Ayodam
Ayodam
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Hatch isn’t a good “final girl moment” for survivors. Killers generally find it first, survivors need to play very specifically for a chance to use it, and it isn’t treated as a win for that one survivor but a null. Final girls always live. Not “maybe” but definitely. 🤷♀️
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I use it, lol. But strategically.
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Play survivor so you know why it’s 100% on that role more often than not. And use whatever points you earn to feed your killers. Then play your killers with the knowledge of why the role incentive is almost exclusively on survivor & if enough killers do this, there may come a day when more people see that bonus consistently applied to the killer side.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3282146#Comment_3282146
Maybe Im mistaking the blood splatter in front of the locker as blood drops, as I said is a perk I barely see and to really notice that someone has to use it while injured too, honest to god I think Ive seen the perk less than 10 times and I myself have never used it. In any case they shoule either update the description or make it show blood (I suppose it will be the later because the perk itself is very bad).
It only hides the blood pools. It should be updated, yes. It needs a buff; it’s a very weak perk (which is probably why you rarely see it and don’t use it yourself). It’s outclassed by better perks like Lucky Break, Dance With Me, etc.
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@Dionysus42 said:
https://forum.deadbydaylight.com/en/discussion/comment/3282121#Comment_3282121
That's precisely the problem. Any second objective would involve a deep reworking of the basic game flow so that survivors aren't just sitting on gens while not in chase, but without making the gens take so much longer they can't escape.
Boons were obviously never such a thing, because being optional, they only get used if the survivor thinks they are worth the time investment. That's why only CoH and maybe Shadowstep ever get used. Basically, if they were intended to be a second objective, BHVR compromised themselves into making a system that's actually much closer to a second objective for the killer.
Devs couldn’t rework the Gen system to require additional incentives (like collecting parts before repair) without heavily rebalancing the game. I think they believed boons would allure survivors into getting off the gens (and at least for CoH in solo queue, it works) to interact with another aspect of the game. But it has to be like something survivors see value in doing. No one really runs boons besides CoH and Shadow Step (much less commonly) because they provide a clear usefulness. But even so, they’re not exactly gamebreaking. I see so many solo queue games where survivors throw the game by wasting time Re-booning totems—even when there are 2-3 survivors remaining in the trial. Before Self-care’s recent nerf I saw it more than CoH.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3282130#Comment_3282130
I agree the way the perk works its a bit of a problem and should be changed to not have this interaction with two people healing at once but right now I believe more than a nerf the change was a bugfix towards its intended function.
https://forum.deadbydaylight.com/en/discussion/comment/3282136#Comment_3282136
Im not sure Deception hides blood, as far as I remember it doesnt but its not a perk I see on a daily basis so now you make me doubt, in any case if Deception is indeed hiding blood its a bug, it should hide only scratch marks. Perks should do what the description says, if it does something else its either a bug on the perk or a mistake on the description.
It hides blood and should hide blood. I mean if it didn’t like obviously the killer would not fall for it. Not that they really do now, but… lol. It’d be another completely useless survivor perk if it didn’t hide blood. It doesn’t hide sounds though and you can still figure out if it was used by whether you hear them in the locker
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@Dionysus42 said:
BHVR should've removed boons in the first patch after their release and admitted the idea was terrible. Instead they release perhaps the most laughable 'bandaid perk' in the whole game with Shattered Hope.
If I remember correctly, Boons became a thing at all because killers complained about survivors just doing gens. Devs wanted survivors to have a second objective but it had to be optional because if it takes survivors too long to complete gens, they’re not gonna escape. And if the escape rate goes too low, they’ll have issues. Every Boon besides CoH pretty much sucks and no new booms have been released because they essentially become useless perks.
Devs haven’t nerfed the Gen regression/slowdown meta but they have released perks to somewhat balance that. Believe it or not the devs know they can’t make playing survivor feel hopeless. There has to be at least some inkling that survivors could possibly escape the trial.
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@InvadeGames said:
https://forum.deadbydaylight.com/en/discussion/comment/3280324#Comment_3280324
i dont think your being robbed of the ability to play in an elimination game where you failed to play well enough to avoid being eliminated early on even if you dont like the tactic used. its part of the game, to be eliminated and there is not amount of time your "supposed" to last before being eliminated.
I do not believe i am in some other pool of games that no one else on this forum is in, and as such i do not believe people acting like they are being slugged and left for dead or camped or tunneled more than once in 10 games or more with all 3 of those things considered. someone leaving you on the floor bleeding for a few minutes might suck when it happens but is so incredibly rare i dont see why this forum acts like they are being bullied every day at school.
But maybe you somehow get a special set of killers that never come to my hundreds and hundreds of matches ive played
but there are fixes to the problems if you really keep running into these problems.
Slugged? theres a perk for that.
tunneled? theres a perk for that.
camped? theres a perk for that.
There aren’t perks that truly counter camping or tunneling, really because endurance doesn’t stack. You’ve forgotten that killers recover faster from hits (along with having access to perks that recover them even faster), survivors gain less distance from being hit (even with perks like Overcome), and survivors who are being camped can only be reassured once per hook state. If other survivors have paid for that DLC to obtain that perk. And then give up a slot that could go to some other useful perk for that one.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/3280564#Comment_3280564
it's not INHERENTLY absurd.
You have the time taken to walk over from your spawn to the first chase (even with Lethal Pursuer that can be 20s or something). Say 2 survivors spawn on other gens you're not pressuring. Add toolboxes. Boom, 20s uninterrupted gen time, however long you spend on the first chase. BNP can make that first gen go immediately.
What specific builds are necessary to achieve completing three gens in 30 seconds? I don’t want some kind of long winded dissertation where you double back and try to explain what you really mean, I don’t want to see you mention map/Gen RNG, I don’t want to see something about the competency of teammates. I just want the build (with perks, specific items, and add-one).
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3278494#Comment_3278494
This is why I think they need to remove the unsportsmanlike conduct category. What even could fall under that that isn't covered by the other categories that is an actual reportable offence? Every time I see a streamer report someone using that category it's always because they just didn't like the way the killer played or salty their team wasn't able to escape. I groan and think "what a waste of time".
I think it’s meant to capture things like hate speech in the endgame chat. When people played Smart Bubba and harassed Black streamers in-game (and on their streams) they used that category to bring awareness to BHVR.
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@Aven_Fallen said:
This Survivor Rulebook-BS is so 2017, it is not even funny anymore. Let alone that Killers also get offended by the mildest things you can imagine.
It’s so trite, right? I wanna see people talk about the killer rule book.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3278493#Comment_3278493
They don't have constant aura reading with OoO, either, it's a slight embellishment.
What they have with Fogwise is very consistent aura reading, as it's only held back by how frequently skill checks spawn. One guy hugging generators can give pretty consistent information as to where the killer is at basically all times if they're good enough at hitting skill checks, which isn't that hard.
Personally speaking I think Fogwise is probably fine. I just don't think it's absurd to question its design, since the more consistently you can read the killer's aura, the stronger that effect is.
If it’s reliant on skill check spawns by nature it isn’t consistent, as these are random. Additionally, Fogwise requires successful great skill checks to proc aura-reads. I use it with Stakeout but I have yet to see a killer’s aura more than a few times (as in three) while taking a Gen from 0 to 100%. There are more efficient aura-reading-killer-tracking perks for survivors.
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@Johnny_XMan said:
It isn't taking the game hostage, but it is a form of unsportsmanlike conduct, so you can report them.
I believe Mandy recently commented that slugging is not an actionable behavior. She expressly said do not report slugging, nothing will come of it. It basically takes time away from legitimate (that is, actionable) requests. If a killer wants to slug four survivors they can do that.
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@jesterkind said:
If by "boon totems" you specifically mean Circle of Healing, that actually was OP.
As for Fogwise and Potential Energy, I think you're probably right that anyone complaining about the latter is being a little touchy. It seems strong, but by no means overpowered. Fogwise might be different, though- I've been meaning to test it myself but on paper it sounds very strong.
Constant aura reading on the killer is a very strong effect, especially when you're on comms with people. It's worth investigating, at least.
Survivors don’t have constant aura reading with Fogwise. It isn’t Object of Obsession.
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I mean Empathy also lets you know if the killer is chasing another survivor and Kindred is the best aura-reading perk for identifying a camp situation. Object of Obsession is unfortunately outclassed by many other aura-reading perks. My biggest complaint with OoO is that it doesn’t work with undetectable but the killer can still see the survivor’s aura when it pings. That should not be a thing; they just shouldn’t see one another’s aura.
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@zarr said:
https://forum.deadbydaylight.com/en/discussion/comment/3277029#Comment_3277029
They started talking about solo improvements in like early 2018, likely earlier already. I'm not holding my breath, but I also don't really think solo buffs and compensatory killers buffs is the optimal route. SWF nerfs and compensatory killer nerfs are a way more viable option in my opinion because much fewer of the killers would even need nerfs, and because SWF nerfs are much easier to implement, as well as having a much more specific and limited impact. One simple and substantial way to nerf SWF would be loadout restrictions. Tournaments already go to show that much of the killer lineup stands a perfectly good chance to compete against even the best of survivor teams if there's loadout restrictions in place.
Beyond that it's really camping (and tunnelling) that is the major bane of the solo experience, so another viable route is to nerf camping (and tunnelling) and to compensate for that with buffs to other aspects of killer gameplay (such as chase strength and gen defense).
Improving the matchmaking such that there isn't such a severe disparity in abilities, experience and even just levels of "trying" as often anymore is of course also a major point, but yeah, they've supposedly only gone further and further down with their MMR cap.
I mostly only play SWF anymore these days if I play survivor so I'm not really all that concerned, if anything it's more so that I think the killer (and 4-SWF) experience can get too boring with how things currently are, but solo is a different playing experience and environment and something that can still be fun and has its unique qualities, so if it can be improved to fit the new game reality I'm all for that, and that's another reason why I think not trying to make solo more SWF-like but just reducing the power level of SWF is the way to go with regards to accomodating the "solo-SWF balance gap".
Restricting the perks people can use with their friends in casual gaming is unheard of. I cannot see BHVR implementing that.
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It’s fairly easy if you’re playing in a good or decent SWF. As solo it’s much tougher. You’re basically at the mercy of the killer tbh.
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@zarr said:
The MMR cap is so low that it basically doesn't matter, anyone even remotely okay at the game will arrive at the cap after some time. 400 hour "world record in shortest consecutive chases and longest time spent staring at camped hooks" "Megs" facing 4000 hour "sweats" on their "4k at no more than 2 gens done" streaks is about as commonplace as it had been in the rank-based matchmaking system.
Thing is in the past a duo SWF with two competent survivor players even without voice communications was enough to fairly reliably have challenging but competitive matches, where you'd get escapes pretty regularly. It could still be a really bad experience in individual matches, but overall it was alright enough and a welcome challenge. With the changes that have happened throughout the years however (inlcuding the rise in awareness that camping and tunnelling are the most effective killing strategies), these days it really does seem like 2 randoms are already much too great a liability. It's ridiculous, but yeah, in my experience you need at least 3 competent survivor players to consistently have competitive matches now that don't just often fall apart in the first few minutes, and you can only guarantee that by teaming up. (On the flip side of course, SWFs can still stack absolutely bonkers loadouts and face mediocre opponents a lot of the time as well.)
Solo buffs (and SWF nerfs) can't come soon enough, but they've been saying they want to do that for many years now, and they aren't even implementing the most rudimentary measures in that regard. Nor are they rebalancing camping, which is the most oppressive strategy for solo players. Hook grabs still being a thing in 2022 is just hilarious. They are evidently also not interested in making the matchmaking more strict, it seems that they have concluded bad match quality is less detrimental for player retention than longer queue times, even if it's just a couple of minutes.
SWF isn’t going to receive nerfs (how would they even implement such a thing?) and they’ve de-prioritized the solo queue improvements initially promised this year. Peanits recently commented those changes were placed on the back burner but the devs don’t know when they’ll get around to them (again they were initially promised to roll out this year).
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It’s against the rules to help killers in anyway (including ratting our teammates) and it’s also against the rules for survivors to play the game abnormally. These things seem at odds when you’re one of two survivors remaining with multiple gens left to complete. But ‘hiding’ in a situation like this is very unlikely to get you banned or punished in anyway, while clearly leading the killer to another survivor is something that can be recorded, reported, and result in corrective action.
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I feel like when global offerings are brought by survivors, killers play much more scummy/sweaty. When I play survivor I only use BPS with my SWF and even then I’m skeptical of bringing anything that would enrich a killer’s experience (I rarely see killers being global bloodpoints offerings—even during events). Maybe if offerings were hidden or secret until the end of the match I could get behind changing offerings that help survivors into offerings that reward killers. But until then, no. Leave it as is and focus on other things (like balance).
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@YOURFRIEND said:
Survivors have adapted entirely to the +10s gen times. All it did was teach them to be efficient. It was bad change to begin with. Mini- corrupt was always the better choice.
Corrupt is probably only necessary for setup killers but if it were basekit it could create an early 3-Gen on quite a few maps. Additionally, killers would always know where to find survivors because they spawn near/on the side of the blocked gens which are highlighted for killers. It could snowball things too quickly.
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I run in a SWF and we can make it work. But I’ve tried making it work in solo and… eh. No. There are better perks for dealing with 3-gens (Deja Vu, Visionary & map awareness, Prove Thyself, Hyper Focus + Stakeout, Fast Track, etc). The best way to approach a 3-Gen anyway is by preventing it from happening at all. And as mentioned there are better perks for ensuring that. Potential Energy feels like another trap for solo queue. As Aven stated it’s more like a perk beneficial than harmful to killers.
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I feel balance should come from game mechanics, not perks. And while most killer perks are decent or useful, most survivor perks (beyond the 10 that make up the META) are pretty bad. I personally think BHVR should just stop releasing survivor perks at all. Even when they’re situational or subpar (Reassurance), they’re decried by killers as broken and subsequently nerfed (Iron Will, Mettle of Man) or become perks that generally benefit killers more than survivors (Self-care, Potential Energy). A good way to fix that is to stop releasing perks for survivors.
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Maybe they’ll have more discounts on Cyber Monday.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3275913#Comment_3275913
Interesting musings ... but really, who camps? I often get my first down that fast, because I am addicted to Lethal Pursuer, but I never camp anyone out unless its some very special circumstances, ie EGC or someone tilted me to no end ^^
Camping at 3, 4, and even 5 gens is still very common. Making the game 3v1 as soon as possible is still the most efficient strategy for killers. And with gens naturally longer (and Gen regression buffed), it’s pretty unlikely that survivors can ‘genrush’ while a killer camps. They’re guaranteed at least a 2K just camping from jump, as C3 said.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/355762/when-will-spawning-mechanics-be-addressed
For the hatch the thing is that the hatch spawn is decided from the very beginning. Its invisible but can be detected early by walking over it and noticing the bump. Besides this, its totally RNG if no hatch offerings are played.
How about we did this: offerings aside, the hatch only spawns once the 3rd survivor dies, and it does so somewhat equidistant between the two players, maybe with a variance 50/50 to 60/40 split in the survivors favor due to the killers higher speed. This way there would be no instances with the hatch spawning directly next to one of the two players and it would be mostly a race for the hatch, with the opportunity for some tight chases and injuries.
Players cannot find the hatch mound at start of trial anymore. Devs patched that awhile ago.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3274168#Comment_3274168
That is "working for the killer" and is bannable
Did that person really suggest helping the killer (a bannable offense)? They seemingly edited their post. If so, I’m glad you caught it with a quote.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/3274219#Comment_3274219
"tired of being left on the floor to bleed out" and "Killers slug for 4K all the time."
Are two completely different things.
One is being toxic and one is being strategic to get the 4th kill. You were referencing in your post toxicity, not slugging for the 4k, of which slugging for the 4k is completely fine and I don't get what you're complaining about if that is what you're talking about. There are tons of slugging counters and slugging in general is high risk for the killer.
You’re arguing in bad faith and being intentionally combative. Nothing about this post describes survivor toxicity. OP was clear that they don’t want to be slugged by a killer gunning for a 4K. In fact, that was expressly mentioned specifically in their first comment. You’re bringing up irrelevant $#!% to move the goalpost. Why?
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3271002#Comment_3271002
You do kn0w 95% or more of them camp.
https://forum.deadbydaylight.com/en/discussion/comment/3270999#Comment_3270999
what exactly are you playing then?
Honestly, I’ve seen every killer camp. I don’t think it matters who the killer is. I think when a killer camps they should lose bloodpoints and the hook location should randomly change every time they’re within 10 meters of the hook—just like Pyramid Head’s cages.
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It depends on who you ask. I enjoy facing Trapper and Bubba but Pig and Huntress are annoying. I don’t mind facing Nurse personally but I find Doctor bothersome. Opinions vary.
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Where was this energy when flashlights were nerfed? 🤔
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3270687#Comment_3270687
I'm a little offended you think I'm commenting on this over losing to boil over. I just wanted to give a neat buff idea and it feels as if you think I want to nerf it. Is what I'm not presenting good enough to be considered a buff? :<
I don’t think that, necessarily. I just asked if you personally had issues with the perk.
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3270681#Comment_3270681
What I fail to see is how or why you think that giving survivors (who will still have increased wiggle intensity when having the perk equipped) the privilege to wiggle wherever direction they want to move the killer in which the killer will have to figure out to counter. Would it be a better idea to have that on top of the drop bonus wiggle we currently have?
It’s a perk for survivors so it should actually help them in trial, like how killer perks help killers. It doesn’t really matter because killers have perks that directly counter Boil Over, and seem to manage fine against it without using either of them. I’m quite sure Boil isn’t a game changer perk at this point. Are you personally losing to survivors running it?
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3270678#Comment_3270678
At least you took the time to talk with me about it, which I appreciate. I feel that resisting the wiggle isn't that useful when you can surf on it instead. Also, don't killers already do that?
Yes, however that is the counterplay (along with perks like Agitation and Iron Grasp). My point was that the changes you’ve suggested for Boil Over eliminate the meager value it currently provides. Personally, I don’t see it often at all—as survivor or killer. It’s probably just too niche outside of dedicated builds (and even then, there are just better perks to run in place of it). But it seems kind of odd to nerf a perk like this again.
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3270676#Comment_3270676
Will you explain how or be like a lot of other's have been when arguing with me online by leaving me on read? I really think it would be a cool idea to have jagged shifts in a direction the survivor picks which the killer could play around.
Because instead of disrupting the killer’s pathing they can resist your Boil Over (which currently has a chance at colliding them with environmental objects, thus allowing more time for a survivor to wiggle free) by pulling in the opposite direction.
If people ignore you here it may be because you’re perceived as obstinate or unpleasant to deal with otherwise. I don’t know you; in fact I don’t think I’ve ever spoken to you before, but when I stop responding to people those are usually my reasons.
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3270671#Comment_3270671
They could change it by reworking it into allowing you to choose which direction you want to wiggle in which the killer can also counter by turning themselves. Back and forth being a new way to wiggle with this perk, as well.
Isn’t this just another nerf? I guess it’s pretty well nerfed now but it just seems that this would be another nerf.
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Don’t forget Myers and Ghostface giving survivors a head start at chase while they stalk.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/3270562#Comment_3270562
Well of course, survivor is being made to be for the very casual players and they dont want anything to be too difficult for them.
The flashlight change just shows this, something that wasnt that hard but at least had some sort of a skill cap is being made easier... oh even easier than the first change which we couldn't even test anyway.
Its honestly getting so hard to have fun as survivor, if I'm matched with good players its basically an easy win verse most killers. If I get bad survivors well I cant win because they arent doing gens at all and rather hide...
Neither is fun. Games are suppose to be fun, but atm I can barely get a normal game without a teammate being entitled and quitting for a stupid reason
The flashlight change is really because of the flashlight nerf. Flashlights were nerfed because killers complained about “tOxIc cLiCkY” and such, even though the public statement claims accessibility. So because survivors can’t immediately readjust the already precise timing required to obtain a blind or save, the devs had to do something to rectify the problem they created by listening to killers complain.
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3269770#Comment_3269770
thats not how it works XD its nurse, onryo (and blight?) at 63%. The others are lower. That is not "all killers have a killrate of 63%". And it also doesnt differ from casual players or new players whos killrates are MUCH lower but add into the same pool as some coconut, lilith omen and other pro gamers.
and trust me, killers dont wanna play only 3. If they did the "killrate" was way higher. Dont trust too much on statistics, they say nothing and only serve to push a narrative.
It’s exactly how it works. The kill rate produced by the devs is an aggregate. It doesn’t really matter if only three killers (and you’re wrong on who they are; Pinhead, Onryo, and Wesker are the top 3 individually) have the highest individual rates. Because your favorite killer having an individual rate below 63% means diddly squat for game balance. The total kill rate is 63%.
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3269762#Comment_3269762
obviously we are not in the situation OP mentioned if it wasnt a comms swf who juked the game like it was some navy seals team. cmon. You always try to get off topic aswell, also i said SOMETIMES.
I’m disconnecting from you. Take care.
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3269766#Comment_3269766
you mean the 63% from 3 killers out of 39? that kill rate?
I mean the 63% as an aggregate of all killers. Individually, those “three killers” aren’t even in the top 3 of killers performing best individually.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/3269741#Comment_3269741
Then survivors have no reason to stay if they are going to get mauled in a 3 v 1 at 5 generators. You have to throw them a bone or else they will just quit.
I mean, if I'm gonna play killer, I want the other side to outplay me. It's no fun beating a handicapped team. I don't learn anything other than I can win a 3 v 1, which is like every killer.
To be fair many survivors are mauled at 4 v 1 as well, looking at the kill rate. 🤷♀️
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@Rovend said:
Keys and maps in general need to be reworked, fixed, or removed from the bloodweb. They are so useless compared to medkits and toolboxes that you are handicaping yourself by bringing one.
In fact, to bring a key is an invitation to be tunneled early by the killer.
A survivor sneezing is an invitation to be tunneled. I just wanted to make this point. Lol. Carry on!
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3269754#Comment_3269754
i just explained how SWF sometimes has no counter to it, so there is no way of improvement when there is no counter. Its viable wanting to know if that is the case.
SWF isn’t a strategy; it therefore can’t have “counterplay.” SWF could be +1, +2, or +3 survivors playing together. They may or may not be on comms. They may or may not have synchronized builds. They may be chill or proficient. All of these and many more variables are at play in SWF, and most of them exist for solo queue as well. If you’re consistently losing to SWF teams specifically then you may need to improve your own skills as a killer in general.
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3269738#Comment_3269738
I mean. This is true to an extent. But its also a matter of fact swf has communication, which allowes them to know full time where you are.
this means you have some huge advantage that a killer has taken away from you, so if you dont see any wrong plays and get boggled how you somehow NEVER found anybody aside from maybe once or twice all match, that is because they were exactly telling "get off the gen, he is coming towards you." which is a rare case. But also nothing where the killer did mess up since there is no counterplay to that. (aside maybe from being wraith and go invisible.)
So that information could at least validate there was no mistakes made on your own side. Which is also a part of learning, knowing which and when mistakes are made.
I don’t believe that OP’s motivation was self-improvement, because they did not ask any of the survivors what they did wrong or where they messed up; they asked the survivors if they were SWF—presumably after checking their profiles. But if OP really did care about where they messed up, they could have recorded their game and either brought that here or analyzed it on their own. Instead, they’re in the forums complaining about suspicious things. As someone else here mentioned, not all SWF groups play the same (or even optimally), so “SWF” isn’t the reason why OP lost.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/3269518#Comment_3269518
It's a bad response because players should be compensated if someone quits early.
Both roles should get BP, and the player who disconnected should be replaced with a bot.
Additionally, there should be a vote option to resign the game / allow players to DC afterwards without penalty. The only exception would be premades disconnecting, unless it was someone outside of their premade who disconnected.
There's just no reason to continue when it's a 3 v 1 at 5 generators.
@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/3269498#Comment_3269498
What type of answer is this lmao???
I believe survivors are compensated via additional bloodpoints for teammate disconnects. Killers receive a small bloodpoints bonus too, and furthermore receive an easier game when a survivor disconnects which is itself a reward.
Adding bots to replace disconnected survivors, while possibly helpful to survivors, actually punishes the killer.
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@BendIt said:
https://forum.deadbydaylight.com/en/discussion/comment/3269663#Comment_3269663
https://forum.deadbydaylight.com/en/discussion/comment/3269662#Comment_3269662
https://forum.deadbydaylight.com/en/discussion/comment/3269667#Comment_3269667
A player knowing that they lost because of the advantages of a SWF or that they played against a really good bunch of random solo's can affect their progression in the game in learning how to play and adapt.
I hear lower ranked SWFs tend to be ultra altruistic which is why they lose matches.
Very odd in two games this happened.
Why BHVR don't make it easier for everyone by showing this endgame is beyond me
I don’t believe it really matters whether your opponents are SWF or solo, at least not for the sake of improving as killer. You should be adaptable, as a killer main, and adjust to however the survivors are playing. If you were to message me after a match asking whether I was in a SWF or solo, I’d ignore and block you. It’s a peculiar question to ask, especially since you evidently checked their profiles.
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I mean, rewarding survivors for early DCs or hook deaths punishes killers who capitalize on 3v1 so..
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@Chiky said:
https://forum.deadbydaylight.com/en/discussion/comment/3267512#Comment_3267512
Camping, Tunneling, and Hook Suicide fit to me in the "refuses to participate in a normal gameplay" option by making miserable the game for others :)
Devs have repeatedly said all three of those (especially camping and tunneling) are not “griefing” and reportable. You’ve just gotta live with them.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3267832#Comment_3267832
The issue with a bloodlust like mechanic is, that the system sometimes doesn´t recognize that the killer is in a chase. Every Huntress player knows how its like to be looped around a rock and loosing bloodlust.
Ironically, our own community does everything it can to prevent the devs from introducing mechanics that would help with the big issues. When the devs tested a hook pause while the killer is close to the hook, the survivors looped the killer around the hook. When the devs tested the endurance effects to reset, survivors stacked them to get 5 hit downs.
I´m sure, that there are devs that do nothing else than trying to figure out ways to make the game more balanced/fun. Meanwhile our community finds ways to abuse it.
Wasn’t Bloodlust initially supposed to be like temporary? It became a permanent mechanic but when the devs introduced it they said it wouldn’t be.