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BastardKing

BastardKing

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  • @GentlemanFridge said:

    Hi, forum lurker here.

    One of the more common complaints I read about here is how survivors make less BPs overall in trials than Killers. Specifically the Survival seems to be tricky to max out. So, how do I think we can somewhat alleviate that problem?

    Grant all living survivors in the trial 600 Bloodpoints in the Survival category when a generator is completed. This is, in my mind, regardless of if they worked on the generator completed.

    Why 600? Well, there's 5 generators, and there's the 5k score event granted when leaving the trial through the gates. If the survivor is not the obsession, that's it. 5K. If there were to be a 600 BP score event for any gen completion (3k total), that would amount to 8k total in the Survival category, maxing it out. This would make sense, as the Survivor, well, "Survived" the trial.

    Moreover, Survivors that don't make it out are still rewarded for staying alive for as long as they did.

    The only issue I see with this is that it makes the "Obsession Escaped" score event redundant, as that would only be granted when the obsession has already maxed out that category. (EDIT: Then again, when escaping through the hatch as the obsession you typically don't get the full 8k from all gens and the escape anyway)

    Hell, I would even say make it so a regular survival is 8k, instead of 5k, and make it so hatch escapes/key escapes are worth way less. Getting out through the exit gates is way harder than just taking hatch, especially with a key, and regular escapes should be rewarded more than hatch escapes.

  • Basically, BT has been used as the answer to making bad rescues more often than heroic saves, and DS has been used as a way to combo with BT more often than preventing tunneling, so the change is to make it so that it is actually an anti-tunnel perk, and not a second, stackable bad save perk.

  • @Reaver_Raziel said:

    Your insidious change is either worded in a very weird way or its insanely overpowered.

    Do you mean "At the start of the game and for 60/120/180 seconds afterwards you become undetectable. When this time is over or when a survivor gets hooked this perk permanently deactivates"

    Then yeah I think thats fine, limited but could potentially give a good opening for killers.

    But if you mean it the way you have described, you are only detectable when no one is on a hook. A perk being deactivated doesnt mean much if its requirement for activation is still possible. Unless its permanently deactivated.

    It is the same wording as Lucky Break. You have 60/120/180 seconds of undetectable which pauses when a survivor is hooked, during which your terror radius can be heard. After that time is up, the perk deactivates for the rest of the match.

  • I just want them to reduce the CD to what it used to be, and increase the speed back. They already changed it so Legion isn't inevitable like they used to be, but a 4 second CD has literally led to people using Spirit Fury + Enduring because it is easier and quicker to be hit by a pallet than it is to deal with that cooldown.

  • Definitely better than the crap perk Dying Light is now. The healing buff meant more when you were reducing all action speeds by 33% when they died, but now, the perk has no where near that kind of value.

  • @animalmak said:

    As a survivor with the WORST luck, I agree with the Rancor thing. I don't bring obsession perks, yet somehow it's always me when Rancor is in play. Had an incredible game one time - some won chases, some unhooks, some totems, some gens. Not once hooked. Rancor'd at the exit gate just before it was opened. Feels bad man. And unless someone's got like DS or FTP that switches the obsession to them, there's really no counter to it. /:

    I like the idea of your rework for it! Would the stackable mean that it's 5% when first gen is done, then 10% when second gen, etc? And in that case, I think the time is really good too. 25% movement speed increase is CRAZY, so it's good that it maxes at 20s.

    I don't have too much experience with the other perks, so not much discussion from me on those.

    Yes, when the 5th gen is done, they would get a 25% boost for 20 seconds.

  • That would be cool for the cosmetics team. First, I would like to see different items getting different cosmetics, the way the holiday flashlights/first aid kits do.

  • I also feel the same way about dailies. If I didn't achieve the daily that game, I don't need a reminder every game. I like to save them up to P3.

  • @Rattman said:

    Survs adepts don't count if you escape through hatch, but whatever.

    Yes they do, but it can get buggy with both the generator and the adept achievements. Hatch tends to not count either, but it CAN and is SUPPOSED to.

  • Honestly, I wish they would rework Decisive Strike just because if there is an obsession in the group, you are almost always going to get slugged for at least one minute due to a bad unhook.

  • @brokenrekord83 said:

    And 500 divided by 4 is 125 so i would have to sacrifice all survivors for 125 matches and ive done way more than just 125 matches some i lose some i get 2 1 3 or a 4k or zero bit i still dont have even tho ik iv done at almost 1000 i wish there were stats so i could see this but there isnt yet or never :(

    Broken, the achievement is bugged. It says you have to take a protection hit within a certain distance of the hook. You can look at your current progress before the match (Say, 200/250), and take 2-3 protection hits right next to a hook, and it will not count any of them. Do it 2-3 games in a row, and if you are lucky, it counts one, with no clear indication of why that one counted but the others didn't. They all still SAY protection hit, but do not count for the achievement.

    Edit: I got it by literally unhooking people in front of the killer, taking the hit, or standing in front of the hook so the killer had to hit me to put them on, it would give me protection multiple times, and it was still a crap shoot if any of those counted.

  • Yeah, I reported this a hundred times. On average, for me, it only counted 1 out of every 10. I think I had to get hit probably 2-3k times to get the achievement. It has been an issue since this was a PC only game, with Steam, so it isn't an issue with the achievement not counting it, it is an issue with the game not recognizing it.

  • I was just coming to report the same thing. I was playing Billy, but was putting BP into Wraith. I finished Wraith's bloodweb, and it just locked me into Wraith. I could not pick add ons, offerings, change killers, leave the lobby, nothing except hit ready. Just locked in for the ride.

  • The one change I would make is making it so the blood point booster is only available for the Hard Mode dailies. Gotta make them really worth doing.

  • I like the second one better.

  • Ahh, yes. Forgot Demodoggo. But to be fair, he cannot apply it, the survivors have to apply it to themselves.

  • I kinda like it, but the problem is, by the time that it comes up, one of two things has happened;

    Your team has won and just needs to open the gates.

    You have lost, the hatch has spawned for an extra chance after losing, AND the killer ruined that extra chance, so you get ANOTHER extra chance, and these offerings are designed to improve the third chance you have to escape.

    And for some killers, that add on makes it literally impossible to escape them. If the doors are too close, you can't escape a Nurse, Huntress, Billy, or even Deathslinger.

  • @GoshJosh said:

    This thread only has two comments and already seems overly complicated. The solution is easy, and that is to slow hook progression upwards of 90% if a killer decides to camp. Yes, that survivor on hook may still die, but it will be incredibly more punishing than it currently is. Also, who cares if the survivors are countering BBQ & Chili? What did killers do before this perk was introduced.. just sit there and wait? No, they went to check gens or other places survivors may be hiding. No killer should be relying on BBQ; it should just be bonus intel.

    Intel that there is no one far away is intel that they are probably nearby.

  • I honestly think that unsafe hooks should be the one thing in the game that gives negative BP. You aren't even doing nothing, you are actively harming the game.

  • I know Mother's Dwelling has a genuine infinite again.

  • Also, for the BBQ versus WGLF, there are a few difference;

    WGLF is free, and available to everyone. BBQ has to be bought.

    Aura reading is readily counterable, so while BBQ does have a slight advantage over WGLF there, they both exist mostly to increase BP.

    I personally find WGLF to be the easier perk to get stacks with, but I am a David main who plays David how you are supposed to; all in, balls out. I do the unhooks and take protection hits like a boss.

    As for survivor versus Killer add ons, as stated above, I have way more items and add ons for David than any one killer because I only spend my survivor BP on ONE survivor, but to play all killers effectively, you have to spread it out. That being said, I think they need to increase objective and survival BP. Survival, particularly. I don't even know how you hit 8k Survival.

  • @BigTimeGamer said:

    The change only makes sense on the surface and if you don't think about it.

    With how little Survivors earn compared to Killers and how many items and addons there are compared to killers, it definitely feels like it was a nerf made for the sake of nerfing something instead of it being changed out of necessity.

    Either survivor BP gains need to be raised if not equal or the change needs to be reverted, it just feels awful to use addons now given how rarely you use a full item.

    also i play both sides at reds so don't bother calling me a toxic survivor main

    I disagree with this. The difference between survivors and killers and how they earn BP is pretty simple; I have hundreds of items on my survivor, because I only have ONE survivor. I have every perk on him (<3 David), and have completed webs on him for add sorts of goodies. My killers, however, don't even always have the best perks for their builds, just because there are so many more perks and add ons to get for killers. When you remember that when playing killer, bp is meant to be spread across multiple killers, it makes sense that killers earn more BP.

  • Kinda like how a 16 second channel can remove a killer's perk for an entire game? How is that for comparable?

    There are only 3 killers who can render you exhausted. Huntress is probably the most dangerous/overpowered, and her brown add on should be a green, her yellow add on should be a purple, and the green should just not exist. Even with that, her durations should be shorted a lot.

    Clown can apply it the easiest, and in mass, but he is also the worst killer whose power does almost nothing. Being able to take away exhaustion with a yellow add on isn't ridiculous for a power that is otherwise so weak.

    And Pig has to down you first, so the exhaustion doesn't matter too much unless you waste a lot of time before you remove the traps.

  • @Annakpok00 said:

    This just happened to me on Ps4, I was playing as myers and got blinded by a jake before I went to break a pallet then got permablind after I was done breaking the pallet.

    Disconnected and lasted into the end screen.

    Welcome to the club. We are getting jackets on Thursday.

  • I think a big part of the issue is the late mid to end game issue. In my survivor games, I rarely (but still sometimes) see killers camping with 4-5 gens left. And at that point, I just go do more gens. But once you are down to 1-2 gens left, especially if that killer has only downed 1-2 survivors, they are going to defend the only kill they are going to get. This is doubled if it is already end game. Personally, I think BBQ not working on people in lockers has made camping slightly worse, because a lot of survivors just get in lockers when they see someone get downed, and killers have no where to go and less incentive to leave.

    In addition to new, powerful perks in the vein of Devour Hope and Make Your Choice, I think there should be more perks that work like Fired Up; more powerful as the gens get done.

    Something like;

    Fervent Pursuit:

    "The heretics at large must be brought to justice. While you are 32m away from the nearest hooked survivor, you gain 1/2/3% bonus movement speed per generator completed."

    This would pressure survivors to save and give killers incentive to leave. Camping will continue to exist as long as killers feel helpless, and will be most prevalent while they do. Because every perk like what you want has a way to negate it, there aren't many good reasons to leave. (Devour breaks, BBQ has lockers, Thrilling you can get off a gen or it can be on CD, MYC can have injured people unhooking)

  • Use Bitter Murmur. Lasts longer, happens more often than once every 4 minutes.

  • The problem is that a lot of items/add ons/offerings are balanced by how difficult it is to obtain that specific item. Making it easier to acquire specific add ons/offerings/items you want would unbalance aspects of the game. For flashlights, I recommend getting the perk Plunderer's.

  • So, the big change (And this is also thematic) I want for Myers is that currently, the closer you are, the faster you stalk, the further you are, the slower you stalk. Myers usually stares at people from a distance, then closes. So my suggested change;

    1. Myers stalkers faster from a distance, and slower up close.
    2. If Myers is 24m or more away when he hits T3, the person(s) Myers stalks to get to T3 should not hear the music, should not see the exposed status icon, and should be Oblivious for 15 seconds seeing the icon.
  • I know a streamer who has pretty much the same idea for the End Game Collapse. People who think End Game Collapse is killer sided don't play killer. Survivors get a minimum of 3 chances to escape, and only need to succeed once. Killers have to prevent all of them to win. Either way, it is boring. The change to avoiding the killer and finding a hatch is way more interesting. Otherwise, it is heavily reliant on RNG.



    I like your idea for the Moris and Keys. My opinions and feedback on it;

    I also think that Cypress Mori's should be removed, and should be a default power in the game. By the time you down the last survivor, if you hook them they are going to insta-die anyway, so the only thing this changes is whether you get DSed or not, and more than half the time, even if they were just unhooked, it means you are both sitting around doing nothing for a minute. Very boring for both involved. Would also lets us see those cool animations more often.

    I like the change of Mori's to make it so every survivor has to be hooked. It offers the counter play by making it so that hardcore tunneling doesn't work to just remove people from the game, but still makes it useful to killers. This would reinforce a stealth meta into the game, in case moris show up. Designated Unhookers, Gen Jockies, and Loopers would now need the person who can remain unfound when a Mori pops up.

    I like the change to keys because it does force them to earn it. Currently, there is literally no counterplay. Even with a Mori, killers have to get the survivors down first, and have hooked them. A key is the equivalent of every killer having Rancor, possibly against multiple targets if they get it when there are 1 gen left to do and 3 people.

    I would also add the change that keys should not be able to be found in game without the perk Plunderer's. It is one thing to bring it into the game at the start, similar to a Mori, but the only killer equivalents are Rancor and Devour Hope, and both of them require perk slots.

    My first feedback on it would be changing some add ons to make it so that the minimum charges don't drop. I.E. once you reach 10 charges, it will not drop below 10 if you are hooked.

    Second feedback; if you are running into a deadzone and in a SWF group, what stops you from dropping your key right before you go down? Would it retain charges?

  • Amazing. Do Huntress next. Great killer, crap perks.

    Also, do Quentin and Ash. For the love of god, do Quentin and Ash. Since Mettle's nerf, Ash's perks are poopoo. And Quentins were never good.

  • I would like to see a "Horror Movie" mode. One Killer. Adept perks (Optional). No add ons, just their base power. 6 Survivors, no hatch, no items brought in, BUT they can find items in chests. All survivors are permanently exposed, and the killer can mori on down. Survivors who escape win, killers win if they get 6 kills.


    The idea is that Horror Movie Mode should be balanced for 2 survivors living till the end, and only one escaping by the skin of their teeth.

  • This sounds like someone who is new to the game, or who only plays survivor.

    I think the problem is, the game DOES punish killers for toxic, unfun behavior for survivors, but does not punish survivors for toxic, unfun behavior towards killers. Survivors, however, get REWARDED for being toxic. I have met WAY more toxic survivors than killers. I have had plenty of killers give me hatch after a good game, I have never had survivors give me kills after they had a good game. (You do occasionally have people who stand at the gate and let you get points off them)

    SWF is the equivalent of at least 12 perks that exist, and 3 perks that do not.

    Survivor add ons can finish 1/20th of their total objective with a single right click, with very little interaction. That would be like if I had Iri heads without having to aim, you couldn't use a flashlight, and D-strike and BT didn't work on it.

    Keys let survivors win, even with the killer doing amazingly, even if they put themselves in bad situations through their own actions (3 genning, using too many pallets), and they are REWARDED for doing so with extra points, despite the action being way easier than doing the actual objective. Killers have Moris, but survivors get a warning in the start that a killer has a mori, and killers get punished, emblem and point wise, for using Moris. Survivors can basically acquire the killer equivalent of Rancor at any time.

    There are far more maps that benefit survivors than killers, and you will more often see survivors use map offerings than killers (Unless they are playing specific builds for smaller maps, like Scratched Mirror Myers or the doctor build that gives you a massive terror radius)

    I do agree that there needs to be features to encourage fair and fun killer play, but it needs to happen by making it more rewarding for the killer to play fair, not by punishing them if they don't. Survivors have optional objectives; they can get chests, get totems, etc. Killers don't. If getting 4ks were as easy for killers as getting 4 survivals is for SWFs, but killers had optional objectives, you would see way more killers playing fun.

    At the end of the game, survivors have legitimate chances to save a survivor, regardless of how good the killer is, but the killer, once the gates are open, cannot possibly get a survivor except through the mistakes of the survivor. This leaves killers feeling helpless and playing a cruel as possible, even if it is not fun for any party involved, because they are supposed to be the power role, but they aren't.

  • @Smiler said:

    What I always had in mind was to have the grain field set on fire when a gen was done.

    It would change the boring old field into like a kind of maze or something.

    That could be pretty interesting. Creating patches of scorched earth. I was thinking in the Autowreckers tiles, make it so the cranes pick up something nearby to make some loops easier for killer after the gen is complete, or some of them start overhanging a nearby tile that is really weak, and when a generator is completed, they slowly drop an object into the middle of the loop, making it longer and harder to mind game for killers. The ones without gens nearby stay the same way they are now.

  • I think the following should happen:

    Survivor DCs: Killer gets 2100 SACRIFICE points. For some current, stupid reason, a DC doesn't give a killer Sacrifice BP, it gives them Brutality. Should count as if they survivor was picked up and hooked thrice for all Emblems and twice for all Perks (Such as Pop, Thrilling Tremors, Huntress Lullaby, BBQ, Deadmans (If Obsession) etc). Currently, Disconnects give the same points as killing them or finishing sacrificing them, BUT do not count towards having hooked all four survivors or obtained 9 separate hooks. Additionally, it should count as 6 points towards Maliciousness, and 360 points towards Chaser. Finally, a DC should prevent the hatch from being used by other survivors for 30 seconds, but still allow the killer to close it, to prevent "Hatch Tech".

    Survivor struggles and lets themselves die on first hook: Killer gets an additional 1000 Sacrifice BP. Should count as a bonus two hooks for all emblems, and an extra 4 points for Maliciousness and 250 for Chaser.


    Edit: A word

  • @ZarosNozara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1221004#Comment_1221004

    I'd be fine with slower totem times. NOED just needs a legitimate counter. The hex not appearing until the end makes it almost impossible to counter unless your playing swf with competent players.

    "Legitimate Counter"

    Dude, I am solo, I run Inner Strength for self healing, and I just track bones as I pass them until I count 5. 80% of the games, all 5 get broken. NoED is one of the EASIEST things in the game to counter.

  • @Kai6864 said:

    As the Deathslinger, I was blinded whilst hooking a survivor and since then, I was permanently blinded, even in the results screen.

    Platform = PS4

    Steps to Reproduce -

    Not sure if it matters if you’re in the hooking animation but that may activate it.

    1. Get blinded (Not sure if it matters if you’re in the hooking animation but that may activate it)

    No image because I was quite literally blinded.

    Doesn't have to be while hooking. When it happened to me, I was breaking a pallet.

  • Could have been Mad Grit, the Legion Perk that lets you attack endlessly with no cooldown while carrying a survivor.

  • Nerf Oni when he just came out instead of learning to avoid him.

  • Yeah, they keep saying it would "be OP at the end game" but natural regression is 1/4th the survivor progression, so instead of needing 4 seconds to negate 1 second of survivor work, you need 2? That isn't that OP, unless they buff regression.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/972869#Comment_972869

    https://forum.deadbydaylight.com/en/discussion/comment/972871#Comment_972871

    I never said I thought they did the right thing. In fact, I think they neglected to consider the strategic importance of early-game pressure and made a mistake by assuming that Gatekeeper was the only, or even the main reason why people considered early slowdown so valuable.

    But I think criticisms are more likely to be heard if they're fair, and I think it's not fair to suggest that the developers didn't even think about why people use Ruin so much in the first place, because they obviously did. They just didn't reach the right conclusion, which is why the changes made didn't adequately address the issue in the end.

    Okay, fair enough. Yes, they did consider it, just not anything close to thoroughly enough. I never said they did not consider why people use Ruin, only that they need to address those issues before nerfing it should happen. It is like they said in that very quote; it would be unfair to nerf ruin before addressing Gatekeeper. But the emblem system isn't as important as the fun of the game, and the issue Ruin is a bandage for is still very much real. And I doubt they didn't consider that, which leads to the question, why anger so many players with these extremely biased changes?

  • Lets also not forget that almost anything that gets 'nerfed' gets a compensatory buff. Balanced Landing doesn't give the reduction while exhausted, but you don't make the noise! Syptic Agent isn't a free instant heal, but now it is a mini borrowed time!

  • @Fibijean said:

    We also looked carefully to see how it functions as part of a Killer's loadout. Beyond the obvious desire to slow down generator repair, Hex: Ruin functions as one of the very few perks effective as slowing generator repair in the first couple of minutes of the Trial. This is important to Killers' rankings because the Gatekeeper Emblem highly rewards keeping as many of the 7 generators incomplete as they can for as long as possible. 

    Because Hex: Ruin is one of the few tools a Killer has for getting an Iridescent Gatekeeper Emblem, the update needed to respect that. Just a straight-up nerf without considering the consequences for that Emblem wouldn't be a good plan. So before getting into the Hex: Ruin change, let's go over the Gatekeeper Emblem.

    Isn't that exactly what they tried to do here? They might have gotten the reason wrong, but they did at least attempt to do exactly what you're requesting.

    No, for two reasons;

    First, to get the other Iri emblems, you have to engage in a certain number of hits, a certain number of hooks, and a certain number of sacrifices. Ruin didn't just help Gatekeeper, by slowing the game down and making people have to hide suddenly in exposed positions, it helped you get Chaser and Malicious as well. The extra time helps Devout because you could get 2-3 extra hooks before the game ended if you got a couple minutes out of Ruin. They are ONLY looking at Gatekeeper, which was the worst of the 8 emblems, because it is the only one that the player has no control over; I am willing to bet that lower ranked killers (10+) get higher Gatekeeper more often than higher ranked (1-9). Why? The lower the rank, the more likely they will focus gens.

    Second, the gen speed is just too fast for the current map designs. Gens only take 80 seconds to complete. You can have 3 progressing at once. In most older map designs, a survivor can very easily loop a killer for 80 seconds. Just today, I looped a killer for 2 gens. It would have been three, but as soon as he heard someone else, he got off me and downed them. The simple fact is, assuming No Mither isn't in play, you have to get 24 hits in 180 seconds, or 3 minutes, giving them 20 seconds to find the gens, and not counting great skill checks or toolboxes. Does everyone play this optimal? No. But there are players who can and do. And that is what people are upset about;

    On an unrelated note, there are plenty of survivor perks that show up in more than 80% of red ranked games. There are 4x the loadouts, but I almost never see a game without Adrenaline or DS. No one is asking why Survivors feel they need their exhaustion perks to survive longer. They could easily 'get gud' and just not use them. But that mentality is rarely applied to survivors.

  • I am mostly out. I was a hardcore achievement hunter, I had a David with every perk, and had most killers at P3, and half with every perk. But after this, the game just isn't fun, and I am realizing it isn't going to be.

    I am a switch player, but focus killer, because the power options meant that each game could be different. I don't like survivor as much because generators are not very interactive. It was a hold M1 simulator. But this month, I accidentally got to red rank survivor. I play survivor casually. It has just gotten so easy, that getting to red ranks, baring a team that is really bad, is almost guaranteed at my skill level.

    For killer, where I used to be a red rank, I am now at most rank 4, despite considerably more experience and skill with killer. I play harder, try harder, know more, but the simple fact is, for a role that is supposed to punish survivor mistakes, they can make a lot of mistakes, and there is nothing I can do. But one mistake by me can end it.

    It sucks, cause I really liked The Rift and the Archives and all that, but I am out. I might play the occasional game, but there are better options at this point, and I am just not enjoying the game anymore.

    I only use Ruin on killers with set up. While it makes the games last longer, I felt that the lack of interaction on my part made it boring, unless it was to set traps as Trapper or Hag, or get spend some time in the bushes as my favorite stalky boi. But I can't deny what I read; the devs do not care about killers. That is why they nerf perfectly viable killers that long time players have no issues with. That is why those Dev notes were very clearly written to only benefit survivors, without once mentioning any positive opinion of the killers. I am out. SWFs already takes forever. This is going to make it worse. And I no longer enjoy killer.

  • @last0ne said:

    https://forum.deadbydaylight.com/en/discussion/comment/972221#Comment_972221

    Very true mostly why I'm mad feels non stop with the nerfs...an sounds have been bugged for killers for over a month

    Not just sounds. Almost every killer has major bugs, and they don't get dealt with, but nerfs for killers can be programed in at Mach 5.

    Wraith still gets flashlight burned into his cloaked form instead of uncloaked, so you can be chain burned until their flashlights run out.

    Billy still gets Ghost saws.

    Hag randomly does 360s like she thinks she is a survivor.

    Doctor's shocks are completely inconsistent on when they stop survivors from vaulting/dropping pallets.

    Huntress Hitboxes 2020.

    Plague can vomit on survivors who do the physical reaction and the coughing, then don't get sickened.

    Ghostface can be broken out of stealth around corners and through some walls.

    Not to mention just last game, I got stuck in 3 different grab animations as Wraith where I managed to pull someone off a gen, but they walked off while I was stuck in the animation, not only denying the grab, but also not even giving a hit.

    And those are just the BUGS. Not the nerfs. Not the things done intentionally to make them weaker. These are the things that aren't supposed to happen. Some of these are absolutely gamebreaking for the killer, but killers are second class, so they don't get fixed.

  • @neocore said:

    https://forum.deadbydaylight.com/en/discussion/comment/937289#Comment_937289

    I think that this would be a good way to approach it. when I'm in swf, omly one of us generally needs to bring spine chill when we're staying grouped up and can give everyone else an early warning, meaning everyone else can bring other things to speed up gen progression or help with distracting the killer. against more unexperienced killers, it's kind of no contest and we escape 80% of the time. a lot of the time we feel bad for going against new killers, or when a person is playing a killer they've never played before, but still got ranked w us because they're usually better at it. (I know about the one matchmaking bug that puts you against people too high, and killers that realise they're playing against babies can be REALLY mean, hence why I'm glad they took away ranks on the lobby, to prevent bullying newerr players and also lobby dodging. this is a different issue though)

    I only just started playing killer, and as rank 15 i keep getting matched against swfs of one rank 20-17 but the rest are 10-8 and run circled around me the entire game, constantly flashlight me, and tbag at the gate and point and man lemme tell you. when you're just starting out? that is really discouraging and just makes a person not have fun and not want to play. i have friends who refuse to play killer because of this kind of thing. which isn't ideal, when you play a game you want to play all modes and enjoy most of it, you know?

    so yeah I think matchmaking in this way would help a lot with these kinds of parties.

    This is also causing survivor lobbies to get LONG. I played a solid 10+ games of SWF yesterday. Lobbies were 3-5 minute waits. When they had to go, I played killer. Lobbies are instant. They are losing older killers due to nerfs, long lasting bugs, and things they find unfair not being addressed, but new killers aren't coming in because when you are new, it can be really rough. Its already a solo experience, and so if you don't have fun on your own, you switch to playing with friends or not playing at all, and that is starting to create an imbalance.

  • @Aceonfire said:

    https://forum.deadbydaylight.com/en/discussion/comment/937275#Comment_937275

    You deserved that and you know it. That was a stupid response. That's why you replied with an unnecessarily elaborate response right after.

    I deserved to have you say my opinion should be ignored because you disagree with me, despite you admitting you didn't even read what the opinion was?

  • I already told you how. You already said you don't intend to listen.

    Yes, I have been one hooked in the basement. No, I didn't DC.

    Yes, it is arrogant to dismiss a person's opinion as being delusional because they disagree with you. You did not attempt to agree to disagree, your reaction was to turn up your nose and begin insulting people who disagreed with you.

  • @Waffleyumboy said:

    I think a fair compromise would be use highest rank survivor but for each of their mates who is 4 ranks or higher than them they have a +1 modifier. So a 4,5,8,10 would be looking for a rank 6. A 1,1,1, 20 would be looking for a rank 2.

    I like this one, combined with a point modifier for killers.


    I think another thing that should be considered, since Gen speed is hard to touch, is reverse leader; if they are SWF, they get a lot of extra information. Make it so other, non-gen actions are slightly skewed towards killer. Since one person finding the Hex totem means the entire SWF finds it, make it so Hex totems get a slight Thrill of the Hunt slow effect against SWFs. Make it so the exit gates take a little longer to open, since people can know when they are nearly opened and which ones to go to. Make it so hook progression is slightly faster, since they can tell their friends when the killer is nearby and if someone is coming to save them. Chests probably don't need to be touched.

  • Like I said, the only troll here is you. Now you aren't even hiding it.

  • The difference is, if the killer DCs, I get to keep my items, I get 5k survival points (Which is a category I pretty much only get if I survive), and I get to start a new game right away. It costs me my offering, and my queue time. I do not know if you lose challenges due to killer DCs, because I have only had a killer DCs within the first few seconds of matches since the Tomes became a thing.

    If a survivor DCs, the killer doesn't get their add ons back. They get Brutality points for some reason, not Sacrifice. Survivors are now stuck in a losing game, and they will likely lose their items. It is unlikely anyone in the game will pip. If the killer had a challenge to get a 4 man sacrifice, they cannot get it, even if they were about to get their third hook. I have had survivors literally DC right before the hook to deny my 4 hooks, because I should be 'punished for playing basement trapper'. It is not the right of the survivors to punish the killers. It is not the right of survivors to punish other survivors to 'playing like potatoes'. It is a team game. Not every team will be good. Go play killer or Skyrim if you want a solo experience.

    The only points made here are that DCs should count as sacrifices for challenges and missions. MrsMaliciousX has expressed the exact issue with some survivors; she thinks she gets to punish killers and survivors for not playing how she wants. And she is right. Because the game is set up to allow her to.

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