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ArchAbhor

ArchAbhor

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ArchAbhor
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  • @katoptris said:

    You sure he wasn't running the chatterer tooth that allowed him to see it?

    He has the whole map and zero knowledge as to where the survivors are at the start. Goes right to it. After hooking he goes right to the box everytime. bots to it. Not makes a guess at the general direction straight line to it. You make a habit of defending cheaters?

  • @Xendritch said:

    I find the box right away most of the time when I play cenobite.

    Guess I'm a cheater lol.

    That was in conjunction to the other things, but i guess you cant be bothered to read the whole thing.

  • @katoptris said:

    You sure he wasn't running the chatterer tooth that allowed him to see it?

    no tooth

  • @Chewy102 said:

    The box can't spawn with X meters of Pinhead and not within Y meters of a Survivor. So for some maps it isn't that hard to roughly know where the box spawns based on your spawn as Pinhead and knowing about where Survivors likely spawn. It's the same spawn system for the start of the game or any time it respawns.

    Not saying that there aren't cheaters. But something like this can be learned rather quick through just playing Pinhead and figuring out the spawn rules for your box. Some maps it's very easy in fact to walk directly to your box.

    I'm aware of this and took it into account with the original post. He didnt have lethal and found the box immediately at the start. He bots to the box whenever it pops up. Not goes in the general direction. Goes right to it. As I said I was monitoring his movements with kindred.


  • @Shroompy said:

    As some one who played a good bit of Pinhead and just killer in general, there are numerous ways to know where Survivors are without BBQ.

    And its also a lot easier to know where the box is than you'd think.

    I am experienced in killer and pinhead. That doesnt excuse this.

    I'm taking into account game knowledge. I'm not talking about guessing a general direction I mean he bots right to it every time. No lethal but finds the box at the start.

  • Flop? The RE chapter was objectively their most successful chapter to date. Flawed yes, not a flop. I love the ring and all the mechanics brought with it are great. She's a bit weak but that's a different topic.

    We don't know their profit margin. Seems to me like they are putting in a lot of the money they make back into the game. That doesnt even take into account upkeep on the company and I'm pretty sure that the teams grown since release. License deals cost money I would assume. As far as devs are concerned I think the put a lot of effort to do each license justice. You have no idea what those licenses allow. You are working with assumptions.

    It sounds like to me that you have no idea what you're talking about and are just trying to bad mouth the game or devs for some other reason. There are plenty of things to jab at bhvr for but this isn't it. I think they deserve a lot more credit then you're giving them.

  • @Sluzzy said:

    I had a match today that didn't sit well with me. No, it wasn't due to being camped to death and neither was it a Blight slaughtering everyone at 5 gens remaining. Not this time.

    I was on an awesome team and the killer mostly played fair. He didn't tunnel or camp anyone. Everyone stayed alive as long as they could in chase and they were glued to gens when they could and was never idle. He even abandoned chase with me because of Tinkerer. There was two different occasions where I had a gen at about 90% and it would have finished but he had the hook perk that removes objective progress and I watched this gen go from about 95% to about 75, and then he walked over to the same gen and removed even more progress and it becomes 50%! Two perks stacked together with POP! This is not fun to witness. So not only did we have to deal with Ruin at the beginning, but it was also POP and Scourge Hook. This is bad and I hope that the meta reworks is truly going to put an end to it because I am very tired of a decent team losing an entire match against a mediocre killer being carried by perks. The Demogorgon places portals next to the gens so he has all-seeing map wide information of what all is going on making him have a very unfair advantage.

    Demogorgon should not be able to put portals close to gens, which is the survivor objective.

    You can see from our tally screen we all had a lot of points. It was not a bad match, there was a lot of chases and it was mostly a good game. However, the survivors still lost horribly because 2 gens were left unrepaired on the map. The hope dwindled away fast when people started dying which reiterates the point that there shouldn't ever be a point when the match is unwinnable.

    The killer won because he had all slowdown perks. We could not finish the gens because he was stacking them and he had tinkerer which basically leads a horse to his water. This is a reminder that BHVR better use this opportunity to make this game fair by preventing slowdown perks from being stackable. It is too much advantage.

    It is NOT fun losing because you were outclassed by perks. When in this case, the survivor does not have a means to overcome it.

    https://us.v-cdn.net/6030815/uploads/11VTLAFCL2OO/tally.png

    You dc half your matches. You not being banned on here for trolling doesnt sit right with me

  • @TMNoThumbs said:

    You could just invest a few thousand before each game and use the matches to top off. Maybe finish some tome challenges but dont cash them? The cap will hopefully be higher soon.

    Im sitting at 3.399 mill. I cannot spend bp until the chapter drops or im set back. The less I have to grind out the new characters the better imo

  • Sluzzy unfortunately. Dced once they were found first. I wont play with them again. No one should be humoring them on here.

  • iri is censored

  • I dont advocate for either side to be pandered to. Its all about balance.

  • It was silent hill. Now i wouldnt mind more maps but most monsters pale compared to ph. If I would have to choose another itd be alien with a ship map like in Alien Isolation. I wouldnt mind amanda with a ripley skin or vice versa

  • @Peanits said:

    As you've mentioned, you could just as easily not down them if you want to let them escape. If you insist on 'establishing dominance', getting close enough to down them and choosing not to still sends the same message.

    Why not just keep it as a prompt like the offerings used to. In the final 1v1 if I'm facing an excellent looper and I'm planning on letting them go because they worked hard for it, it will often end with a clutch hit at a window or a good mind game. To which afterward i would either find hatch for them or let them wiggle out to find hatch. Its not a 'establishing dominance' thing. Its a sportsmanship thing. Don't get me wrong though I think limiting the mori to the end of the match is a great change.

  • Outside of the emblem and piping the devs do not reward altruism. MMR in fact encourages people to play selfishly. People who dont want teams that are more effective at killing them then the killer will want to raise their mmr so they get more efficient teams. Fortunately I think in the last q&a they said they were thinking about a way to work in the teams survival and teamwork into the mmr. So you can go for those risky saves or martyr for your team without having to worry about it dragging your mmr down to play with a 30 hour adept locker hiding dwight.

  • Made some ok points but mostly bad ones and were disrespectful and up their own butt like they know better then anyone else. Sounds like your typical disrespectful "BHVR stole my lunch money" player that could come from anywhere.

  • @hailxsatanxeveryxday said:

    They don't need to add passive condemned, but I'd like to see condemned stack speed doubled for removing tapes from the TV. As it is, survivors are completely free to ignore that mechanic, and I almost never see it come it into play when playing as Sadako unless someone is intentionally committing suicide because they want to see the Mori, even if one jackass is running around the map snatching every tape out of every TV. I realize that it's not supposed to come into play often, but it at least needs to have the threat of potentially coming into play if survivors don't check themselves.

    Her lullaby needs to go. No question about that. That one change alone would make her into a viable killer.

    All that aside, she can be strong if you have the right build. She's one of the few killers that actually does worse with Ruin/Undying than with a gen-kicking build due to her mobility. Combine Brine with Pop and something like Dragon's Grip and you'll see gens go from nearly done back down to zero on a regular. Nurse's is actually decent on her despite her lack of effective stealth.

    I've actually found that Merciless Storm works well on any killer other than Sadako due to the fact that every Sadako player seems to run it, and survivors expect it when they see her, so you're likely to get nothing out of it. They won't see it coming on any other killer, and even good survivors are going to miss at least one of those skill checks.

    Adding more stack instead of passive still places her power more in the survivors hands and like you said, that can be ignored. I personally think that the passive route will see condemned become more of a factor during most matches and not be as oppressive

  • @DarkMagik said:

    Make it purely focused on Delaying the game,i dont think you should ever get condemn kill.

    Changes i would Make

    a)Survivors near TVs will have their Bar to build up passively

    or

    b)If Sadako comes out a TV near a survivor they wont get a Stack of Codemmn but it will now cause the survivor bar to passively fill up.When they get a Tape the bar will fill up faster

    The point of these are to give Sadako more game delay by making survivors get Tapes more frequently often.

    I would also make it that survivors that are fully condemned have their aura reveled to all their teammates but now gain the exposed status effect.

    You could trade the mori for the exposed until death hook. That seems fair to me so long as condemned gets buffed.

  • I play both near even, but favor killer because its more interesting. like a 40/60

  • @Annso_x said:

    https://forum.deadbydaylight.com/en/discussion/comment/2951185#Comment_2951185

    probably same reason killers can't see survivors' hook stages, to avoid making Sadako a tunnel machine that only goes after whoever has the most stacks

    I always hated that thought process. A killer whos planning on tunneling is going to know the hook stages. Its the killer who is trying to not kill yet that wants to know imo.

  • @Ula said:

    Giving feedback when someone gets more condemned would help too.

    Even if Sadako knew exactly how condemned survivors are, I don't see how that would be a problem.

    It would definitely force the survivors to manage the stacks if sadako new how many they had. I'd be cautious with this though because it will lead to a tunnel into mori. Which if you add this it kind of make adding any other buffs to condemned over tuned. If I were to choose between the 2 I'd go with buffing the condemned over her knowing the stacks

  • 0% chance of this. Also *their

  • lmao hell no. Its not even a malicious thing. It's more of a victim, or did the sequels change it so that the thing became a monster? No offense to people who like it but imo its shock horror at its worst.

  • Nah Even if there was a better 4v1 game I'm to much of a horror fan to not return to it every once and awhile. As much ######### as the fan base gives it. It still has a lot going for it that isnt going to be just uprooted by 1 game coming out.

  • Best advice I can give to anyone who is debating on coming back to dbd is come back to have fun. If you're not having fun dont play. Thats why we play games right? To have fun? If you aren't having fun and still want to play dont expect to win. Go in with fun builds and expect to lose. The games way better with that mentality. That way when you face sweaty players its really not that big of a deal.

  • they're easy to counter without the perks. If they're pressuring pick ups thats 2 people min not on gens, and if you play it right 2 downs.

  • I actually just got every character T3 all perks not to long ago myself. Congratz its very satisfying to get to that point

  • So far the only good testing i've had with it is with hit and run wraith. Which to me seems like its much more viable after the change. Nurses sloppy. I applied constant pressure and was able to keep them injured the majority of the match. However against the top or swfs I'm not sure it can compete with med kits and coh. It will still be much better then it was before the change. I'm looking forward to testing it with other killers. Next up is oni, which I always used sloppy on.

  • Bump since i forgot that devs/mods dont work the weekends, and I'd like to see this addressed.

  • I think BT and BBQ basekit would be very healthy for the game. Both promote the killer to not camp or tunnel, and are counterable. At this point people always play as if the other side has it anyways. The only thing it would change is people will be able to run more diverse builds. Its a win win in my eyes

  • @Pulsar said:

    This game will never ever be competitive

    What do you mean? it already has a comp scene. Swishs tournament was well put together. Very interesting and entertaining.

  • @Icaurs said:

    Something I would like to see is a better updated post game statistics.

    Who the killer spend the most time in a chase with

    Who did the majority generators

    Who used the most pallets ECT.

    This would be really good for post game evaluation, so players can look at these and better reflect on their matches and improve. Showing who was SWF would also be valuable, so that killers can make similar evaluation on matches.

    Yes all those things would be great. A bit ambitious as of right now considering we have nothing even remotely like this.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2931671#Comment_2931671

    I honestly haven't seen any game where he was "countered". Everyone is always injured and broken. He is still a normal speed killer and if he has spirit fury which I have noticed several use, then pallets do not work. The main issue it he is extremely easy to keep everyone injured and if people are constantly mending when can the objective be completed? We can't forget everything survivors have to do. Mending, gens, totems, saving,........etc.

    Contrary to popular belief, I've seen the Legion get the uncounterable 4th person down numerous times. That is not balance.

    did you read anything past the first sentence of my reply? Thank you for further proving my point. Have fun trolling people

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2931715#Comment_2931715

    Why do you even care what a random person you’ll probably never ever see again thinks? This entire thing is a non-issue.

    It depends what you're talking about. The swf who try to gaslight you, I dont care. If it was the killer I was referencing, its something we call empathy. For others who are dealing with bully squads. Its an introspection tool for the thick skinned who dont care and a way to not let people gaslight other players. Theres zero negative to getting this info in the endgame. The only people who would be against are the aforementioned gaslighters.

  • @SuzuKR said:

    Oh boy another thing for people to use as an excuse for why they lost instead of accepting the reality they played worse.

    I can tell you didnt read the post. I've already accounted for both your argument and people like you.

  • @Raptorrotas said:

    Because the game simply isnt coded to recognize swf outside their first lobby. It simply doesnt exist in the trial or aftwerwards.

    It'd be hard work to actually code that stuff. Might break the bloodweb tho.

    This is just false. Swf carries between matches. There is obviously code that carries over. Something that is as simple as some if than statements would work "Is this player partied to player b? False= move on.-> Is this player partied to player c? True.= Show swf symbol a." Real simple basic coding premise. Obviously I'm oversimplifying because Idk the language or how the game is actually coded. This is basic coding.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2931568#Comment_2931568

    There is no counter to Legion so there is nothing to learn. The only advice ever given is to all spread out. That is not practical, especially when some maps are small and solo queue is a game mode.

    It is not fun mending all match and when you have a killer meta it is totally impossible to win as a regular public match. Survivors have to finish 5 gens. When everyone is mending all the time with Ruin and other genslow perks the gens simply can't get done.

    This by itself tells me you still havent looked at games where people have hard countered him. Here are some tips. To prevent him from getting his 5th hit and down with frenzy do not mend until he is out of it. If you were an early target then simply stay out of sight until his frenzy is up. You have to be conscious of where your team is or the general direction, where dead zones are and how to try and waste as much of his frenzy chasing you down. If hes not running those busted addons you also have pallet baiting to slow him down. Bait a weaker pallet so he has to stop his frenzy to be able to hit you. If you take this out of his kit hes still just an m1 killer. Since his strength is injuring not downing this make healing less useful to you because if you're injured hes more incentivized to not use his feral and play as an m1 killer. There are other tips but I'm not humoring this past here. Like I said learn to play the game.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2931408#Comment_2931408

    If you balance for the top 0.1%, that means nobody else can escape. Not fair and balanced.

    What they are doing to counter legion has nothing to do with how good they are. It has everything to do with what you are unwilling to learn to do. Which is why they shouldnt balance the game around people who refuse to learn it

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2930337#Comment_2930337

    Press M2 and follow the auras and there's nothing the survivors can do.

    go watch some actually good survivors. They will show you how to counter Legion. Even his best build with the iri is counterable. People just need to figure it out. I sincerely hope the devs never take any of your troll suggestions seriously.

  • weird I'd say the opposite. I've seen a bunch more "bully squads" lately. Sad there are so many lame people in this community.

  • love the movie, creepy character, but how many ghostly characters do you think they're going to add? I'd be down but we already have 3 with nurse spirit and now sadako. I see her more like a Legendary skin for spirit.

  • @HelloDarkness said:

    https://forum.deadbydaylight.com/en/discussion/comment/2925584#Comment_2925584

    Ikr, ppl still arguing if swf gives them and advantage or not, while completely ignoring my suggestion.

    sorry people like that get under my skin. Had to stand up to it. I think your idea would be ok for some, but you'll have the majority just figure out the formula and skip the swf game.

  • I actually think its way better then old Haddonfield. I would argue its balanced at the moment. I havent seen it favor survivor or killer significantly yet. In time I could change my mind but as of right now ive had great games on it as both roles. Old Haddonfield was busted and heavily survivor sided. With each house being able to be looped multiple times before the killer could catch up and thats not taking into account linking them together. Some of you are complaining about the 2 pallets in new house of pain. What you're failing to realize is that it wasnt the pallets that gave house of pain its name. It was the windows and see through stairs.

  • @Icaurs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2924691#Comment_2924691

    Yes it does. My point has been from the beginning that SWF does not offer the advantage that everybody wants it too, so they can justify their losses. You are clearly a low skilled buthurt killer that wants to throw all of the blame on his loss on SWF. The fact is, there is now way to figure out how many SWF you face every game. Yet anytime a killer goes up against an efficient team it's just (SWF) dang communication, because its an easy excuse. You want to remove the individual skill of each player so you can find something to blame your losses. "If only they didn't have communication, then I would have won for sure." I never said communication doesn't offer an advantage because it does in literally every online game, however in DBD it matters far less, because of how DBD is less a teamwork based game and more an individual based game. The fact is you have no idea what goes on SWF, and I find it sad when killers like yourself throw a tantrum because me and my friend want to play DBD together. We just want to chat about week while play some game in the background. YOU ARE NOT VERSING ELITE SURVVIORS. Everybody wants all SWF to be some pro team with callouts but most players just want to chill and have fun. The few that are the "Elite teams" are so skilled they don't need the callouts because all the information is accessible to those who pay attention. Guess what I can figure out what addons a killer is running without my friend telling me, its called "experience."

    Your arguments are so weak, your first point is basically "Callouts are unfair" completely ignoring that the initial post I made I outlined that most killers have no issue is solo q getting in game macros for the same thing. So not really an advantage.

    Your second is 3 gen "you agreed with me that swf makes it easier to break 3 gens." Yes.... I never said it didn't. What I said from the beginning is that experienced survivors don't need it, I can figure out where the gens are without my SWF, it's called learning the game. Maybe your new to this concept? So not a real advantage. Also your lack of understanding of why 3 gen strategy falls apart against skilled survivors, is really telling of yourself.

    Your third "SWF can pull off sabo strategy." THAT'S YOUR ARGUEMENT. That is the big issue with SWF, that they can pull of a sabo strategy? You really base your entire mindset off survivors always running the same perks don't you? Killers always say "another 4 man meta perks" you would think that if SWF allows you to run weaker but different builds you would rejoice. YES FINNALY SWF, because there is at least a chance they might run something weaker and more interesting. Survivor run meta, killer unhappy, survivor run non meta, killer unhappy. Your bias is so blatant is suffocating. You will never be happy unless survivors are perk less and run at 10% movement speed.

    Your 4th is just disgusting. Killer's can do whatever they want, no matter how strong, how abusive, how unfun and how toxic. Because it's their objective. But when survivors respond in kind you just about cry. That comes from your own words "You are still going on about bias's as if it matters in a well made argument. I value fun more then anything else, and I want that for survivors and killers. You on the other hand could not care less unless you have your easy victory. By your own words you consider SWF a bigger issue then camping and tunnelling. Not allowing players to play the game is less important then people playing really well. You have such a toxic mindset and could not care less about fun.

    And lastly your point about robbing some hit or something, which you have no idea if t hat's the case. You don't know what they were running half the time, you have no idea what they saw, or how observant they are. But you tell yourself this to inflate your ego. I would have gotten that hit, if they didn't tell their teammate I had lo pro chains. Except they watched you break pallet a long time ago and is in solo Q. But you want to tell yourself this so you can tell yourself you are better then you actual are.

    My initial post was asking for specific examples on what benefits players have other then the vague fallback point of "Communication." When I point out I don't need SWF for that, you say "but its easier with SWF, I say yes... but I don't need it. All that means is your going against survivors that need SWF to play then you are versing bad survivors and if you can't deal with this, then you are not as good as killer as you think you are. You want to impact on SWF because they are good, so that you can artificially feel like your better then you are. Whether SWF or solo, if you cannot learn to deal with this level of skill, that's fine, but that does not mean the entire game needs to be lowered to your level.

    You do not need to respond. You clearly have this entitled mindset, and want to surrounded by a bunch of equally unskilled players telling each other how hard it is. If SWF was gone, you would complain about shack or main building ect. You are here to be validated, not make an argument. This conversation is dead.

    Worst type of swf defender. Gaslighting people by trying to act like you know anything about how good i am at the game. The argument is dead because have none outside of “lol you’re bad.” Im an “entitled bad killer” yet the last thing i said is that the people this hurts the most is solo q. Which you most likely didnt even read. They are already hinting at doing something about swf. Either raising solo q up and killers up to handle swf. Or a flat nerf to swf. Cant wait until they do some changes to your crutch so we can hear you cry more about it.

  • @Icaurs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2922064#Comment_2922064

    Just so we're clear on something. I never said SWF ahs no benefits. It does, no different then any online game. I always said it is not as significant as people say it is.

    1. There is no argument here as to why a survivor cannot learn this information himself. All the examples you gave are things any player can learn for himself. Do you learn it faster as SWF, obviously but there is no reason why you as a player cannot figure out which generators are good or bad without a friend telling you. Where the killer is will always be the go to example, but here is my question, if knowing where the killer is, gives such as major advantage as you say, then why is the first case against swf always the hardest? If knowing where the location of the killer gives the advantage you say, then in theory the first chase that starts off with nobody knowing where he is should be the easiest. Yet we constantly see the opposite. The obvious answer is individual skill is far more advantageous then any communication you can give out. But I'm sure this will be ignored. As for leading the killer, come on that's basic DBD skill. IF you need swf to avoid generators then you need more practice. is that your plan to force it form the start. This is why you are clearly inexperienced at killer.

    https://us.v-cdn.net/6030815/uploads/MLK0YI05A0X7/3-gen.png

    x is generators o is pallets.

    Your plan is to force a 3 gen. Now the chance of all survivors spawning on one side of the map is extremely low. So they will figure out where the gens are fairly fast even if it is in solo Q. So to force a 3 gen you need to remain on the bottom half of the map. By constantly defending those same 3 generators, the only way to do is to abandon chases that go above the safe line. If you try to force the 3 gen artificially you rill create this. When playing killer you want to be able to force the survivors into situations where they have nothing to defend themselves. What killers create however when this is not done properly is match that looks like this. Yes lets say you manage 3 gen, lets say you do even better and create a 4 gen, you leave the survivors in a position where all the resources sit on the unfinished gens. So any time a survivor attempts to do a gen they have two choices, loop you at one of the unused pallets or fall back to the safe zone. Survivors can take as many attempts at gens as they want, and can keep falling back. It does not take a swf to do this. You yourself created this entire situation. Now of course you have less ground to cover, but 3 gens have a simple counter. The only time they fail is when survivors get hit and instead of going back, they go forward into your zone for you to capitalize on this. In this situation you are not versing good survivors. Do SWF make it easier? Sure, but its hardly something that SWF can exclusively do.

    3 Designated builds is an extremely rare thing, and something I encourage. As I said any team with players running non meta, in mind are fantastic. Players with distinct roles, let's say sabtour can be dealt with because they are forced to give up meta perks to fill a role that may not even occur. The point is your idea of designated roles is so extremely rare, I wonder what game you are actually playing? Who is reasonably giving up iron will or ds or BT or spine chill to run open handed windows? Or sabatour. On the other side lets say your right. So... your reason for why SWF is is frustrating is perks combos that literally do not work without coms can now potentially work. That's the big advantage of SWF... the game actually working. Yeah... you definitely don't have bias.

    4 The fact that I never mentioned the circumstances of camping, and yet you went to the situation that makes killers look the most favourable as possible so that you can pretend that your not bias is extremely blatant. What if I was talking about a killer that camps at 5 generators. Or a killer that camps at 3 generators. You don't know because you jumped to a conclusion and created the weakest argument possible. Guess what I have no issue camping at endgame. I recognise that with no objective for the killer to go to it would make sense for them to defend the hook, especially if no survivors were dead at this point. You clearly have bias and your lack of awareness is astonishing. But fine, lets say you are right, again so the big advantage of swf is to counter camping/tunnelling... and you object to this? Have to nerf SWF, because might be able to get the rescue. Yeah... no bias here.

    5 Again, this what separates a good and bad survivors. Bad survivors require a killer to demonstrate directly in front of them what they are running or need teammates to as you say give callouts. A good survivor however know what a killer is potentially and likely to be running and is aware before the addon is even active. Your example of lo pro chains is a possibility on all Hillbily's. As a survivor you should be are of this from the beginning and on guard before he even broke the pallet. By your logic going up against SWF should result in the first member of the SWF getting hit by it or at least very likely and yet they are rarely are compared to solo q. The reason is because most SWF are good players or at least far more likely, on an individual skill level. They can predict individually what is likely to happen before it does and avoid. Obviously you learn things faster, however if this is what separates SWF from others, then players would simply play killers that ignore this (Nurse) yet nurse struggles just as much, because the players are individually all skilled.

    Your argument is communication is what gives SWF the edge, and yet communication is not meta, because while communication does have its merits, it is far less then to the already base meta that offers none of this. By stripping communication away they should be significantly weaker right? Well no, because even without communication they are far stronger then solo Q because their individually skilled. Killers want to say (I only lost due to communication) So they can simply ignore any loss they have as (unwinnable).

    None of this disproves that coms gives a heavy advantage. You are only stating that better players will play better. Which is obvious and im not disputing. You are try to use it as a strawman for some reason. I'll bring most of these in to a different light so you can understand it better. The currency in this game is time spent in the match. Which the killers time is 4x as valuable since there are 4 survivors. So anytime spent doing something other then gens is invaluable for balance. This is about time here not player skill in both scenarios swf on coms and solo q of equal skill. coms win matches because of everything I stated.

    1. This is about time here not player skill. Skill has nothing to do with gaining information. you still have to traverse the map or have eyes on each gen or the killer. You spend time doing this, swf on comes does not, or at the very least way less time. Once again back to the time currency thing. Assuming that the survivors are all efficient on gens, them gaining the info needed during the match will be time not on gens. More likely then not they wont all be skilled or have other motives then what a coordinated swf would the swf still haveing lower skill and all. They could be prioritizing a challenge or greeding things that other team members could do or get easier. Like saves, the call that you are going for the save or if you are being chased saves the team on hook states or time on gens. One example is in solo q if more then one player hops off a gen they are both going for the save 2 people not on gens when only one was needed. So the one that didnt get the save will run until the unhook happens or sees the other player. Another is that they prioritize gens, no one goes for the save in time and the survivor on hook gets to second stage. All of which can be done more efficiently with coms. This gives you zero perspective at my skill level as killer. Stop acting like you know how good i am and keep to the arguments. Maybe if you did that you'll bring better ones.
    2. Once again you basically agreed with me that a swf on coms breaks up a 3 gen better. It is an indisputable fact that holding down a 3 gen wins games for killers. When if they were split its an automatic loss. A 2 gen 2 gen split is almost always a loss against a good team who slammed gens. Where as a locked down 3 gen can spin into the favor of the killer. You act like holding down a 3 gen requires you to just be there and not go anywhere else in the match. I decide when i need a 3 gen but i will always take note of where they are that way i can shift my tactic. Once again a swf on coms wins more times then a solo q in this situations because they know what gens to pressure and when faster. Time is currency. You offered no good counter arguments to this.
    3. Very rare or not my argument still stands and I already said that meta team is worse then this. You didnt counter my argument about them being able to not use a bunch of perks to make way for the meta ones. My argument is coms make this much more doable because they can coordinate it. Not that its rare or not. That its a thing period. It proves how powerful a swf with coms can be. You have no arguments here and you are still trying to gaslight me. You do not get to claim to know my experience with this game or my bias. The only thing that I let you in on in the previous comment is I play solo q. I show no bias and I'm only stating facts which you cant even counter properly. So my bias is showing? For what solo q? You're just butthurt that I'm making better arguments and cant counter them. Thats why in every section instead of bringing any good arguments you take tiny jabs, with no evidence to give them any kind of weight.
    4. You are still going on about bias's as if it matters in a well made argument. I favor no side here, I want balance for solo q and killer. Swf breaks this. Camping tunneling and slugging are valid tactics and the killer doesnt have to abide your imaginary rules. So yes back to your previous statement. You are giving me that coms make this easier then solo q. Once again you offer no arguments here. I dont like when killers are doing these tactics early in the match it makes it miserable for the survivors but its still a valid tactic. I think something should be done about camping and tunneling at 5-3 gens, but swf is a much bigger issue that throws a wrench in balance. Once thats sorted, sure implement a mechanic so that it is not as favorable to do for the killer. As for right now the killer has no idea what the team is. SWF or solo q, good or bad, So for a killer to do these thing because if they play "nice" swf will punish it. Swf exclusively creates this scenarios outside of killers who would do this anyways. Which not knowing if its a swf or not will make some killers play more scummy, and the ones who feel this the most are solo q. So inadvertently the swf is hurting solo q here too.
    5. In a high level game where a killer mistake can cost you the game. Getting that one hit you wouldnt normally get can be a deciding factor in a match. This by itself tells me a. you are survivor main or b. do not play high level killer. A good player still does not have the ability to prep for every tactic in chase. The reason why lo pro are brought up is because you treat billy differently at a pallet based on whether or not they have it. Which will either grant a hit or down or take it away. Once again time is currency for the killer especially against good teams swf or not, and swf have that advantage in chase faster in the match. So why at top level do you see mainly Nurse and Blight? You still havent disproven this. It still stands as an argument that coms completely change the game in the favor of the swf regardless of skill.

    You still havent disproven any of my arguments and all of my points small or big are indeed advantages that coms give and theres a lot. In a game where at high level one mistake by the killer can cost you the game. You take all that efficency that coms give and you are acting like it isnt enough to sway games. You are either doing this because you arnt experienced enough at the game or for malicious/selfish reasons. If you are Malicious, you are gaslighting people and are taking little jabs at me now. You dont want your edge taken away from you because when you arn't playing with other players you cant a. bully people. or b. win reliably. You are butthurt because I called you out on your bias and just trying to throw it back at me with no merit. When in fact I've said nothing but facts that you still havent countered in any way. I've said nothing that favors either side in any particular way. In fact its solo q thats hurt most by this. Not killer.

  • @Icaurs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2922007#Comment_2922007

    OK

    1. They will always know where the killer is if 1 person sees them. Yes and no. It depends on the killer, map perks available ect. Lets give it the absolute worst scenario, a deathslinger on say coldwind farm. He's slow with cornn blocking his vison giving survivors the edge as you say. Well As the match progress, the distance he needs to cover gets shorter and shorter. Callouts don't really matter if he's remaining on one site of the map. because the distance tis too small for to have a real impact, especial on generators that are placed in dead zones. The killer is either going to be near enough for you too see him or close enough that a callout won't matter.
    2. They can coordinate what gens to do so that they can split up a 3 gen. Isn't that what corupt was designed to do? How can survivors split a 3 gen when all the gens on one side are blocked? If they are wasting time waiting for the corupt to wear too avoid the 3 gen then they are giving you time you need to apply pressure. Even if you don't have corupt relying on 3 gens is a really poor way to play. If your fall back if you pick one side of the map and designate as (your area) then the survivors will simply remain in the other area whenever they need to be healed. Also here the thing, its not difficult to figure out what side of the maps generators have been done. Most gen spots are predetermined, and while they rotate placements, you won't find one anywhere. If survivors big advantage is gen placement then I will give that up, any day of the week for basekit BT.
    3. They can synergize 16 perks to all work together. Completely wrong. Come one lets be serious here. In theory yes you could build some interesting combinations for some really strong fun builds. But any build you can think of is inherently inferior to BT/DS?DH and COH. (COH is its own problem). The point is these perk synergies will always be inferior to the basekit meta. As a killer I would love to see 4 man perk combos, because it would be far more interesting to go against that then another round of meta. I can work around a sabo build, a flashlight build. Windows of opportunity with open handed ect. But they never do, and regardless of SWF or solo, they will always be the strongest build.
    4. coordinate risky saves. I'm not even going to challenge you on that. Let's say you are completely right. Wow what an amazing advantage they can counter camping, how gamebreaking. Have to nerf SWF, because killers want to be able stand in front of a hook and get kills.
    5. They can spoil any surprise element the killer brings so that it only works on one of them once. aka spirit fury enduring, low pro chains. Again it depends so much. Like spirit fury enduring, sure I would agree too that. But lo pro chains? If you are surprising more then 2 survivors with that, then the survivors are not very observant. Surprise abilities only work once per survivor and any competent survivor should be able to figure out what the killer is running fairly quickly.

    Here is the big problem, everything you said is easier with SWF. However almost everything you said can be achieved through solo q, if players were willing to put in the effort. Of course its easier to do things with discord ect, however there is no reason it cannot be done in solo q. So why is it rarely done? Because the real and only strong benefit of SWF is guaranteed competent teammates.

    1. callouts 100% matter. They know where the threat is and when it is coming. They will know which gens are safe and risky to do. You do not have this in solo q. Baring bringing perks. This works in conjunction with 3. So if they know where the killer is they know which gens are safe to work on, and if theres a possibility of a bad 3 gen the person being chased can lead them to a part of the map that will let the team prioritize that gen.
    2. I have no idea how you came to the conclusion that locking down a 3 gen is a bad tactic. Its invaluable if the team is slamming gens. It is always a constant to keep in the back of your head while playing. A 3 gen strat is a powerful position for a killer to be in since they will always be in the area to lock it down and pressure it. So in order play into this you lead your chases back to that area, hook in that area, and use your gen def perks on those gens. corrupt is only an early game solution to trying to lock down a 3 gen. Thats a bad point considering breaking up a 3 gen will be done later in the game not near the start. Also for this theres another argument favoring swf over solo q. Heals can be coordinated away from the 3 gen and with COH in play they dont even need 2 people to heal. So chasing the survivor back to the boon will let the rest of the team finish a gen and staying at your 3 gen to defend after a hit will let that survrior heal up by themselves and get back in to finish the gen. Rinse and repeat until the gen is done. All coordinated by a team most efficently through coms. They will all be aware of which gen has what progress on it and when to greed and stack a gen to finish it. Which in solo q you have to roam to figure it out or call out where the totems on and the team can decide with each other where the best placement for that totem can be. This isnt even taking into account that a swf on coms will prevent the solo q survivor breaking totems so that the one bringing the boon cant place it when they need it in that scenario.
    3. This is a constant talking point with good teams as they will have designated builds to do specific roles in the group. This prevents builds that clash with one another. In fact the only time you face a competent sabo, anti slug, or protection hit squads is done through communicating who has what perk. Which is not possible to reach worth while efficiency if only 1 person is doing these things. Once again coms are the only way to coordinate these things. However the worst of this is exactly what you were kind of trying to say with the meta perks. They will have designated booners savers runners and gen jockeys. Also being in a swf with coms will open up perk slots since they have no need for information perks. Which those slots will be filled with stronger perks. I myself playing solo q usually run at least 1 info perk like kindred to give me an idea of what my team is doing.
    4. yes because the killer isnt allowed to secure a kill in the endgame. Your bias is showing hard here.
    5. i only mentioned 2 on this category there are so many more things that hurts killer here. A callout on their perks so they have premeditated responses to the killers build. A good player will slowly learn these things over the corse of the match, but a swf will learn it faster through coms. Lo pro chains are so good that its ran as one of the better hillbilly add ons during tournaments. Its better then you apparently know. Them not knowing, outside of being hit, there is still a chance that they eat a hit the killer wouldnt have normally gotten. If i know that the billy is running lo pro chains i know now which mindgames that i should be favoring against him.

    i dont think any of your arguments do anything but prove my point that coms give a huge advantage to a swf regardless of skill level. No matter the skill level it will still elevate those survivors past their capabilities in solo q through the info gained by coms.

  • @Icaurs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2921919#Comment_2921919

    Yeah... no. The real and only consistent benefit of SWF is good teammates. Whenever killers say "communication" and then complain when single survivor loops them very well, shows how the importance of individual competence is really what maters. Communication has merit but its not really all that impactful. Which why I said if they were too add callouts for survivor, that would allow for the same information that swf has right. Well not exactly because information if secondary to the only thing that really matters "personal skill". So when killers say they don't like SWF, what they really take issue with is survivors of equal skill.

    Do you enjoy gaslighting people? You offered no good arguments against any of mine. Most of the topics i listed completely eliminate whole categories of perks that solo q uses.


  • @Icaurs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2921805#Comment_2921805

    Maybe, but most players seem to support the idea of giving solo survivors the ability to communicate though in game macros.

    I'm being chased, going for saves, ect. If communicaiton was so important why does nobody feel like these would be a massive advantage. I have seen swf and usually, little communication is needed. So I don't feel like SWF gives the massive advantage everyone says it does.

    https://forum.deadbydaylight.com/en/discussion/comment/2921818#Comment_2921818

    you must be new here or play at a low level. There is a mile difference between a solo team and a swf. They will always know where the killer is if 1 person sees them. They can coordinate what gens to do so that they can split up a 3 gen. They can synergize 16 perks to all work together. coordinate risky saves. They can spoil any suprise element the killer brings so that it only works on one of them once. aka spirit fury enduring, low pro chains.

  • @JawsIsTheNextKiller said:

    My favourite type of dressing is probably ranch.

    My least favourite is aim.

    It would be nice to turn it off as the devs and the players dispute whether it causes killers to miss or not. If some players don't want it, then disabling it should be an option.

    right? i see no harm in just a toggle

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