.

    I know you have tried hard for both these ideas but both wouldn't work. The first one allows the killer to essentially pick the survivor they liked the least whose still left at the end, then constantly chase them with their being no chance of them escaping. As long as you're there then they can't escape so you can essentially take the game hostage. The second idea at first sounded good but then i realised you're buffing camping. It means you can stand at the hook and down the rescuer and the hooked person in one go. I agree a change needs to be made but these wouldn't work.

    You are right with the camping. They should make camping a so bad tactic that no one wants to play it first and then think about my idea. Totally agree.
    To the first point, the entity block really late. So the killer has be past the colums for it to be blocked. You just have to make sure that you can outplay the killer next to an exit and work with your exhaustion perks to build up the distance. There is not much needed.

  • @RogueGoddess said:
    @Lord_Technopapst

    They already have these for killers.

    1.) Bloodwarden ((Perk))
    Blocks the exit for 40 seconds, which only increases as you raise your rank with it. This gives you time to down a couple of survivors.

    2.) The Huntress ((Killer))
    Throws a hatchet at players, but you really have to be able to aim with her.

    Giving the killer a power is not fixing a problem and bloodwarden is not what I suggested. Bloodwarden is similar, but has a completly different impact on the game than my idea.

    I also see here many people discussing about "winning against swf". I don't want to go into this topic because it's not clear for me what people are even talking about. "Winning" in DBD is to get a pip after the round but I think some people think they need to get a 4k to win or something. Idk about that whole "winning"-thing so I'm focusing on my "killer should be a threat"-topic which I actually started.

    @shadowsfall42 said:
    For starters, they should have it so the highest ranked member of the team is what they use to matchmake. So people can't just use a rank 20 friend to go up against low rank killers. Secondly (and this is not my original idea) they lose a perk slot for each additional member. So for example two will lose one perk slot, three will lose two perk slots and four will lose three perk slots. This means that they trade communication, which is 99% of the time better than any perk for perk slots. Additionally they cannot double up perks. So only one person can have self-care, sprint burst etc etc to incentivise variety and reduce overall strength.

    I really like the idea with the matchmaking. But taking away perks would still be way to impactful on low ranks. Last year, when I started to play this game with my friends, that would have taken the fun away and we would have stopped playing this game. If the balancing for high ranks make the game just awefully unbalanced for noobs and newbies that would sooner or later play back on the game and the community.
    The double up perk idea is good, but I don't think that it is possible to do it.

  • @powerbats said:

    @Lord_Technopapst said:

    @StickyCheese said:

    @Lord_Technopapst said:

    @deathdoer1 said:
    Why not, when a killer is within 8-12 meters. The entity is displeased and slows the progression of the stages? That way all a killer has to do is not be a **** and be good instead of having to sit and stare at a survivor...

    I had this idea too and would love to see that. That also makes camping with insidious useless, because players know that the killer is nearby because of the slowed down sacrifice.

    They tried that, didn't work. Survivors abused the hell out of that.

    How could you as a survivor abuse this?

    The other survivors all sat close to the hook to make the killer not leave the area.

    What if the sacrifice would still progress normal if the killer is in a chase or was in a chase 10sec. ago? You just have to see a survivor and run towards him so the sacrifice would go on normal and you can't abuse it.

  • @SaltyKiller said:
    And I don't think that would destroy low rank players. If you're playing SWF then 99% of the time they're using Mics and so they have a massive unfair advantage over the Killer and there needs to be some compensation. Not to mention that Marth88 proved, beyond a shadow of doubt, that Survivors don't need items or perks in order to not only win but de-rank the Killer. So your argument doesn't hold much water.

    Marth88 showed also, that you don't need SWF in order to totally reck the killer. But that's not something I'm talking about. This post is not about the survivors with 1000+ hours being OP. It is about SWF groups being so strong that you are not just losing a round, you are not a threat as a killer anymore. Even if the players have about 300 hours and don't loop perfectly.
    And low rank survive with friends group are not to strong, because killers are still "OP" in if you look at low rank players and their posts on reddit etc. They would totally get recked by just giving the killer moris or movementspeed. Even the communication in low ranks recks them sometimes. There is no compensation needed.

    @Jack11803 said:
    Any SWF nerf in game that effects solo players too, like speed, or blocking should instantly be thrown out the window, it won’t cut it, and doesn’t do what it’s supposed to.

    That's true.

    Extremely easy solution. Give solo people comms (killer CAN NOT hear it, and none of that proximity bullshit) and then nerf survivors. Done

    And why not just giving the killers some powers which are useful against SWF and not against solo players, like I suggested?

  • @StickyCheese said:

    @Lord_Technopapst said:

    @deathdoer1 said:
    Why not, when a killer is within 8-12 meters. The entity is displeased and slows the progression of the stages? That way all a killer has to do is not be a **** and be good instead of having to sit and stare at a survivor...

    I had this idea too and would love to see that. That also makes camping with insidious useless, because players know that the killer is nearby because of the slowed down sacrifice.

    They tried that, didn't work. Survivors abused the hell out of that.

    How could you as a survivor abuse this?

  • @deathdoer1 said:
    Why not, when a killer is within 8-12 meters. The entity is displeased and slows the progression of the stages? That way all a killer has to do is not be a **** and be good instead of having to sit and stare at a survivor...

    I had this idea too and would love to see that. That also makes camping with insidious useless, because players know that the killer is nearby because of the slowed down sacrifice.

  • I think it's the Trapper mask

  • @robin said:
    the first idea seems cool but maybe OP, but the second idea I don't agree with. maybe instead of that, they can make a perk that makes successful hits while carrying a survivor put back the wiggle progress by 30%, like "the killer becomes excited at the thought of killing multiple survivors at once, and his grip strengthens".
    or just use iron grasp i suppose

    I also thought that it might be OP, but i think that you would still have the ability to bodyblock if you do it well. But that's something I can't tell for sure.
    The perk idea is good but it would not solve the problem. Marth88 did this ridiculous game with his friends where they sabo all the hooks and the Killer had no chance to kill them because they had so simply avoid the basement. Hangman's Trick would counter it, but how often do you run this perk? A situational perk like the one you suggested would help in some games, but not in enough to make it more worth than others.

    @jerrymiles said:
    I would suggest, if you're against a group of any number SWF (2-4), the survivors in that party are not allowed to bring the same items or addons. So if one dude in the group is running a purple flashlight with an odd bulb and a long life battery, no one else in that group can bring a purple flashlight or an odd bulb and long life battery.

    Idk how good of an idea this is as I haven't really thought about it that much but yeah. It'd work wonders for those times when you get SWF running brand new parts and flashlights though.

    That's something I would also like to see, but I think it's too complicated. I like the game because it has simple mechanics and rules. Players have to learn things like mind-games, loops etc. in order to get better and give the game more playful depth. And through the option to combine items, add-ons and perks in a group as you want you get a variety in the games you play, which is most of the time counterable as killer.
    If the whole group runs flashlights, you can play around it. And the problem I have with the bodyblocking is that you simply can't do anything about it if it's done right by the survivors.

    @Degradee said:
    The first idea I'm not a big fan of because i think protecting an other survivor with your own life is risky and should be rewarded. Bodyblocking can be annoying, but some killers (including me when I started playing) are dealing with it the wrong way.

    You are right, protecting others should be rewarded but at the moment you just have to protect them by running behind them. That's not really hard and you get the reward for it pretty easy. Too easy in my opinon as killer and as survivor. It's just no problem to do it and works everytime.

    If there is more than one survivor, try to down one of them. Don't desperately try to hook that guy you're carrying. If they get down (and the guy most likely gets off) injure the other near survivors if possible so they can't bodyblock anymore.
    Iron Grasp and Agitation will help you out a lot dealing with these sitations.

    I only saw it on lower ranks with not that good player that they let them self go down while bodyblocking. The problem I try to adress is, that if you have three survivors blocking, you have to hit three times to get to the hook. So if you down someone where no hook is next to you, you just can't hook them. And again my problem with this is, that you don't even have be a skillful survivor to protect your mate then. So as a killer you have to chase than another survivor, which can take a while, and if you downed him and there is again no hook nearby you can't do anything again.

    @TheTimeMachine said:
         Survive With Friends IS in a weird spot at the moment. Friends like to play together for a good time, and some friends (or even strangers) want to min/max the gameplay elements in order to “win” every single trial. Ofcourse, everyone can find their enjoyment somehow, but the problem with these hardcore SWF groups is that they gain the ability to “put out” your average joe Killer players- even some of the best will struggle.

         But at some point... is victory even worth the bragging rights? It’s a stressful matchup that I’ve played quite a few times as Killer. I usually quit after for awhile after “those” matches...

    I totally agree with that. I do also take a short break after really stressful matches after I go into another game because I don't want to let the frustration out on other survivors which play fair.

    @SaltyKiller said:
    There's some ways to balance for SWF. The easiest and most succinct way to do it is that the Killer gets something to compensate against facing an organized group with mics. Big question is when and if Behavior is actually going to implement a balance fix. My guess: sometime next year.

    Solution 1

    The Killer receives a special Mori per numbers of SWF players that join. It would work like this: 2 SWF members join and Killer receives an Ivory Mori. If two groups of SWF join then the Killer receives two Ivory Mori's. If 3 SWF enters the Killer receives a special Ivory Mori that allows them to Kill one person without needing to put them on a hook. If 4 man SWF enters the lobby the Killer receives a special Ebony Mori that allows them to kill all 4 players without needing to put them on a hook.

    Note: obviously the big fix when facing SWF groups is that the Killer's perks and add-ons should remain hidden from dead Survivors until the match is over. This is just a given and the devs have indicated that they will do something like this eventually maybe.

    Solution 2

    The Killer receives a permanent speed boost per numbers of SWF that enter. 2 SWF enter and the Killer's speed is now 2% faster. If two groups of two SWF enter then the speed goes up to 5%. If 3 SWF enter then the Killer's speed is now 6%. If 4 SWF players enter then the Killer's speed is now either 8 or 10% faster.

    Why 10% against a 4 man SWF group? If you have to ask then you'll never know. A 4 man SWF group is pure agony for Killer players even if you're using Billy/Nurse.

    That would totally reck SWF group in the lower ranks. The most time people (including me) complain about SWF is when they get totally wrecked because the survivors really want to do it. If you just give a generall buff like Moris or movement speed that would force survivors to play like that.

    #########, that post is longer than intended. lol

  • Soemtimes I also reach the cap pretty easy. For example repairing three gens together while the other two survivors are busy with the killer. So after reaching the 8k points I try to keep the killer busy so others can do the gens. That usually works out.

  • Does the nurse take of the bag in order to wash her hair and does she wear make-up?

    Does the hag need a baby-killer chair in order to sit at the same table with the other killers?

    Wouldn't the nurse just hover above the chair?

    Does the cannibal eat chicken skin or is he making himself a mask out of it?

    Does Myers have many friends? Because you can never know if he's smiling or just looking bored and he always stares at you. That's a problem for some.

    Is the entity just bring back the hatches for the huntress after she threw them? What if the entity thinks that she is old enough now to tidy up her hatches herself?

    How often a day does Nea is mistaken for a survivor? Does she always have to show her identity card when entering a club or buying a beer?

    How often do the killers go to the barber?