Adjatha
Adjatha
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It's a laugh to see people say they barely nerfed him or that he's still just as good as he was before. Classic case of people who've never actually played him before.
1) They removed his slowdown addons completely, thereby eliminating his ability to lengthen games to a point where he can get momentum going.
2) They reduced the number of snares and pallets you can place by 40%, making his ability less useful at detecting survivors crossmap (as you'll typically overwrite the old ones in chases now)
3) They added a slow down on using his power, making it far less viable to actually lay traps as your're chasing someone, slows down his area-trapping initial set-up, and most importantly makes the feeling of using his power worse overall.
4) They put a bonus immunity on the alarm clocks, making it so that if a survivor wakes up with one, they are immune to his powers for a futher 30 seconds. That moves his passive sleep to 90 seconds (a 50% player buff), as well as making you immune to going to sleep by being hit, which means he effectively has no chase power if you're using alarm clocks.
And, hilariously, the thing that survivors were MOST complaining about was his teleport-to-gens power, which wasn't touched.
So, effectively, they made his worse at 1v1, slower, less able to play with his power freely, and gave survivors extended windows to just turn off the killer's power completely (once again, putting the killer's power in the hands of the survivors instead of the killer player). It was a tone deaf nerf that missed the whole point and killed both his viability as well as throttling the fun you can get just by playing him.
And THAT'S why you don't see Freddy much anymore. And your queues are longer. Because why should killer powers be fun and rewarding to use?
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@RodDeWitt said:
Because, what is the purpose of playing and buying new killers, if I am going to live in constant fear of them being nerfed out of nowhere? The game was already unfair enough for killers and now i also have to worry that my main (which i bought with real money) will be nerfed because survivors finding it unfair, im done with this game.
Bhvr basically stole money from us.
That's why I'm not picking up Artist. She already got a pretty massive nerf right out of the gate from PTB to Live, but I am 100% sure she'll get nerfed to the ground within a month. What's even the point of picking up new killers anymore? Either they'll release hilariously weak like Trickster, hilariously buggy like Nemesis, or just strong enough to get the nerf bat when survivors suicide on their first hook every game until the STATS pile up like Pyramid Head.
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"Pig is too strong. She has no counterplay and is fun to go against. She needs to be nerfed asap!"
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Alternately: boons could have charges, just like items. And if you're using the boon totem's effect, it drains charges away until it snuffs itself and has to be re-lit. That way, you could balance the number of charges around how powerful the effect is.
EDIT: Which would also discourage running a zillion boon perks on one person, because your totem would get drained to zero very quickly. That encourages the survivor team to run different boons, which 1) consumes additional survivor perk slots and 2) means more than 14 seconds of the survivor team is being consumed in setting boons up, which might actually help slow down gen repairs.
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Oh, they're all bad and should be dropped to, like, 8-12 meters. But CoH is by far the worst offender, as it completely overwrites every other healing option in the game by orders of magnitude and extends that wildly overtuned buff to the whole team.
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Gens flying by is, apparently, by design.
The Devs have described their goal as "2 kills, 2 deaths, every game." That means that all 5 gens have to get finished every single game. And the only way that happens is if generators are so easy, fast, and unprotectable that survivors can pop them off before the killer gets any real momentum behind them.
A typical, "ideal" game is pretty much: killer takes out one survivor, all five gens are finished, killer gets one more survivor right before they can all flee through the gates, game over. So, don't anticipate any meaningful gen speed reduction. The folks with their fingers on the buttons have decided: All five gens, every game.
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Consider that black mist has been removed and every map they rework varies from "Very Bright" to "It's actually just full-on daytime, apparently the Devs do not want you to play stealthy anymore. Only loops and running forever. Forget about the "hide and go seek" that this game was originally founded on.
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I actually think Haddonfield LOOKS fine. But it's impossible not to downvote Haddonfield by virtue of just how poorly designed it is from a gameplay standpoint.
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Killer MMR doesn't start low when you start a new guy, to let you get used to using their power. And killer MMR gets thrown out to give survivors faster queues.
The concept of MMR has been completely thrown out for killers. It serves no purpose and has no effect on your games. Maybe it improved survivor experiences, but at least for the other side of the game, it's less than nothing.
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They don't want to try alternate game modes, be it ranked or unique gameplay that changes up survivor task or makes new dynamics, because of a fear of increasing queue times too much.
Tragically, it's the fact that they're failing to balance the game in a way that makes enjoyable options for everyone is what is causing outrageous queue times in the first place. And unless they're willing to take a chance on something like your suggestion, things will never get better. And since retention isn't an option, attrition will eventually outpace new, cross-platform markets.
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@PlayTwink said:
https://forum.deadbydaylight.com/en/discussion/comment/2685983#Comment_2685983
https://forum.deadbydaylight.com/en/discussion/comment/2685976#Comment_2685976
You guys literally forgot about the fact that survivors were disconnecting or suiciding on the hook while playing against deathslinger? There were numerous forum posts about how deathslinger was annoying to play against
People do that against literally every single killer who has ever been released, ever.
People were posting about how TRICKSTER was op when he first came out! The weakest killer in the whole game, and people were DC'ing and spam posting about how he needed to be nerfed.
People get used to how the power works and then the killer falls aside into obscurity. Deathslinger came out over a year and a half ago, but for SOME REASON, now's the time to nerf him. Because there's been such a huge upswing in people playing him and 4k'ing all over the place. Like, seriously. Get real. That came out of nowhere, for no reason, at the request of nobody. In all liklihood, some Dev had a single bad game against him and decided to just gut the whole character for petty revenge.
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@PlayTwink said:
https://forum.deadbydaylight.com/en/discussion/comment/2685335#Comment_2685335
Deathslinger nerf was also driven by survivors, everyone was complaining about him before the nerf
I never saw a single complaint about him on this forum. For that matter, I never saw a single person PLAYING him in any survivor games I've played.
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@Ssajbambusa said:
@Emeal Explain
They had an update that basically said "We know grabs don't work and we're not fixing them. Instead, your killer will make a weapon attack if the grab doesn't function."
However, this is a weapon attack, not a weapon HIT. So, as often as not, you'll go for a grab, get cheated out of it, and then have to endure the "missed weapon attack" timer on top of the survivor getting away scott-free.
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Elements to track for MMR:
Killer-
- Hooks (but not hook states)
- Kills Before EGC (higher value)
- Kills After EGC (lower value)
- Successful uses of your power
- Overall length of the game (mmr up if you kill all survivors before X minutes, mmr down if survivors finish all gens before X minutes)
Survivor-
- Gens finished
- Chases lasting over 30 seconds
- Safe hook rescues
- Team mates healed
- Escapes
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@Trex_Crazy said:
https://forum.deadbydaylight.com/en/discussion/comment/2685634#Comment_2685634
I agree with boons but I feel like if it was dull totems too I would just try to light every totem as the match starts to get permanent debuffs on survivors. (which as someone who mainly plays killer I have no issue with something broken in my favor however I don't think it would be a good Idea overall)
I mean, Trapper has to waste 2-3 generators worth of time picking up and setting traps. This is the same principle, except survivors can remove these forever.
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Pentimento should be able to be used on dull/boon totems (but if it gets cleansed, the totem is gone forever), or freely reused on totems that the survivors nuked. You can add a 'charging' time to it, if you want.
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@Labrac said:
I'd be fine with Pentimento if we could at least Rekindle the Boons. It's just stupid how Totems are supposed to be "Killer's belongings" but survivors are the ones who seem to own them now.
Sort of like how the Killer's shack is literally supposed to be their home, but it's often the strongest tile in the entire map for Survivors?
Yeah, some real backwards logic going on.
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- Pyramid Head nerf was driven by survivors
- Same with Freddy nerf
- Same with Spirit nerf
- Weirdly, NOT the deathslinger nerf. That just came out of nowhere.
When it comes to "complain about the killer you don't like," the forum has a pretty high success record.
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Without going too much into it:
- Pyramid Head has the worst selection of Addons of any killer in the game. They are bad, top to bottom and despite his power getting nerfed four times in quick succession, and all his perks reworked, his addons have never been touched. Even the ones that extend your shockwave range are actually bad for you, because they make you think you reach further than you do and when you try to play him without them, you end up missing a ton.
- His Torment Trails have SO MANY layers of self-nerfs on them. I'll just give you a quick list: Makes a ton of noise, slows you down, throttles your turning, has a limited number that can be placed at once, has a limited number that can be placed total, only last for 60 seconds, Can't be placed near doors, hooks, gens, or stairs, and can be totally ignored by just crouch-walking for 0.5 seconds. They're hilariously useless and yet so over-hyped because CAGES! Oh man, a single mechanic in the game that prevents the use of Borrowed Time and Decisive Strike, the two biggest crutch perks Survivors endlessly spam? OH MAN. They need to ease WAY back on, like, half of those restrictions.
- His shockwave is the only skill shot in the game that straight-up creates a red beam of light telling the survivor exactly where it's going to go. I do not know why they felt he needed this ADDITIONAL layer of self-nerf, on top of planting the blade making a ton of noise, taking a really long time to set up, throttling both your movement and turn radius, the wave having a really long travel time for survivors to move, the wave having a very narrow width and limited length, and a recovery time longer than swinging your weapon. Again: WAY too many restrictions baked in. After they put the added nerf of "can't swing after putting it away," there is only one time you can actually use this power, and that's when the survivor is locked into an animation, like vaulting or dropping a pallet. In both cases, it depends on the survivor screwing up, not any skill by the killer player.
PH is, and always has been wildly over-hyped for a pretty middle-of-the-road killer with too many restrictions baked into a kit that is fundamentally just anti-loop. And, if I haven't stressed it enough yet: REWORK HIS ADDONS! Throw all the existing ones out and make new ones from the ground up.
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@AbsolutGrndZer0 said:
No, the perks don't need a nerf or buff.
There is zero reason to run Self-Care over CoH, except for if you don't have the character to get CoH yet.
Self Care takes 32 seconds to heal, increases med-kit use by 20%.
CoH takes 14 seconds to bless a totem, then another 16 seconds to heal, for 30 seconds total (2 less than Self-Care). From that point forward, you and everybody else on your team gets Self-Care at double the speed. It ALSO increases med-kit use by 100%.
There is literally no reason for Self-Care to be in the game anymore.
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@Sludge said:
Ranking up with grades doesn't mean anything. I can stop playing for 3 months, and then grind a Rift and get Rank 1 without even trying. Doesn't mean I'm good, it just means I've played recently.
Grades lumped casuals and competitive players together all the time.
It doesn't mean you're good, but it does mean you're RECENTLY EXPERIENCED. If you take a 3 month break from the game and come back, you have to shake off the cobwebs and you'll be playing a lot worse than if you'd been playing consistently. Even if you're getting max rank ups every game, you still have to play A LOT of matches to get to iridescent. Somebody who plays 3 games a week isn't going to have nearly the amount of game time and simply isn't going to be as sharp.
Rank doesn't translate 1 to 1 for skill, but it DOES have a strong correlation game familiarity. Even if you're the worst playing in the game, if you play it for 40-60 matches every two weeks, you're going to pick up SOMETHING. # of matches is just one more element of nuance that could be used in a more sophisticated mmr system, but obviously isn't.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2684566#Comment_2684566
Eh.
There's a lot of words for this phenomenon, but I've always like 'confidence'.
Basically, the less consistent your performance, the more volatile your MMR is going to be.
Most MMR systems tend to jump around wildly for a while until they can find a spot where you are mostly consistent and then things start to even out.
SBMM has some...quirks (see: bafflingly weird design decisions) like trying to prioritize queue times really rapidly and also causing you to gain extra MMR if you kill even 1 survivor out of your range while barely decreasing it if you get stomped in these 'snack' matches, as well as tying your new killers to the MMR of your highest killer but, especially on peak, the quality of my matches is a lot higher.
I wanted ONE thing out of MMR: give me easy matches for killers I don't play and are difficult to use (like Blight), so that I can take the time to learn their powers. That was expressly called out as one of the main goals for MMR, and the primary rationales for killer-specific MMR. And then, they stripped it away because "oh well, you know the basics of the game so you don't need new players."
Yeah. If I want to run around and M1 without my power, I can do that. That's not the point. The point was to give me games where I could practice the power without getting juked at every tile every time. It's miserable trying to learn a new killer power and the new MMR system specifically does not help (despite being promised that it would.)
Infuriating.
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I'd use it if it had its own ammo, instead of taking away from the slow down bottle stock.
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The whole thing gives you whiplash. There's no gradual ascent or decline through levels of skill until you reach the medium of your talent. You just bounce around willy-nilly from First Game newbies to people who literally buy houses from the money they make playing this game all day.
They don't show you the numbers involved, but it sure feels like they're working with a binary 1 or 0 formula.
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He was terrible and got buffed in 5.0. Then, immediately after in 5.1, he got nerfed again. 50% more knife hits to activate Main Event, 25% fewer knives, 2x as fast laceration heal (though that was reduced to merely a 50% faster laceration heal.
Because, for some reason, buffs cannot be handed out without nerfing other things in the same breath. And they STILL don't let you save Main Event, unlike every other build-up killer power in the game.
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Circle of Healing is objectively better than Self-Care. It's 30 seconds to bless a totem and heal yourself, but 32 seconds to use Self-Care. And the Totem sticks around for everybody else to use it or for you to use it again. AND it secondary makes your healing kits last 100% longer instead of Self-Care's 20% buff.
There is no defensible position for Circle of Healing to be THAT MUCH better than Self-Care. (Other than, obviously, Self-care being free and CoH requires you to buy a survivor to unlock, but the balance team would NEVER do something like that, right?)
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Attempting to balance 2 kills and 2 escapes means that, by design, the game demands that all 5 gens are completed every single game.
If it's a foregone conclusion that the gens will always be completed, there is no hope that gen speeds will ever be checked.
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Nope. I was getting 0ks one after another and was just as likely to go against a team with 3 BNP Toolboxes as one with green perks.
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"the game isn't THAT lopsided, you can be good if you just improve," proclaims 10,000 hour streamers who make their living by playing game for 8+ hours every day.
Did you know that the level designer in the game "Catherine" ended up getting so good at playing the game, that he ended up making levels that nearly no normal player could beat? They had to move those levels over to a special arcade challenge mode because the man had lost sight of a typical user experience. That is what it's like like professional streamers talk about "oh comms don't help survivors THAT much," or "any killer is viable," or "well THIS power definitely has be be nerfed! Look how often I 4k with it, despite 4k'ing with every killer every time because of my overwhelming experience advantage."
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Suggestion: expose survivors who run up to unhook 0-5 seconds after their friend has been hooked.
If camping shouldn't be a viable strategy, bomb-diving hooks directly in the killer's face before he even has a chance to move away shouldn't either.
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The zombies were his WHOLE uniqueness and they were released buggy and never got fixed, in addition to not scaling based on map sizes.
A good concept, sabotaged by poor coding and a host of far bigger bugs that took away any time to fix the killer's power.
The tentacle thing is plainly a vestige of a different power set that was abandoned at the last minute for the current, underwhelming one.
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@drakolyr said:
https://forum.deadbydaylight.com/en/discussion/comment/2683020#Comment_2683020
Tbh, you only listed some things.
I add up for survivors:
- Learning every killer and his powers
- Learning every killer with special builds
- You need to adjust your playstyle for your mates, which isnt a positive thing (unless you play SWF)
- Learning every item
- Sometimes you need to distract the killer, so the objective can be done
- Try to rescue other survivors before a killer can hook
- Take protection hits or take a chase...
Also blessing and breaking are in one category. You can add remembering totem locations.
For some killers, you need to look good after some things. Doctor for example with his passive.
Also you said that killers need to chase survivors after pallets etc etc, but the survivors need to consider this too?
On most things, you need skill. Maybe you should consider playing survivor for a while?
Both sides need time and learning and not everything is just easy.
Also i think that some killers "switch off o survivor" and its easy, just means you are low MMR and of course, first its easier if you already have game sense.
The bulk of the things you mention are "learn X," which again, has a minimum threshold of competency. You have to learn how Artist can do, but once you know that, you know it. It never gets harder. NOT knowing those things is what makes the game hard for new players. Things do not change as you get good and are not shuffled around to keep you on your toes. (there are a few edge cases, like Freddy using dream pallets instead of snares, but that kind of game variation accounts for maybe 1% of matches).
Intentionally being the one who gets chased when you're the best looper on the team is as easy as running toward the heartbeat. Taking protection hits is almost always as easy as calling out for it in Voice Comms. None of these get harder. None of these require adjusting your playstyle on the fly. It's all the same thing that you just do over and over regardless of who the killer is or how skilled they are.
Yes, survivors have to learn the basics of what killers can do, how maps are laid out, and the correct way to run loops. This is a basic training element that separates new players from seasoned ones. And once you've learned it, it applies to every single game and what you're expected to do flatlines. Looping is the only part of the game that requires you to play better or harder or do other things. The vast bulk of the game is exactly as easy as when you first started to understand how to hit skill checks.
Survivor has a Learning Curve, not a Skill Curve. And once you're learned what needs to be learned, the game never asks you to improve at the overwhelming majority of the survivor tasks. This is in opposition to Killers, who have that learning curve of using their power, but every other part of the game is a skill curve that just gets harder and harder. And the continual nerfing/reworking of killer powers means even the learning curve never really plateaus; you've got to keep re-learning the character every time a cool down gets tweaked or a critical addon gets gutted.
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Survivors have to:
- Find Gens
- Work on Gens w/ skill checks
- Run away from Killers
- Save Survivors on Hooks
- Heal
- Sometimes find and break/bless totems
Killers have to:
- Find Survivors
- Chase survivors around walls, through windows, and across pallets
- Hit survivors with their weapon or basic attack and then not lose them when they get a massive head-start on the next part
- Successfully down and hook survivors without getting blinded, body-blocked, Sabo'd, or otherwise stunned
- Keep survivors off of generators
- Keep survivors from getting unhooked/healed
- Keep survivors from opening the exit gates
- Sometimes find and quash boon totems
The only parts of the survivor tasks that actually gets HARDER based on the killer they're playing are "Run away" and "Save Others." Every other part of their gameplay loop is the exact same difficulty, no matter if you're a brand new player, a 1,000+ hr streamer, or have the highest MMR in the game.
Whereas, every single part of the Killer gameplay experience becomes harder with more skilled survivors. Good survivors know how to waste a killer's time looking for them. They know all the loops and layouts to run from one pallet to the next without walking into a dead zone. They have perks to deny hits, evade powers, and stop killers from caching in downs. They split up to work on so many generators at once that at least 2 pop before the first hook of the game. They 99% gates until the whole team is safe to get out. And though boons are new, good survivors will know the best totem spawn spots to get the bonus while still making it a huge hassle for the killer to find and snuff it.
Survivor is 'easy,' in that there is always a low level competency check that never becomes more difficult. And once you've learned to look behind you, run loops, and unlock all the various 2nd chance perks, the only two parts of the game that actually need you to perform above the level of a bot become so much easier as well.
I want you to imagine a game where your MMR actually affected the skill checks you have to make. I'm talking Max Madness + Super Hard Checks with no Great results, no auditory warning, and super tiny Good zones. Where not only is there a chance, but a likely one of professional streamers actually FAILING a skill check now and again. Wouldn't that be wild? If repairing gens actually became difficult to compensate for a given player's statistical talent at the game?
But no. That's not how it works. The core gameplay for survivors never gets any harder past newbie levels.
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Blight is incredibly difficult to use. He's easier than Nurse, if only because he still moves faster than the survivors and just just play powerless if you need to.
Anybody who tells you he's easy to use, learn, or master is a liar or has never actually touched him.
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@GoodBoyKaru said:
Why do we do that? Because solo survivors shouldn't be forced to use a perk- maybe two- of their limited and often uncoordinated builds for information that SWF players get for free. Thinking they should be forced to do so helps perpetuate the continual cycle of imbalance this game faces and will face.
To get the information SWF have for free by using perks, you'd need to be using Alert, Windows, Aftercare, Small Game, Kindred, Open Handed, Plunderers, Visionary and Deja Vu together, a cheeky little Detective's Hunch, maybe a dash of Sabo's aura reading too, and definitely more I've forgotten. SWF have all of these with the added benefit of build coordination, reliable teammates, and all with 4 perk slots remaining each.
That's why :)
It's almost as if SWF comms is wildly unbalanced, both to solo Q and killers. Weird.
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Whiplash
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The killer is just going to go after the weakest link on the survivor team. Just hide and let somebody else draw killer aggro.
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Change the perk to "after hooking each survivor once, a 100% completed generator loses all progress and goes back to 0% complete."
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The only genuinely great part of Pinhead was the imaginative ways his chains were utilized in all his animations. The art team really knocked it out of the park on that guy. It's a shame the balance team took a dump all over their hard work.
It'd be nice if more killers had Pinhead's level of unique animation detail.
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They expressly REMOVED new, smooth, good looking survivor animations because it prevented survivors from abusing the old, jerky, non-fully animated movements. Why would they EVER remove or even slow down teabagging, which provides no actual benefit and is just there to be abusive?
If they intentionally make their game look worse to appeal to the survivor players, they're never going to remove all the avenues for pathetic little nastiness most survivors seem to delight in.
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All of your frustrations are entirely valid and are frustrations felt by every killer player. They have been in the game since it launched and despite numerous patches, no actions have ever been taken to remove the "this has no purpose except to taunt and frustrate the killer" aspects of the game like flashlight clicking or all survivors waiting in the gate and refusing to leave.
There are some perks to punish players who attempt to body block you (Mad Grit and Starstruck), but these are useless perks the majority of the time and are terrible solutions to the fundamental problem of "survivors are not punished for having no fear for the killer."
You may be new, but sorry to say that your complaints are the exact same that every other killer has.
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Whatever you believe about anything else in this game, we can all agree on one thing:
Using your killer power should FEEL FUN.
The killer powers are the entire point of the game. They change up the conventional rules from one match to the next, add variety to the killer cast, and dictate how survivors have to adjust their normal play experience. Above every other part of the game, it should feel good and fun to use the power and extremely rewarding when it actually works out.
When Huntress lands a cross-map hatchet, that feels great. When Nurse perfectly times the blink to clip a dodging survivor, it feels great. When Myers reaches T3 and proceeds to decimate an overly cocky team, it's a dream.
But, with increasing frequency, we have killers who are either designed poorly or nerfed too harshly, degrading that power-enjoyment experience. Pyramid Head was fun to use, before he got four waves of power nerfs. Freddy was a treat until he got evicerated. Wraith got buffed to be fun and then nerfed almost immediately afterwards. Spirit lost her stealth, Deathslinger lost his stealth AND his hitspeed, Twins got a punishment for SUCCESSFULLY landing your power, Trickster was released pathetic and even when he got buffed he got a nerf built in, Nemesis was released with a broken passive that still doesn't work, Pinhead got a pathetic active power and had all his useful addons nerfed to make his passive useless as well, and on and on.
It should surprise no one that people increasingly are getting less enjoyment from playing Killer. SWF, Boons, Maps, and all that aside; the Developers have lost sight of making powers Fun and Rewarding to use.
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They removed the sight on his cages, which was the baseline 'tunneling' problem. Additionally, you cannot go to a cage unless you let yourself get Tormented. The torment trails are flat-out poorly designed and almost never actually worth the killer's effort to place. They are also completely in the survivors' control to avoid, as you can see them easily on every single map, and can safely be crossed by sneaking for one half second. If you are being chased and you run into torment trails, that's on you for running poorly. His whole kit is so wildly over-nerfed to give survivors ludicrous amounts of "Counter Play" that even the suggestion that "there's nothing survivors can do," is hilarious.
If you believe that ONE killer's completely avoidable method of evading DS or BT is unhealthy for the game, then that implies that those perks are absolutely essential to play the game. And if something should ALWAYS be taken, then it should not exist at all. That straight-up means it is too strong.
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@BenSanderson55 said:
From all the people I associate they pretty much agree, you'll never get balance in a 4v1 game. Soloq will favor the 1, and the opposite will be true with teams, even more so on comms.
Which is exactly why the core rules of the game need to change for solo and SWF, but the Devs have flat-out said that they will not be doing that.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2676272#Comment_2676272
Let's not pretend those crumbs of information you're talking about are anything on what SWFs have.
Solos know:
-When the obsession is being chased
-Everyone's health state: healthy, injured, deeply wounded, downed, hooked, or out of the game
-Where a downed or hooked survivor is
-What hook state each survivor is at
-Certain mapwide or HUD cues give away who the killer is once they start interacting with any survivor (you've alluded to some, but also Deep Wound meaning Legion or Deathslinger, Freddy's sleep timer, Plague's infection, Pinhead's chains, and Twin's Victor-release sound.) By extension, they also get information when certain killers are using their powers (Plague, Oni, and Myers activating their power mode, Artist's crows, chainsaws, Trickster's blades, Ghostface's marked status, Demo's numerous sound cues, Wraith's bell, Deathslinger and Pyramid Head's shots, and screaming giving contextual information vs Doctor or Clown.)
-When a gen gets done and where it was
-Where a boon totem is, and once the totem has been snuffed, that a dull totem exists in that spot (useful for NOED)
-Where the gates are if they're looking in the right direction for a second after the last gen pops
SWFs know all of the above, and:
-What perks and addons everyone is running - important for coordinating flashlight/sabo/BT/Head On/pallet saves, and also for letting players with Unbreakable, DS, Power Struggle, or Deliverance do their thing instead of wasting time on them
-Who the killer is as soon as anyone spots them/hears a unique TR/sees a map prop
-Where the killer is for as long as anyone sees them
-The killer's strategy as long as one player has witnessed it - do they kick gens, do they respect pallets, are they camping, are they patrolling one area to try and create a 3-gen later, do they moonwalk in chase, etc
-When and where the killer is chasing someone, and by extension, when it's completely safe to do something else. The chased player also knows where nearby players are and won't unintentionally run the killer into them.
-That the killer has X perk as soon as anyone has noticed its effects
-What every player is doing at any given time, and by extension, if somebody is doing an important task or if somebody needs to stop what they're doing to do the task
-Which gens are at what progress - good for cleaning up gens that are regressing or someone was chased off of, and also for avoiding 3-gens
-Whether a slugged player is ready to be picked up or not
-Where totems are as soon as anyone spots them
-Where killer traps are as soon as anyone spots them
-Which pallets have been used and which areas of the map aren't good to run to
-Where the gates are as long as anyone knows where they are, and also whether either one is ready or not
It's not comparable. I had a game the other day where I didn't know who the killer was until 1 gen was left because someone else was doing an incredible job looping them and the killer was bad enough to commit. Not that I knew they were being chased, because they weren't the obsession. SWFs can play better because they know what's going on and don't make as many mistakes or inefficient plays as solos do.
I'm not saying it would fix everything, but the game could get a lot better if we weren't stuck in this lopsided triangle where solos < killer < SWF and killer needs to be balanced in two different directions at once. Because historically, devs balance for solo, pretend SWF doesn't exist, and killers just get screwed by it when survivors consistently perform at a level game design never accounted for. If they actually accounted for it, killers could be balanced for comms and we wouldn't have these situations where Pig is overperforming and Pinhead gets everything regarding his box nerfed because solos usually fail to deal with it, when it's trivial for even a casual SWF to keep his chain hunts from ever happening.
I mean, you're completely correct on all of those points. The Devs DO like to pretend SWF doesn't exist. Or you have people saying "oh actually SWF doesn't really give THAT much info or use or advantage." And the game's NOT balanced for SWF.
But it super doesn't matter. They'll keep putting minor Solo buffs in, keep nerfing killer, keep pretending SWF doesn't exist (and yet needs to be mollycoddled constantly), and keep avoiding any fix that would actually make any meaningful change.
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Circle of Healing isn't proof Devs hate killers. It's proof that Devs don't understand basic math.
Self-Care, a solo perk, lets you heal in 32 seconds.
Circle of Healing, a group perk, lets anyone self-heal in 16 seconds.
But wait, you have to Bless a totem first! Well that's okay, because the time to bless a totem is 14 seconds. Which means that your first self-heal takes 30 seconds, which is STILL faster than Self-Care! And the totem stays up for everybody else to use freely!
And EVEN BETTER: Self-Care makes your med-kits last 20% longer, while Circle of Healing makes EVERYONE'S med-kits last 100% longer, while ALSO making the med-kit heal twice as fast!
These are not complicated numbers. The totem is so embarrassingly better than every other healing option in the game that it's completely broken on its face. Even if only one survivor could use it, it would STILL be a better version of Self-Care. The fact that the whole team gets a slice is just mind-boggling.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2675143#Comment_2675143
There's actually a really simple workaround to this, and it's to focus solo improvement changes on increasing the information the game gives you - some basekit auras, perk visibility for teammates, improved HUD coverage for survivors, a ping system or voice chat. Stuff like that. It doesn't buff SWF because they already have this information and it doesn't nerf them because it's not cutting off any of their options.
You're never going to get changes like 'you can't use this perk if you're in a SWF' or 'solo queue players get more perk slots', but it'd be very feasible to give solos an approximation of what SWFs have if BHVR wasn't so married to the idea that this game is supposed to be played blind (even though in practice, that's only what happens in the weakest player bracket.)
SWFs will always have an edge because they can choose their players and won't get random new/useless/self-serving teammates, but the biggest disparity between solo players and SWFs is that the SWFs make informed decisions and the solos don't, so they run the killer into their teammates on gens, three people or zero people go for the save at once, everyone thinks someone else will get Pinhead's box, nobody knows that Bubba's camping, that 90% gen regresses back to nothing, the player without BT races the player with BT to the unhook and beats them to it, etc.
Well good news: They put a zillion extremely loud sound tells (Bubba's scream, PH's earth split, Demo's roar, Spirit's whoosh, etc) in the game to give all survivors info. They put a hook counter into the game to give all survivors info. They put an always-on Obsession in to make the killer unsure if somebody has DS. And, at this point, they're just giving survivors free, cross-map aura vision with Pinhead's box.
So it SURE looks like the game's going the way you want it to. And yet, SOMEHOW, solo queue still isn't fun, SWF is still super broken, and Killer gets less and less fun to play with every patch. Real race to the bottom.
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Considering the delay between gutting Moris and gutting Keys, and the fact they they JUST gutted Pinhead, I'd say boons will stay at their current levels for at least 9 more months. Maybe 12.
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@ThanksForDaily said:
Nerf boons, nerf Iron Will, nerf Dead hard, nerf Spine chill, nerf nerf nerf nerf
Instructions unclear. A new Pig Nerf has been deployed.
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2675143#Comment_2675143
Organised SWF already use BT, rework BT so the user of the perk is protected won't change their gameplay that much anyway then.
On the contrary: organized SWF can just make sure the designated looper has BT and the others are free to use gen run perks exclusively. That way, if the looper DOES get caught, they get to eat the BT and dash off to start the loop all over again. And if somebody else gets caught, they become designed savior, with BT to protect the Gen team. You've effectively freed up 3 per slots on the SWF team for CoH, item recharging, Adrenaline, whatever.
Would it be super strong for Solo? Yeah, sure. Would it be way better for SWF? Of course. Everything is better with SWF. The game is fundamentally not balanced around organized groups with comms.