Silverbusa
Silverbusa
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- Silverbusa
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1860155#Comment_1860155
๐๐๐ I'm too drunk too read this lol
I love how it's bad word this, bad word that lol trash this, trash that lol I'll reply to this properly tomorrow when I feel the need to care what you say.
All I see is stupid, dumb, trash and other stuff lol apparently being rank 1 since 2017 means nothing ๐๐ I'll give you a proper reply tomorrow but we'll see. No point wasting my time with someone who just doesn't understand what they're talking about.
I'm rank one. That means I'm smart. Just look how I can't spell basic words for evidence.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1859104#Comment_1859104
Ok here's what I'm saying if you really need it in simpler terms. Having all 4 survivors spawn together is a good thing for killer. A good killer would be happy for this to happen. If they make it there on time then they get multiple injures and can stop the gen progress. It is unlikely that the gen will be completed before the killer reaches it (unless they are a set up killer or super unlucky).
A lot of killers run Corrupt ๐ your dismissing a perk that killers like Myers and Trapper live and die by. If you played killer more you'd see it's value. Especially if your telling me all survivors spawn together on the other side of the map then maybe you should run it yourself lol
Yes injures. In your gen scenario the killer hits one, goes back to gen and hits another 1 or 2 depending on how greddy they are. Even if the gen is completed he knows that he has already 3 people injured and only 1 gen that has had any progress on it. Better than getting a down and having 2/3 gens pop lol
I love how I said 3 things that are perfectly correct that you've dismissed lol
- Survivors who want to rush gens would rather all spawn at separate gens
- Getting multiple injures early game without getting down isn't a bad thing
- Corrupt is quite common. Very good perk on multiple killers
So yes when your complaining about all 4 survivors spawning together then you are saying things that make no sense lol if you did have this problem a lot then Corrupt would be a perfect perk for you ๐ thankfully I don't hear a lot of people complaining about my nonsense lol only the ones who seem to have a lack of experience with this game.
Have a good day lad ๐
It's funny when a moron with failed logic pretends they are putting things in simpler terms.
Your argument about multiple injuries relies on ######### survivors. Congrats on being a killer facing ######### survivors.
"A lot of killers run corrupt...killers like Myers and Trapper live by." Yeah a lot of people play those killers which translates to high Corruption use.
But you weren't done with the dumb survivor argument and raise it a second time. It's good to see you really own your stupid argument that ######### survivors are really easy to injure.
You then say I dismiss your argument and capture it again, but of course, it's a new argument because the first time you tried that trash it was rebutted. Tournament survivors and tournament killers are not who we are talking about. Nice bait and switch. You at least realized arguing tournament players was dumb. You can be taught. However, your stupid argument no longer applies because it's a tournament-level argument.
We won't get into the other two arguments because it's clear I addressed them last time and doing so again is a waste.
And if you want to speak in simpler terms, perhaps reduce confusion by not spelling like a third grader.
injures != injuries
greddy != greedy
your != you're (x3)
And it could help to use periods to end the half dozen or more sentences lacking them.
Have a good day, lass.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1858620#Comment_1858620
You realise spawning survivors closer together is technically a nerf right? If you ask any tournament team that rather all 4 survivors spawn at separate gens.
Max range from the killer is also excellent because of Corrupt and the killer knows usually that's where survivors spawn. All 4 of you being together means the killer can injure multiple survivors at once early in the game.
Just like the previous person what you've said makes very little sense.
What I said makes little sense? LMAO
"If you ask any tournament team..." We're not talking tournament teams and tournament killers so let's leave that silly argument for another day.
"Corrupt.." Because the majority of killers run corrupt? Nope. Next dumb comment?
"Killer can injure multiple..." Injure or down? Decent survivors will trade injuries for downs any day. Even then, that supposes some really crappy survivors. In a real scenario, like I already provided, the gen will be completed before the killer even arrives. Second, if the killer happens to guess the correct distant gen and makes a bee line for it, the best he can do is chase one or two away. The others will immediately return and still pop the gen. The only time this fails is with scaredy cat survivors who don't return to gen immediately.
Any other dumb comments you'd like to add? Or have you had your fill of spreading nonsense?
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@CashelP14 said:
Tbh I think this isn't a terrible change. I was worried what they were going to do. They've given other Hex totems a buff with this change.
Gen rush is real. Ruin/Undying was one of the better ways to handle it and again, they will appease survivors who want 5 minute matches (slight exaggeration).
Compounding this is whatever shadow change they did with spawning. I'm spawning next to other players much more frequently and typically at max range from the killer. It is quite common for a team to slam a gen before the killer can even make it to them.
The other day all 4 of us spawned within 5m of a gen and knocked it out super quick. This is just beyond stupid. Now nerf Ruin/Undying? It's a joke.
Here come even longer survivor ques.
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@Sluzzy said:
If killers are not happy now, they'll never be happy.
Except ques in the past show that to be untrue. Killer has been quite loved in the past.
Thinking that a person is only a killer or a survivor is some flawed thinking. I play about 50/50. Many players play both. It's just survivor is getting played more now, because the killer experience is unfavorable.
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@Ink_Eyes said:
Or more people like playing with friends! It is my case and I'm sure there's other people out there that play mostly survivor as well thus increasing the survivor population way more than killer population, I rarely play a game solo (that's why I play mostly survivor) and the game would probably die if they remove SWF or nerf it, the devs probably know this and that's why the have never addressed the issue, that is also my case and my friends too would probably leave the game if we can't play together (we always play games together, smash, the forest, fall guys, etc)
Possibly due to SWF numbers/popularity but, IIRC, the devs claim SWF matches really don't represent a significant number of the matches.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1855841#Comment_1855841
The problem isn't the perks, it is the speed gens can be done.
The game only works when survivors have no idea what is going on and multiple, if not all, survivors leave their gens for a save. SWF, even casual swf do not do this.
There are many other problems caused by even casual chit chat that you don't even notice, but that is the main one.
Yeah, I get the feeling that a lot of people don't realize the value of even casual talk is to a SWF. "Don't worry bro, I'll save you," results in two members knowing the can stick to their gens, totem hunt, what have you.
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@ygizmo said:
No reason to make a sequel to DBD.
Every reason in the world.
Just to start, there's plenty of code they can't seem to fix but they continue to build upon. The game design lacks good balance and they use RNG, which only worsens things, to hide it.
The premise of the game is great. Game play can be fun at times. But the overall execution is quite wanting. Just read reviews of the game by people on Steam. Many of the positive reviews come with significant complaints.
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Wait for Behaviour to quit being stupid and put comms in the game for all survivors that way they can balance killer against 100% SWF. That, or go back to no SWF.
"Well not everyone will use mics."
And when they don't have mics in lobby, other survivors will dodge them. The no mic crew can play together or get mics.
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Voice can be balanced. You make comms an in-game thing like Overwatch or Last Year. Then when you see survivors stomping killer and you balance for it with the ideas I provided above.
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@TrAiNwReCk said:
@Silverbusa said:
I'm having the same issue with SWF. Worst is the SWF that not only are good and work extremely well together but also taunt the entire match and then when it's over mock you as if there were anything you could do to not be steamrolled.If I can 4K semi-often with a non-SWF group, I think I'm decent at the game. This reflects the original design of the game which had no SWF and was balanced towards random survivors who couldn't communicate with each other.
Obviously, a balance is needed.
First, implement in-game comms. This way you can balance killer versus survivor knowing every round the survivors will be communicating with each other.
Second, the game knows when a match is SWF. Balance towards that as well because while a group of randoms may coordinate some, it's likely SWF will coordinate significantly better on average. To balance this, the no-repeatable perks seems one solution. Another would be making gens/chests/gates take an extra 5-10% longer to repair/open. Just a few ideas. There' are literally hundreds of things they could do to balance SWF.
Haven't had many constructive posts to this thread. Great to have some neutral balance feedback. Those could be some good ideas. I myself don't have the best ideas, but I think the developer trying (if they are) to balance out SWF through perks or other shared in game mechanics it simply won't work. They need to make changes that focus 100% on SWF lobbies. The item/offering/perk limitation to use only unique selections per player within a SWF group would keep well coordinated SWF from abusing solo survivor balanced items/perks/offerings. Wish the devs would at least give some feedback to let us know they're taking things into consideration so these threads don't seem endless and to an extent pointless.
I had a SWF group today. They confirmed they were 4-man (inadvertently). Their perks (11 out of 16) were optimized to escape the killer and rescue friends.
Since they were being toxic ######### and acting as if I were a complete noob, I asked if they thought SWF using comms was balanced. Of course they did. They continued being abusive and I pointed out their perks and how they optimized for their 4-man SWF.
One guy said he would have played his build even solo. And it's probably true. However, the odds of getting 4 people with builds like theirs in a random group is extremely low. Couple their optimized builds with voice comms and the motivation to work as a team and not just save themselves, you get complete in-balance.
I watched one of the devs' streams today and he was answering all kinds of questions but he made it clear there were questions he wouldn't address. I questioned him about SWF balance and of course, he ignored it. The devs don't seem to care, have management telling them to leave it alone so they can attract more players (friends of current players) which makes the company more money, or they believe balancing the game for SWF is just too hard to tackle.
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I'm having the same issue with SWF. Worst is the SWF that not only are good and work extremely well together but also taunt the entire match and then when it's over mock you as if there were anything you could do to not be steamrolled.
If I can 4K semi-often with a non-SWF group, I think I'm decent at the game. This reflects the original design of the game which had no SWF and was balanced towards random survivors who couldn't communicate with each other.
Obviously, a balance is needed.
First, implement in-game comms. This way you can balance killer versus survivor knowing every round the survivors will be communicating with each other.
Second, the game knows when a match is SWF. Balance towards that as well because while a group of randoms may coordinate some, it's likely SWF will coordinate significantly better on average. To balance this, the no-repeatable perks seems one solution. Another would be making gens/chests/gates take an extra 5-10% longer to repair/open. Just a few ideas. There' are literally hundreds of things they could do to balance SWF.