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Coffeecrashing

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  • @Hex_iButt said:

    https://forum.deadbydaylight.com/en/discussion/comment/3225270#Comment_3225270

    I would love if this was incorporated into a nice QoL update! Fingers crossed

    This isn't what quality of life means. Being able to stack flashbangs can give an in game advantage, which is the opposite of quality of life. This would be a perk buff.

  • The worst part is if two survivors are trying to do this in the same game, we often end up with the last two survivors refusing to do generators, because both of them want to hide instead. BHVR needs to a mechanic to stop excessive hiding from survivors, when the survivors aren't intending to do finish generators anymore.

    We even have streamers showing off this hiding strategy, where they'll leave people to die on hooks, then just hide hide hide, and wait for everyone else to die. And once they start hiding, they make it clear they aren't even going to try to finish any generators, because they might get caught if they stop hiding.

  • I seriously hope BHVR doesn’t redo anymore old chase music, considering that Hag’s chase music is a 2.5 second clip of a broken washing machine on repeat.

  • @Nirgendwohin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3223776#Comment_3223776

    in the games he recorded. overall on nightlight deadhard its number 1 and for my recoreded games its number 2.

    I’m very often seeing 1-2 dead hards every game. Is Dead Hard pretty much dead at some of the MMR levels?

    Is this the reason why BHVR thinks the current Dead Hard is fine? Because there are many people that just don’t see it anymore?

  • I don’t understand the top survivor perks screenshot. Are you saying that Dead Hard was so rare that it wasn’t even in the top 7 for survivor perks?

  • I want the option to turn off bloodweb animations, so I can still choose which bloodweb spaces to buy.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3222863#Comment_3222863

    Care to point to the data that states how many times a survivor scrawls to a deadzone in the corner where the killer can't hook them? Or the data that shows how effective bodyblocking is at denying hooks? How about how many times a hook sabotage has actually prevented a hook, rather than being in vain because the killer wouldn't have made it to the hook anyway?

    Not everything is captured by data, not everything can be captured by data, because not everything can be measured or quantified. That's why we have feedback, that's why we have anecdotes. If we only needed the data, the devs wouldn't need to know what we think, they could just look up their spreadsheet and draw their own conclusions, like you seem to like doing so much.

    You said this so perfectly! Thank you!

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3222568#Comment_3222568

    That's because stats are objective, not anecdotal. I can say "I like doing such and such" or "This or that happened in my game" but it doesn't mean much of anything since it's just my subjective experience. Stats are objective and come from a much wider pool of players or from the game data itself, so if the numbers are indicating something it's stronger evidence of a real effect than what I personally do in my own games. So I'm a lot more interested in analyzing the numbers than debating what "feels" better.

    The problem is that you're not good at analyzing data. The devs put warning labels on the official stats, telling people to be careful about drawing conclusions from the data, and here you are making conclusions from an unofficial data website, that is not a representative sample of the DBD population. According to your data website, Onryo has the highest kill rate. Like LOL is this for real? The other problem is you need to realize that even if data is valid, that doesn't mean all conclusions drawn from the data are valid. You need to learn which conclusions can be safely drawn from data, and which conclusions are overstepping.

    You don't even know what data is useful. Having data that combines all the MMR levels together is not useful. If I complain that I'm seeing too much Dead Hard at high MMR, it's absolutely useless to quote unofficial unrepresentative data that mashes all the MMR levels together.

    You don't even seem aware of the biggest problem with observing PTB games, is that the MMR doesn't work on PTB, which means the high MMR killers are going to stomp all over the survivors even if the survivors are trying to do all these broken things. And that doesn't mean the broken things are ok. It just means there is such a massive difference between high MMR and low/mid MMR, and the MMR difference is more important than whether or not survivors are using broken strategies.

    What you should be realizing is that we aren't given enough data to make a lot of the conclusions we want to make. And we shouldn't grab unofficial data, and call it "good enough", just because it's what we have access to.

    ANYWAYS, I'm done talking with you. Have fun in the fog.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3222471#Comment_3222471

    Right, so now if I disagree with you I "don't personally play killer". 🙄

    Whatever, I'm done with this then, eventually we'll see what happens with the system and who's right.

    I'm done with this too. Too many of your posts revolve around things you've observed on data sites, or things you've observed while watching other people play, or things you didn't observe while watching other people play. And not enough of your posts talk about your personal experiences with actually playing the game.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3222449#Comment_3222449

    If you're talking specifically about not being able to hook survivors who have Unbreakable and are part of a sabo squad on the PTB, I've said a bunch of times that Unbreakable might need to be adjusted. I haven't seen any games though where survivors who aren't using Unbreakable cause that sort of problem.

    In the new system, survivors don't need unbreakable to pick themselves up. When I'm forced in a situation where I literally can't hook survivors, the new system punishes me, by letting the survivors pick themselves up. The new system allows survivors to bully the killer, by purposely placing themselves in situations where they literally can't be hooked, and the new system rewards them for this bullying. And people were doing this against me on the PTB, regardless of whether or not they were using Unbreakable.

    I'm honestly not sure if you even play this game, or if you just browse data sites, and observe matches to see if they fit your data. Have you personally played killer, and personally played against a bully squad that purposely places themselves in situations where they can't be hooked?

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3222236#Comment_3222236

    Why would you bother proxy camping a slugged survivor instead of hooking them? Slugging for pressure makes sense, slugging a lone survivor to just camp them is an inefficient use of time.

    And I mention that scenario because it's pretty common. For instance, you knock someone down, another survivor is nearby who's injured and you down them. You hook one of them and a third survivor saves the one you didn't hook. Happens all the time.

    I'm often stuck in a situation where I'm forced to slug survivors, because I'm literally unable to get them to a hook. I've been complaining about this multiple times on the PTB forums, and other people have mentioned this too. I'm honestly not sure why you seem unaware this is a thing.

    If I was able to always hook survivors, then I wouldn't be complaining about survivors being able to pick themselves up. I'm complaining about this specifically because I'm often literally unable to hook survivors.

  • Chase: Bond/Dead Hard/Windows/Lightweight

    Balanced: Bond/Dead Hard/Windows/Prove Thyself

    Bond is in the Chase build so I can avoid leading the killer to a team mate. Bond is in the Balanced build to make it easier to find survivors for Prove Thyself. Lithe is an ok substitute for Dead Hard. I don't like Sprint Burst though, because it sometimes encourages the killer to drop chase before I've wasted enough of the killer's time.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3222189#Comment_3222189

    I disagree and think you're just choosing to ignore numbers that don't fit your current view of the new system. And it's not the "number of survivors on the generators" that's important, it's the total person-seconds devoted to generators over time. Keeping one person off gens for 45 seconds reduces the total potential repair progress by 45 seconds as much as keeping one person off for 30 seconds and another off for 15 seconds.

    In fact I'm pretty well convinced at this point that if the survivors don't have Unbreakable and are just using the base 45 seconds pick up time it will have very little impact on the game for most matches. The only examples of issues in this regard so far from the PTB involve Unbreakable, I haven't seen games yet where survivors without Unbreakable are escaping more than usual.

    In the current system, slugging keeps one person off gens for infinite minutes if someone doesn't save them.

    I don't know why you keep repeating this convenient scenario of a survivor just casually walking up to a slugged survivor, one tapping them, and they both safely walk back to a generator. In reality, I'm going to be proxy camping the slugged survivor, and I'm going to attack another survivor if they get close to the slugged survivor. In the best case scenario, I might even knock this other survivor to the ground before they can pickup the slugged survivor, and now there are two slugged survivors on the ground. Another likely scenario is that the second survivor picks up the slugged survivor, I knock the second survivor to the ground, and then I start chasing the survivor that was just picked off the ground.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3221834#Comment_3221834

    Again, it takes 30 seconds currently for a dying survivor to get themselves to one-tap from recovery and about 10-15 seconds for someone else to head over and revive them instantly and then get back on a gen. I'm including that travel time of the other survivor in that number.

    A good rule of thumb is that I never care about the number of survivors that AREN'T doing generators. What I always care about is the number of survivors that ARE on generators, and the current system requires a second survivor to not repair generators for a while.

    Your math isn't useful either. You should be comparing the current system where a survivor will die if another survivor doesn't pick them up, and a system where a survivor can pick themselves up. You should be considering that if a second survivor travels to a slugged survivor, they can put themselves in danger, and there is a risk the killer will start chasing them before the slugged survivor can be picked up.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3221817#Comment_3221817

    It’s not as huge a difference as you think when it takes 50% longer in the new system to pull yourself up than it does to be instantly revivable in the current one.

    The current system still requires someone to travel to the slugged survivor, which means you can camp or proxy camp the slugged survivor.

    It also means at least one of the other survivors can't repair generators for the entire time frame it takes to travel to the slugged survivor, then back to a generator.

    Also, requiring a survivor to travel to a slugged survivor is huge, because it gives you the option to chase them instead. Some survivors like to excessively hide, or pre leave generators when they hear a terror radius. So making them travel to a slugged survivor (which might be in a dead zone) can save a lot of time.

  • @ProfessorDunwich said:

    https://forum.deadbydaylight.com/en/discussion/comment/3221640#Comment_3221640

    I've played maybe 10 Killer games over the past 6 months. Every single time I go against skilled Survivors and get at absolute best a 2K, usually 1 or 0K. No way that is increasingly my MMR.

    If the survivors have higher MMR scores, a 2K could be increasing your MMR. BHVR said if your survivor opponents have a higher MMR score than you, that you gain more MMR points for a kill, and lose less points for an escape.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3221291#Comment_3221291

    Keep in mind that in the current game it takes survivors 30 seconds to get to be one-tap from being revived by someone else and a rescuer about 10-15 seconds off gens to revive them. If you compare that to the new system where it takes 45 seconds for a dying survivor to stand up without help it’s mostly a wash in terms of time lost on gens. (Again, this is without Unbreakable which is what might need to be slowed down.)

    I'm keeping in mind there are still a lot of scenarios where I'm forced to slug, and being able to self pickup at all is a second chance in those scenarios. There is a huge difference between someone that can pick themselves up, and requiring a teammate to travel to the slugged survivor.

  • When I was a Pig main, I would accept snoot boops if the survivor was clearly running towards me near the beginning of the game, because it's clear they are doing this for fun.

    But if it's near the end of the game, and someone tries to snoot boop when they are losing...... well, there's no mercy at that point.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3221009#Comment_3221009

    Exactly what is unfun about it? I have the right to run any perks I want, as long as in game, I am playing well.

    Do you honestly think your teammates appreciate your build and play style?

    If survivors ever got to see each other’s perks in the lobby screen, do you honestly think you wouldn’t get a lot of lobby dodges?

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/349707/solo-q-being-to-weak-isnt-the-issue

    So with all that said you have plenty of materials at your inventory to help you out with some items as well. So it's not the core gameplay itself it's the players themselves. Many players just rage quit for mostly nothing in the game killer catches you the first 30 seconds of the game instant rage quit, It's a killer you don't like you instantly give up, your team isn't being efficent on objectives or in chases that's a matchmaking issue not a core gameplay issue, the killer outplayed you or has a perk you don't like rage quit.

    It's so weird to me that solo-queue players rage-quit to every minor thing and SWFs and Killer's don't rage-quit. How would you explain that? Do you think that solo-queue draws players who have a genetic propensity to rage-quit while SWF and Killer players draws players who have a genetic propensity to stay in games. Or maybe solo-queue draws players from a country filled with people who just rage-quit all the time?

    Who told you that SWFs don’t ragequit? I have SWF members rage quit, and they will spectate the rest of the match so they can complain in post-game chat.

    I also have SWF members give up when their teammate gets knocked out of the game, because they don’t want to play without their teammate.

    I also sometimes have SWFs that all give up at the same time. And sometimes they aren’t even losing, and it’s just that I managed to get one early hook even though they are swarming the area with flashlights and toolboxes.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3220770#Comment_3220770

    Again, I'm doing the hardest gens and I'm taking chases. It's not my fault if the Killer gives up sometimes if he sees Sprint Burst. Sprint Burst is a legit perk.

    BUT MORE IMPORTANTLY.... I have over 1,500 hours playing Dead by Daylight as a Survivor Main in Solo Q. I have played enough Solo Q to know that IT DOES NOT MATTER how good I am at looping. Countless games... as soon as match starts, I run to the middle of the map INTENTIONALLY looking to get chased first... loop the killer for 2-3 minutes.... and 0 gens done by the time I am hooked.

    A lot of the playerbase is simply bad at the game in Solo Q. And there is nothing you can do to save a bad team.

    This is from my first hand experience. At least with this build, I ensure I am having fun too.

    I thought you were the person that made a few threads complaining about salty teammates that would tell the killer where you were, because you were hiding so much that your teammates would risk breaking ToS so you can be punished?

    You are well aware that your play style makes a lot of survivors upset, and that you aren’t even trying to be a team player. Your fun shouldn’t be at the expense of your teammates.

    It’s so laughable that we have so many forum complaints of killers doing strategies that are unfun for survivors, but we make so little effort to call out survivors doing strategies that are unfun for other survivors.

  • @ThanosPAWG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3220784#Comment_3220784

    Wasn't that just because they used a png when they first showed it in the trailer, a little while later it showed the weapon in game and it looked way better.

    I haven't seen the in game picture yet. I was hoping there could at least be some candy corn or peppermints stuck to the weapon, or something else with a bit more effort.

    This is the time of the year where I grace the fog with pumpkin head Nurse, but this weapon is just blah.

    @Mooks said:

    I mean.. I thought you would bring up Plagues as the bad example as the quality of the candy is so bad

    i kinda like the hard candy glossy/shiny look though agree nurses could have been better

    I LOLed in real life when I saw the Plague gumball machine, because it was comically bad, but still entertaining.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3220394#Comment_3220394

    Nah, I exclusively play alone. The biggest problems in Solo Q are just bad teammates who are terrible at looping and lose 2 health states in 20 seconds, lack of communication, people leaving you to die on 1st hook, etc.

    Not my fault if the killer gives up on chasing me. Take it up with BHVR, Sprint Burst is a good perk. As soon as game starts, I go after the hardest gen in the map usually in the middle of the map. I do this every single game. Go straight for the gen in the middle of the map. I do the 1 or 2 gens in the middle, to cut the map in half and try to make it harder for killer to patrol and 3 gen.

    If you are so great at looping, then you should be helping the team with chases more. You're raising your personal escape rate, at the expense of the rest of the team, and you're actively making their games worse even though you're supposed to be on the same team.

    And this is the reason why survivors can't see each other's perks in the lobby screen, because BHVR knows it would cause a lot of lobby dodging. Do you really think survivors are going to want to play with someone with an anti-team build?

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3219531#Comment_3219531

    nothing wrong with my build. I do gens and save teammates. Only thing is I survive. I find it funny how some of you talk as if Solo Q is a high qual experience. It's hilarious

    One of the biggest problems of solo q are survivors that aren’t helping their team enough with chases.

    And survivors that excessively hide are a double strike against solo q, because they usually prefer to hide because they aren’t good at chases, which means if the killer finds them, the chases can be so short that it ends up really hurting the team.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3219821#Comment_3219821

    but there's no guarantee whatsoever since this is all brand new, unprecedented territory for bhvr. and without being loud about how terrible this decision is now there's no guarantee they'll bring them back at all.

    I didn’t think of that. That would terrible, especially because Dwight is my main, and I really like his outfit.

  • I’m guessing the loophole is the outfits will be available again during Halloween 2023, and you can use shards at that time.

  • I really didn’t like the last time-locked community event we had, where one of the cosmetic pieces (it was Haddie or Dredge) was time locked to the last few days of the event.

    This meant if someone had a busy schedule and couldn’t play every day, they might have missed out on the cosmetic piece, because BHVR didn’t allow us unlock it until the event was almost over.

  • This build makes the solo q experience worse for other people. I wish BHVR would improve matchmaking so that survivors with anti-team builds like this can be matched with each other, so they can all have fun at each other's expense.

  • @MrPeanutbutter said:

    Oh, being able to tell your teammates that you’re going down completely negates the effects of Eruption? I thought that coordinating on comms didn’t provide any unfair advantage whatsoever in this game 🤨

    Can anyone else find the double standard?

    1) Eruption needs to be nerfed, because there are so many SWFs making competitive call outs with voice communication

    2) We need to bridge the gap between solo q and SWF, because it’s a huge difference

    3) SWFs don’t need to be nerfed, because most of them are “people that just want to play with their friends”. And “It’s so rare to find competitive SWFs, that we don’t need to nerf them”

  • Is anyone else shocked that all the icon suggestions involve the icons being a reduced sized icon that is superimposed onto the survivor portrait, where it would be unnecessarily difficult to see when certain graphic effects are happening to the survivor portraits? Does anyone really want to play “what’s that icon” when a survivor portrait has madness static overlapping most of the icon?

    Why haven’t any of the suggestions involved the icon being the same size as a survivor portrait, and being NEXT to the survivor portrait so we can actually tell what icon it is?

  • We shouldn't nerf perks just because SWFs with voice communication bypass game mechanics. Eruption is supposed to be a surprise.

    And it's still a surprise over half the time with the majority of SWFs, because the majority of SWFs are only two people. And even if it's a 4 SWF, they don't always know when they are going to get hit. It seems like the only people that are consistently bypassing Eruption's surprise are 4-SWFs that are using competitive call outs, and survivor mains on these forums are constantly reminding me how absolutely rare those groups are, and that most SWF are people "just playing with their friends"

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3217117#Comment_3217117

    You are basically saying that "too many pallets" on a stage is as frustrating as a Bubba who camps a player at gen 5.

    There's a difference in the magnitude of frustration and unfairness.

    Also, remember that killers are getting a 61% kill rate, so really, nothing you said about playing killer is a problem for killer or they wouldn't be getting that ungodly of a kill rate.

    I'm saying that you have a double standard, because you want for things unfun for survivors should be fixed, but things unfun for killers shouldn't be fixed.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3217055#Comment_3217055

    Do you think that too many pallets on the map is on the same level as a face-camping-at-gen-5 Bubba. Or a starstruck Nurse who slugs 4 players and lets them bleed out for 4 minutes. Or even a Nurse in general, who is going against a group of solo-queue players who aren't equipped to deal with her because MMR placed a high-level player with 2 low-level players and 1 mid level player. It's stupid to think that players are going to play that type of game.

    In fact, there was another user on these forums that gave a comprehensive list of problems with the game that is increasing the disconnect and suicide rates. This forum user really should be a developer because he pin-pointed almost every major problem (that the developers could fix) to reduce suiciding and DCing. Here's the list if you want to read it...

    ---

    1) they want to bully the killer, and found out they can’t bully the current killer

    2) they have a rift challenge, and found out they can’t do this rift challenge with the current killer

    3) they have a rift challenge, and they already did as much as they could for the rift challenge in the current game

    4) they don’t like the current killer, and they want a killer they like better

    5) the 1st chase with the killer was very short, and the survivor wants to ragequit out of frustration

    6) the survivor thinks they are better than the other survivors, and wants better teammates

    7) some else already DCed, or gave up early, and the survivor thinks the game is hopeless

    8) the game is being held hostage

    So you're basically saying that when survivors complain that the game is unfun, that BHVR should do something about it.... But if killers complain that the game is unfun, BHVR shouldn't do anything? This means your argument really isn't "BHVR should fix things that are unfun", but instead, your argument is "BHVR should fix things if survivors think they are unfun, but BHVR can ignore the things killers think are unfun"

  • @Sharpefern said:

    https://forum.deadbydaylight.com/en/discussion/comment/3217051#Comment_3217051

    Right now since its 8 skill checks to equate to the same 1% bonus you get from stake out I would not see a problem with removing the cap. You might get an extra 1-2 seconds from it if you have 10 skill checks on a gen.

    1) Toolboxes shouldn't give extra skill checks if the survivor is using hyperfocus

    2) Stake Out shouldn't give bugged stacks to hyperfocus

  • @RoastedGarlic said:

    https://forum.deadbydaylight.com/en/discussion/comment/3217051#Comment_3217051

    ya lets just make an already mediocre perk become garbage because of fantasy what if scenarios that may happen 1 out of 200 games.

    I'm saying to nerf the scenarios that "may happen 1 out of 200 games". You shouldn't even notice a difference, if you truly think these scenarios are so rare.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3217008#Comment_3217008

    If the game can be so unfun that a surrender button is necessary, then yes, without a doubt in my mind.

    However, why not fix it being unfun, instead of trying to fix a symptom of the game being unfun?

    Fixing the reasons why killers think the game is unfun means nerfing SWFs, nerfing flashlight saves, nerfing pallet saves, nerfing survivor bodyblocking, nerfing maps that killers think are survivor sided, nerfing how many pallets are on a map, nerfing how many strong loops are in a map, among other things.

  • If people really don’t think hyperfocus makes much of a difference, then they should be ok if BHVR nerfs the upper limits of how many seconds it can remove from a generator, because those scenarios “aren’t going to happen anyway”

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216966#Comment_3216966

    Do you think Killers should be able to tab out and watch youtube videos until the game ends, do you think Killers should be able to go invisible and sit in the corner of the basement until the game ends, do you think killers should be able to run a "stay awake" macro while so they can lower their MMR but not even be at the computer...

    This is a very deep rabbit hole you're going down. How many of the exploits should we patch, until we realize we can't put enough bandaid fixes in place to force people to play a game they aren't having fun with.

    It’s not really a deep rabbit hole. I’m asking you specifically if you think killers should have a surrender button, that bypasses the DC penalty, so they don’t feel trapped in an unfun game.

    And the killer can use this whenever they want. If the killers thinks they are playing against a SWF, they can hit this surrender button. If someone gets a flashlight save, they can press this surrender button. If they are on a map they don’t like, they can press the surrender button.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216880#Comment_3216880

    What a waste of time and effort though. The simple answer is the game has become unfun for a lot of players after 6.1. The complex answer is fix the things that are causing the game to be unfun for players.

    Your solution is fixing a symptom but doesn't fix the root problem. The root problem is what needs to be addressed.

    Do you think killers should have a surrender button, that bypasses the DC penalty, and they can use it whenever they aren’t having fun?

  • 1) Survivor icons being given to all 5 players in the game, because if survivors are getting extra game information, the killer should get it too

    2) Survivors that frequently DC or give up early should be matched with each other

    3) SWFs should have their MMR calculated higher, to balance their increased escape rate

    4) The game needs some mechanic that makes it much easier for the killer to find a different survivor to chase, so that camping and tunneling can be nerfed without the game breaking. None of the current perks are reliable enough to do this, and this new mechanic should be basekit for the killer.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216791#Comment_3216791

    You forgot two of the most important reasons:

    1. Survivor starts getting campedand tunneled early on, which is the least fun you could ever have in a video game
    2. Survivors have to go against something broken like a Starstruck Nurse with the most powerful addons and perks

    Some survivors dc for the most ridiculous reasons, and it's sad. But there are also understandable reasons why survivors would give up early.

    One of the major problems is that survivors label just about every single killer strategy as unfun, and demand they should be nerfed because they are unfun….. but refuse to acknowledge that survivor strategies might be unfun for the killer.

    For killers, going against a SWF with voice communication can be the most unfun thing in the game, because they can get so many extra advantages with voice comms, and the killer isn’t compensated at all for this. Excessive hiding, hook sabotages, flashlight saves, pallet saves, and bodyblocking are also unfun for killers.

    But due to massive double standards, survivors think all the unfun killer strategies should be nerfed, but don’t think any of the unfun survivor strategies should be nerfed.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216641#Comment_3216641

    That's a symptom, not the problem. I don't understand how people can't comprehend this.

    Reasons why survivors DC or give up early

    1) they want to bully the killer, and found out they can’t bully the current killer

    2) they have a rift challenge, and found out they can’t do this rift challenge with the current killer

    3) they have a rift challenge, and they already did as much as they could for the rift challenge in the current game

    4) they don’t like the current killer, and they want a killer they like better

    5) the 1st chase with the killer was very short, and the survivor wants to ragequit out of frustration

    6) the survivor thinks they are better than the other survivors, and wants better teammates

    7) some else already DCed, or gave up early, and the survivor thinks the game is hopeless

    8) the game is being held hostage

  • My stance is that one of the biggest solo q improvements should be better matchmaking. And by better matchmaking, I think people that frequently DC or give up early should be matched with each other, because they have similar play styles. This would greatly improve the matchmaking of the survivors that want to play each game, instead of selfishly leaving early for various reasons.

  • Disconnecting is also on the list. Does this mean we can get survivors banned when they DC?

  • @woodenEnthusiasm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212200#Comment_3212200

    It's wild how they thought it would be a good idea to make sand nearly entirely silent. I know I'm biased because I play a lot of spirit, but wow playing a guessing game is unfun

    Snow can also make footsteps nearly entirely silent, and the footstep noises can get deleted by ambient noises, like fire barrels and the spooky noises in the Joy house.

  • I hate the map suggestions the most, because you’re trying to kill map variety and uniqueness.

    And survivors would never be happy with your map idea. If they can’t chain multiple tiles together, they’re going to call it a deadzone, but if everywhere on the map has an opportunity to chain tiles, then it’s too strong. And this would force BHVR to hard nerf unique buildings so much that they might as well not exist anymore.

    Map dead zones are in the game for a reason. Some places on the map should be more dangerous for survivors than others, and some generators should be more dangerous than others.

    And certain tiles are sometimes restricted to certain parts of the map, to ensure these dead zones can exist. Some parts of the map shouldn’t have any strong vaults, so the survivors can eventually run out of resources in those areas.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/348879/swf-or-premades-should-be-nerfed-for-balance

    How many times does this need to be said? There are hundreds of topics on this exact matter, almost all of which ask for the same things. Nerf SWF, compensate killers, show killers who's in a SWF, let killers choose to avoid swfs, remove swf, make swf only able to play custom games, etc. etc.

    The dreaded SWF boogeyman that everyone cries about are coordinated comp teams that constantly scrim and have a callouts system that relays precise information at all times.

    Average survivors playing with their average friends, who make up the majority of swf games, are not using precise callouts. They aren't keeping track of the killer's whereabouts and where the killer is going.

    Hens is an excellent example of what your average swf doesn't do. Hens uses a clock callout system, so you get things like "Killer's mid-map going 8, 9, 8.", "I'm at 10, 11", "I'm running towards 4" etc. The one thing you notice is that they are constantly relaying information but more specifically only relevant information.

    The best you're getting out of your average swf is specific landmarks like shack, main building or in the case of Saloon, Windmill. They'll relay things like "Shack pallet's gone", and other things like "Killer is Ghostface".

    Now, one might be on a generator and say "I'm on a generator left of shack" but the person in chase has no idea which left they might mean. This information isn't precise enough so the person being chased might bring the killer through the area the generator is being worked on.

    TL;DR: Not every killer is Otzdarva on a 50-win streak, and not every SWF is Hens on a 50-win streak. It's basically apples to oranges.

    It’s called The SWF double standard…..

    Solo q needs to be buffed to be closer to SWF, because it’s a big difference.

    SWF should not be nerfed to be closer to Solo q, because it’s not a big difference.

  • Footstep audio needs to be equalized, so it can be reliably heard within a certain distance of them.

    There shouldn’t be ground materials that lower or silence the footsteps, and they shouldn’t be affected by line of sight. And chase music shouldn’t be so loud that it drowns out the footsteps. And the ambient noises (like the house on the joy map) shouldn’t be so loud that it drowns out footsteps.

    And I still haven’t been given a good reason to why sounds get muffled or silenced when line of sight is broken, when it’s an unenclosed object like a thin wall that doesn’t have a ceiling.

    Sounds are even muffled if I’m a survivor repairing a generator, and I swivel the camera so an object blocks part of the generator.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3211047#Comment_3211047

    Most SWFs are beatable. But it is just super-easy to blame a loss on SWF, because sadly players in DBD are unable to accept that they might not played that good.

    OP probably never had the thought "Hm, maybe I did not play as well as I thought".

    Most Killers are beatable. But it is just super-easy to blame a loss on Solo Q, because sadly players in DBD are unable to accept that they might not played that good.

    Survivors probably never had the thought "Hm, maybe I did not play as well as I thought".

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3210996#Comment_3210996

    It is widely known that Solo Survivor is the weakest role. And no, I almost never complain about Solo-Survivor, because I never play SoloQ. As I said, I play with a friend (and obviously I do this to exploit, not because I know him for so long and just enjoy playing a game with a friend). Because this way, I only have to care for two randoms and not 3.

    When I play Solo, I play Killer, if I have the time to endure the long queues.

    So if killers don’t beat a SWF it’s a skill issue, but if solo q doesn’t beat a killer it’s a balance issue?

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