Ayodam
Ayodam
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/3200869#Comment_3200869
If they go down near a pallet, and another survivor is near? You need to run the risk of a pallet stun. If you go after the nearby survivor, the slug picks themselves up. You just lost pressure.
If you down a survivor, and somebody sabos the nearby hook?
Body blocking will now become even more powerful, as you can't just leave the slug to give chase.
The reason slugging was so powerful was because it gave the killer pressure. Now, with only 22 seconds into a free pickup, that's gone.
At the very least, bleedout timers should be decreased. If you can pick yourself up every 22 seconds, drop that timer down to two minutes or something.
So if two survivors are off a generator, what do you do? Is that the question?
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Absolutely not.
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@egg_ said:
Incredibile how the people that I would assume would be exactly those killers you'd rather yeet yourself off the hook than playing against are also the ones hating this change
Awesome work BHVR <3
Right? Like killer mains who complained about survivors throwing games don’t understand BHVR *also* did this to prevent survivors for trying to get out of matches by failing hook escapes. Now those survivors are somewhat forced to remain in the match if the killer doesn’t hook them. And many of those killers were saying they’d bleed out survivors to keep them in the match anyway.
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It seems fine…
The only time I see killers slug is when they’re doing some sort of weird slugging of all four survivors at once or they slug for the 4K. But that won’t be a thing anymore since killers now instant mori the last survivor they down. If the slug gets up and is downed, they’ll presumably be mori’d too.
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@GoshJosh said:
Not in solo queue. I tried to have one - one - decent match in solo queue yesterday. I have thousands of hours, mostly on survivor, yet somehow couldn’t get one team in over five matches to get all the generators done. I saw it all, from early give ups and disconnects, to survivors being left dead on first hook (I was injured and trusting the healthy Bill to do the right thing, the other time it was me), someone meandering around their gen all spooked right after a hook, despite the hooked survivor having Kindred and it not being a stealth killer...
Then I preview a few of the profiles on Steam to see around 500 or even over a thousand hours on these people. Like, how do you not know how to play Dead by Daylight after that long? I want to play survivor, mostly because killer wait times are annoyingly long. But are fast queue times and double BP really worth putting up with these kind of teammates?
My approach to this scenario when I play killers is one of lenience, and I recommend others do that as well. Because a as a solo survivor I know how frustrating and confusing it is to experience teams that have no synchronicity, when I play killer I do try to hold back so that there is more of a tug between the survivors and me. If I hook, I won’t camp and I won’t try to injure or down anyone else until at least the other person has been unhooked if the survivors are at around 4-5 gens remaining. I may chase them off gens but I won’t actually strike them until a Gen has popped. As they actually complete gens though I’ll dial up my own methods. Because I never run into merciful or considerate killers, I try to be that myself.
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@Omans said:
Unfortunately for a lot of killers on here they are super boosted. Camp first hook, tunnel first hook. Rinse/repeat.
Playing that way allows lower-skilled players to get better results than their skill should give them.
Survivors are Plenty boosted too, usually by SWFs. Weaker member who should not be escaping are escaping due to being hard carried.
Many killers on here don't seem to want to accept that they are boosted at the role. Fact is, unless you are playing against tournament level SWFs on comms then the reason you are losing 'easily' is a skill issue.
I often stress that killers ascend MMR more easily than survivors (often through the tactics you’ve described), and this misleads killer players into thinking they possess a level of skill they do not actually have. Because the skill curve is so much higher for survivors at low to middle ranks, they have to work harder to rank up. When survivors do reach higher ranks, it’s because they are generally more skilled than those killers who essentially blew through ranks by using thoughtless techniques (camping/tunneling). So when killers like OP face these survivors, they believe survivors have an unfair advantage or that the game, in some way, is slanted toward survivors. But that isn’t true at all. It really is a skill issue, and one that BHVR unfortunately allows to proliferate.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3199871#Comment_3199871
- Self Care actually was probably too powerful despite a myth it’s underpowered on the forums. Just because some people misused the old version didn’t make it a bad perk.
- Decisive was a bit overpowered and needed a nerf. It probably got overnerfed but the old version was too strong.
- Wraith was nerfed a bit out of the blue, there was no popular call for his lunge to get nerfed so presumably they did it based on some internal data.
- No comment on Freddy, I wasn’t around when he was nerfed.
Basically the devs don’t typically nerf things just because they’re too popular. Being overly popular is a red flag, though, that puts it on their radar for review, and often when something is super popular for a really, really long time it’s because its too strong. I don’t think Wesker falls into this category, though, he’s popular mainly because he’s new and happens to be fun to play, not because he’s literally the strongest killer (he’s basically on par with Demo, they’re both I think 4/5 star killers.)
There’s no evidence that SC was over used in high MMR brackets, and devs actually confirmed recently that it is commonly used by players in non-English speaking countries. That is where most of its usage rates come from.
But what made Decisive Strike overpowered? It required a successful difficult skill check, worked only once per match, lasted 5 seconds (technically 4 since it took one second for the animation—which weirdly counted toward its time limit), and deactivated if the survivor performed any Conspicuous Actions.
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@cburton311 said:
https://forum.deadbydaylight.com/en/discussion/comment/3199869#Comment_3199869
I think, reading between the lines that 61% number is very troubling. Since at high MMR we still see killers complaining about the strength of survivors, that must mean that at low MMRs, survivors are getting killed at very high rates to more than make up for the higher mmr experiences. This is the only way that all the feedback makes sense, if you assume that people aren't just fabricating feedback to get their way.
As someone that lives on the below average spectrum of survivors, I can say with certainty that my escape rates are way lower than 39%. And this is pretty dissappointing, after a lot of matches, the game just feels futile now. That lack of hope / despair, is not what I am looking for when I play games. I want the expecation that if I play well I have a reasonable chance of success. The game just doesn't feel that way anymore to me.
Per BHVR, few killers/players are at high MMR; most players are in the average (middle) zone. It wouldn’t make sense that higher players have enough of a presence to skew any statistical data, as their placement is generally an outlier—and even more insignificant than players at low MMR.
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@sizzlingmario4 said:
They should bring back the 5 second DS and then remove the endurance from OTR (and give it a different buff instead). DS was far more effective at punishing tunneling but combining pre-nerf DS and current OTR would be too strong for aggressively bodyblocking the killer from going after someone else.
If they don’t want it to be 5 seconds they could also give the survivor a temporary speedboost instead.
At least with DS/UB, that survivor is stuck on the ground for a bit if you do slug them.
The devs should just leave DS as-is if the “buff” would just nerf OTR by removing the endurance effect..
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/3199430#Comment_3199430
Yes, hence the “one can dream” at the end 😅.
Oof. Well, don’t mind me. Didn’t mean to ruin that for you. Dream on!
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The bonus/incentive is to encourage more people to play that role. Queues are faster for survivors because more people are playing killer, and the game needs 4 survivors for every 1 killer.
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It’s rare, but it happens. One of Wesker’s perks was weakened during PTB because it had the potential for abusable synchronization with Nurse.
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@Huge_Bush said:
Maybe the Devs finally realized, with all the complaining, that solo queue needs help and are finally going to release the action icons along with a text wheel and improved matchmaking 🫣.
Oh, and a Bush cosmetic for Claudette.
One can dream.
I thought they said they’re delaying the solo queue enhancements until 2023-2024? It was on their roadmap for this year initially but they pushed it back in favor of other things, no?
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@Raccoon said:
Is this lover's quarrel a 'Hooked on You' DLC?
you mean the argument between Aj and Fox?
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It’s reportable, but nothing will come of it.
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@jamally093 said:
https://forum.deadbydaylight.com/en/discussion/comment/3197948#Comment_3197948
Legions chase music isn't bad though for Dredge it's his Nightfall it's just super loud.
I strongly dislike everything about Legion…
Dredge’s nightfall seems fine to me, though. Have you tried Plague? Now that is loud…
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@Krazzik said:
https://forum.deadbydaylight.com/en/discussion/comment/3197819#Comment_3197819
When the game first game out it was intended for survivors to hide and play super stealthy all game, only doing gens bit by bit when they were certain the killers weren't around. Infact the balance of the game was that survivors actually escaping was a rare occurance, and gens were really just there to give them something to do.
Didn’t that change largely because people complained about how difficult it was to find immersed survivors? Blendette is pretty much a hallmark of that time in DBD’s history,
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Please leave Dredge alone. I offer you Legion (whom you may gleefully complain about) in its place.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3197930#Comment_3197930
If you want to bring in perks, Reassurance exists to punish camping.
There's no in game definition of facecamping or genrushing, there's no base mechanic that punishes either of those things, perks existing that make those strategies easier to deal with isn't creating an ingame definition of facecamping or genrushing.
The only thing devs have basically said exists is tunneling with the BT basekit changes and those were honestly fairly simple to implement and had little ability for abuse.
Reassurance is less than a month old and a perk accessible through purchase only, at this time. Camping has been a problem for much longer than this particular “fix”, if you will, has existed.
And the base mechanics that punish generator repair speeds are (failed) skill checks along with killers damaging generators (which was recently buffed)—both of which regress generators.
There’s really no in-game glossary beyond kill, escape, totems, and other basic features of the game. But BHVR certainly acknowledges that aspects of the game exist beyond these things.
I definitely don’t like the idea of killer powers deactivating at or near hooks. But it’s foolish to pretend camping isn’t a problem in dire need of a solution.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3197920#Comment_3197920
And there's no mechanic in the game to punish that either. I'm not sure what your point is.
Gen slowdown perks exist to punish it..?
My point is, “in game definitions” are a poor litmus.
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BHVR is kind of unique in that its dev team seems to hope DBD’s community will largely regulate itself. No other game, to my knowledge, really does this.
In any case, it’s not really on killers to avoid camping/tunneling/any other playstyle so that survivors get to enjoy the game; it’s up to the game’s developers to ensure that all or at the very least most of their playerbase has an enjoyable experience.
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@Crowman said:
There's no ingame definition of facecamping so there's nothing here to implement
There’s also no in game definition of gen rushing but…
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@Akumakaji said:
For ones: yeah, not everyone said so, but I indeed dont camp and only occasional tunnel when I am up against a particular nasty group of survivors.
That being said, I also think that a fair share of those premium campers are salty survivors, who tried killer for the first time and are either going through the normal stages or definitely want to prove something, ie "I am on a 32+ win streak just by camping and tunneling."
I know that at least in my MMR bracket, camping and tunneling would solve nothing and just lead to me being laughed at, getting 0k.
I see you post a lot and you often twist yourself into pretzel shapes to come up with the most absurd theories about survivors. Those “premium campers” aren’t salty survivors; they’re killers exploiting an efficient kill mechanic.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3197482#Comment_3197482
Making an effective strategy even more effective will result in it being done much more.
Because people like winning.
BHVR told us boosting base killer features slows down camping & tunneling & gen slowdown stacking so you’re wrong…
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3197504#Comment_3197504
Considering the kill rates are already at over 60%, bumping repair times by freaking 33% is probably going to kill the game.
And then when someone complains about camping, you'll be right there going 'Maybe killers would camp less if gens were 150 seconds!'
Stop using it as your beatstick. I'm tired of the 'nerf survivors or else I'll camp!' motto of these forums.
People have claimed that one change or another would ‘kill the game’ for years, Firellius. Enough with the doomerism. Even if 120 second gen repair times turned people off from playing survivor, so much the better. The devs are introducing bots to help killers continue to have fun.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3197482#Comment_3197482
That argument is bull, since any killer sufficiently bad at the game will continue to employ it, no matter how easy the game is made for them.
https://forum.deadbydaylight.com/en/discussion/comment/3197481#Comment_3197481
If someone else isn't getting the unhook, you have to. Solos can't communicate, which is why survivors 'feed it'.
I myself suggested what you're going for here, but I mentioned then, as it continues to hold true now: camping and tunneling make this thing a pipe dream.
And BHVR aren't getting rid of camping and tunneling, they've been buffing it a ton lately.
Well, fortunately “bad killers” are a minority according to this forum so camping/stacked slowdown/tunneling won’t really be much an issue. Exploitation will happen, of course, but it’s going to be rare.
Don’t you think if gens took 120+ seconds that killers could have a little more fun with chasing survivors & such? Maybe each time a survivor dies repair time reduces by 10 seconds individually, so when there is one survivor left it only takes them around 90 seconds to complete a generator. It’s fair because technically if there is one survivor remaining they shouldn’t really be focused on completing generators. And the killer has essentially won the game anyway.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3197392#Comment_3197392
That's a really warped take on this idea.
120 seconds base would mean that even with faster co-op speeds, gens would probably still take longer than they currently do.
This would be a fantastic change for killers, but there's two reasons it can't be implemented. And that's camping and tunneling. Currently, the fastest way for survivors to do gens is to split up on them. This is also the safest way to do them, as it's the hardest to pressure.
Inverting solo and co-op speeds would push survivors into grouping up, increasing efficiency of killer pressure and massively increasing pressure from hooking a survivor. That last one is why it can't be done. It'd make camping and tunneling even more op than they already are.
Perhaps if gens individually took 120+ seconds killers wouldn’t think they had to camp, tunnel, or stack slowdown perks anymore.
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The narrative you and so many others here have shared is unfortunately another problem of solo queue vs. SWF.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3195782#Comment_3195782
Considering how often DBD can crash on Xbox One, not to mention Switch, I agree, don't play DBD.
Done talking.
The thing that gets me about this is that people act like those week to month long bans won’t drive players away. Idk if killers think they’re the population that BHVR really needs, but survivor players spend more money. Way more money.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3195768#Comment_3195768
Both of you would be expected to participate in normal gameplay (attempting to repair).
In response to your first edit, it is unrealistic for the killer to find people intentionally hiding and avoiding AFK crows without luck or an absurd amount of time burnt doing so, unless they were lucky enough to play a killer/use add-ons/auras that can solve the situation.
Your second edit is objectively wrong. BHVR has explicitly stated survivors are not allowed to hide and refuse to attempt to repair for extended periods of time.
Someone else breaking rules doesn’t mean it’s okay for you to do it too. Report them with video evidence in-game and on the support page.
https://forum.deadbydaylight.com/en/discussion/comment/3195793#Comment_3195793
Take it up with the devs who have explicitly stated survivors are required to attempt to repair. Just because you got in a disadvantaged situation (which happened because the killer did overwhelmingly better than the survivors for that result to happen) does not excuse breaking rules.
I saw your opening post. Frankly, I’d need something current and official from the devs regarding this situation, not off-color remarks that are kind of unclear. Mandy’s comment specifically didn’t seem related to the situation you described, and I’m sure if I asked Peanits, “So if there are 2-3 gens left and I’m facing Nurse, should I turn myself over to the killer by working on a Gen?” He wouldn’t say “Yes.”
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I would not try to repair a gen in a survivor stalemate. And I feel throwing oneself at the killer by doing it isn’t really normal gameplay either.
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@SunsetSherbet said:
No. I've seen it like twice since it released. And one time it was used when the survivor could have just unhooked instead. I had been laughing at this fantasy that this perk would kill camping. As if every survivor was going to be running this, or something.
That’s been my experience; I’ve seen it twice since it went to live. It didn’t really help either.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3192194#Comment_3192194
It's not analogous because it is an asymmetric game where each side has different goals in the first place. It's just an example of something a given side might fun. I don't think it can really ever be properly analogous between survivor and killer because of the complete polar opposite dynamic and role.
In regards to AFK/sandbagging, devs have clarified before on these forums that both are against rules. By sandbagging, I was more referring to things like blowing gens up on purpose/leading the killer over/dropping pallets out of chase on purpose/trapping teammates in a corner/etc. As for AFKing, AFKing for extended periods of time across multiple games can and has gotten people punished before.
I agree on your last points. They are parts of the game that people find frustrating. Somewhat off-topic but just as a general note, I consider map/tile design as the core issue. If maps were more evenly sized and tile spawn logic was less extreme (no giant deadzones, no busted setups), then traversing the map and ending chases would both be quicker. In turn, that reduces the pressure to use slowdown perks and strategies such as tunneling/camping, which in turn would reduce the pressure to run second chance perks. In a DBD where map and tile design is balanced across the board, I unironically think most slowdown could be removed entirely and most second chance perks could be removed entirely or made basekit in some extent. Through this, trying to tunnel/camp anyways (which people who don't care about it being a strategy will do regardless) will be less rewarding than playing without doing so in a version of DBD where it won't be necessary to do to pressure gens anyways.
I don’t agree that reducing the sizes of maps will prevent camping, tunneling, or killers stacking slowdown perks. If anything, smaller maps further handicap survivors. I believe this is largely why the devs have not (correctly) reformatted any existing maps beyond RPD.
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@Nazzzak said:
https://forum.deadbydaylight.com/en/discussion/comment/3193509#Comment_3193509
Was about to say this. I'm pretty sure it's the way the game is evolving, and the way BHVR want it to evolve. We know from past stats that playing in a SWF increases your chances of escape more than it does when playing solo (i think it was by like 15-20% ?). Solos feeling the impact of survivor nerfs and killer buffs are likely to look into finding a group to play with.
Yes—if I remember correctly, participating in at least a 2-man SWF increased survival odds by around 15% and that percentage grew as the number of friends did. It makes a lot of sense, but it’s a devastating blow for solo survivors.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3193509#Comment_3193509
Not all SWF are created equal, for every bully/sweat squad out there, there is a SWF just hanging out dropping bits of coordination while mostly talking about their fantasy football leagues.
Of course.. although I don’t commonly see that distinction made here. When people complain about SWF in these parts, they rarely mention anything about the team’s skill. And what I’ve observed is that any team of survivors who function efficiently are called a “sweat squad”, so that term carries little weight.
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Is it really something that needs fixing?
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I believe SWF is the natural evolution stage for a solo queue player. It’s interesting that so many killer players here lament SWF.
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It’s easier to rank up in MMR as a killer. You don’t really question when you’re slaughtering teams (3-4K) because you’re winning and you enjoy that feeling. Most survivors are low to mid MMR and solo players; they’re uncoordinated, disadvantaged, and weak. But as you rise through MMR brackets you’ll eventually face more coordinated teams (generally skilled SWF) and that’s when you begin to see the discrepancy between your true skill and that of survivor players who occupy your MMR bracket. A lot of people who play killer as primary overestimate their skill level because of what I’ve just described: Killer is easier at lower ranks because survivors are very weak there. Survivors grow strong through attrition (you basically run out of weaker players), killers are weakened by it (now you’ve only got strong players left to face).
As survivor, it’s tougher to rank up through MMR for similar reasons: Killers are generally more overwhelming at lower ranks and survivors lack the necessary skills to deal with them.
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I enjoy facing them, and I like playing them as well. They could use some polishing, though. Long overdue for a buff.
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@TWiXT said:
https://forum.deadbydaylight.com/en/discussion/comment/3191537#Comment_3191537
https://forum.deadbydaylight.com/en/discussion/comment/3191549#Comment_3191549
I'm not sure either of you grasp a good part of what I was getting at, so, I hate to do this, but let me "spell it out" for you (ugh, putting it like that makes me feel so dirty... I don't mean to be an ass here so understand that in this response I don't mean to sound hostile, and no condescension is indented):
40k players, 1/5th of which needs to be Killer in order to make this game work, and any less than that means that survivors experience higher queue times, and if killers aren't appealing means that at worse, less players will want to play the role that makes this game work. Despite everything you may believe, the reality of this game is that the MINORITY of players choose to play killer, and the MAJORITY play survivor.
Making the game slightly less appealing to the MAJORITY, has much less impact on the function of this game than making it unappealing to the MINORITY since without anyone wanting to play that role, the game doesn't work.
For the longest time, the devs appealed heavily to the MAJORITY (survivors) to the point that it left the MINORITY (Killers) starting to wonder why they even played in the first place. The recent mid chapter patch Changed all of that, not just for the veterans, but also for the new players interested in taking up the minority role.
While you may THINK the survivor role, especially the solo queue is "Worse than ever", honestly, it's not so bad that it's unplayable, a far cry from being a bully simulator for them, and the killers aren't in fact "Guaranteed" a win just because they chose to play that role, no matter how bad they are at it!
TBH, as someone who plays both roles relatively equally for the past 4 years, I haven't noticed too much of a difference in my survivor win rate to think that it's unplayable. In fact, I also haven't noticed that much of a difference in my wins vs losses as Killer either, but maybe that's because I've been playing this game since it was released, and have thousands of hours of experience, and thus am only playing on the mid-high SBMM.
Honestly, while your rebuttals to what I've said do have merit, at the same time, I just haven't experienced anything anywhere near the "solo queue survivor experience hell hole" that you are emphasizing in your responses. In fact, I find that the survivor experience, while getting a bit more difficult, is still very manageable, and killer is only a slightly better experience. Something tells me that this may be very different for me if I took a few months off to reduce my SBMM level to a noob rating, and then picked it back up, but I'm not gonna do that, because I've earned my place in this game, and I'd hate to purposely make myself weak just to prove a point.
I’m curious…
Do you suspect the players describing poor solo queue experiences are lying?
Near the end of your comment you typed you don’t want to drop your own ranking to test the quality of lower solo queue matches. But that bewilders me because if you’re certain people are hyperbolizing their experiences, which appear quite contrary to your own, it stands to reason you would think you wouldn’t face much or any difficulty if you entered similar match conditions (low to mid rank solo queue).
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@LordRegal said:
Assuming the incentive system worked when it came out with the anniversary event, you would've seen BP incentives for killers every night with how fast killer queues were and how long survivor queues were. Wesker + changes to the game making survivor harder than it's been in the past has hard shifted the balance where it's pretty much always on survivor (though I have seen killer get 25-50% occasionally in the evenings when the post-work-SWFs get on). So at a time where people either finish adapting to the meta changes and base game changes or things get changed to favor survivors again, I'm confident we'll see nightly killer incentives again - it was like that for years, so it'll go there again.
It’s been weeks since patch 6.1.0. It’s time to abandon this belief that people still need time to adjust. The adjustment period is over; what you’re seeing is the new norm. There are no indications that anything at this point is going to revert or change. Killer queues won’t become fast again until BHVR in some way meaningful boosts survivors. And while I personally appreciate the changes survivors have recently received, increasing basekit BT and making Reassurance weren’t enough to encourage players to queue up as survivor.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3192162#Comment_3192162
Let’s break this down.
- I don’t agree with all uses of "(Side) is not responsible for (other side)‘s fun in the first place. As long as it is part of actual regular gameplay? Yeah. BM or breaking rules (eg, trapping someone in a corner forever)? No. It is a given that in a versus game, all players being always happy/having fun will never ever be a thing.
- Similarly as a survivor example, bringing offerings for an extremely survivor-sided map + using the strongest possible survivor builds may not be fun for a killer player to go against. Does that person’s lack of fun mean there’s an issue? Not individually in of itself, no.
- Whether you like it or not, devs have acknowledged "unfun" aspects such as tunneling, camping, and so on as parts of the game that they balance this game around. In comparison, suiciding on hook/DCing is actively exiting the game, while actions such as AFKing/sandbagging are against the rules entirely. They are not comparable.
- If you have an issue with said parts you find unfun? Completely fine and valid. Make suggestions for how the game could be improved in your opinion to the devs. Taking it out on the other 4 players in the game is not the way to go.
https://forum.deadbydaylight.com/en/discussion/comment/3192166#Comment_3192166
You are free to your opinion.
I’m with you that DBD gamers could have more interest in the experiences of their peers. We’re of one accord there.
The comparison between camping/tunneling and survivor items doesn’t fit. It isn’t a 1:1. Survivor items don’t prevent a killer from playing the game, mechanically. They’re irritating and undoubtedly affect gameplay, but they don’t eliminate a killer’s ability to engage with the game. Hooking survivors immobilizes them. Camping often prevents rescues/escapes from that immobilization. There are no survivor items/add-ones that create any analogous scenarios for killers. Fun is subjective, and I suppose we’re all entitled to define it for ourselves. Some people find camping/tunneling fun.
Just as the devs have acknowledged that camping/tunneling are at times a valuable means of playstyle, they have also acknowledged that these methods are unfun for other players and have thereby attempted to regulate them. Neither AFK nor sandbagging are against rules; refusing to play normally is. But sandbagging (forcing someone else to take aggro) can be just as strategic as camping. And AFKing… well, it’s just too vague. It’s hard to prove intent, and AFKing requires that for any sort of judgment.
Personally, I accept camping & tunneling as part of the game. But it appears to be a major source of frustration for other players and that is valid.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3192148#Comment_3192148
Assigning imaginary anger to the person you’re talking to doesn’t help your case any.
Did you actually read that? Because it still doesn’t work. To project in this situation I’d need to make the claim you initially did—the ‘prophecy’—followed by a disgruntled response that I then tried to pass off as someone else’s feelings. That would be projection.
You made a disgruntled, defensive remark. Your displeasure was quite clear.
Regardless, the rationale is the same: If you can understand the stance that killer players have taken for years (the fun of other players is not their responsibility) then you may also grasp why survivors disconnect or yield on hook: They’re not responsible for the fun of anyone else.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3192142#Comment_3192142
Interesting projection?
You aren’t using that right. Think about it, then try again.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3192132#Comment_3192132
I see we’re starting off with a round of whataboutism. How unsurprising.
Don’t want to face a part of the game? Don’t queue up.
I’ve never seen someone angered by their own a self-fulfilling prophecy before. Then you commented…
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@SuzuKR said:
Prediction: Incoming excuses about why it’s okay to ruin the game for the other 4 players.
What’s that phrase killer mains have shouted for years… ah! They’re not responsible for survivor’s fun. I’d wager the rationale is largely the same as that.
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@AverageKateMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3190835#Comment_3190835
Am I supposed to react to this or? I don't know what your plan was in telling me that
Several killer mains here were in a recent thread stating that they believe a good way to deal with the last two survivors trying to hide from the killer would be an auto-sacrifice for anyone alive after the second survivor dies on hook. It seems C3 is referencing that argument to illustrate what killer mains here perceive as balanced gameplay mechanics as a critique.
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Kate is worth leveling up. All three of her perks are pretty good, which is unusual for a survivor character. I wouldn’t say WoO is necessary for solo queue but it’s a great perk.
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@Chilli_man2400 said:
It should get reverted but it should also get buffed to where it works on both stuns and blinds. So your not reliant on pallet stuns
also Yochis perks are the least used perks in the game right now atm
His perks have always been pretty bad & were never popular or even sometimes used. Dark Theory does so little and it’s stuck to a 24 meter zone. Empathetic Connection is basically asking teammates to sandbag you (and sandbag they do). Parental Guidance is difficult to get any value at all from. All trash. They should have done that chapter so much better.
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I think it’s important to understand that for survivors, the biggest reward (cuz it damn sure isn’t bloodpoints…) comes from playing with solid teammates, and that kind of relies on MMR. So ranking up in MMR means a lot more for survivors, which is why there are so commonly two survivors attempting to outlast one another. Even if one gets hatch, that survivor won’t lose their ranking; they break even so to speak. This is especially crucial in SoloQ.